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test2/source/blender/editors/interface/interface_template_asset_view.cc

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/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
UI/Assets: Initial Asset View UI template The asset view UI template is a mini-version of the Asset Browser that can be placed in regular layouts, regions or popups. At this point it's made specifically for placement in vertical layouts, it can be made more flexible in the future. Generally the way this is implemented will likely change a lot still as the asset system evolves. The Pose Library add-on will use the asset view to display pose libraries in the 3D View sidebar. References: * https://developer.blender.org/T86139 * https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building * https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport Notes: * Important limitation: Due to the early & WIP implementation of the asset list, all asset views showing the same library will show the same assets. That is despite the ID type filter option the template provides. The first asset view created will determine what's visible. Of course this should be made to work eventually. * The template supports passing an activate and a drag operator name. The former is called when an asset is clicked on (e.g. to apply the asset) the latter when dragging (e.g. to .blend a pose asset). If no drag operator is set, regular asset drag & drop will be executed. * The template returns the properties for both operators (see example below). * The argument list for using the template is quite long, but we can't avoid that currently. The UI list design requires that we pass a number of RNA or custom properties to work with, that for the Pose Libraries should be registered at the Pose Library add-on level, not in core Blender. * Idea is that Python scripts or add-ons that want to use the asset view can register custom properties, to hold data like the list of assets, and the active asset index. Maybe that will change in future and we can manage these internally. As an example, the pose library add-on uses it like this: ``` activate_op_props, drag_op_props = layout.template_asset_view( "pose_assets", workspace, "active_asset_library", wm, "pose_assets", workspace, "active_pose_asset_index", filter_id_types={"filter_action"}, activate_operator="poselib.apply_pose_asset", drag_operator="poselib.blend_pose_asset", ) drag_op_props.release_confirm = True drag_op_props.flipped = wm.poselib_flipped activate_op_props.flipped = wm.poselib_flipped ```
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/** \file
* \ingroup edinterface
*/
#include "AS_asset_representation.hh"
UI/Assets: Initial Asset View UI template The asset view UI template is a mini-version of the Asset Browser that can be placed in regular layouts, regions or popups. At this point it's made specifically for placement in vertical layouts, it can be made more flexible in the future. Generally the way this is implemented will likely change a lot still as the asset system evolves. The Pose Library add-on will use the asset view to display pose libraries in the 3D View sidebar. References: * https://developer.blender.org/T86139 * https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building * https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport Notes: * Important limitation: Due to the early & WIP implementation of the asset list, all asset views showing the same library will show the same assets. That is despite the ID type filter option the template provides. The first asset view created will determine what's visible. Of course this should be made to work eventually. * The template supports passing an activate and a drag operator name. The former is called when an asset is clicked on (e.g. to apply the asset) the latter when dragging (e.g. to .blend a pose asset). If no drag operator is set, regular asset drag & drop will be executed. * The template returns the properties for both operators (see example below). * The argument list for using the template is quite long, but we can't avoid that currently. The UI list design requires that we pass a number of RNA or custom properties to work with, that for the Pose Libraries should be registered at the Pose Library add-on level, not in core Blender. * Idea is that Python scripts or add-ons that want to use the asset view can register custom properties, to hold data like the list of assets, and the active asset index. Maybe that will change in future and we can manage these internally. As an example, the pose library add-on uses it like this: ``` activate_op_props, drag_op_props = layout.template_asset_view( "pose_assets", workspace, "active_asset_library", wm, "pose_assets", workspace, "active_pose_asset_index", filter_id_types={"filter_action"}, activate_operator="poselib.apply_pose_asset", drag_operator="poselib.blend_pose_asset", ) drag_op_props.release_confirm = True drag_op_props.flipped = wm.poselib_flipped activate_op_props.flipped = wm.poselib_flipped ```
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#include "DNA_space_types.h"
#include "DNA_userdef_types.h"
#include "BKE_screen.hh"
UI/Assets: Initial Asset View UI template The asset view UI template is a mini-version of the Asset Browser that can be placed in regular layouts, regions or popups. At this point it's made specifically for placement in vertical layouts, it can be made more flexible in the future. Generally the way this is implemented will likely change a lot still as the asset system evolves. The Pose Library add-on will use the asset view to display pose libraries in the 3D View sidebar. References: * https://developer.blender.org/T86139 * https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building * https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport Notes: * Important limitation: Due to the early & WIP implementation of the asset list, all asset views showing the same library will show the same assets. That is despite the ID type filter option the template provides. The first asset view created will determine what's visible. Of course this should be made to work eventually. * The template supports passing an activate and a drag operator name. The former is called when an asset is clicked on (e.g. to apply the asset) the latter when dragging (e.g. to .blend a pose asset). If no drag operator is set, regular asset drag & drop will be executed. * The template returns the properties for both operators (see example below). * The argument list for using the template is quite long, but we can't avoid that currently. The UI list design requires that we pass a number of RNA or custom properties to work with, that for the Pose Libraries should be registered at the Pose Library add-on level, not in core Blender. * Idea is that Python scripts or add-ons that want to use the asset view can register custom properties, to hold data like the list of assets, and the active asset index. Maybe that will change in future and we can manage these internally. As an example, the pose library add-on uses it like this: ``` activate_op_props, drag_op_props = layout.template_asset_view( "pose_assets", workspace, "active_asset_library", wm, "pose_assets", workspace, "active_pose_asset_index", filter_id_types={"filter_action"}, activate_operator="poselib.apply_pose_asset", drag_operator="poselib.blend_pose_asset", ) drag_op_props.release_confirm = True drag_op_props.flipped = wm.poselib_flipped activate_op_props.flipped = wm.poselib_flipped ```
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#include "BLI_path_util.h"
#include "BLI_string.h"
#include "BLI_string_ref.hh"
#include "BLO_readfile.h"
#include "ED_asset.hh"
#include "ED_screen.hh"
UI/Assets: Initial Asset View UI template The asset view UI template is a mini-version of the Asset Browser that can be placed in regular layouts, regions or popups. At this point it's made specifically for placement in vertical layouts, it can be made more flexible in the future. Generally the way this is implemented will likely change a lot still as the asset system evolves. The Pose Library add-on will use the asset view to display pose libraries in the 3D View sidebar. References: * https://developer.blender.org/T86139 * https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building * https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport Notes: * Important limitation: Due to the early & WIP implementation of the asset list, all asset views showing the same library will show the same assets. That is despite the ID type filter option the template provides. The first asset view created will determine what's visible. Of course this should be made to work eventually. * The template supports passing an activate and a drag operator name. The former is called when an asset is clicked on (e.g. to apply the asset) the latter when dragging (e.g. to .blend a pose asset). If no drag operator is set, regular asset drag & drop will be executed. * The template returns the properties for both operators (see example below). * The argument list for using the template is quite long, but we can't avoid that currently. The UI list design requires that we pass a number of RNA or custom properties to work with, that for the Pose Libraries should be registered at the Pose Library add-on level, not in core Blender. * Idea is that Python scripts or add-ons that want to use the asset view can register custom properties, to hold data like the list of assets, and the active asset index. Maybe that will change in future and we can manage these internally. As an example, the pose library add-on uses it like this: ``` activate_op_props, drag_op_props = layout.template_asset_view( "pose_assets", workspace, "active_asset_library", wm, "pose_assets", workspace, "active_pose_asset_index", filter_id_types={"filter_action"}, activate_operator="poselib.apply_pose_asset", drag_operator="poselib.blend_pose_asset", ) drag_op_props.release_confirm = True drag_op_props.flipped = wm.poselib_flipped activate_op_props.flipped = wm.poselib_flipped ```
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#include "MEM_guardedalloc.h"
#include "RNA_access.hh"
#include "RNA_prototypes.h"
UI/Assets: Initial Asset View UI template The asset view UI template is a mini-version of the Asset Browser that can be placed in regular layouts, regions or popups. At this point it's made specifically for placement in vertical layouts, it can be made more flexible in the future. Generally the way this is implemented will likely change a lot still as the asset system evolves. The Pose Library add-on will use the asset view to display pose libraries in the 3D View sidebar. References: * https://developer.blender.org/T86139 * https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building * https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport Notes: * Important limitation: Due to the early & WIP implementation of the asset list, all asset views showing the same library will show the same assets. That is despite the ID type filter option the template provides. The first asset view created will determine what's visible. Of course this should be made to work eventually. * The template supports passing an activate and a drag operator name. The former is called when an asset is clicked on (e.g. to apply the asset) the latter when dragging (e.g. to .blend a pose asset). If no drag operator is set, regular asset drag & drop will be executed. * The template returns the properties for both operators (see example below). * The argument list for using the template is quite long, but we can't avoid that currently. The UI list design requires that we pass a number of RNA or custom properties to work with, that for the Pose Libraries should be registered at the Pose Library add-on level, not in core Blender. * Idea is that Python scripts or add-ons that want to use the asset view can register custom properties, to hold data like the list of assets, and the active asset index. Maybe that will change in future and we can manage these internally. As an example, the pose library add-on uses it like this: ``` activate_op_props, drag_op_props = layout.template_asset_view( "pose_assets", workspace, "active_asset_library", wm, "pose_assets", workspace, "active_pose_asset_index", filter_id_types={"filter_action"}, activate_operator="poselib.apply_pose_asset", drag_operator="poselib.blend_pose_asset", ) drag_op_props.release_confirm = True drag_op_props.flipped = wm.poselib_flipped activate_op_props.flipped = wm.poselib_flipped ```
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#include "UI_interface.hh"
UI/Assets: Initial Asset View UI template The asset view UI template is a mini-version of the Asset Browser that can be placed in regular layouts, regions or popups. At this point it's made specifically for placement in vertical layouts, it can be made more flexible in the future. Generally the way this is implemented will likely change a lot still as the asset system evolves. The Pose Library add-on will use the asset view to display pose libraries in the 3D View sidebar. References: * https://developer.blender.org/T86139 * https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building * https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport Notes: * Important limitation: Due to the early & WIP implementation of the asset list, all asset views showing the same library will show the same assets. That is despite the ID type filter option the template provides. The first asset view created will determine what's visible. Of course this should be made to work eventually. * The template supports passing an activate and a drag operator name. The former is called when an asset is clicked on (e.g. to apply the asset) the latter when dragging (e.g. to .blend a pose asset). If no drag operator is set, regular asset drag & drop will be executed. * The template returns the properties for both operators (see example below). * The argument list for using the template is quite long, but we can't avoid that currently. The UI list design requires that we pass a number of RNA or custom properties to work with, that for the Pose Libraries should be registered at the Pose Library add-on level, not in core Blender. * Idea is that Python scripts or add-ons that want to use the asset view can register custom properties, to hold data like the list of assets, and the active asset index. Maybe that will change in future and we can manage these internally. As an example, the pose library add-on uses it like this: ``` activate_op_props, drag_op_props = layout.template_asset_view( "pose_assets", workspace, "active_asset_library", wm, "pose_assets", workspace, "active_pose_asset_index", filter_id_types={"filter_action"}, activate_operator="poselib.apply_pose_asset", drag_operator="poselib.blend_pose_asset", ) drag_op_props.release_confirm = True drag_op_props.flipped = wm.poselib_flipped activate_op_props.flipped = wm.poselib_flipped ```
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#include "WM_api.hh"
#include "WM_types.hh"
UI/Assets: Initial Asset View UI template The asset view UI template is a mini-version of the Asset Browser that can be placed in regular layouts, regions or popups. At this point it's made specifically for placement in vertical layouts, it can be made more flexible in the future. Generally the way this is implemented will likely change a lot still as the asset system evolves. The Pose Library add-on will use the asset view to display pose libraries in the 3D View sidebar. References: * https://developer.blender.org/T86139 * https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building * https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport Notes: * Important limitation: Due to the early & WIP implementation of the asset list, all asset views showing the same library will show the same assets. That is despite the ID type filter option the template provides. The first asset view created will determine what's visible. Of course this should be made to work eventually. * The template supports passing an activate and a drag operator name. The former is called when an asset is clicked on (e.g. to apply the asset) the latter when dragging (e.g. to .blend a pose asset). If no drag operator is set, regular asset drag & drop will be executed. * The template returns the properties for both operators (see example below). * The argument list for using the template is quite long, but we can't avoid that currently. The UI list design requires that we pass a number of RNA or custom properties to work with, that for the Pose Libraries should be registered at the Pose Library add-on level, not in core Blender. * Idea is that Python scripts or add-ons that want to use the asset view can register custom properties, to hold data like the list of assets, and the active asset index. Maybe that will change in future and we can manage these internally. As an example, the pose library add-on uses it like this: ``` activate_op_props, drag_op_props = layout.template_asset_view( "pose_assets", workspace, "active_asset_library", wm, "pose_assets", workspace, "active_pose_asset_index", filter_id_types={"filter_action"}, activate_operator="poselib.apply_pose_asset", drag_operator="poselib.blend_pose_asset", ) drag_op_props.release_confirm = True drag_op_props.flipped = wm.poselib_flipped activate_op_props.flipped = wm.poselib_flipped ```
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#include "interface_intern.hh"
UI/Assets: Initial Asset View UI template The asset view UI template is a mini-version of the Asset Browser that can be placed in regular layouts, regions or popups. At this point it's made specifically for placement in vertical layouts, it can be made more flexible in the future. Generally the way this is implemented will likely change a lot still as the asset system evolves. The Pose Library add-on will use the asset view to display pose libraries in the 3D View sidebar. References: * https://developer.blender.org/T86139 * https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building * https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport Notes: * Important limitation: Due to the early & WIP implementation of the asset list, all asset views showing the same library will show the same assets. That is despite the ID type filter option the template provides. The first asset view created will determine what's visible. Of course this should be made to work eventually. * The template supports passing an activate and a drag operator name. The former is called when an asset is clicked on (e.g. to apply the asset) the latter when dragging (e.g. to .blend a pose asset). If no drag operator is set, regular asset drag & drop will be executed. * The template returns the properties for both operators (see example below). * The argument list for using the template is quite long, but we can't avoid that currently. The UI list design requires that we pass a number of RNA or custom properties to work with, that for the Pose Libraries should be registered at the Pose Library add-on level, not in core Blender. * Idea is that Python scripts or add-ons that want to use the asset view can register custom properties, to hold data like the list of assets, and the active asset index. Maybe that will change in future and we can manage these internally. As an example, the pose library add-on uses it like this: ``` activate_op_props, drag_op_props = layout.template_asset_view( "pose_assets", workspace, "active_asset_library", wm, "pose_assets", workspace, "active_pose_asset_index", filter_id_types={"filter_action"}, activate_operator="poselib.apply_pose_asset", drag_operator="poselib.blend_pose_asset", ) drag_op_props.release_confirm = True drag_op_props.flipped = wm.poselib_flipped activate_op_props.flipped = wm.poselib_flipped ```
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using namespace blender;
using namespace blender::ed;
UI/Assets: Initial Asset View UI template The asset view UI template is a mini-version of the Asset Browser that can be placed in regular layouts, regions or popups. At this point it's made specifically for placement in vertical layouts, it can be made more flexible in the future. Generally the way this is implemented will likely change a lot still as the asset system evolves. The Pose Library add-on will use the asset view to display pose libraries in the 3D View sidebar. References: * https://developer.blender.org/T86139 * https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building * https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport Notes: * Important limitation: Due to the early & WIP implementation of the asset list, all asset views showing the same library will show the same assets. That is despite the ID type filter option the template provides. The first asset view created will determine what's visible. Of course this should be made to work eventually. * The template supports passing an activate and a drag operator name. The former is called when an asset is clicked on (e.g. to apply the asset) the latter when dragging (e.g. to .blend a pose asset). If no drag operator is set, regular asset drag & drop will be executed. * The template returns the properties for both operators (see example below). * The argument list for using the template is quite long, but we can't avoid that currently. The UI list design requires that we pass a number of RNA or custom properties to work with, that for the Pose Libraries should be registered at the Pose Library add-on level, not in core Blender. * Idea is that Python scripts or add-ons that want to use the asset view can register custom properties, to hold data like the list of assets, and the active asset index. Maybe that will change in future and we can manage these internally. As an example, the pose library add-on uses it like this: ``` activate_op_props, drag_op_props = layout.template_asset_view( "pose_assets", workspace, "active_asset_library", wm, "pose_assets", workspace, "active_pose_asset_index", filter_id_types={"filter_action"}, activate_operator="poselib.apply_pose_asset", drag_operator="poselib.blend_pose_asset", ) drag_op_props.release_confirm = True drag_op_props.flipped = wm.poselib_flipped activate_op_props.flipped = wm.poselib_flipped ```
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struct AssetViewListData {
AssetLibraryReference asset_library_ref;
AssetFilterSettings filter_settings;
UI/Assets: Initial Asset View UI template The asset view UI template is a mini-version of the Asset Browser that can be placed in regular layouts, regions or popups. At this point it's made specifically for placement in vertical layouts, it can be made more flexible in the future. Generally the way this is implemented will likely change a lot still as the asset system evolves. The Pose Library add-on will use the asset view to display pose libraries in the 3D View sidebar. References: * https://developer.blender.org/T86139 * https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building * https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport Notes: * Important limitation: Due to the early & WIP implementation of the asset list, all asset views showing the same library will show the same assets. That is despite the ID type filter option the template provides. The first asset view created will determine what's visible. Of course this should be made to work eventually. * The template supports passing an activate and a drag operator name. The former is called when an asset is clicked on (e.g. to apply the asset) the latter when dragging (e.g. to .blend a pose asset). If no drag operator is set, regular asset drag & drop will be executed. * The template returns the properties for both operators (see example below). * The argument list for using the template is quite long, but we can't avoid that currently. The UI list design requires that we pass a number of RNA or custom properties to work with, that for the Pose Libraries should be registered at the Pose Library add-on level, not in core Blender. * Idea is that Python scripts or add-ons that want to use the asset view can register custom properties, to hold data like the list of assets, and the active asset index. Maybe that will change in future and we can manage these internally. As an example, the pose library add-on uses it like this: ``` activate_op_props, drag_op_props = layout.template_asset_view( "pose_assets", workspace, "active_asset_library", wm, "pose_assets", workspace, "active_pose_asset_index", filter_id_types={"filter_action"}, activate_operator="poselib.apply_pose_asset", drag_operator="poselib.blend_pose_asset", ) drag_op_props.release_confirm = True drag_op_props.flipped = wm.poselib_flipped activate_op_props.flipped = wm.poselib_flipped ```
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bScreen *screen;
bool show_names;
UI/Assets: Initial Asset View UI template The asset view UI template is a mini-version of the Asset Browser that can be placed in regular layouts, regions or popups. At this point it's made specifically for placement in vertical layouts, it can be made more flexible in the future. Generally the way this is implemented will likely change a lot still as the asset system evolves. The Pose Library add-on will use the asset view to display pose libraries in the 3D View sidebar. References: * https://developer.blender.org/T86139 * https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building * https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport Notes: * Important limitation: Due to the early & WIP implementation of the asset list, all asset views showing the same library will show the same assets. That is despite the ID type filter option the template provides. The first asset view created will determine what's visible. Of course this should be made to work eventually. * The template supports passing an activate and a drag operator name. The former is called when an asset is clicked on (e.g. to apply the asset) the latter when dragging (e.g. to .blend a pose asset). If no drag operator is set, regular asset drag & drop will be executed. * The template returns the properties for both operators (see example below). * The argument list for using the template is quite long, but we can't avoid that currently. The UI list design requires that we pass a number of RNA or custom properties to work with, that for the Pose Libraries should be registered at the Pose Library add-on level, not in core Blender. * Idea is that Python scripts or add-ons that want to use the asset view can register custom properties, to hold data like the list of assets, and the active asset index. Maybe that will change in future and we can manage these internally. As an example, the pose library add-on uses it like this: ``` activate_op_props, drag_op_props = layout.template_asset_view( "pose_assets", workspace, "active_asset_library", wm, "pose_assets", workspace, "active_pose_asset_index", filter_id_types={"filter_action"}, activate_operator="poselib.apply_pose_asset", drag_operator="poselib.blend_pose_asset", ) drag_op_props.release_confirm = True drag_op_props.flipped = wm.poselib_flipped activate_op_props.flipped = wm.poselib_flipped ```
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};
static void asset_view_item_but_drag_set(uiBut *but, AssetHandle *asset_handle)
UI/Assets: Initial Asset View UI template The asset view UI template is a mini-version of the Asset Browser that can be placed in regular layouts, regions or popups. At this point it's made specifically for placement in vertical layouts, it can be made more flexible in the future. Generally the way this is implemented will likely change a lot still as the asset system evolves. The Pose Library add-on will use the asset view to display pose libraries in the 3D View sidebar. References: * https://developer.blender.org/T86139 * https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building * https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport Notes: * Important limitation: Due to the early & WIP implementation of the asset list, all asset views showing the same library will show the same assets. That is despite the ID type filter option the template provides. The first asset view created will determine what's visible. Of course this should be made to work eventually. * The template supports passing an activate and a drag operator name. The former is called when an asset is clicked on (e.g. to apply the asset) the latter when dragging (e.g. to .blend a pose asset). If no drag operator is set, regular asset drag & drop will be executed. * The template returns the properties for both operators (see example below). * The argument list for using the template is quite long, but we can't avoid that currently. The UI list design requires that we pass a number of RNA or custom properties to work with, that for the Pose Libraries should be registered at the Pose Library add-on level, not in core Blender. * Idea is that Python scripts or add-ons that want to use the asset view can register custom properties, to hold data like the list of assets, and the active asset index. Maybe that will change in future and we can manage these internally. As an example, the pose library add-on uses it like this: ``` activate_op_props, drag_op_props = layout.template_asset_view( "pose_assets", workspace, "active_asset_library", wm, "pose_assets", workspace, "active_pose_asset_index", filter_id_types={"filter_action"}, activate_operator="poselib.apply_pose_asset", drag_operator="poselib.blend_pose_asset", ) drag_op_props.release_confirm = True drag_op_props.flipped = wm.poselib_flipped activate_op_props.flipped = wm.poselib_flipped ```
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{
blender::asset_system::AssetRepresentation *asset = asset::handle_get_representation(
asset_handle);
UI_but_dragflag_enable(but, UI_BUT_DRAG_FULL_BUT);
ID *id = asset->local_id();
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if (id != nullptr) {
UI/Assets: Initial Asset View UI template The asset view UI template is a mini-version of the Asset Browser that can be placed in regular layouts, regions or popups. At this point it's made specifically for placement in vertical layouts, it can be made more flexible in the future. Generally the way this is implemented will likely change a lot still as the asset system evolves. The Pose Library add-on will use the asset view to display pose libraries in the 3D View sidebar. References: * https://developer.blender.org/T86139 * https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building * https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport Notes: * Important limitation: Due to the early & WIP implementation of the asset list, all asset views showing the same library will show the same assets. That is despite the ID type filter option the template provides. The first asset view created will determine what's visible. Of course this should be made to work eventually. * The template supports passing an activate and a drag operator name. The former is called when an asset is clicked on (e.g. to apply the asset) the latter when dragging (e.g. to .blend a pose asset). If no drag operator is set, regular asset drag & drop will be executed. * The template returns the properties for both operators (see example below). * The argument list for using the template is quite long, but we can't avoid that currently. The UI list design requires that we pass a number of RNA or custom properties to work with, that for the Pose Libraries should be registered at the Pose Library add-on level, not in core Blender. * Idea is that Python scripts or add-ons that want to use the asset view can register custom properties, to hold data like the list of assets, and the active asset index. Maybe that will change in future and we can manage these internally. As an example, the pose library add-on uses it like this: ``` activate_op_props, drag_op_props = layout.template_asset_view( "pose_assets", workspace, "active_asset_library", wm, "pose_assets", workspace, "active_pose_asset_index", filter_id_types={"filter_action"}, activate_operator="poselib.apply_pose_asset", drag_operator="poselib.blend_pose_asset", ) drag_op_props.release_confirm = True drag_op_props.flipped = wm.poselib_flipped activate_op_props.flipped = wm.poselib_flipped ```
2021-07-13 18:07:57 +02:00
UI_but_drag_set_id(but, id);
return;
}
const eAssetImportMethod import_method = asset->get_import_method().value_or(
ASSET_IMPORT_APPEND_REUSE);
ImBuf *imbuf = asset::list::asset_image_get(asset_handle);
UI_but_drag_set_asset(
but, asset, import_method, asset::handle_get_preview_icon_id(asset_handle), imbuf, 1.0f);
UI/Assets: Initial Asset View UI template The asset view UI template is a mini-version of the Asset Browser that can be placed in regular layouts, regions or popups. At this point it's made specifically for placement in vertical layouts, it can be made more flexible in the future. Generally the way this is implemented will likely change a lot still as the asset system evolves. The Pose Library add-on will use the asset view to display pose libraries in the 3D View sidebar. References: * https://developer.blender.org/T86139 * https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building * https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport Notes: * Important limitation: Due to the early & WIP implementation of the asset list, all asset views showing the same library will show the same assets. That is despite the ID type filter option the template provides. The first asset view created will determine what's visible. Of course this should be made to work eventually. * The template supports passing an activate and a drag operator name. The former is called when an asset is clicked on (e.g. to apply the asset) the latter when dragging (e.g. to .blend a pose asset). If no drag operator is set, regular asset drag & drop will be executed. * The template returns the properties for both operators (see example below). * The argument list for using the template is quite long, but we can't avoid that currently. The UI list design requires that we pass a number of RNA or custom properties to work with, that for the Pose Libraries should be registered at the Pose Library add-on level, not in core Blender. * Idea is that Python scripts or add-ons that want to use the asset view can register custom properties, to hold data like the list of assets, and the active asset index. Maybe that will change in future and we can manage these internally. As an example, the pose library add-on uses it like this: ``` activate_op_props, drag_op_props = layout.template_asset_view( "pose_assets", workspace, "active_asset_library", wm, "pose_assets", workspace, "active_pose_asset_index", filter_id_types={"filter_action"}, activate_operator="poselib.apply_pose_asset", drag_operator="poselib.blend_pose_asset", ) drag_op_props.release_confirm = True drag_op_props.flipped = wm.poselib_flipped activate_op_props.flipped = wm.poselib_flipped ```
2021-07-13 18:07:57 +02:00
}
static void asset_view_draw_item(uiList *ui_list,
const bContext * /*C*/,
UI/Assets: Initial Asset View UI template The asset view UI template is a mini-version of the Asset Browser that can be placed in regular layouts, regions or popups. At this point it's made specifically for placement in vertical layouts, it can be made more flexible in the future. Generally the way this is implemented will likely change a lot still as the asset system evolves. The Pose Library add-on will use the asset view to display pose libraries in the 3D View sidebar. References: * https://developer.blender.org/T86139 * https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building * https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport Notes: * Important limitation: Due to the early & WIP implementation of the asset list, all asset views showing the same library will show the same assets. That is despite the ID type filter option the template provides. The first asset view created will determine what's visible. Of course this should be made to work eventually. * The template supports passing an activate and a drag operator name. The former is called when an asset is clicked on (e.g. to apply the asset) the latter when dragging (e.g. to .blend a pose asset). If no drag operator is set, regular asset drag & drop will be executed. * The template returns the properties for both operators (see example below). * The argument list for using the template is quite long, but we can't avoid that currently. The UI list design requires that we pass a number of RNA or custom properties to work with, that for the Pose Libraries should be registered at the Pose Library add-on level, not in core Blender. * Idea is that Python scripts or add-ons that want to use the asset view can register custom properties, to hold data like the list of assets, and the active asset index. Maybe that will change in future and we can manage these internally. As an example, the pose library add-on uses it like this: ``` activate_op_props, drag_op_props = layout.template_asset_view( "pose_assets", workspace, "active_asset_library", wm, "pose_assets", workspace, "active_pose_asset_index", filter_id_types={"filter_action"}, activate_operator="poselib.apply_pose_asset", drag_operator="poselib.blend_pose_asset", ) drag_op_props.release_confirm = True drag_op_props.flipped = wm.poselib_flipped activate_op_props.flipped = wm.poselib_flipped ```
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uiLayout *layout,
PointerRNA * /*dataptr*/,
PointerRNA * /*itemptr*/,
int /*icon*/,
PointerRNA * /*active_dataptr*/,
const char * /*active_propname*/,
int index,
int /*flt_flag*/)
UI/Assets: Initial Asset View UI template The asset view UI template is a mini-version of the Asset Browser that can be placed in regular layouts, regions or popups. At this point it's made specifically for placement in vertical layouts, it can be made more flexible in the future. Generally the way this is implemented will likely change a lot still as the asset system evolves. The Pose Library add-on will use the asset view to display pose libraries in the 3D View sidebar. References: * https://developer.blender.org/T86139 * https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building * https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport Notes: * Important limitation: Due to the early & WIP implementation of the asset list, all asset views showing the same library will show the same assets. That is despite the ID type filter option the template provides. The first asset view created will determine what's visible. Of course this should be made to work eventually. * The template supports passing an activate and a drag operator name. The former is called when an asset is clicked on (e.g. to apply the asset) the latter when dragging (e.g. to .blend a pose asset). If no drag operator is set, regular asset drag & drop will be executed. * The template returns the properties for both operators (see example below). * The argument list for using the template is quite long, but we can't avoid that currently. The UI list design requires that we pass a number of RNA or custom properties to work with, that for the Pose Libraries should be registered at the Pose Library add-on level, not in core Blender. * Idea is that Python scripts or add-ons that want to use the asset view can register custom properties, to hold data like the list of assets, and the active asset index. Maybe that will change in future and we can manage these internally. As an example, the pose library add-on uses it like this: ``` activate_op_props, drag_op_props = layout.template_asset_view( "pose_assets", workspace, "active_asset_library", wm, "pose_assets", workspace, "active_pose_asset_index", filter_id_types={"filter_action"}, activate_operator="poselib.apply_pose_asset", drag_operator="poselib.blend_pose_asset", ) drag_op_props.release_confirm = True drag_op_props.flipped = wm.poselib_flipped activate_op_props.flipped = wm.poselib_flipped ```
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{
AssetViewListData *list_data = (AssetViewListData *)ui_list->dyn_data->customdata;
AssetHandle asset_handle = asset::list::asset_handle_get_by_index(&list_data->asset_library_ref,
index);
UI/Assets: Initial Asset View UI template The asset view UI template is a mini-version of the Asset Browser that can be placed in regular layouts, regions or popups. At this point it's made specifically for placement in vertical layouts, it can be made more flexible in the future. Generally the way this is implemented will likely change a lot still as the asset system evolves. The Pose Library add-on will use the asset view to display pose libraries in the 3D View sidebar. References: * https://developer.blender.org/T86139 * https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building * https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport Notes: * Important limitation: Due to the early & WIP implementation of the asset list, all asset views showing the same library will show the same assets. That is despite the ID type filter option the template provides. The first asset view created will determine what's visible. Of course this should be made to work eventually. * The template supports passing an activate and a drag operator name. The former is called when an asset is clicked on (e.g. to apply the asset) the latter when dragging (e.g. to .blend a pose asset). If no drag operator is set, regular asset drag & drop will be executed. * The template returns the properties for both operators (see example below). * The argument list for using the template is quite long, but we can't avoid that currently. The UI list design requires that we pass a number of RNA or custom properties to work with, that for the Pose Libraries should be registered at the Pose Library add-on level, not in core Blender. * Idea is that Python scripts or add-ons that want to use the asset view can register custom properties, to hold data like the list of assets, and the active asset index. Maybe that will change in future and we can manage these internally. As an example, the pose library add-on uses it like this: ``` activate_op_props, drag_op_props = layout.template_asset_view( "pose_assets", workspace, "active_asset_library", wm, "pose_assets", workspace, "active_pose_asset_index", filter_id_types={"filter_action"}, activate_operator="poselib.apply_pose_asset", drag_operator="poselib.blend_pose_asset", ) drag_op_props.release_confirm = True drag_op_props.flipped = wm.poselib_flipped activate_op_props.flipped = wm.poselib_flipped ```
2021-07-13 18:07:57 +02:00
PointerRNA file_ptr = RNA_pointer_create(&list_data->screen->id,
&RNA_FileSelectEntry,
const_cast<FileDirEntry *>(asset_handle.file_data));
uiLayoutSetContextPointer(layout, "active_file", &file_ptr);
UI/Assets: Initial Asset View UI template The asset view UI template is a mini-version of the Asset Browser that can be placed in regular layouts, regions or popups. At this point it's made specifically for placement in vertical layouts, it can be made more flexible in the future. Generally the way this is implemented will likely change a lot still as the asset system evolves. The Pose Library add-on will use the asset view to display pose libraries in the 3D View sidebar. References: * https://developer.blender.org/T86139 * https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building * https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport Notes: * Important limitation: Due to the early & WIP implementation of the asset list, all asset views showing the same library will show the same assets. That is despite the ID type filter option the template provides. The first asset view created will determine what's visible. Of course this should be made to work eventually. * The template supports passing an activate and a drag operator name. The former is called when an asset is clicked on (e.g. to apply the asset) the latter when dragging (e.g. to .blend a pose asset). If no drag operator is set, regular asset drag & drop will be executed. * The template returns the properties for both operators (see example below). * The argument list for using the template is quite long, but we can't avoid that currently. The UI list design requires that we pass a number of RNA or custom properties to work with, that for the Pose Libraries should be registered at the Pose Library add-on level, not in core Blender. * Idea is that Python scripts or add-ons that want to use the asset view can register custom properties, to hold data like the list of assets, and the active asset index. Maybe that will change in future and we can manage these internally. As an example, the pose library add-on uses it like this: ``` activate_op_props, drag_op_props = layout.template_asset_view( "pose_assets", workspace, "active_asset_library", wm, "pose_assets", workspace, "active_pose_asset_index", filter_id_types={"filter_action"}, activate_operator="poselib.apply_pose_asset", drag_operator="poselib.blend_pose_asset", ) drag_op_props.release_confirm = True drag_op_props.flipped = wm.poselib_flipped activate_op_props.flipped = wm.poselib_flipped ```
2021-07-13 18:07:57 +02:00
uiBlock *block = uiLayoutGetBlock(layout);
const bool show_names = list_data->show_names;
const float size_x = UI_preview_tile_size_x();
const float size_y = show_names ? UI_preview_tile_size_y() : UI_preview_tile_size_y_no_label();
uiBut *but = uiDefIconTextBut(
block,
UI_BTYPE_PREVIEW_TILE,
0,
asset::handle_get_preview_icon_id(&asset_handle),
show_names ? asset::handle_get_representation(&asset_handle)->get_name().c_str() : "",
0,
0,
size_x,
size_y,
nullptr,
0,
0,
0,
0,
"");
UI/Assets: Initial Asset View UI template The asset view UI template is a mini-version of the Asset Browser that can be placed in regular layouts, regions or popups. At this point it's made specifically for placement in vertical layouts, it can be made more flexible in the future. Generally the way this is implemented will likely change a lot still as the asset system evolves. The Pose Library add-on will use the asset view to display pose libraries in the 3D View sidebar. References: * https://developer.blender.org/T86139 * https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building * https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport Notes: * Important limitation: Due to the early & WIP implementation of the asset list, all asset views showing the same library will show the same assets. That is despite the ID type filter option the template provides. The first asset view created will determine what's visible. Of course this should be made to work eventually. * The template supports passing an activate and a drag operator name. The former is called when an asset is clicked on (e.g. to apply the asset) the latter when dragging (e.g. to .blend a pose asset). If no drag operator is set, regular asset drag & drop will be executed. * The template returns the properties for both operators (see example below). * The argument list for using the template is quite long, but we can't avoid that currently. The UI list design requires that we pass a number of RNA or custom properties to work with, that for the Pose Libraries should be registered at the Pose Library add-on level, not in core Blender. * Idea is that Python scripts or add-ons that want to use the asset view can register custom properties, to hold data like the list of assets, and the active asset index. Maybe that will change in future and we can manage these internally. As an example, the pose library add-on uses it like this: ``` activate_op_props, drag_op_props = layout.template_asset_view( "pose_assets", workspace, "active_asset_library", wm, "pose_assets", workspace, "active_pose_asset_index", filter_id_types={"filter_action"}, activate_operator="poselib.apply_pose_asset", drag_operator="poselib.blend_pose_asset", ) drag_op_props.release_confirm = True drag_op_props.flipped = wm.poselib_flipped activate_op_props.flipped = wm.poselib_flipped ```
2021-07-13 18:07:57 +02:00
ui_def_but_icon(but,
asset::handle_get_preview_icon_id(&asset_handle),
UI/Assets: Initial Asset View UI template The asset view UI template is a mini-version of the Asset Browser that can be placed in regular layouts, regions or popups. At this point it's made specifically for placement in vertical layouts, it can be made more flexible in the future. Generally the way this is implemented will likely change a lot still as the asset system evolves. The Pose Library add-on will use the asset view to display pose libraries in the 3D View sidebar. References: * https://developer.blender.org/T86139 * https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building * https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport Notes: * Important limitation: Due to the early & WIP implementation of the asset list, all asset views showing the same library will show the same assets. That is despite the ID type filter option the template provides. The first asset view created will determine what's visible. Of course this should be made to work eventually. * The template supports passing an activate and a drag operator name. The former is called when an asset is clicked on (e.g. to apply the asset) the latter when dragging (e.g. to .blend a pose asset). If no drag operator is set, regular asset drag & drop will be executed. * The template returns the properties for both operators (see example below). * The argument list for using the template is quite long, but we can't avoid that currently. The UI list design requires that we pass a number of RNA or custom properties to work with, that for the Pose Libraries should be registered at the Pose Library add-on level, not in core Blender. * Idea is that Python scripts or add-ons that want to use the asset view can register custom properties, to hold data like the list of assets, and the active asset index. Maybe that will change in future and we can manage these internally. As an example, the pose library add-on uses it like this: ``` activate_op_props, drag_op_props = layout.template_asset_view( "pose_assets", workspace, "active_asset_library", wm, "pose_assets", workspace, "active_pose_asset_index", filter_id_types={"filter_action"}, activate_operator="poselib.apply_pose_asset", drag_operator="poselib.blend_pose_asset", ) drag_op_props.release_confirm = True drag_op_props.flipped = wm.poselib_flipped activate_op_props.flipped = wm.poselib_flipped ```
2021-07-13 18:07:57 +02:00
/* NOLINTNEXTLINE: bugprone-suspicious-enum-usage */
UI_HAS_ICON | UI_BUT_ICON_PREVIEW);
but->emboss = UI_EMBOSS_NONE;
UI/Assets: Initial Asset View UI template The asset view UI template is a mini-version of the Asset Browser that can be placed in regular layouts, regions or popups. At this point it's made specifically for placement in vertical layouts, it can be made more flexible in the future. Generally the way this is implemented will likely change a lot still as the asset system evolves. The Pose Library add-on will use the asset view to display pose libraries in the 3D View sidebar. References: * https://developer.blender.org/T86139 * https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building * https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport Notes: * Important limitation: Due to the early & WIP implementation of the asset list, all asset views showing the same library will show the same assets. That is despite the ID type filter option the template provides. The first asset view created will determine what's visible. Of course this should be made to work eventually. * The template supports passing an activate and a drag operator name. The former is called when an asset is clicked on (e.g. to apply the asset) the latter when dragging (e.g. to .blend a pose asset). If no drag operator is set, regular asset drag & drop will be executed. * The template returns the properties for both operators (see example below). * The argument list for using the template is quite long, but we can't avoid that currently. The UI list design requires that we pass a number of RNA or custom properties to work with, that for the Pose Libraries should be registered at the Pose Library add-on level, not in core Blender. * Idea is that Python scripts or add-ons that want to use the asset view can register custom properties, to hold data like the list of assets, and the active asset index. Maybe that will change in future and we can manage these internally. As an example, the pose library add-on uses it like this: ``` activate_op_props, drag_op_props = layout.template_asset_view( "pose_assets", workspace, "active_asset_library", wm, "pose_assets", workspace, "active_pose_asset_index", filter_id_types={"filter_action"}, activate_operator="poselib.apply_pose_asset", drag_operator="poselib.blend_pose_asset", ) drag_op_props.release_confirm = True drag_op_props.flipped = wm.poselib_flipped activate_op_props.flipped = wm.poselib_flipped ```
2021-07-13 18:07:57 +02:00
if (!ui_list->dyn_data->custom_drag_optype) {
asset_view_item_but_drag_set(but, &asset_handle);
UI/Assets: Initial Asset View UI template The asset view UI template is a mini-version of the Asset Browser that can be placed in regular layouts, regions or popups. At this point it's made specifically for placement in vertical layouts, it can be made more flexible in the future. Generally the way this is implemented will likely change a lot still as the asset system evolves. The Pose Library add-on will use the asset view to display pose libraries in the 3D View sidebar. References: * https://developer.blender.org/T86139 * https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building * https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport Notes: * Important limitation: Due to the early & WIP implementation of the asset list, all asset views showing the same library will show the same assets. That is despite the ID type filter option the template provides. The first asset view created will determine what's visible. Of course this should be made to work eventually. * The template supports passing an activate and a drag operator name. The former is called when an asset is clicked on (e.g. to apply the asset) the latter when dragging (e.g. to .blend a pose asset). If no drag operator is set, regular asset drag & drop will be executed. * The template returns the properties for both operators (see example below). * The argument list for using the template is quite long, but we can't avoid that currently. The UI list design requires that we pass a number of RNA or custom properties to work with, that for the Pose Libraries should be registered at the Pose Library add-on level, not in core Blender. * Idea is that Python scripts or add-ons that want to use the asset view can register custom properties, to hold data like the list of assets, and the active asset index. Maybe that will change in future and we can manage these internally. As an example, the pose library add-on uses it like this: ``` activate_op_props, drag_op_props = layout.template_asset_view( "pose_assets", workspace, "active_asset_library", wm, "pose_assets", workspace, "active_pose_asset_index", filter_id_types={"filter_action"}, activate_operator="poselib.apply_pose_asset", drag_operator="poselib.blend_pose_asset", ) drag_op_props.release_confirm = True drag_op_props.flipped = wm.poselib_flipped activate_op_props.flipped = wm.poselib_flipped ```
2021-07-13 18:07:57 +02:00
}
}
static void asset_view_filter_items(uiList *ui_list,
const bContext *C,
PointerRNA *dataptr,
const char *propname)
{
AssetViewListData *list_data = (AssetViewListData *)ui_list->dyn_data->customdata;
AssetFilterSettings &filter_settings = list_data->filter_settings;
uiListNameFilter name_filter(*ui_list);
UI_list_filter_and_sort_items(
ui_list,
C,
[&name_filter, list_data, &filter_settings](
const PointerRNA &itemptr, blender::StringRefNull name, int index) {
asset_system::AssetRepresentation *asset = asset::list::asset_get_by_index(
list_data->asset_library_ref, index);
if (!asset::filter_matches_asset(&filter_settings, *asset)) {
return UI_LIST_ITEM_NEVER_SHOW;
}
return name_filter(itemptr, name, index);
},
dataptr,
propname,
[list_data](const PointerRNA & /*itemptr*/, int index) -> std::string {
asset_system::AssetRepresentation *asset = asset::list::asset_get_by_index(
list_data->asset_library_ref, index);
return asset->get_name();
});
}
static void asset_view_listener(uiList * /*ui_list*/, wmRegionListenerParams *params)
UI/Assets: Initial Asset View UI template The asset view UI template is a mini-version of the Asset Browser that can be placed in regular layouts, regions or popups. At this point it's made specifically for placement in vertical layouts, it can be made more flexible in the future. Generally the way this is implemented will likely change a lot still as the asset system evolves. The Pose Library add-on will use the asset view to display pose libraries in the 3D View sidebar. References: * https://developer.blender.org/T86139 * https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building * https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport Notes: * Important limitation: Due to the early & WIP implementation of the asset list, all asset views showing the same library will show the same assets. That is despite the ID type filter option the template provides. The first asset view created will determine what's visible. Of course this should be made to work eventually. * The template supports passing an activate and a drag operator name. The former is called when an asset is clicked on (e.g. to apply the asset) the latter when dragging (e.g. to .blend a pose asset). If no drag operator is set, regular asset drag & drop will be executed. * The template returns the properties for both operators (see example below). * The argument list for using the template is quite long, but we can't avoid that currently. The UI list design requires that we pass a number of RNA or custom properties to work with, that for the Pose Libraries should be registered at the Pose Library add-on level, not in core Blender. * Idea is that Python scripts or add-ons that want to use the asset view can register custom properties, to hold data like the list of assets, and the active asset index. Maybe that will change in future and we can manage these internally. As an example, the pose library add-on uses it like this: ``` activate_op_props, drag_op_props = layout.template_asset_view( "pose_assets", workspace, "active_asset_library", wm, "pose_assets", workspace, "active_pose_asset_index", filter_id_types={"filter_action"}, activate_operator="poselib.apply_pose_asset", drag_operator="poselib.blend_pose_asset", ) drag_op_props.release_confirm = True drag_op_props.flipped = wm.poselib_flipped activate_op_props.flipped = wm.poselib_flipped ```
2021-07-13 18:07:57 +02:00
{
const wmNotifier *notifier = params->notifier;
switch (notifier->category) {
case NC_ID: {
if (ELEM(notifier->action, NA_RENAME)) {
asset::list::storage_tag_main_data_dirty();
UI/Assets: Initial Asset View UI template The asset view UI template is a mini-version of the Asset Browser that can be placed in regular layouts, regions or popups. At this point it's made specifically for placement in vertical layouts, it can be made more flexible in the future. Generally the way this is implemented will likely change a lot still as the asset system evolves. The Pose Library add-on will use the asset view to display pose libraries in the 3D View sidebar. References: * https://developer.blender.org/T86139 * https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building * https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport Notes: * Important limitation: Due to the early & WIP implementation of the asset list, all asset views showing the same library will show the same assets. That is despite the ID type filter option the template provides. The first asset view created will determine what's visible. Of course this should be made to work eventually. * The template supports passing an activate and a drag operator name. The former is called when an asset is clicked on (e.g. to apply the asset) the latter when dragging (e.g. to .blend a pose asset). If no drag operator is set, regular asset drag & drop will be executed. * The template returns the properties for both operators (see example below). * The argument list for using the template is quite long, but we can't avoid that currently. The UI list design requires that we pass a number of RNA or custom properties to work with, that for the Pose Libraries should be registered at the Pose Library add-on level, not in core Blender. * Idea is that Python scripts or add-ons that want to use the asset view can register custom properties, to hold data like the list of assets, and the active asset index. Maybe that will change in future and we can manage these internally. As an example, the pose library add-on uses it like this: ``` activate_op_props, drag_op_props = layout.template_asset_view( "pose_assets", workspace, "active_asset_library", wm, "pose_assets", workspace, "active_pose_asset_index", filter_id_types={"filter_action"}, activate_operator="poselib.apply_pose_asset", drag_operator="poselib.blend_pose_asset", ) drag_op_props.release_confirm = True drag_op_props.flipped = wm.poselib_flipped activate_op_props.flipped = wm.poselib_flipped ```
2021-07-13 18:07:57 +02:00
}
break;
}
}
if (asset::list::listen(params->notifier)) {
UI/Assets: Initial Asset View UI template The asset view UI template is a mini-version of the Asset Browser that can be placed in regular layouts, regions or popups. At this point it's made specifically for placement in vertical layouts, it can be made more flexible in the future. Generally the way this is implemented will likely change a lot still as the asset system evolves. The Pose Library add-on will use the asset view to display pose libraries in the 3D View sidebar. References: * https://developer.blender.org/T86139 * https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building * https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport Notes: * Important limitation: Due to the early & WIP implementation of the asset list, all asset views showing the same library will show the same assets. That is despite the ID type filter option the template provides. The first asset view created will determine what's visible. Of course this should be made to work eventually. * The template supports passing an activate and a drag operator name. The former is called when an asset is clicked on (e.g. to apply the asset) the latter when dragging (e.g. to .blend a pose asset). If no drag operator is set, regular asset drag & drop will be executed. * The template returns the properties for both operators (see example below). * The argument list for using the template is quite long, but we can't avoid that currently. The UI list design requires that we pass a number of RNA or custom properties to work with, that for the Pose Libraries should be registered at the Pose Library add-on level, not in core Blender. * Idea is that Python scripts or add-ons that want to use the asset view can register custom properties, to hold data like the list of assets, and the active asset index. Maybe that will change in future and we can manage these internally. As an example, the pose library add-on uses it like this: ``` activate_op_props, drag_op_props = layout.template_asset_view( "pose_assets", workspace, "active_asset_library", wm, "pose_assets", workspace, "active_pose_asset_index", filter_id_types={"filter_action"}, activate_operator="poselib.apply_pose_asset", drag_operator="poselib.blend_pose_asset", ) drag_op_props.release_confirm = True drag_op_props.flipped = wm.poselib_flipped activate_op_props.flipped = wm.poselib_flipped ```
2021-07-13 18:07:57 +02:00
ED_region_tag_redraw(params->region);
}
}
uiListType *UI_UL_asset_view()
{
uiListType *list_type = (uiListType *)MEM_callocN(sizeof(*list_type), __func__);
2023-05-09 12:50:37 +10:00
STRNCPY(list_type->idname, "UI_UL_asset_view");
UI/Assets: Initial Asset View UI template The asset view UI template is a mini-version of the Asset Browser that can be placed in regular layouts, regions or popups. At this point it's made specifically for placement in vertical layouts, it can be made more flexible in the future. Generally the way this is implemented will likely change a lot still as the asset system evolves. The Pose Library add-on will use the asset view to display pose libraries in the 3D View sidebar. References: * https://developer.blender.org/T86139 * https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building * https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport Notes: * Important limitation: Due to the early & WIP implementation of the asset list, all asset views showing the same library will show the same assets. That is despite the ID type filter option the template provides. The first asset view created will determine what's visible. Of course this should be made to work eventually. * The template supports passing an activate and a drag operator name. The former is called when an asset is clicked on (e.g. to apply the asset) the latter when dragging (e.g. to .blend a pose asset). If no drag operator is set, regular asset drag & drop will be executed. * The template returns the properties for both operators (see example below). * The argument list for using the template is quite long, but we can't avoid that currently. The UI list design requires that we pass a number of RNA or custom properties to work with, that for the Pose Libraries should be registered at the Pose Library add-on level, not in core Blender. * Idea is that Python scripts or add-ons that want to use the asset view can register custom properties, to hold data like the list of assets, and the active asset index. Maybe that will change in future and we can manage these internally. As an example, the pose library add-on uses it like this: ``` activate_op_props, drag_op_props = layout.template_asset_view( "pose_assets", workspace, "active_asset_library", wm, "pose_assets", workspace, "active_pose_asset_index", filter_id_types={"filter_action"}, activate_operator="poselib.apply_pose_asset", drag_operator="poselib.blend_pose_asset", ) drag_op_props.release_confirm = True drag_op_props.flipped = wm.poselib_flipped activate_op_props.flipped = wm.poselib_flipped ```
2021-07-13 18:07:57 +02:00
list_type->draw_item = asset_view_draw_item;
list_type->filter_items = asset_view_filter_items;
UI/Assets: Initial Asset View UI template The asset view UI template is a mini-version of the Asset Browser that can be placed in regular layouts, regions or popups. At this point it's made specifically for placement in vertical layouts, it can be made more flexible in the future. Generally the way this is implemented will likely change a lot still as the asset system evolves. The Pose Library add-on will use the asset view to display pose libraries in the 3D View sidebar. References: * https://developer.blender.org/T86139 * https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building * https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport Notes: * Important limitation: Due to the early & WIP implementation of the asset list, all asset views showing the same library will show the same assets. That is despite the ID type filter option the template provides. The first asset view created will determine what's visible. Of course this should be made to work eventually. * The template supports passing an activate and a drag operator name. The former is called when an asset is clicked on (e.g. to apply the asset) the latter when dragging (e.g. to .blend a pose asset). If no drag operator is set, regular asset drag & drop will be executed. * The template returns the properties for both operators (see example below). * The argument list for using the template is quite long, but we can't avoid that currently. The UI list design requires that we pass a number of RNA or custom properties to work with, that for the Pose Libraries should be registered at the Pose Library add-on level, not in core Blender. * Idea is that Python scripts or add-ons that want to use the asset view can register custom properties, to hold data like the list of assets, and the active asset index. Maybe that will change in future and we can manage these internally. As an example, the pose library add-on uses it like this: ``` activate_op_props, drag_op_props = layout.template_asset_view( "pose_assets", workspace, "active_asset_library", wm, "pose_assets", workspace, "active_pose_asset_index", filter_id_types={"filter_action"}, activate_operator="poselib.apply_pose_asset", drag_operator="poselib.blend_pose_asset", ) drag_op_props.release_confirm = True drag_op_props.flipped = wm.poselib_flipped activate_op_props.flipped = wm.poselib_flipped ```
2021-07-13 18:07:57 +02:00
list_type->listener = asset_view_listener;
return list_type;
}
static void populate_asset_collection(const AssetLibraryReference &asset_library_ref,
PointerRNA &assets_dataptr,
const char *assets_propname)
UI/Assets: Initial Asset View UI template The asset view UI template is a mini-version of the Asset Browser that can be placed in regular layouts, regions or popups. At this point it's made specifically for placement in vertical layouts, it can be made more flexible in the future. Generally the way this is implemented will likely change a lot still as the asset system evolves. The Pose Library add-on will use the asset view to display pose libraries in the 3D View sidebar. References: * https://developer.blender.org/T86139 * https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building * https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport Notes: * Important limitation: Due to the early & WIP implementation of the asset list, all asset views showing the same library will show the same assets. That is despite the ID type filter option the template provides. The first asset view created will determine what's visible. Of course this should be made to work eventually. * The template supports passing an activate and a drag operator name. The former is called when an asset is clicked on (e.g. to apply the asset) the latter when dragging (e.g. to .blend a pose asset). If no drag operator is set, regular asset drag & drop will be executed. * The template returns the properties for both operators (see example below). * The argument list for using the template is quite long, but we can't avoid that currently. The UI list design requires that we pass a number of RNA or custom properties to work with, that for the Pose Libraries should be registered at the Pose Library add-on level, not in core Blender. * Idea is that Python scripts or add-ons that want to use the asset view can register custom properties, to hold data like the list of assets, and the active asset index. Maybe that will change in future and we can manage these internally. As an example, the pose library add-on uses it like this: ``` activate_op_props, drag_op_props = layout.template_asset_view( "pose_assets", workspace, "active_asset_library", wm, "pose_assets", workspace, "active_pose_asset_index", filter_id_types={"filter_action"}, activate_operator="poselib.apply_pose_asset", drag_operator="poselib.blend_pose_asset", ) drag_op_props.release_confirm = True drag_op_props.flipped = wm.poselib_flipped activate_op_props.flipped = wm.poselib_flipped ```
2021-07-13 18:07:57 +02:00
{
PropertyRNA *assets_prop = RNA_struct_find_property(&assets_dataptr, assets_propname);
if (!assets_prop) {
RNA_warning("Asset collection not found");
return;
}
if (RNA_property_type(assets_prop) != PROP_COLLECTION) {
RNA_warning("Expected a collection property");
return;
}
UI/Assets: Initial Asset View UI template The asset view UI template is a mini-version of the Asset Browser that can be placed in regular layouts, regions or popups. At this point it's made specifically for placement in vertical layouts, it can be made more flexible in the future. Generally the way this is implemented will likely change a lot still as the asset system evolves. The Pose Library add-on will use the asset view to display pose libraries in the 3D View sidebar. References: * https://developer.blender.org/T86139 * https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building * https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport Notes: * Important limitation: Due to the early & WIP implementation of the asset list, all asset views showing the same library will show the same assets. That is despite the ID type filter option the template provides. The first asset view created will determine what's visible. Of course this should be made to work eventually. * The template supports passing an activate and a drag operator name. The former is called when an asset is clicked on (e.g. to apply the asset) the latter when dragging (e.g. to .blend a pose asset). If no drag operator is set, regular asset drag & drop will be executed. * The template returns the properties for both operators (see example below). * The argument list for using the template is quite long, but we can't avoid that currently. The UI list design requires that we pass a number of RNA or custom properties to work with, that for the Pose Libraries should be registered at the Pose Library add-on level, not in core Blender. * Idea is that Python scripts or add-ons that want to use the asset view can register custom properties, to hold data like the list of assets, and the active asset index. Maybe that will change in future and we can manage these internally. As an example, the pose library add-on uses it like this: ``` activate_op_props, drag_op_props = layout.template_asset_view( "pose_assets", workspace, "active_asset_library", wm, "pose_assets", workspace, "active_pose_asset_index", filter_id_types={"filter_action"}, activate_operator="poselib.apply_pose_asset", drag_operator="poselib.blend_pose_asset", ) drag_op_props.release_confirm = True drag_op_props.flipped = wm.poselib_flipped activate_op_props.flipped = wm.poselib_flipped ```
2021-07-13 18:07:57 +02:00
if (!RNA_struct_is_a(RNA_property_pointer_type(&assets_dataptr, assets_prop), &RNA_AssetHandle))
{
RNA_warning("Expected a collection property for AssetHandle items");
return;
}
RNA_property_collection_clear(&assets_dataptr, assets_prop);
asset::list::iterate(asset_library_ref, [&](AssetHandle /*asset*/) {
/* XXX creating a dummy #RNA_AssetHandle collection item. It's #file_data will be null. This is
* because the #FileDirEntry may be freed while iterating, there's a cache for them with a
* maximum size. Further code will query as needed it using the collection index. */
PointerRNA itemptr;
UI/Assets: Initial Asset View UI template The asset view UI template is a mini-version of the Asset Browser that can be placed in regular layouts, regions or popups. At this point it's made specifically for placement in vertical layouts, it can be made more flexible in the future. Generally the way this is implemented will likely change a lot still as the asset system evolves. The Pose Library add-on will use the asset view to display pose libraries in the 3D View sidebar. References: * https://developer.blender.org/T86139 * https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building * https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport Notes: * Important limitation: Due to the early & WIP implementation of the asset list, all asset views showing the same library will show the same assets. That is despite the ID type filter option the template provides. The first asset view created will determine what's visible. Of course this should be made to work eventually. * The template supports passing an activate and a drag operator name. The former is called when an asset is clicked on (e.g. to apply the asset) the latter when dragging (e.g. to .blend a pose asset). If no drag operator is set, regular asset drag & drop will be executed. * The template returns the properties for both operators (see example below). * The argument list for using the template is quite long, but we can't avoid that currently. The UI list design requires that we pass a number of RNA or custom properties to work with, that for the Pose Libraries should be registered at the Pose Library add-on level, not in core Blender. * Idea is that Python scripts or add-ons that want to use the asset view can register custom properties, to hold data like the list of assets, and the active asset index. Maybe that will change in future and we can manage these internally. As an example, the pose library add-on uses it like this: ``` activate_op_props, drag_op_props = layout.template_asset_view( "pose_assets", workspace, "active_asset_library", wm, "pose_assets", workspace, "active_pose_asset_index", filter_id_types={"filter_action"}, activate_operator="poselib.apply_pose_asset", drag_operator="poselib.blend_pose_asset", ) drag_op_props.release_confirm = True drag_op_props.flipped = wm.poselib_flipped activate_op_props.flipped = wm.poselib_flipped ```
2021-07-13 18:07:57 +02:00
RNA_property_collection_add(&assets_dataptr, assets_prop, &itemptr);
PointerRNA fileptr = RNA_pointer_create(nullptr, &RNA_FileSelectEntry, nullptr);
UI/Assets: Initial Asset View UI template The asset view UI template is a mini-version of the Asset Browser that can be placed in regular layouts, regions or popups. At this point it's made specifically for placement in vertical layouts, it can be made more flexible in the future. Generally the way this is implemented will likely change a lot still as the asset system evolves. The Pose Library add-on will use the asset view to display pose libraries in the 3D View sidebar. References: * https://developer.blender.org/T86139 * https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building * https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport Notes: * Important limitation: Due to the early & WIP implementation of the asset list, all asset views showing the same library will show the same assets. That is despite the ID type filter option the template provides. The first asset view created will determine what's visible. Of course this should be made to work eventually. * The template supports passing an activate and a drag operator name. The former is called when an asset is clicked on (e.g. to apply the asset) the latter when dragging (e.g. to .blend a pose asset). If no drag operator is set, regular asset drag & drop will be executed. * The template returns the properties for both operators (see example below). * The argument list for using the template is quite long, but we can't avoid that currently. The UI list design requires that we pass a number of RNA or custom properties to work with, that for the Pose Libraries should be registered at the Pose Library add-on level, not in core Blender. * Idea is that Python scripts or add-ons that want to use the asset view can register custom properties, to hold data like the list of assets, and the active asset index. Maybe that will change in future and we can manage these internally. As an example, the pose library add-on uses it like this: ``` activate_op_props, drag_op_props = layout.template_asset_view( "pose_assets", workspace, "active_asset_library", wm, "pose_assets", workspace, "active_pose_asset_index", filter_id_types={"filter_action"}, activate_operator="poselib.apply_pose_asset", drag_operator="poselib.blend_pose_asset", ) drag_op_props.release_confirm = True drag_op_props.flipped = wm.poselib_flipped activate_op_props.flipped = wm.poselib_flipped ```
2021-07-13 18:07:57 +02:00
RNA_pointer_set(&itemptr, "file_data", fileptr);
return true;
});
}
void uiTemplateAssetView(uiLayout *layout,
const bContext *C,
UI/Assets: Initial Asset View UI template The asset view UI template is a mini-version of the Asset Browser that can be placed in regular layouts, regions or popups. At this point it's made specifically for placement in vertical layouts, it can be made more flexible in the future. Generally the way this is implemented will likely change a lot still as the asset system evolves. The Pose Library add-on will use the asset view to display pose libraries in the 3D View sidebar. References: * https://developer.blender.org/T86139 * https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building * https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport Notes: * Important limitation: Due to the early & WIP implementation of the asset list, all asset views showing the same library will show the same assets. That is despite the ID type filter option the template provides. The first asset view created will determine what's visible. Of course this should be made to work eventually. * The template supports passing an activate and a drag operator name. The former is called when an asset is clicked on (e.g. to apply the asset) the latter when dragging (e.g. to .blend a pose asset). If no drag operator is set, regular asset drag & drop will be executed. * The template returns the properties for both operators (see example below). * The argument list for using the template is quite long, but we can't avoid that currently. The UI list design requires that we pass a number of RNA or custom properties to work with, that for the Pose Libraries should be registered at the Pose Library add-on level, not in core Blender. * Idea is that Python scripts or add-ons that want to use the asset view can register custom properties, to hold data like the list of assets, and the active asset index. Maybe that will change in future and we can manage these internally. As an example, the pose library add-on uses it like this: ``` activate_op_props, drag_op_props = layout.template_asset_view( "pose_assets", workspace, "active_asset_library", wm, "pose_assets", workspace, "active_pose_asset_index", filter_id_types={"filter_action"}, activate_operator="poselib.apply_pose_asset", drag_operator="poselib.blend_pose_asset", ) drag_op_props.release_confirm = True drag_op_props.flipped = wm.poselib_flipped activate_op_props.flipped = wm.poselib_flipped ```
2021-07-13 18:07:57 +02:00
const char *list_id,
PointerRNA *asset_library_dataptr,
const char *asset_library_propname,
PointerRNA *assets_dataptr,
const char *assets_propname,
PointerRNA *active_dataptr,
const char *active_propname,
const AssetFilterSettings *filter_settings,
const int display_flags,
UI/Assets: Initial Asset View UI template The asset view UI template is a mini-version of the Asset Browser that can be placed in regular layouts, regions or popups. At this point it's made specifically for placement in vertical layouts, it can be made more flexible in the future. Generally the way this is implemented will likely change a lot still as the asset system evolves. The Pose Library add-on will use the asset view to display pose libraries in the 3D View sidebar. References: * https://developer.blender.org/T86139 * https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building * https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport Notes: * Important limitation: Due to the early & WIP implementation of the asset list, all asset views showing the same library will show the same assets. That is despite the ID type filter option the template provides. The first asset view created will determine what's visible. Of course this should be made to work eventually. * The template supports passing an activate and a drag operator name. The former is called when an asset is clicked on (e.g. to apply the asset) the latter when dragging (e.g. to .blend a pose asset). If no drag operator is set, regular asset drag & drop will be executed. * The template returns the properties for both operators (see example below). * The argument list for using the template is quite long, but we can't avoid that currently. The UI list design requires that we pass a number of RNA or custom properties to work with, that for the Pose Libraries should be registered at the Pose Library add-on level, not in core Blender. * Idea is that Python scripts or add-ons that want to use the asset view can register custom properties, to hold data like the list of assets, and the active asset index. Maybe that will change in future and we can manage these internally. As an example, the pose library add-on uses it like this: ``` activate_op_props, drag_op_props = layout.template_asset_view( "pose_assets", workspace, "active_asset_library", wm, "pose_assets", workspace, "active_pose_asset_index", filter_id_types={"filter_action"}, activate_operator="poselib.apply_pose_asset", drag_operator="poselib.blend_pose_asset", ) drag_op_props.release_confirm = True drag_op_props.flipped = wm.poselib_flipped activate_op_props.flipped = wm.poselib_flipped ```
2021-07-13 18:07:57 +02:00
const char *activate_opname,
PointerRNA *r_activate_op_properties,
const char *drag_opname,
PointerRNA *r_drag_op_properties)
{
if (!list_id || !list_id[0]) {
RNA_warning("Asset view needs a valid identifier");
return;
}
uiLayout *col = uiLayoutColumn(layout, false);
PropertyRNA *asset_library_prop = RNA_struct_find_property(asset_library_dataptr,
asset_library_propname);
AssetLibraryReference asset_library_ref = asset::library_reference_from_enum_value(
UI/Assets: Initial Asset View UI template The asset view UI template is a mini-version of the Asset Browser that can be placed in regular layouts, regions or popups. At this point it's made specifically for placement in vertical layouts, it can be made more flexible in the future. Generally the way this is implemented will likely change a lot still as the asset system evolves. The Pose Library add-on will use the asset view to display pose libraries in the 3D View sidebar. References: * https://developer.blender.org/T86139 * https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building * https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport Notes: * Important limitation: Due to the early & WIP implementation of the asset list, all asset views showing the same library will show the same assets. That is despite the ID type filter option the template provides. The first asset view created will determine what's visible. Of course this should be made to work eventually. * The template supports passing an activate and a drag operator name. The former is called when an asset is clicked on (e.g. to apply the asset) the latter when dragging (e.g. to .blend a pose asset). If no drag operator is set, regular asset drag & drop will be executed. * The template returns the properties for both operators (see example below). * The argument list for using the template is quite long, but we can't avoid that currently. The UI list design requires that we pass a number of RNA or custom properties to work with, that for the Pose Libraries should be registered at the Pose Library add-on level, not in core Blender. * Idea is that Python scripts or add-ons that want to use the asset view can register custom properties, to hold data like the list of assets, and the active asset index. Maybe that will change in future and we can manage these internally. As an example, the pose library add-on uses it like this: ``` activate_op_props, drag_op_props = layout.template_asset_view( "pose_assets", workspace, "active_asset_library", wm, "pose_assets", workspace, "active_pose_asset_index", filter_id_types={"filter_action"}, activate_operator="poselib.apply_pose_asset", drag_operator="poselib.blend_pose_asset", ) drag_op_props.release_confirm = True drag_op_props.flipped = wm.poselib_flipped activate_op_props.flipped = wm.poselib_flipped ```
2021-07-13 18:07:57 +02:00
RNA_property_enum_get(asset_library_dataptr, asset_library_prop));
uiLayout *row = uiLayoutRow(col, true);
if ((display_flags & UI_TEMPLATE_ASSET_DRAW_NO_LIBRARY) == 0) {
uiItemFullR(row,
asset_library_dataptr,
asset_library_prop,
RNA_NO_INDEX,
0,
UI_ITEM_NONE,
"",
ICON_NONE);
if (asset_library_ref.type != ASSET_LIBRARY_LOCAL) {
uiItemO(row, "", ICON_FILE_REFRESH, "ASSET_OT_library_refresh");
}
UI/Assets: Initial Asset View UI template The asset view UI template is a mini-version of the Asset Browser that can be placed in regular layouts, regions or popups. At this point it's made specifically for placement in vertical layouts, it can be made more flexible in the future. Generally the way this is implemented will likely change a lot still as the asset system evolves. The Pose Library add-on will use the asset view to display pose libraries in the 3D View sidebar. References: * https://developer.blender.org/T86139 * https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building * https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport Notes: * Important limitation: Due to the early & WIP implementation of the asset list, all asset views showing the same library will show the same assets. That is despite the ID type filter option the template provides. The first asset view created will determine what's visible. Of course this should be made to work eventually. * The template supports passing an activate and a drag operator name. The former is called when an asset is clicked on (e.g. to apply the asset) the latter when dragging (e.g. to .blend a pose asset). If no drag operator is set, regular asset drag & drop will be executed. * The template returns the properties for both operators (see example below). * The argument list for using the template is quite long, but we can't avoid that currently. The UI list design requires that we pass a number of RNA or custom properties to work with, that for the Pose Libraries should be registered at the Pose Library add-on level, not in core Blender. * Idea is that Python scripts or add-ons that want to use the asset view can register custom properties, to hold data like the list of assets, and the active asset index. Maybe that will change in future and we can manage these internally. As an example, the pose library add-on uses it like this: ``` activate_op_props, drag_op_props = layout.template_asset_view( "pose_assets", workspace, "active_asset_library", wm, "pose_assets", workspace, "active_pose_asset_index", filter_id_types={"filter_action"}, activate_operator="poselib.apply_pose_asset", drag_operator="poselib.blend_pose_asset", ) drag_op_props.release_confirm = True drag_op_props.flipped = wm.poselib_flipped activate_op_props.flipped = wm.poselib_flipped ```
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}
asset::list::storage_fetch(&asset_library_ref, C);
asset::list::ensure_previews_job(&asset_library_ref, C);
const int tot_items = asset::list::size(&asset_library_ref);
UI/Assets: Initial Asset View UI template The asset view UI template is a mini-version of the Asset Browser that can be placed in regular layouts, regions or popups. At this point it's made specifically for placement in vertical layouts, it can be made more flexible in the future. Generally the way this is implemented will likely change a lot still as the asset system evolves. The Pose Library add-on will use the asset view to display pose libraries in the 3D View sidebar. References: * https://developer.blender.org/T86139 * https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building * https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport Notes: * Important limitation: Due to the early & WIP implementation of the asset list, all asset views showing the same library will show the same assets. That is despite the ID type filter option the template provides. The first asset view created will determine what's visible. Of course this should be made to work eventually. * The template supports passing an activate and a drag operator name. The former is called when an asset is clicked on (e.g. to apply the asset) the latter when dragging (e.g. to .blend a pose asset). If no drag operator is set, regular asset drag & drop will be executed. * The template returns the properties for both operators (see example below). * The argument list for using the template is quite long, but we can't avoid that currently. The UI list design requires that we pass a number of RNA or custom properties to work with, that for the Pose Libraries should be registered at the Pose Library add-on level, not in core Blender. * Idea is that Python scripts or add-ons that want to use the asset view can register custom properties, to hold data like the list of assets, and the active asset index. Maybe that will change in future and we can manage these internally. As an example, the pose library add-on uses it like this: ``` activate_op_props, drag_op_props = layout.template_asset_view( "pose_assets", workspace, "active_asset_library", wm, "pose_assets", workspace, "active_pose_asset_index", filter_id_types={"filter_action"}, activate_operator="poselib.apply_pose_asset", drag_operator="poselib.blend_pose_asset", ) drag_op_props.release_confirm = True drag_op_props.flipped = wm.poselib_flipped activate_op_props.flipped = wm.poselib_flipped ```
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populate_asset_collection(asset_library_ref, *assets_dataptr, assets_propname);
UI/Assets: Initial Asset View UI template The asset view UI template is a mini-version of the Asset Browser that can be placed in regular layouts, regions or popups. At this point it's made specifically for placement in vertical layouts, it can be made more flexible in the future. Generally the way this is implemented will likely change a lot still as the asset system evolves. The Pose Library add-on will use the asset view to display pose libraries in the 3D View sidebar. References: * https://developer.blender.org/T86139 * https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building * https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport Notes: * Important limitation: Due to the early & WIP implementation of the asset list, all asset views showing the same library will show the same assets. That is despite the ID type filter option the template provides. The first asset view created will determine what's visible. Of course this should be made to work eventually. * The template supports passing an activate and a drag operator name. The former is called when an asset is clicked on (e.g. to apply the asset) the latter when dragging (e.g. to .blend a pose asset). If no drag operator is set, regular asset drag & drop will be executed. * The template returns the properties for both operators (see example below). * The argument list for using the template is quite long, but we can't avoid that currently. The UI list design requires that we pass a number of RNA or custom properties to work with, that for the Pose Libraries should be registered at the Pose Library add-on level, not in core Blender. * Idea is that Python scripts or add-ons that want to use the asset view can register custom properties, to hold data like the list of assets, and the active asset index. Maybe that will change in future and we can manage these internally. As an example, the pose library add-on uses it like this: ``` activate_op_props, drag_op_props = layout.template_asset_view( "pose_assets", workspace, "active_asset_library", wm, "pose_assets", workspace, "active_pose_asset_index", filter_id_types={"filter_action"}, activate_operator="poselib.apply_pose_asset", drag_operator="poselib.blend_pose_asset", ) drag_op_props.release_confirm = True drag_op_props.flipped = wm.poselib_flipped activate_op_props.flipped = wm.poselib_flipped ```
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AssetViewListData *list_data = (AssetViewListData *)MEM_mallocN(sizeof(*list_data),
"AssetViewListData");
list_data->asset_library_ref = asset_library_ref;
list_data->filter_settings = *filter_settings;
UI/Assets: Initial Asset View UI template The asset view UI template is a mini-version of the Asset Browser that can be placed in regular layouts, regions or popups. At this point it's made specifically for placement in vertical layouts, it can be made more flexible in the future. Generally the way this is implemented will likely change a lot still as the asset system evolves. The Pose Library add-on will use the asset view to display pose libraries in the 3D View sidebar. References: * https://developer.blender.org/T86139 * https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building * https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport Notes: * Important limitation: Due to the early & WIP implementation of the asset list, all asset views showing the same library will show the same assets. That is despite the ID type filter option the template provides. The first asset view created will determine what's visible. Of course this should be made to work eventually. * The template supports passing an activate and a drag operator name. The former is called when an asset is clicked on (e.g. to apply the asset) the latter when dragging (e.g. to .blend a pose asset). If no drag operator is set, regular asset drag & drop will be executed. * The template returns the properties for both operators (see example below). * The argument list for using the template is quite long, but we can't avoid that currently. The UI list design requires that we pass a number of RNA or custom properties to work with, that for the Pose Libraries should be registered at the Pose Library add-on level, not in core Blender. * Idea is that Python scripts or add-ons that want to use the asset view can register custom properties, to hold data like the list of assets, and the active asset index. Maybe that will change in future and we can manage these internally. As an example, the pose library add-on uses it like this: ``` activate_op_props, drag_op_props = layout.template_asset_view( "pose_assets", workspace, "active_asset_library", wm, "pose_assets", workspace, "active_pose_asset_index", filter_id_types={"filter_action"}, activate_operator="poselib.apply_pose_asset", drag_operator="poselib.blend_pose_asset", ) drag_op_props.release_confirm = True drag_op_props.flipped = wm.poselib_flipped activate_op_props.flipped = wm.poselib_flipped ```
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list_data->screen = CTX_wm_screen(C);
list_data->show_names = (display_flags & UI_TEMPLATE_ASSET_DRAW_NO_NAMES) == 0;
uiTemplateListFlags template_list_flags = UI_TEMPLATE_LIST_NO_GRIP;
if ((display_flags & UI_TEMPLATE_ASSET_DRAW_NO_NAMES) != 0) {
template_list_flags |= UI_TEMPLATE_LIST_NO_NAMES;
}
if ((display_flags & UI_TEMPLATE_ASSET_DRAW_NO_FILTER) != 0) {
template_list_flags |= UI_TEMPLATE_LIST_NO_FILTER_OPTIONS;
}
UI/Assets: Initial Asset View UI template The asset view UI template is a mini-version of the Asset Browser that can be placed in regular layouts, regions or popups. At this point it's made specifically for placement in vertical layouts, it can be made more flexible in the future. Generally the way this is implemented will likely change a lot still as the asset system evolves. The Pose Library add-on will use the asset view to display pose libraries in the 3D View sidebar. References: * https://developer.blender.org/T86139 * https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building * https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport Notes: * Important limitation: Due to the early & WIP implementation of the asset list, all asset views showing the same library will show the same assets. That is despite the ID type filter option the template provides. The first asset view created will determine what's visible. Of course this should be made to work eventually. * The template supports passing an activate and a drag operator name. The former is called when an asset is clicked on (e.g. to apply the asset) the latter when dragging (e.g. to .blend a pose asset). If no drag operator is set, regular asset drag & drop will be executed. * The template returns the properties for both operators (see example below). * The argument list for using the template is quite long, but we can't avoid that currently. The UI list design requires that we pass a number of RNA or custom properties to work with, that for the Pose Libraries should be registered at the Pose Library add-on level, not in core Blender. * Idea is that Python scripts or add-ons that want to use the asset view can register custom properties, to hold data like the list of assets, and the active asset index. Maybe that will change in future and we can manage these internally. As an example, the pose library add-on uses it like this: ``` activate_op_props, drag_op_props = layout.template_asset_view( "pose_assets", workspace, "active_asset_library", wm, "pose_assets", workspace, "active_pose_asset_index", filter_id_types={"filter_action"}, activate_operator="poselib.apply_pose_asset", drag_operator="poselib.blend_pose_asset", ) drag_op_props.release_confirm = True drag_op_props.flipped = wm.poselib_flipped activate_op_props.flipped = wm.poselib_flipped ```
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uiLayout *subcol = uiLayoutColumn(col, false);
uiLayoutSetScaleX(subcol, 0.8f);
uiLayoutSetScaleY(subcol, 0.8f);
UI/Assets: Initial Asset View UI template The asset view UI template is a mini-version of the Asset Browser that can be placed in regular layouts, regions or popups. At this point it's made specifically for placement in vertical layouts, it can be made more flexible in the future. Generally the way this is implemented will likely change a lot still as the asset system evolves. The Pose Library add-on will use the asset view to display pose libraries in the 3D View sidebar. References: * https://developer.blender.org/T86139 * https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building * https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport Notes: * Important limitation: Due to the early & WIP implementation of the asset list, all asset views showing the same library will show the same assets. That is despite the ID type filter option the template provides. The first asset view created will determine what's visible. Of course this should be made to work eventually. * The template supports passing an activate and a drag operator name. The former is called when an asset is clicked on (e.g. to apply the asset) the latter when dragging (e.g. to .blend a pose asset). If no drag operator is set, regular asset drag & drop will be executed. * The template returns the properties for both operators (see example below). * The argument list for using the template is quite long, but we can't avoid that currently. The UI list design requires that we pass a number of RNA or custom properties to work with, that for the Pose Libraries should be registered at the Pose Library add-on level, not in core Blender. * Idea is that Python scripts or add-ons that want to use the asset view can register custom properties, to hold data like the list of assets, and the active asset index. Maybe that will change in future and we can manage these internally. As an example, the pose library add-on uses it like this: ``` activate_op_props, drag_op_props = layout.template_asset_view( "pose_assets", workspace, "active_asset_library", wm, "pose_assets", workspace, "active_pose_asset_index", filter_id_types={"filter_action"}, activate_operator="poselib.apply_pose_asset", drag_operator="poselib.blend_pose_asset", ) drag_op_props.release_confirm = True drag_op_props.flipped = wm.poselib_flipped activate_op_props.flipped = wm.poselib_flipped ```
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/* TODO can we have some kind of model-view API to handle referencing, filtering and lazy loading
* (of previews) of the items? */
uiList *list = uiTemplateList_ex(subcol,
UI/Assets: Initial Asset View UI template The asset view UI template is a mini-version of the Asset Browser that can be placed in regular layouts, regions or popups. At this point it's made specifically for placement in vertical layouts, it can be made more flexible in the future. Generally the way this is implemented will likely change a lot still as the asset system evolves. The Pose Library add-on will use the asset view to display pose libraries in the 3D View sidebar. References: * https://developer.blender.org/T86139 * https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building * https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport Notes: * Important limitation: Due to the early & WIP implementation of the asset list, all asset views showing the same library will show the same assets. That is despite the ID type filter option the template provides. The first asset view created will determine what's visible. Of course this should be made to work eventually. * The template supports passing an activate and a drag operator name. The former is called when an asset is clicked on (e.g. to apply the asset) the latter when dragging (e.g. to .blend a pose asset). If no drag operator is set, regular asset drag & drop will be executed. * The template returns the properties for both operators (see example below). * The argument list for using the template is quite long, but we can't avoid that currently. The UI list design requires that we pass a number of RNA or custom properties to work with, that for the Pose Libraries should be registered at the Pose Library add-on level, not in core Blender. * Idea is that Python scripts or add-ons that want to use the asset view can register custom properties, to hold data like the list of assets, and the active asset index. Maybe that will change in future and we can manage these internally. As an example, the pose library add-on uses it like this: ``` activate_op_props, drag_op_props = layout.template_asset_view( "pose_assets", workspace, "active_asset_library", wm, "pose_assets", workspace, "active_pose_asset_index", filter_id_types={"filter_action"}, activate_operator="poselib.apply_pose_asset", drag_operator="poselib.blend_pose_asset", ) drag_op_props.release_confirm = True drag_op_props.flipped = wm.poselib_flipped activate_op_props.flipped = wm.poselib_flipped ```
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C,
"UI_UL_asset_view",
list_id,
assets_dataptr,
assets_propname,
active_dataptr,
active_propname,
nullptr,
tot_items,
0,
UILST_LAYOUT_BIG_PREVIEW_GRID,
0,
template_list_flags,
UI/Assets: Initial Asset View UI template The asset view UI template is a mini-version of the Asset Browser that can be placed in regular layouts, regions or popups. At this point it's made specifically for placement in vertical layouts, it can be made more flexible in the future. Generally the way this is implemented will likely change a lot still as the asset system evolves. The Pose Library add-on will use the asset view to display pose libraries in the 3D View sidebar. References: * https://developer.blender.org/T86139 * https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building * https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport Notes: * Important limitation: Due to the early & WIP implementation of the asset list, all asset views showing the same library will show the same assets. That is despite the ID type filter option the template provides. The first asset view created will determine what's visible. Of course this should be made to work eventually. * The template supports passing an activate and a drag operator name. The former is called when an asset is clicked on (e.g. to apply the asset) the latter when dragging (e.g. to .blend a pose asset). If no drag operator is set, regular asset drag & drop will be executed. * The template returns the properties for both operators (see example below). * The argument list for using the template is quite long, but we can't avoid that currently. The UI list design requires that we pass a number of RNA or custom properties to work with, that for the Pose Libraries should be registered at the Pose Library add-on level, not in core Blender. * Idea is that Python scripts or add-ons that want to use the asset view can register custom properties, to hold data like the list of assets, and the active asset index. Maybe that will change in future and we can manage these internally. As an example, the pose library add-on uses it like this: ``` activate_op_props, drag_op_props = layout.template_asset_view( "pose_assets", workspace, "active_asset_library", wm, "pose_assets", workspace, "active_pose_asset_index", filter_id_types={"filter_action"}, activate_operator="poselib.apply_pose_asset", drag_operator="poselib.blend_pose_asset", ) drag_op_props.release_confirm = True drag_op_props.flipped = wm.poselib_flipped activate_op_props.flipped = wm.poselib_flipped ```
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list_data);
if (!list) {
/* List creation failed. */
MEM_freeN(list_data);
return;
}
if (activate_opname) {
PointerRNA *ptr = UI_list_custom_activate_operator_set(
2021-07-16 11:45:03 +10:00
list, activate_opname, r_activate_op_properties != nullptr);
UI/Assets: Initial Asset View UI template The asset view UI template is a mini-version of the Asset Browser that can be placed in regular layouts, regions or popups. At this point it's made specifically for placement in vertical layouts, it can be made more flexible in the future. Generally the way this is implemented will likely change a lot still as the asset system evolves. The Pose Library add-on will use the asset view to display pose libraries in the 3D View sidebar. References: * https://developer.blender.org/T86139 * https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building * https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport Notes: * Important limitation: Due to the early & WIP implementation of the asset list, all asset views showing the same library will show the same assets. That is despite the ID type filter option the template provides. The first asset view created will determine what's visible. Of course this should be made to work eventually. * The template supports passing an activate and a drag operator name. The former is called when an asset is clicked on (e.g. to apply the asset) the latter when dragging (e.g. to .blend a pose asset). If no drag operator is set, regular asset drag & drop will be executed. * The template returns the properties for both operators (see example below). * The argument list for using the template is quite long, but we can't avoid that currently. The UI list design requires that we pass a number of RNA or custom properties to work with, that for the Pose Libraries should be registered at the Pose Library add-on level, not in core Blender. * Idea is that Python scripts or add-ons that want to use the asset view can register custom properties, to hold data like the list of assets, and the active asset index. Maybe that will change in future and we can manage these internally. As an example, the pose library add-on uses it like this: ``` activate_op_props, drag_op_props = layout.template_asset_view( "pose_assets", workspace, "active_asset_library", wm, "pose_assets", workspace, "active_pose_asset_index", filter_id_types={"filter_action"}, activate_operator="poselib.apply_pose_asset", drag_operator="poselib.blend_pose_asset", ) drag_op_props.release_confirm = True drag_op_props.flipped = wm.poselib_flipped activate_op_props.flipped = wm.poselib_flipped ```
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if (r_activate_op_properties && ptr) {
*r_activate_op_properties = *ptr;
}
}
if (drag_opname) {
PointerRNA *ptr = UI_list_custom_drag_operator_set(
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list, drag_opname, r_drag_op_properties != nullptr);
UI/Assets: Initial Asset View UI template The asset view UI template is a mini-version of the Asset Browser that can be placed in regular layouts, regions or popups. At this point it's made specifically for placement in vertical layouts, it can be made more flexible in the future. Generally the way this is implemented will likely change a lot still as the asset system evolves. The Pose Library add-on will use the asset view to display pose libraries in the 3D View sidebar. References: * https://developer.blender.org/T86139 * https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building * https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport Notes: * Important limitation: Due to the early & WIP implementation of the asset list, all asset views showing the same library will show the same assets. That is despite the ID type filter option the template provides. The first asset view created will determine what's visible. Of course this should be made to work eventually. * The template supports passing an activate and a drag operator name. The former is called when an asset is clicked on (e.g. to apply the asset) the latter when dragging (e.g. to .blend a pose asset). If no drag operator is set, regular asset drag & drop will be executed. * The template returns the properties for both operators (see example below). * The argument list for using the template is quite long, but we can't avoid that currently. The UI list design requires that we pass a number of RNA or custom properties to work with, that for the Pose Libraries should be registered at the Pose Library add-on level, not in core Blender. * Idea is that Python scripts or add-ons that want to use the asset view can register custom properties, to hold data like the list of assets, and the active asset index. Maybe that will change in future and we can manage these internally. As an example, the pose library add-on uses it like this: ``` activate_op_props, drag_op_props = layout.template_asset_view( "pose_assets", workspace, "active_asset_library", wm, "pose_assets", workspace, "active_pose_asset_index", filter_id_types={"filter_action"}, activate_operator="poselib.apply_pose_asset", drag_operator="poselib.blend_pose_asset", ) drag_op_props.release_confirm = True drag_op_props.flipped = wm.poselib_flipped activate_op_props.flipped = wm.poselib_flipped ```
2021-07-13 18:07:57 +02:00
if (r_drag_op_properties && ptr) {
*r_drag_op_properties = *ptr;
}
}
}