import bpy def draw_context_menu(layout): params = bpy.context.space_data.params asset = bpy.context.asset_file_handle layout.operator( "assetlib.open_blend", text="Open blend file" ) # .asset = asset.name layout.operator("assetlib.play_preview", text="Play Preview") layout.separator() layout.operator_context = "INVOKE_DEFAULT" # layout.operator("assetlib.rename_asset", text="Rename Action") layout.operator("assetlib.remove_assets", text="Remove Assets") layout.operator("assetlib.edit_data", text="Edit Asset data") # layout.operator("actionlib.clear_asset", text="Clear Asset (Fake User)").use_fake_user = True layout.separator() layout.operator("actionlib.apply_selected_action", text="Apply Pose").flipped = ( False ) layout.operator( "actionlib.apply_selected_action", text="Apply Pose (Flipped)" ).flipped = True layout.separator() layout.operator( "poselib.blend_pose_asset_for_keymap", text="Blend Pose" ).flipped = False layout.operator( "poselib.blend_pose_asset_for_keymap", text="Blend Pose (Flipped)" ).flipped = True layout.separator() layout.operator( "poselib.pose_asset_select_bones", text="Select Bones" ).selected_side = "CURRENT" layout.operator( "poselib.pose_asset_select_bones", text="Select Bones (Flipped)" ).selected_side = "FLIPPED" layout.operator( "poselib.pose_asset_select_bones", text="Select Bones (Both)" ).selected_side = "BOTH" layout.separator() # layout.operator("asset.library_refresh") if params.display_type == "THUMBNAIL": layout.prop_menu_enum(params, "display_size") def draw_header(layout): """Draw the header of the Asset Browser Window""" layout.separator() layout.operator("actionlib.store_anim_pose", text="Add Action", icon="FILE_NEW")