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    # ##### BEGIN GPL LICENSE BLOCK #####
    #
    #  This program is free software; you can redistribute it and/or
    #  modify it under the terms of the GNU General Public License
    #  as published by the Free Software Foundation; either version 2
    #  of the License, or (at your option) any later version.
    #
    #  This program is distributed in the hope that it will be useful,
    #  but WITHOUT ANY WARRANTY; without even the implied warranty of
    #  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    #  GNU General Public License for more details.
    #
    #  You should have received a copy of the GNU General Public License
    #  along with this program; if not, write to the Free Software Foundation,
    #  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
    #
    # ##### END GPL LICENSE BLOCK #####
    
    if "bpy" in locals():
    
        import importlib
    
        paths = importlib.reload(paths)
        ratings = importlib.reload(ratings)
        utils = importlib.reload(utils)
        download = importlib.reload(download)
        categories = importlib.reload(categories)
    
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    else:
    
        from blenderkit import paths, ratings, utils, download, categories
    
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    from bpy.types import (
        Panel
    )
    
    import bpy
    
    
    def label_multiline(layout, text='', icon='NONE', width=-1):
        ''' draw a ui label, but try to split it in multiple lines.'''
        if text.strip() == '':
            return
        lines = text.split('\n')
        if width > 0:
            threshold = int(width / 5.5)
        else:
            threshold = 35
    
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        li = 0
    
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        for l in lines:
            while len(l) > threshold:
                i = l.rfind(' ', 0, threshold)
                if i < 1:
                    i = threshold
                l1 = l[:i]
                layout.label(text=l1, icon=icon)
                icon = 'NONE'
                l = l[i:]
    
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                li += 1
    
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                if li > maxlines:
                    break;
    
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            if li > maxlines:
    
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                break;
            layout.label(text=l, icon=icon)
            icon = 'NONE'
    
    
    #   this was moved to separate interface:
    
    def draw_ratings(layout, context):
        # layout.operator("wm.url_open", text="Read rating instructions", icon='QUESTION').url = 'https://support.google.com/?hl=en'
        asset = utils.get_active_asset()
        bkit_ratings = asset.bkit_ratings
    
        ratings.draw_rating(layout, bkit_ratings, 'rating_quality', 'Quality')
        layout.separator()
        layout.prop(bkit_ratings, 'rating_work_hours')
        w = context.region.width
    
        layout.label(text='problems')
        layout.prop(bkit_ratings, 'rating_problems', text='')
        layout.label(text='compliments')
        layout.prop(bkit_ratings, 'rating_compliments', text='')
    
        row = layout.row()
        op = row.operator("object.blenderkit_rating_upload", text="Send rating", icon='URL')
        return op
    
    
    def draw_upload_common(layout, props, asset_type, context):
        op = layout.operator("wm.url_open", text="Read upload instructions",
                             icon='QUESTION')
        if asset_type == 'MODEL':
            op.url = paths.BLENDERKIT_MODEL_UPLOAD_INSTRUCTIONS_URL
        if asset_type == 'MATERIAL':
            op.url = paths.BLENDERKIT_MATERIAL_UPLOAD_INSTRUCTIONS_URL
    
        if asset_type == 'BRUSH':
            op.url = paths.BLENDERKIT_BRUSH_UPLOAD_INSTRUCTIONS_URL
    
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        row = layout.row(align=True)
        if props.upload_state != '':
            label_multiline(layout, text=props.upload_state, width=context.region.width)
        if props.uploading:
            op = layout.operator('object.kill_bg_process', text="", icon='CANCEL')
            op.process_source = asset_type
            op.process_type = 'UPLOAD'
            layout = layout.column()
            layout.enabled = False
    
        # if props.upload_state.find('Error') > -1:
        #     layout.label(text = props.upload_state)
    
        if props.asset_base_id == '':
            optext = 'Upload %s' % asset_type.lower()
    
            op = layout.operator("object.blenderkit_upload", text=optext, icon='EXPORT')
            op.asset_type = asset_type
    
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        if props.asset_base_id != '':
    
            op = layout.operator("object.blenderkit_upload", text='Reupload asset', icon='EXPORT')
    
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            op.asset_type = asset_type
    
            op.reupload = True
    
    
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            op = layout.operator("object.blenderkit_upload", text='Upload as new asset', icon='EXPORT')
            op.asset_type = asset_type
    
            op.reupload = False
    
            # layout.label(text = 'asset id, overwrite only for reuploading')
    
            layout.label(text='asset has a version online.')
    
            # row = layout.row()
            # row.enabled = False
            # row.prop(props, 'asset_base_id', icon='FILE_TICK')
            # row = layout.row()
            # row.enabled = False
            # row.prop(props, 'id', icon='FILE_TICK')
    
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        layout.prop(props, 'category')
        if asset_type == 'MODEL' and props.subcategory != '':  # by now block this for other asset types.
            layout.prop(props, 'subcategory')
    
    
        layout.prop(props, 'is_private', expand=True)
        if props.is_private == 'PUBLIC':
    
            layout.prop(props, 'license')
    
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    def poll_local_panels():
        user_preferences = bpy.context.preferences.addons['blenderkit'].preferences
        return user_preferences.panel_behaviour == 'BOTH' or user_preferences.panel_behaviour == 'LOCAL'
    
    
    def prop_needed(layout, props, name, value, is_not_filled=''):
        row = layout.row()
        if value == is_not_filled:
            # row.label(text='', icon = 'ERROR')
            icon = 'ERROR'
    
            row.alert = True
            row.prop(props, name)#, icon=icon)
            row.alert = False
    
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        else:
            # row.label(text='', icon = 'FILE_TICK')
            icon = None
            row.prop(props, name)
    
    
    def draw_panel_model_upload(self, context):
        ob = bpy.context.active_object
        while ob.parent is not None:
            ob = ob.parent
        props = ob.blenderkit
    
        layout = self.layout
    
        draw_upload_common(layout, props, 'MODEL', context)
    
        prop_needed(layout, props, 'name', props.name)
    
        col = layout.column()
        if props.is_generating_thumbnail:
            col.enabled = False
        prop_needed(col, props, 'thumbnail', props.has_thumbnail, False)
        if bpy.context.scene.render.engine in ('CYCLES', 'BLENDER_EEVEE'):
            col.operator("object.blenderkit_generate_thumbnail", text='Generate thumbnail', icon='IMAGE')
    
        # row = layout.row(align=True)
        if props.is_generating_thumbnail:
            row = layout.row(align=True)
            row.label(text=props.thumbnail_generating_state)
            op = row.operator('object.kill_bg_process', text="", icon='CANCEL')
            op.process_source = 'MODEL'
            op.process_type = 'THUMBNAILER'
        elif props.thumbnail_generating_state != '':
            label_multiline(layout, text=props.thumbnail_generating_state)
    
        layout.prop(props, 'description')
    
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        # prop_needed(layout, props, 'style', props.style)
        # prop_needed(layout, props, 'production_level', props.production_level)
        layout.prop(props, 'style')
        layout.prop(props, 'production_level')
    
        layout.prop(props, 'condition')
        layout.prop(props, 'is_free')
        layout.prop(props, 'pbr')
        layout.label(text='design props:')
        layout.prop(props, 'manufacturer')
        layout.prop(props, 'designer')
        layout.prop(props, 'design_collection')
        layout.prop(props, 'design_variant')
        layout.prop(props, 'use_design_year')
        if props.use_design_year:
            layout.prop(props, 'design_year')
    
        row = layout.row()
        row.prop(props, 'work_hours')
    
        layout.prop(props, 'adult')
    
    
    def draw_panel_scene_upload(self, context):
        s = bpy.context.scene
        props = s.blenderkit
    
        layout = self.layout
        if bpy.app.debug_value != -1:
            layout.label(text='Scene upload not Implemented')
            return
        draw_upload_common(layout, props, 'SCENE', context)
    
        #    layout = layout.column()
    
        # row = layout.row()
    
        # if props.dimensions[0] + props.dimensions[1] == 0 and props.face_count == 0:
        #     icon = 'ERROR'
        #     layout.operator("object.blenderkit_auto_tags", text='Auto fill tags', icon=icon)
        # else:
        #     layout.operator("object.blenderkit_auto_tags", text='Auto fill tags')
    
        prop_needed(layout, props, 'name', props.name)
    
        col = layout.column()
        # if props.is_generating_thumbnail:
        #     col.enabled = False
        prop_needed(col, props, 'thumbnail', props.has_thumbnail, False)
        # if bpy.context.scene.render.engine == 'CYCLES':
        #     col.operator("object.blenderkit_generate_thumbnail", text='Generate thumbnail', icon='IMAGE_COL')
    
        # row = layout.row(align=True)
        # if props.is_generating_thumbnail:
        #     row = layout.row(align=True)
        #     row.label(text = props.thumbnail_generating_state)
        #     op = row.operator('object.kill_bg_process', text="", icon='CANCEL')
        #     op.process_source = 'MODEL'
        #     op.process_type = 'THUMBNAILER'
        # elif props.thumbnail_generating_state != '':
        #     label_multiline(layout, text = props.thumbnail_generating_state)
    
        layout.prop(props, 'description')
    
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        layout.prop(props, 'style')
        layout.prop(props, 'production_level')
        layout.prop(props, 'use_design_year')
        if props.use_design_year:
            layout.prop(props, 'design_year')
        layout.prop(props, 'condition')
        row = layout.row()
        row.prop(props, 'work_hours')
        layout.prop(props, 'adult')
    
    
    def draw_assetbar_show_hide(layout, props):
        s = bpy.context.scene
        ui_props = s.blenderkitUI
    
        if ui_props.assetbar_on:
            icon = 'HIDE_OFF'
    
            ttip = 'Click to Hide Asset Bar'
    
        else:
            icon = 'HIDE_ON'
    
            ttip = 'Click to Show Asset Bar'
    
        op = layout.operator('view3d.blenderkit_asset_bar', text='', icon=icon)
        op.keep_running = False
        op.do_search = False
    
    
        op.tooltip = ttip
    
    
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    def draw_panel_model_search(self, context):
        s = context.scene
    
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        props = s.blenderkit_models
        layout = self.layout
    
    
        row = layout.row()
        row.prop(props, "search_keywords", text="", icon='VIEWZOOM')
        draw_assetbar_show_hide(row, props)
    
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        icon = 'NONE'
    
        if props.report == 'You need Full plan to get this item.':
    
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            icon = 'ERROR'
        label_multiline(layout, text=props.report, icon=icon)
    
        if props.report == 'You need Full plan to get this item.':
            layout.operator("wm.url_open", text="Get Full plan", icon='URL').url = paths.BLENDERKIT_PLANS
    
        layout.prop(props, "search_style")
    
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        # if props.search_style == 'OTHER':
        #     layout.prop(props, "search_style_other")
        # layout.prop(props, "search_engine")
        # col = layout.column()
        # layout.prop(props, 'append_link', expand=True, icon_only=False)
        # layout.prop(props, 'import_as', expand=True, icon_only=False)
    
    
        # layout.prop(props, "search_advanced")
    
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        if props.search_advanced:
            layout.separator()
    
            # layout.label(text = "common searches keywords:")
            # layout.prop(props, "search_global_keywords", text = "")
            # layout.prop(props, "search_modifier_keywords")
    
            # if props.search_engine == 'OTHER':
            #     layout.prop(props, "search_engine_keyword")
    
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            # AGE
            layout.prop(props, "search_condition")  # , text ='condition of object new/old e.t.c.')
    
            # DESIGN YEAR
            layout.prop(props, "search_design_year", text='designed in ( min - max )')
            row = layout.row(align=True)
            if not props.search_design_year_min:
                row.active = False
            row.prop(props, "search_design_year_min", text='min')
            row.prop(props, "search_design_year_max", text='max')
    
            # POLYCOUNT
            layout.prop(props, "search_polycount", text='polycount in ( min - max )')
            row = layout.row(align=True)
            if not props.search_polycount:
                row.active = False
            row.prop(props, "search_polycount_min", text='min')
            row.prop(props, "search_polycount_max", text='max')
    
            # TEXTURE RESOLUTION
            layout.prop(props, "search_texture_resolution", text='texture resolution ( min - max )')
            row = layout.row(align=True)
            if not props.search_texture_resolution:
                row.active = False
            row.prop(props, "search_texture_resolution_min", text='min')
            row.prop(props, "search_texture_resolution_max", text='max')
    
            # ADULT
            layout.prop(props, "search_adult")  # , text ='condition of object new/old e.t.c.')
    
        draw_panel_categories(self, context)
    
        layout.separator()
    
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        layout.label(text='Import method:')
    
        row = layout.row()
        row.prop(props, 'append_method', expand=True, icon_only=False)
    
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        layout.prop(props, 'randomize_rotation')
        if props.randomize_rotation:
            layout.prop(props, 'randomize_rotation_amount')
    
    
    def draw_panel_scene_search(self, context):
        s = context.scene
        props = s.blenderkit_scene
        layout = self.layout
        # layout.label(text = "common search properties:")
    
        row = layout.row()
        row.prop(props, "search_keywords", text="", icon='VIEWZOOM')
        draw_assetbar_show_hide(row, props)
    
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        label_multiline(layout, text=props.report)
    
    
        # layout.prop(props, "search_style")
        # if props.search_style == 'OTHER':
        #     layout.prop(props, "search_style_other")
    
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        # layout.prop(props, "search_engine")
    
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        layout.separator()
        draw_panel_categories(self, context)
    
    
    class VIEW3D_PT_blenderkit_model_properties(Panel):
        bl_category = "BlenderKit"
        bl_idname = "VIEW3D_PT_blenderkit_model_properties"
        bl_space_type = 'VIEW_3D'
        bl_region_type = 'UI'
    
        bl_label = "Selected Asset"
    
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        bl_context = "objectmode"
    
        @classmethod
        def poll(cls, context):
    
            p = bpy.context.view_layer.objects.active is not None
    
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            return p
    
        def draw(self, context):
            # draw asset properties here
            layout = self.layout
    
            o = bpy.context.active_object
    
            if o.get('asset_data') is not None:
                ad = o['asset_data']
                layout.label(text=str(ad['name']))
                if o.instance_type == 'COLLECTION' and o.instance_collection is not None:
                    layout.operator('object.blenderkit_bring_to_scene', text='Bring to scene')
    
                # if 'rig' in ad['tags']:
                #     # layout.label(text = 'can make proxy')
                #     layout.operator('object.blenderkit_make_proxy', text = 'Make Armature proxy')
    
            # fast upload, blocked by now
    
            # else:
            #     op = layout.operator("object.blenderkit_upload", text='Store as private', icon='EXPORT')
            #     op.asset_type = 'MODEL'
            #     op.fast = True
    
            # fun override project, not finished
    
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            # layout.operator('object.blenderkit_color_corrector')
    
    
    def draw_login_progress(layout):
        layout.label(text='Login through browser')
        layout.label(text='in progress.')
        layout.operator("wm.blenderkit_login_cancel", text="Cancel", icon='CANCEL')
    
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    class VIEW3D_PT_blenderkit_profile(Panel):
        bl_category = "BlenderKit"
        bl_idname = "VIEW3D_PT_blenderkit_profile"
        bl_space_type = 'VIEW_3D'
        bl_region_type = 'UI'
        bl_label = "Profile"
    
        @classmethod
        def poll(cls, context):
    
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        def draw(self, context):
            # draw asset properties here
            layout = self.layout
            user_preferences = bpy.context.preferences.addons['blenderkit'].preferences
    
            if user_preferences.login_attempt:
    
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                return
    
    
            if user_preferences.enable_oauth:
                draw_login_buttons(layout)
    
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            if user_preferences.api_key != '':
    
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                me = bpy.context.window_manager.get('bkit profile')
                if me is not None:
                    me = me['user']
                    layout.label(text='User: %s %s' % (me['firstName'], me['lastName']))
                    layout.label(text='Email: %s' % (me['email']))
    
                    if me.get('sumAssetFilesSize') is not None:  # TODO remove this when production server has these too.
    
                        layout.label(text='Public assets: %i MiB' % (me['sumAssetFilesSize']))
    
                    if me.get('sumPrivateAssetFilesSize') is not None:
    
                        layout.label(text='Private assets: %i MiB' % (me['sumPrivateAssetFilesSize']))
    
                    if me.get('remainingPrivateQuota') is not None:
    
                        layout.label(text='Remaining private storage: %i MiB' % (me['remainingPrivateQuota']))
    
                layout.operator("wm.url_open", text="See my uploads",
    
                                icon='URL').url = paths.get_bkit_url() + paths.BLENDERKIT_USER_ASSETS
    
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    def draw_panel_model_rating(self, context):
        o = bpy.context.active_object
        op = draw_ratings(self.layout, context)  # , props)
        op.asset_type = 'MODEL'
    
    
    def draw_panel_material_upload(self, context):
        o = bpy.context.active_object
        mat = bpy.context.active_object.active_material
    
        props = mat.blenderkit
        layout = self.layout
    
        draw_upload_common(layout, props, 'MATERIAL', context)
    
        prop_needed(layout, props, 'name', props.name)
        layout.prop(props, 'description')
        layout.prop(props, 'style')
    
        # if props.style == 'OTHER':
        #     layout.prop(props, 'style_other')
    
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        # layout.prop(props, 'engine')
        # if props.engine == 'OTHER':
        #     layout.prop(props, 'engine_other')
    
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        # layout.prop(props,'shaders')#TODO autofill on upload
        # row = layout.row()
    
        layout.prop(props, 'is_free')
    
    
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        layout.prop(props, 'pbr')
        layout.prop(props, 'uv')
        layout.prop(props, 'animated')
        layout.prop(props, 'texture_size_meters')
    
        # THUMBNAIL
        row = layout.row()
        if props.is_generating_thumbnail:
            row.enabled = False
        prop_needed(row, props, 'thumbnail', props.has_thumbnail, False)
    
        if props.is_generating_thumbnail:
            row = layout.row(align=True)
            row.label(text=props.thumbnail_generating_state, icon='RENDER_STILL')
            op = row.operator('object.kill_bg_process', text="", icon='CANCEL')
            op.process_source = 'MATERIAL'
            op.process_type = 'THUMBNAILER'
        elif props.thumbnail_generating_state != '':
            label_multiline(layout, text=props.thumbnail_generating_state)
    
        if bpy.context.scene.render.engine in ('CYCLES', 'BLENDER_EEVEE'):
            layout.operator("object.blenderkit_material_thumbnail", text='Render thumbnail with Cycles', icon='EXPORT')
    
        # tname = "." + bpy.context.active_object.active_material.name + "_thumbnail"
        # if props.has_thumbnail and bpy.data.textures.get(tname) is not None:
        #     row = layout.row()
        #     # row.scale_y = 1.5
        #     row.template_preview(bpy.data.textures[tname], preview_id='test')
    
    
    def draw_panel_material_search(self, context):
        wm = context.scene
        props = wm.blenderkit_mat
    
        layout = self.layout
    
        row = layout.row()
        row.prop(props, "search_keywords", text="", icon='VIEWZOOM')
        draw_assetbar_show_hide(row, props)
    
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        label_multiline(layout, text=props.report)
    
    
        # layout.prop(props, 'search_style')
        # if props.search_style == 'OTHER':
        #     layout.prop(props, 'search_style_other')
        # layout.prop(props, 'search_engine')
        # if props.search_engine == 'OTHER':
        #     layout.prop(props, 'search_engine_other')
    
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        layout.prop(props, 'automap')
    
        draw_panel_categories(self, context)
    
    
    def draw_panel_material_ratings(self, context):
        op = draw_ratings(self.layout, context)  # , props)
        op.asset_type = 'MATERIAL'
    
    
    def draw_panel_brush_upload(self, context):
        brush = utils.get_active_brush()
        if brush is not None:
            props = brush.blenderkit
    
            layout = self.layout
    
            draw_upload_common(layout, props, 'BRUSH', context)
    
            layout.prop(props, 'name')
            layout.prop(props, 'description')
            layout.prop(props, 'tags')
    
    
    def draw_panel_brush_search(self, context):
        wm = context.scene
        props = wm.blenderkit_brush
    
        layout = self.layout
    
        row = layout.row()
        row.prop(props, "search_keywords", text="", icon='VIEWZOOM')
        draw_assetbar_show_hide(row, props)
    
    
    
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        label_multiline(layout, text=props.report)
        draw_panel_categories(self, context)
    
    
    def draw_panel_brush_ratings(self, context):
        # props = utils.get_brush_props(context)
        op = draw_ratings(self.layout, context)  # , props)
    
        op.asset_type = 'BRUSH'
    
    
    
    def draw_login_buttons(layout):
    
        user_preferences = bpy.context.preferences.addons['blenderkit'].preferences
    
        if user_preferences.login_attempt:
    
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            if user_preferences.api_key == '':
                layout.operator("wm.blenderkit_login", text="Login",
                                icon='URL').signup = False
                layout.operator("wm.blenderkit_login", text="Sign up",
                                icon='URL').signup = True
    
            else:
                layout.operator("wm.blenderkit_login", text="Login as someone else",
    
                                icon='URL').signup = False
    
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                layout.operator("wm.blenderkit_logout", text="Logout",
                                icon='URL')
    
    
    
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    class VIEW3D_PT_blenderkit_unified(Panel):
        bl_category = "BlenderKit"
        bl_idname = "VIEW3D_PT_blenderkit_unified"
        bl_space_type = 'VIEW_3D'
        bl_region_type = 'UI'
        bl_label = "BlenderKit"
    
        @classmethod
        def poll(cls, context):
            user_preferences = bpy.context.preferences.addons['blenderkit'].preferences
            return user_preferences.panel_behaviour == 'BOTH' or user_preferences.panel_behaviour == 'UNIFIED'
    
        def draw(self, context):
            s = context.scene
            ui_props = s.blenderkitUI
            user_preferences = bpy.context.preferences.addons['blenderkit'].preferences
            wm = bpy.context.window_manager
            layout = self.layout
    
    
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            # layout.prop_tabs_enum(ui_props, "asset_type", icon_only = True)
    
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            row = layout.row()
    
            #row.scale_x = 1.6
            #row.scale_y = 1.6
    
            row.prop(ui_props, 'down_up', expand=True, icon_only=False)
    
            #row = row.split().row()
    
            #layout.alert = True
            #layout.alignment = 'CENTER'
            #row = layout.row(align = True)
            #split = row.split(factor=.5)
            #row.prop(ui_props, 'asset_type', expand=True, icon_only=True)
            #row = layout.column(align = False)
            layout.prop(ui_props, 'asset_type', expand=False, text = '')
    
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            w = context.region.width
    
            if len(user_preferences.api_key) < 20 and user_preferences.asset_counter > 20:
    
                    draw_login_buttons(layout)
    
                else:
                    op = layout.operator("wm.url_open", text="Get your API Key",
                                         icon='QUESTION')
                    op.url = paths.BLENDERKIT_SIGNUP_URL
                    layout.label(text='Paste your API Key:')
                    layout.prop(user_preferences, 'api_key', text='')
    
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                layout.separator()
    
                layout.alert = True
                label_multiline(layout, text="It's better to save your file first.", width=w)
                layout.alert = False
    
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                layout.separator()
    
    
            if ui_props.down_up == 'SEARCH':
    
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                if ui_props.asset_type == 'MODEL':
                    # noinspection PyCallByClass
                    draw_panel_model_search(self, context)
                if ui_props.asset_type == 'SCENE':
                    # noinspection PyCallByClass
                    draw_panel_scene_search(self, context)
    
                elif ui_props.asset_type == 'MATERIAL':
                    draw_panel_material_search(self, context)
                elif ui_props.asset_type == 'BRUSH':
                    if context.sculpt_object or context.image_paint_object:
                        # noinspection PyCallByClass
                        draw_panel_brush_search(self, context)
                    else:
                        label_multiline(layout, text='switch to paint or sculpt mode.', width=context.region.width)
                        return
    
    
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            elif ui_props.down_up == 'UPLOAD':
                if not ui_props.assetbar_on:
                    text = 'Show asset preview - ;'
                else:
                    text = 'Hide asset preview - ;'
                op = layout.operator('view3d.blenderkit_asset_bar', text=text, icon='EXPORT')
                op.keep_running = False
                op.do_search = False
    
                op.tooltip = 'Show/Hide asset preview'
    
    
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                e = s.render.engine
                if e not in ('CYCLES', 'BLENDER_EEVEE'):
                    rtext = 'Only Cycles and EEVEE render engines are currently supported. ' \
                            'Please use Cycles for all assets you upload to BlenderKit.'
                    label_multiline(layout, rtext, icon='ERROR', width=w)
                    return;
    
                if ui_props.asset_type == 'MODEL':
    
                    # label_multiline(layout, "Uploaded models won't be available in b2.79", icon='ERROR')
    
                    if bpy.context.view_layer.objects.active is not None:
    
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                        draw_panel_model_upload(self, context)
                    else:
                        layout.label(text='selet object to upload')
                elif ui_props.asset_type == 'SCENE':
                    draw_panel_scene_upload(self, context)
    
                elif ui_props.asset_type == 'MATERIAL':
    
                    # label_multiline(layout, "Uploaded materials won't be available in b2.79", icon='ERROR')
    
                    if bpy.context.view_layer.objects.active is not None and bpy.context.active_object.active_material is not None:
    
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                        draw_panel_material_upload(self, context)
                    else:
                        label_multiline(layout, text='select object with material to upload materials', width=w)
    
                elif ui_props.asset_type == 'BRUSH':
                    if context.sculpt_object or context.image_paint_object:
                        draw_panel_brush_upload(self, context)
                    else:
                        layout.label(text='switch to paint or sculpt mode.')
    
            elif ui_props.down_up == 'RATING':  # the poll functions didn't work here, don't know why.
    
                if ui_props.asset_type == 'MODEL':
                    # TODO improve poll here to parenting structures
    
                    if bpy.context.view_layer.objects.active is not None and bpy.context.active_object.get(
                            'asset_data') != None:
    
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                        ad = bpy.context.active_object.get('asset_data')
                        layout.label(text=ad['name'])
                        draw_panel_model_rating(self, context)
                if ui_props.asset_type == 'MATERIAL':
    
                    if bpy.context.view_layer.objects.active is not None and \
    
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                            bpy.context.active_object.active_material is not None and \
                            bpy.context.active_object.active_material.blenderkit.asset_base_id != '':
                        layout.label(text=bpy.context.active_object.active_material.blenderkit.name + ' :')
                        # noinspection PyCallByClass
                        draw_panel_material_ratings(self, context)
                if ui_props.asset_type == 'BRUSH':
                    if context.sculpt_object or context.image_paint_object:
                        props = utils.get_brush_props(context)
                        if props.asset_base_id != '':
                            layout.label(text=props.name + ' :')
                            # noinspection PyCallByClass
                            draw_panel_brush_ratings(self, context)
                if ui_props.asset_type == 'TEXTURE':
                    layout.label(text='not yet implemented')
    
    
    
    class OBJECT_MT_blenderkit_asset_menu(bpy.types.Menu):
        bl_label = "Asset options:"
        bl_idname = "OBJECT_MT_blenderkit_asset_menu"
    
        def draw(self, context):
            layout = self.layout
            ui_props = context.scene.blenderkitUI
    
            sr = bpy.context.scene['search results']
            sr = bpy.context.scene['search results orig']['results']
            asset_data = sr[ui_props.active_index]
            author_id = str(asset_data['author']['id'])
    
    
            wm = bpy.context.window_manager
            if wm.get('bkit authors') is not None:
                a = bpy.context.window_manager['bkit authors'].get(author_id)
                if a is not None:
                    # utils.p('author:', a)
                    if a.get('aboutMeUrl') is not None:
    
                        op = layout.operator('wm.url_open', text="Open Author's Website")
    
                    op = layout.operator('view3d.blenderkit_search', text="Show Assets By Author")
    
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                    op.keywords = ''
    
            op = layout.operator('view3d.blenderkit_search', text='Search Similar')
    
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            op.keywords = asset_data['name'] + ' ' + asset_data['description'] + ' ' + ' '.join(asset_data['tags'])
    
            if asset_data.get('canDownload') != 0:
    
                if bpy.context.view_layer.objects.active is not None and ui_props.asset_type == 'MODEL':
                    aob = bpy.context.active_object
                    op = layout.operator('scene.blenderkit_download', text='Replace Active Models')
                    op.asset_type = ui_props.asset_type
                    op.asset_index = ui_props.active_index
                    op.model_location = aob.location
                    op.model_rotation = aob.rotation_euler
                    op.target_object = aob.name
                    op.material_target_slot = aob.active_material_index
                    op.replace = True
    
            wm = bpy.context.window_manager
            profile = wm.get('bkit profile')
            if profile is not None:
                # validation by admin
    
                if profile['user']['exmenu']:
    
                    layout.label(text='Validation tools:')
    
                    if asset_data['verificationStatus'] != 'validated':
                        op = layout.operator('object.blenderkit_change_status', text='Validate')
                        op.asset_id = asset_data['id']
                        op.state = 'validated'
    
                    if asset_data['verificationStatus'] != 'on_hold':
                        op = layout.operator('object.blenderkit_change_status', text='Put on Hold')
                        op.asset_id = asset_data['id']
                        op.state = 'on_hold'
    
                    if asset_data['verificationStatus'] != 'rejected':
                        op = layout.operator('object.blenderkit_change_status', text='Reject')
                        op.asset_id = asset_data['id']
                        op.state = 'rejected'
    
                if author_id == str(profile['user']['id']):
                    layout.label(text='Management tools:')
                    row = layout.row()
                    row.operator_context = 'INVOKE_DEFAULT'
                    op = row.operator('object.blenderkit_change_status', text='Delete')
                    op.asset_id = asset_data['id']
                    op.state = 'deleted'
                # else:
                #     #not an author - can rate
                #     draw_ratings(layout, context)
    
    
    
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    class SetCategoryOperator(bpy.types.Operator):
        """Visit subcategory"""
        bl_idname = "view3d.blenderkit_set_category"
        bl_label = "BlenderKit Set Active Category"
    
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        bl_options = {'REGISTER', 'UNDO', 'INTERNAL'}
    
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        category: bpy.props.StringProperty(
            name="Category",
            description="set this category active",
            default="")
    
        asset_type: bpy.props.StringProperty(
            name="Asset Type",
            description="asset type",
            default="")
    
        @classmethod
        def poll(cls, context):
            return True
    
        def execute(self, context):
            acat = bpy.context.window_manager['active_category'][self.asset_type]
            if self.category == '':
                acat.remove(acat[-1])
            else:
                acat.append(self.category)
            # we have to write back to wm. Thought this should happen with original list.
            bpy.context.window_manager['active_category'][self.asset_type] = acat
            return {'FINISHED'}
    
    
    
    class UrlPopupDialog(bpy.types.Operator):
        """Generate Cycles thumbnail for model assets"""
        bl_idname = "wm.blenderkit_url_dialog"
        bl_label = "BlenderKit message:"
        bl_options = {'REGISTER', 'INTERNAL'}
    
        url: bpy.props.StringProperty(
            name="Url",
            description="url",
            default="")
    
        link_text: bpy.props.StringProperty(
            name="Url",
            description="url",
            default="Go to website")
    
        message: bpy.props.StringProperty(
            name="Text",
            description="text",
            default="")
    
        # @classmethod
        # def poll(cls, context):
        #     return bpy.context.view_layer.objects.active is not None
    
        def draw(self, context):
            layout = self.layout
            label_multiline(layout, text=self.message)
    
    
            layout.active_default = True
    
            op = layout.operator("wm.url_open", text=self.link_text, icon='QUESTION')
            op.url = self.url
    
        def execute(self, context):
            #start_thumbnailer(self, context)
            return {'FINISHED'}
    
        def invoke(self, context, event):
            self.bl_label = 'ahoj'
            wm = context.window_manager
    
            return wm.invoke_props_dialog(self)
    
    
    
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    def draw_panel_categories(self, context):
        s = context.scene
        ui_props = s.blenderkitUI
        user_preferences = bpy.context.preferences.addons['blenderkit'].preferences
        layout = self.layout
        # row = layout.row()
        # row.prop(ui_props, 'asset_type', expand=True, icon_only=True)
        layout.separator()
    
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        layout.label(text='Categories')
        wm = bpy.context.window_manager
    
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        if wm.get('bkit_categories') == None:
            return
    
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        col = layout.column(align=True)
        if wm.get('active_category') is not None:
            acat = wm['active_category'][ui_props.asset_type]
            if len(acat) > 1:
                # we are in subcategory, so draw the parent button
                op = col.operator('view3d.blenderkit_set_category', text='...', icon='FILE_PARENT')
                op.asset_type = ui_props.asset_type
                op.category = ''
        cats = categories.get_category(wm['bkit_categories'], cat_path=acat)
        # draw freebies only in models parent category
    
        # if ui_props.asset_type == 'MODEL' and len(acat) == 1:
        #     op = col.operator('view3d.blenderkit_asset_bar', text='freebies')
        #     op.free_only = True
    
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        for c in cats['children']:
            if c['assetCount'] > 0:
                row = col.row(align=True)
                if len(c['children']) > 0 and c['assetCount'] > 15:
                    row = row.split(factor=.8, align=True)
                # row = split.split()
                ctext = '%s (%i)' % (c['name'], c['assetCount'])
                op = row.operator('view3d.blenderkit_asset_bar', text=ctext)
                op.do_search = True
                op.keep_running = True
                op.category = c['slug']
                # TODO enable subcategories, now not working due to some bug on server probably
                if len(c['children']) > 0 and c['assetCount'] > 15:
                    # row = row.split()
                    op = row.operator('view3d.blenderkit_set_category', text='>>')
                    op.asset_type = ui_props.asset_type
                    op.category = c['slug']
                    # for c1 in c['children']:
                    #     if c1['assetCount']>0:
                    #         row = col.row()
                    #         split = row.split(percentage=.2)
                    #         row = split.split()
                    #         row = split.split()
                    #         ctext = '%s (%i)' % (c1['name'], c1['assetCount'])
                    #         op = row.operator('view3d.blenderkit_search', text=ctext)
                    #         op.category = c1['slug']
    
    
    class VIEW3D_PT_blenderkit_downloads(Panel):
        bl_category = "BlenderKit"
        bl_idname = "VIEW3D_PT_blenderkit_downloads"
        bl_space_type = 'VIEW_3D'
        bl_region_type = 'UI'
        bl_label = "Downloads"
    
        @classmethod
        def poll(cls, context):
            return len(download.download_threads) > 0
    
        def draw(self, context):
            layout = self.layout
            for threaddata in download.download_threads:
                tcom = threaddata[2]
                asset_data = threaddata[1]
                row = layout.row()
                row.label(text=asset_data['name'])
                row.label(text=str(int(tcom.progress)) + ' %')
    
                row.operator('scene.blenderkit_download_kill', text='', icon='CANCEL')
    
                if tcom.passargs.get('retry_counter', 0) > 0:
    
                    row = layout.row()
    
                    row.label(text='failed. retrying ... ', icon='ERROR')
                    row.label(text=str(tcom.passargs["retry_counter"]))
    
    
                    layout.separator()
    
    def header_search_draw(self, context):
    
        '''Top bar menu in 3d view'''
    
        layout = self.layout
        s = bpy.context.scene
        ui_props = s.blenderkitUI
        if ui_props.asset_type == 'MODEL':
            props = s.blenderkit_models
        if ui_props.asset_type == 'MATERIAL':
            props = s.blenderkit_mat
        if ui_props.asset_type == 'BRUSH':
            props = s.blenderkit_brush
    
        layout.separator_spacer()
        layout.prop(ui_props, "asset_type", text='', icon='URL')
        layout.prop(props, "search_keywords", text="", icon='VIEWZOOM')
    
        draw_assetbar_show_hide(layout, props)
    
    
    
    # We can store multiple preview collections here,
    # however in this example we only store "main"
    preview_collections = {}
    
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    classess = (
        SetCategoryOperator,