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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 imp
    
        imp.reload(paths)
        imp.reload(ratings)
        imp.reload(utils)
        imp.reload(search)
        imp.reload(upload)
    else:
        from blenderkit import paths, ratings, utils, search, upload, ui_bgl, download, bg_blender
    
    import bpy
    
    import math, random
    
    from bpy.props import (
        BoolProperty,
        StringProperty
    )
    
    from bpy_extras import view3d_utils
    import mathutils
    from mathutils import Vector
    import time
    import os
    
    
    handler_2d = None
    handler_3d = None
    
    
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    mappingdict = {
        'MODEL': 'model',
        'SCENE': 'scene',
        'MATERIAL': 'material',
        'TEXTURE': 'texture',
        'BRUSH': 'brush'
    }
    
    verification_icons = {
        'ready': 'vs_ready.png',
        'deleted': 'vs_deleted.png',
        'uploaded': 'vs_uploaded.png',
        'uploading': None,
        'on_hold': 'vs_on_hold.png',
        'validated': None
    
    }
    
    
    # class UI_region():
    #      def _init__(self, parent = None, x = 10,y = 10 , width = 10, height = 10, img = None, col = None):
    
    def get_approximate_text_width(st):
        size = 10
        for s in st:
            if s in 'i|':
                size += 2
            elif s in ' ':
                size += 4
            elif s in 'sfrt':
                size += 5
            elif s in 'ceghkou':
                size += 6
            elif s in 'PadnBCST3E':
                size += 7
            elif s in 'GMODVXYZ':
                size += 8
            elif s in 'w':
                size += 9
            elif s in 'm':
                size += 10
            else:
                size += 7
        return size  # Convert to picas
    
    
    def get_asset_under_mouse(mousex, mousey):
        s = bpy.context.scene
        ui_props = bpy.context.scene.blenderkitUI
        r = bpy.context.region
    
        search_results = s.get('search results')
        if search_results is not None:
    
            h_draw = min(ui_props.hcount, math.ceil(len(search_results) / ui_props.wcount))
            for b in range(0, h_draw):
                w_draw = min(ui_props.wcount, len(search_results) - b * ui_props.wcount - ui_props.scrolloffset)
                for a in range(0, w_draw):
                    x = ui_props.bar_x + a * (ui_props.margin + ui_props.thumb_size) + ui_props.margin + ui_props.drawoffset
                    y = ui_props.bar_y - ui_props.margin - (ui_props.thumb_size + ui_props.margin) * (b + 1)
                    w = ui_props.thumb_size
                    h = ui_props.thumb_size
    
                    if x < mousex < x + w and y < mousey < y + h:
                        return a + ui_props.wcount * b + ui_props.scrolloffset
    
                    #   return search_results[a]
    
        return -3
    
    
    def draw_bbox(location, rotation, bbox_min, bbox_max, progress=None, color=(0, 1, 0, 1)):
        ui_props = bpy.context.scene.blenderkitUI
    
        rotation = mathutils.Euler(rotation)
    
        smin = Vector(bbox_min)
        smax = Vector(bbox_max)
        v0 = Vector(smin)
        v1 = Vector((smax.x, smin.y, smin.z))
        v2 = Vector((smax.x, smax.y, smin.z))
        v3 = Vector((smin.x, smax.y, smin.z))
        v4 = Vector((smin.x, smin.y, smax.z))
        v5 = Vector((smax.x, smin.y, smax.z))
        v6 = Vector((smax.x, smax.y, smax.z))
        v7 = Vector((smin.x, smax.y, smax.z))
    
        arrowx = smin.x + (smax.x - smin.x) / 2
        arrowy = smin.y - (smax.x - smin.x) / 2
        v8 = Vector((arrowx, arrowy, smin.z))
    
        vertices = [v0, v1, v2, v3, v4, v5, v6, v7, v8]
        for v in vertices:
            v.rotate(rotation)
            v += Vector(location)
    
        lines = [[0, 1], [1, 2], [2, 3], [3, 0], [4, 5], [5, 6], [6, 7], [7, 4], [0, 4], [1, 5],
                 [2, 6], [3, 7], [0, 8], [1, 8]]
        ui_bgl.draw_lines(vertices, lines, color)
        if progress != None:
            color = (color[0], color[1], color[2], .2)
            progress = progress * .01
            vz0 = (v4 - v0) * progress + v0
            vz1 = (v5 - v1) * progress + v1
            vz2 = (v6 - v2) * progress + v2
            vz3 = (v7 - v3) * progress + v3
            rects = (
                (v0, v1, vz1, vz0),
                (v1, v2, vz2, vz1),
                (v2, v3, vz3, vz2),
                (v3, v0, vz0, vz3))
            for r in rects:
                ui_bgl.draw_rect_3d(r, color)
    
    
    def get_rating_scalevalues(asset_type):
        xs = []
        if asset_type == 'model':
            scalevalues = (0.5, 1, 2, 5, 10, 25, 50, 100, 250)
            for v in scalevalues:
                a = math.log2(v)
                x = (a + 1) * (1. / 9.)
                xs.append(x)
        else:
            scalevalues = (0.2, 1, 2, 3, 4, 5)
            for v in scalevalues:
                a = v
                x = v / 5.
                xs.append(x)
        return scalevalues, xs
    
    
    def draw_ratings_bgl():
        # return;
        ui = bpy.context.scene.blenderkitUI
    
        rating_possible, rated, asset, asset_data = is_rating_possible()
    
        if rating_possible:  # (not rated or ui_props.rating_menu_on):
            bkit_ratings = asset.bkit_ratings
            bgcol = bpy.context.preferences.themes[0].user_interface.wcol_tooltip.inner
            textcol = (1, 1, 1, 1)
    
            r = bpy.context.region
            font_size = int(ui.rating_ui_scale * 20)
    
            if ui.rating_button_on:
                img = utils.get_thumbnail('star_white.png')
    
                ui_bgl.draw_image(ui.rating_x,
                                  ui.rating_y - ui.rating_button_width,
                                  ui.rating_button_width,
                                  ui.rating_button_width,
                                  img, 1)
    
                # if ui_props.asset_type != 'BRUSH':
                #     thumbnail_image = props.thumbnail
                # else:
                #     b = utils.get_active_brush()
                #     thumbnail_image = b.icon_filepath
    
                directory = paths.get_temp_dir('%s_search' % asset_data['asset_type'])
                tpath = os.path.join(directory, asset_data['thumbnail_small'])
    
                img = utils.get_hidden_image(tpath, 'rating_preview')
                ui_bgl.draw_image(ui.rating_x + ui.rating_button_width,
                                  ui.rating_y - ui.rating_button_width,
                                  ui.rating_button_width,
                                  ui.rating_button_width,
                                  img, 1)
                # ui_bgl.draw_text( 'rate asset %s' % asset_data['name'],r.width - rating_button_width + margin, margin, font_size)
                return
    
            ui_bgl.draw_rect(ui.rating_x,
                             ui.rating_y - ui.rating_ui_height - 2 * ui.margin - font_size,
                             ui.rating_ui_width + ui.margin,
                             ui.rating_ui_height + 2 * ui.margin + font_size,
                             bgcol)
            img = utils.get_thumbnail('rating_ui.png')
            ui_bgl.draw_image(ui.rating_x,
                              ui.rating_y - ui.rating_ui_height - 2 * ui.margin,
                              ui.rating_ui_width,
                              ui.rating_ui_height,
                              img, 1)
            img = utils.get_thumbnail('star_white.png')
    
            quality = bkit_ratings.rating_quality
            work_hours = bkit_ratings.rating_work_hours
    
            for a in range(0, quality):
                ui_bgl.draw_image(ui.rating_x + ui.quality_stars_x + a * ui.star_size,
                                  ui.rating_y - ui.rating_ui_height + ui.quality_stars_y,
                                  ui.star_size,
                                  ui.star_size,
                                  img, 1)
    
            img = utils.get_thumbnail('bar_slider.png')
            # for a in range(0,11):
            if work_hours > 0.2:
                if asset_data['asset_type'] == 'model':
                    complexity = math.log2(work_hours) + 2  # real complexity
                    complexity = (1. / 9.) * (complexity - 1) * ui.workhours_bar_x_max
                else:
                    complexity = work_hours / 5 * ui.workhours_bar_x_max
                ui_bgl.draw_image(
                    ui.rating_x + ui.workhours_bar_x + int(
                        complexity),
                    ui.rating_y - ui.rating_ui_height + ui.workhours_bar_y,
                    ui.workhours_bar_slider_size,
                    ui.workhours_bar_slider_size, img, 1)
                ui_bgl.draw_text(
                    str(round(work_hours, 1)),
                    ui.rating_x + ui.workhours_bar_x - 50,
                    ui.rating_y - ui.rating_ui_height + ui.workhours_bar_y + 10, font_size)
            # (0.5,1,2,4,8,16,32,64,128,256)
            # ratings have to be different for models and brushes+materials.
    
            scalevalues, xs = get_rating_scalevalues(asset_data['asset_type'])
            for v, x in zip(scalevalues, xs):
                ui_bgl.draw_rect(ui.rating_x + ui.workhours_bar_x + int(
                    x * ui.workhours_bar_x_max) - 1 + ui.workhours_bar_slider_size / 2,
                                 ui.rating_y - ui.rating_ui_height + ui.workhours_bar_y,
                                 2,
                                 5,
                                 textcol)
                ui_bgl.draw_text(str(v),
                                 ui.rating_x + ui.workhours_bar_x + int(
                                     x * ui.workhours_bar_x_max),
                                 ui.rating_y - ui.rating_ui_height + ui.workhours_bar_y - 30,
                                 font_size)
            if work_hours > 0.2 and quality > 0.2:
                text = 'Thanks for rating asset %s' % asset_data['name']
            else:
                text = 'Rate asset %s.' % asset_data['name']
            ui_bgl.draw_text(text,
                             ui.rating_x,
                             ui.rating_y - ui.margin - font_size,
                             font_size)
    
    
    def draw_tooltip(x, y, text, img):
        region = bpy.context.region
        scale = bpy.context.preferences.view.ui_scale
        t = time.time()
    
        ttipmargin = 10
    
        font_height = int(12 * scale)
        line_height = int(15 * scale)
        nameline_height = int(23 * scale)
    
        lines = text.split('\n')
        ncolumns = 2
        nlines = math.ceil((len(lines) - 1) / ncolumns)
        texth = line_height * nlines + nameline_height
    
        isizex = int(512 * scale * img.size[0] / max(img.size[0], img.size[1]))
        isizey = int(512 * scale * img.size[1] / max(img.size[0], img.size[1]))
    
        estimated_height = texth + 3 * ttipmargin + isizey
    
        if estimated_height > y:
            scaledown = y / (estimated_height)
            scale *= scaledown
            # we need to scale these down to have correct size if the tooltip wouldn't fit.
            font_height = int(12 * scale)
            line_height = int(15 * scale)
            nameline_height = int(23 * scale)
    
            lines = text.split('\n')
            ncolumns = 2
            nlines = math.ceil((len(lines) - 1) / ncolumns)
            texth = line_height * nlines + nameline_height
    
            isizex = int(512 * scale * img.size[0] / max(img.size[0], img.size[1]))
            isizey = int(512 * scale * img.size[1] / max(img.size[0], img.size[1]))
    
        name_height = int(18 * scale)
    
        x += 2 * ttipmargin
        y -= 2 * ttipmargin
    
        width = isizex + 2 * ttipmargin
        x = min(x + width, region.width) - width
    
        bgcol = bpy.context.preferences.themes[0].user_interface.wcol_tooltip.inner
        textcol = bpy.context.preferences.themes[0].user_interface.wcol_tooltip.text
        textcol = (textcol[0], textcol[1], textcol[2], 1)
        textcol1 = (textcol[0] * .8, textcol[1] * .8, textcol[2] * .8, 1)
        white = (1, 1, 1, .1)
    
        ui_bgl.draw_rect(x - ttipmargin,
                         y - texth - 2 * ttipmargin - isizey,
                         isizex + ttipmargin * 2,
                         texth + 3 * ttipmargin + isizey,
                         bgcol)
    
        i = 0
        column_break = -1  # start minus one for the name
        xtext = x
        fsize = name_height
        tcol = textcol
        for l in lines:
            if column_break >= nlines:
                xtext += int(isizex / ncolumns)
                column_break = 0
            ytext = y - column_break * line_height - nameline_height - ttipmargin
            if i == 0:
                ytext = y - name_height + 5
            elif i == len(lines) - 1:
                ytext = y - (nlines - 1) * line_height - nameline_height - ttipmargin
                tcol = textcol
                tsize = font_height
            else:
                if l[:5] == 'tags:':
                    tcol = textcol1
                fsize = font_height
            i += 1
            column_break += 1
            ui_bgl.draw_text(l, xtext, ytext, fsize, tcol)
        t = time.time()
        ui_bgl.draw_image(x, y - texth - isizey - ttipmargin, isizex, isizey, img, 1)
    
    
    def draw_callback_2d(self, context):
        a = context.area
        try:
            # self.area might throw error just by itself.
            a1 = self.area
            go = True
        except:
            # bpy.types.SpaceView3D.draw_handler_remove(self._handle_2d, 'WINDOW')
            # bpy.types.SpaceView3D.draw_handler_remove(self._handle_3d, 'WINDOW')
            go = False
        if go and a == a1:
            props = context.scene.blenderkitUI
            if props.down_up == 'SEARCH':
                draw_ratings_bgl()
                draw_callback_2d_search(self, context)
            elif props.down_up == 'UPLOAD':
                draw_callback_2d_upload_preview(self, context)
    
    
    def draw_downloader(x, y, percent=0, img=None):
        if img is not None:
            ui_bgl.draw_image(x, y, 50, 50, img, .5)
        ui_bgl.draw_rect(x, y, 50, int(0.5 * percent), (.2, 1, .2, .3))
        ui_bgl.draw_rect(x - 3, y - 3, 6, 6, (1, 0, 0, .3))
    
    
    def draw_progress(x, y, text='', percent=None, color=(.2, 1, .2, .3)):
        ui_bgl.draw_rect(x, y, percent, 5, color)
        ui_bgl.draw_text(text, x, y + 8, 10, color)
    
    
    def draw_callback_3d_progress(self, context):
        # 'star trek' mode gets here, blocked by now ;)
        for threaddata in download.download_threads:
            asset_data = threaddata[1]
            tcom = threaddata[2]
            if tcom.passargs.get('downloaders'):
                for d in tcom.passargs['downloaders']:
                    if asset_data['asset_type'] == 'model':
                        draw_bbox(d['location'], d['rotation'], asset_data['bbox_min'], asset_data['bbox_max'],
                                  progress=tcom.progress)
    
    
    def draw_callback_2d_progress(self, context):
        green = (.2, 1, .2, .3)
        offset = 0
        row_height = 35
    
        ui = bpy.context.scene.blenderkitUI
    
        x = ui.reports_x
        y = ui.reports_y
        index = 0
        for threaddata in download.download_threads:
            asset_data = threaddata[1]
            tcom = threaddata[2]
            if tcom.passargs.get('downloaders'):
                for d in tcom.passargs['downloaders']:
                    directory = paths.get_temp_dir('%s_search' % asset_data['asset_type'])
                    tpath = os.path.join(directory, asset_data['thumbnail_small'])
                    img = utils.get_hidden_image(tpath, 'rating_preview')
                    loc = view3d_utils.location_3d_to_region_2d(bpy.context.region, bpy.context.space_data.region_3d,
                                                                d['location'])
                    if asset_data['asset_type'] == 'model':
                        # models now draw with star trek mode, no need to draw percent for the image.
                        draw_downloader(loc[0], loc[1], percent=tcom.progress, img=img)
                    else:
                        draw_downloader(loc[0], loc[1], percent=tcom.progress, img=img)
    
    
            else:
                draw_progress(x, y - index * 30, text='downloading %s' % asset_data['name'],
                              percent=tcom.progress)
                index += 1
        for process in bg_blender.bg_processes:
            tcom = process[1]
            draw_progress(x, y - index * 30, '%s' % tcom.lasttext,
                          tcom.progress)
            index += 1
    
    
    def draw_callback_2d_upload_preview(self, context):
        ui_props = context.scene.blenderkitUI
    
        props = utils.get_upload_props()
        if props != None and ui_props.draw_tooltip:
            if ui_props.asset_type != 'BRUSH':
                ui_props.thumbnail_image = props.thumbnail
            else:
                b = utils.get_active_brush()
                ui_props.thumbnail_image = b.icon_filepath
    
            img = utils.get_hidden_image(ui_props.thumbnail_image, 'upload_preview')
    
            draw_tooltip(ui_props.bar_x, ui_props.bar_y, ui_props.tooltip, img)
    
    
    def draw_callback_2d_search(self, context):
        s = bpy.context.scene
        ui_props = context.scene.blenderkitUI
        user_preferences = bpy.context.preferences.addons['blenderkit'].preferences
    
        r = self.region
        # hc = bpy.context.preferences.themes[0].view_3d.space.header
        # hc = bpy.context.preferences.themes[0].user_interface.wcol_menu_back.inner
        # hc = (hc[0], hc[1], hc[2], .2)
        hc = (1, 1, 1, .07)
        # grey1 = (hc.r * .55, hc.g * .55, hc.b * .55, 1)
        grey2 = (hc[0] * .8, hc[1] * .8, hc[2] * .8, .5)
        # grey1 = (hc.r, hc.g, hc.b, 1)
        white = (1, 1, 1, 0.2)
        green = (.2, 1, .2, .7)
        highlight = bpy.context.preferences.themes[0].user_interface.wcol_menu_item.inner_sel
        highlight = (1, 1, 1, .2)
        # highlight = (1, 1, 1, 0.8)
        # background of asset bar
        if not ui_props.dragging:
            search_results = s.get('search results')
            if search_results == None:
                return
            h_draw = min(ui_props.hcount, math.ceil(len(search_results) / ui_props.wcount))
    
            if ui_props.wcount > len(search_results):
                bar_width = len(search_results) * (ui_props.thumb_size + ui_props.margin) + ui_props.margin
            else:
                bar_width = ui_props.bar_width
            row_height = ui_props.thumb_size + ui_props.margin
            ui_bgl.draw_rect(ui_props.bar_x, ui_props.bar_y - ui_props.bar_height, bar_width,
                             ui_props.bar_height, hc)
    
            if search_results is not None:
                if ui_props.scrolloffset > 0 or ui_props.wcount * ui_props.hcount < len(search_results):
                    ui_props.drawoffset = 35
                else:
                    ui_props.drawoffset = 0
    
                if ui_props.wcount * ui_props.hcount < len(search_results):
                    # arrows
                    arrow_y = ui_props.bar_y - int((ui_props.bar_height + ui_props.thumb_size) / 2) + ui_props.margin
                    if ui_props.scrolloffset > 0:
    
                        if ui_props.active_index == -2:
                            ui_bgl.draw_rect(ui_props.bar_x, ui_props.bar_y - ui_props.bar_height, 25,
                                             ui_props.bar_height, highlight)
                        img = utils.get_thumbnail('arrow_left.png')
                        ui_bgl.draw_image(ui_props.bar_x, arrow_y, 25,
                                          ui_props.thumb_size,
                                          img,
                                          1)
                    if len(search_results) - ui_props.scrolloffset > (ui_props.wcount * ui_props.hcount):
                        if ui_props.active_index == -1:
                            ui_bgl.draw_rect(ui_props.bar_x + ui_props.bar_width - 25,
                                             ui_props.bar_y - ui_props.bar_height, 25,
                                             ui_props.bar_height,
                                             highlight)
                        img1 = utils.get_thumbnail('arrow_right.png')
                        ui_bgl.draw_image(ui_props.bar_x + ui_props.bar_width - 25,
                                          arrow_y, 25,
                                          ui_props.thumb_size, img1, 1)
    
                for b in range(0, h_draw):
                    w_draw = min(ui_props.wcount, len(search_results) - b * ui_props.wcount - ui_props.scrolloffset)
                    y = ui_props.bar_y - (b + 1) * (row_height)
                    for a in range(0, w_draw):
                        x = ui_props.bar_x + a * (
                                ui_props.margin + ui_props.thumb_size) + ui_props.margin + ui_props.drawoffset
    
                        #
                        index = a + ui_props.scrolloffset + b * ui_props.wcount
                        iname = utils.previmg_name(index)
                        img = bpy.data.images.get(iname)
    
                        w = int(ui_props.thumb_size * img.size[0] / max(img.size[0], img.size[1]))
                        h = int(ui_props.thumb_size * img.size[1] / max(img.size[0], img.size[1]))
                        crop = (0, 0, 1, 1)
                        if img.size[0] > img.size[1]:
                            offset = (1 - img.size[1] / img.size[0]) / 2
                            crop = (offset, 0, 1 - offset, 1)
                        if img is not None:
                            ui_bgl.draw_image(x, y, w, w, img, 1,
                                              crop=crop)
                            if index == ui_props.active_index:
                                ui_bgl.draw_rect(x - ui_props.highlight_margin, y - ui_props.highlight_margin,
                                                 w + 2 * ui_props.highlight_margin, w + 2 * ui_props.highlight_margin,
                                                 highlight)
                            # if index == ui_props.active_index:
                            #     ui_bgl.draw_rect(x - highlight_margin, y - highlight_margin,
                            #               w + 2*highlight_margin, h + 2*highlight_margin , highlight)
    
                        else:
                            ui_bgl.draw_rect(x, y, w, h, white)
    
                        result = search_results[index]
                        if result['downloaded'] > 0:
                            ui_bgl.draw_rect(x, y - 2, int(w * result['downloaded'] / 100.0), 2, green)
                        # object type icons - just a test..., adds clutter/ not so userfull:
                        # icons = ('type_finished.png', 'type_template.png', 'type_particle_system.png')
    
    
                        if (result.get('can_download', True)) == 0:
    
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                            img = utils.get_thumbnail('locked.png')
                            ui_bgl.draw_image(x + 2, y + 2, 24, 24, img, 1)
    
                        v_icon = verification_icons[result.get('verification_status', 'validated')]
                        if v_icon is not None:
                            img = utils.get_thumbnail(v_icon)
                            ui_bgl.draw_image(x + ui_props.thumb_size - 26, y + 2, 24, 24, img, 1)
    
                if user_preferences.api_key == '':
    
                    report = 'Register on BlenderKit website to upload your own assets.'
    
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                    ui_bgl.draw_text(report, ui_props.bar_x + ui_props.margin,
                                     ui_props.bar_y - 25 - ui_props.margin - ui_props.bar_height, 15)
                elif len(search_results) == 0:
                    report = 'BlenderKit - No matching results found.'
                    ui_bgl.draw_text(report, ui_props.bar_x + ui_props.margin,
                                     ui_props.bar_y - 25 - ui_props.margin, 15)
            s = bpy.context.scene
            props = utils.get_search_props()
            if props.report != '' and props.is_searching or props.search_error:
                ui_bgl.draw_text(props.report, ui_props.bar_x,
                                 ui_props.bar_y - 15 - ui_props.margin - ui_props.bar_height, 15)
    
            props = s.blenderkitUI
            if props.draw_tooltip:
                # TODO move this lazy loading into a function and don't duplicate through the code
                iname = utils.previmg_name(ui_props.active_index, fullsize=True)
    
                directory = paths.get_temp_dir('%s_search' % mappingdict[props.asset_type])
                sr = s.get('search results')
                if sr != None and ui_props.active_index != -3:
                    r = sr[ui_props.active_index]
                    tpath = os.path.join(directory, r['thumbnail'])
    
                    img = bpy.data.images.get(iname)
                    if img == None or img.filepath != tpath:
                        if os.path.exists(tpath):  # sometimes we are unlucky...
    
                            if img is None:
                                img = bpy.data.images.load(tpath)
                                img.name = iname
                            else:
                                if img.filepath != tpath:
                                    # todo replace imgs reloads with a method that forces unpack for thumbs.
                                    if img.packed_file is not None:
                                        img.unpack(method='USE_ORIGINAL')
                                    img.filepath = tpath
                                    img.reload()
                                    img.name = iname
                        else:
                            iname = utils.previmg_name(ui_props.active_index)
                            img = bpy.data.images.get(iname)
    
                    draw_tooltip(ui_props.mouse_x, ui_props.mouse_y, ui_props.tooltip, img)
    
        if ui_props.dragging and (
                ui_props.draw_drag_image or ui_props.draw_snapped_bounds) and ui_props.active_index > -1:
            iname = utils.previmg_name(ui_props.active_index)
            img = bpy.data.images.get(iname)
            linelength = 35
            ui_bgl.draw_image(ui_props.mouse_x + linelength, ui_props.mouse_y - linelength - ui_props.thumb_size,
                              ui_props.thumb_size, ui_props.thumb_size, img, 1)
            ui_bgl.draw_line2d(ui_props.mouse_x, ui_props.mouse_y, ui_props.mouse_x + linelength,
                               ui_props.mouse_y - linelength, 2, white)
    
    
    def draw_callback_3d(self, context):
        ''' Draw snapped bbox while dragging and in the future other blenderkit related stuff. '''
        ui = context.scene.blenderkitUI
    
        if ui.dragging and ui.asset_type == 'MODEL':
            if ui.draw_snapped_bounds:
                draw_bbox(ui.snapped_location, ui.snapped_rotation, ui.snapped_bbox_min, ui.snapped_bbox_max)
    
    
    def mouse_raycast(context, mx, my):
        r = context.region
        rv3d = context.region_data
        coord = mx, my
    
        # get the ray from the viewport and mouse
        view_vector = view3d_utils.region_2d_to_vector_3d(r, rv3d, coord)
        ray_origin = view3d_utils.region_2d_to_origin_3d(r, rv3d, coord)
        ray_target = ray_origin + (view_vector * 1000000000)
    
        vec = ray_target - ray_origin
    
        has_hit, snapped_location, snapped_normal, face_index, object, matrix = bpy.context.scene.ray_cast(
            bpy.context.view_layer, ray_origin, vec)
    
        # rote = mathutils.Euler((0, 0, math.pi))
        randoffset = math.pi
        if has_hit:
            snapped_rotation = snapped_normal.to_track_quat('Z', 'Y').to_euler()
            up = Vector((0, 0, 1))
            props = bpy.context.scene.blenderkit_models
            if props.randomize_rotation and snapped_normal.angle(up) < math.radians(10.0):
                randoffset = props.offset_rotation_amount + math.pi + (
                        random.random() - 0.5) * props.randomize_rotation_amount
            else:
                randoffset = props.offset_rotation_amount  # we don't rotate this way on walls and ceilings. + math.pi
            # snapped_rotation.z += math.pi + (random.random() - 0.5) * .2
    
        else:
            snapped_rotation = mathutils.Quaternion((0, 0, 0, 0)).to_euler()
    
        snapped_rotation.rotate_axis('Z', randoffset)
    
        return has_hit, snapped_location, snapped_normal, snapped_rotation, face_index, object, matrix
    
    
    def floor_raycast(context, mx, my):
        r = context.region
        rv3d = context.region_data
        coord = mx, my
    
        # get the ray from the viewport and mouse
        view_vector = view3d_utils.region_2d_to_vector_3d(r, rv3d, coord)
        ray_origin = view3d_utils.region_2d_to_origin_3d(r, rv3d, coord)
        ray_target = ray_origin + (view_vector * 1000)
    
        # various intersection plane normals are needed for corner cases that might actually happen quite often - in front and side view.
        # default plane normal is scene floor.
        plane_normal = (0, 0, 1)
        if math.isclose(view_vector.x, 0, abs_tol=1e-4) and math.isclose(view_vector.z, 0, abs_tol=1e-4):
            plane_normal = (0, 1, 0)
        elif math.isclose(view_vector.z, 0, abs_tol=1e-4):
            plane_normal = (1, 0, 0)
    
        snapped_location = mathutils.geometry.intersect_line_plane(ray_origin, ray_target, (0, 0, 0), plane_normal,
                                                                   False)
        if snapped_location != None:
            has_hit = True
            snapped_normal = Vector((0, 0, 1))
            face_index = None
            object = None
            matrix = None
            snapped_rotation = snapped_normal.to_track_quat('Z', 'Y').to_euler()
            props = bpy.context.scene.blenderkit_models
            if props.randomize_rotation:
                randoffset = props.offset_rotation_amount + math.pi + (
                        random.random() - 0.5) * props.randomize_rotation_amount
            else:
                randoffset = props.offset_rotation_amount + math.pi
            snapped_rotation.rotate_axis('Z', randoffset)
    
        return has_hit, snapped_location, snapped_normal, snapped_rotation, face_index, object, matrix
    
    
    def is_rating_possible():
        ao = bpy.context.active_object
        ui = bpy.context.scene.blenderkitUI
        if bpy.context.scene.get('assets rated') is not None and ui.down_up == 'SEARCH':
            if bpy.context.mode in ('SCULPT', 'PAINT_TEXTURE'):
                b = utils.get_active_brush()
                ad = b.get('asset_data')
                if ad is not None:
                    rated = bpy.context.scene['assets rated'].get(ad['asset_base_id'])
                    return True, rated, b, ad
            if ao is not None:
                # TODO ADD BRUSHES HERE
                ad = ao.get('asset_data')
                if ad is not None:
                    rated = bpy.context.scene['assets rated'].get(ad['asset_base_id'])
                    # originally hidden for allready rated assets
                    return True, rated, ao, ad
    
                # check also materials
                m = ao.active_material
                if m is not None:
                    ad = m.get('asset_data')
                    if ad is not None:
                        rated = bpy.context.scene['assets rated'].get(ad['asset_base_id'])
                        return True, rated, m, ad
    
            # if t>2 and t<2.5:
            #     ui_props.rating_on = False
    
        return False, False, None, None
    
    
    def interact_rating(r, mx, my, event):
        ui = bpy.context.scene.blenderkitUI
        rating_possible, rated, asset, asset_data = is_rating_possible()
    
        if rating_possible:
            bkit_ratings = asset.bkit_ratings
    
            t = time.time() - ui.last_rating_time
            # if t>2:
            #     if rated:
            #         ui_props.rating_button_on = True
            #         ui_props.rating_menu_on = False
            if ui.rating_button_on and event.type == 'LEFTMOUSE' and event.value == 'RELEASE':
                if mouse_in_area(mx, my,
                                 ui.rating_x,
                                 ui.rating_y - ui.rating_button_width,
                                 ui.rating_button_width * 2,
                                 ui.rating_button_width):
                    ui.rating_menu_on = True
                    ui.rating_button_on = False
                    return True
            if ui.rating_menu_on:
                if mouse_in_area(mx, my,
                                 ui.rating_x,
                                 ui.rating_y - ui.rating_ui_height,
                                 ui.rating_ui_width,
                                 ui.rating_ui_height + 25):
                    rmx = mx - (ui.rating_x)
                    rmy = my - (ui.rating_y - ui.rating_ui_height)
    
                    # quality
                    upload_rating = False
                    if (ui.quality_stars_x < rmx and rmx < ui.quality_stars_x + 10 * ui.star_size and \
                        ui.quality_stars_y < rmy and rmy < ui.quality_stars_y + ui.star_size and event.type == 'LEFTMOUSE' and event.value == 'PRESS') or \
                            ui.dragging_rating_quality:
    
                        if event.type == 'LEFTMOUSE':
                            if event.value == 'PRESS':
                                ui.dragging_rating = True
                                ui.dragging_rating_quality = True
                            elif event.value == 'RELEASE':
                                ui.dragging_rating = False
                                ui.dragging_rating_quality = False
    
                        if ui.dragging_rating_quality:
                            q = math.ceil((rmx - ui.quality_stars_x) / (float(ui.star_size)))
                            bkit_ratings.rating_quality = q
    
                    # work hours
                    if (
                            ui.workhours_bar_x < rmx and rmx < ui.workhours_bar_x + ui.workhours_bar_x_max + ui.workhours_bar_slider_size and \
                            ui.workhours_bar_y < rmy and rmy < ui.workhours_bar_y + ui.workhours_bar_slider_size and event.type == 'LEFTMOUSE' and event.value == 'PRESS') \
                            or (ui.dragging_rating_work_hours):
                        if event.value == 'PRESS':
                            ui.dragging_rating = True
                            ui.dragging_rating_work_hours = True
                        elif event.value == 'RELEASE':
                            ui.dragging_rating = False
                            ui.dragging_rating_work_hours = False
                        if ui.dragging_rating_work_hours:
                            xv = rmx - ui.workhours_bar_x - ui.workhours_bar_slider_size / 2
                            ratio = xv / ui.workhours_bar_x_max
                            if asset_data['asset_type'] == 'model':
                                wh_log2 = ratio * 9 - 1
                                wh = 2 ** wh_log2
                            else:
                                wh = 5 * ratio
                            bkit_ratings.rating_work_hours = wh
    
                    if event.type == 'LEFTMOUSE' and event.value == 'RELEASE':
                        if bkit_ratings.rating_quality > 0.1 or bkit_ratings.rating_work_hours > 0.1:
                            ratings.upload_rating(asset)
                        ui.last_rating_time = time.time()
                    return True
                else:
                    ui.rating_button_on = True
                    ui.rating_menu_on = False
        return False
    
    
    def mouse_in_area(mx, my, x, y, w, h):
        if x < mx < x + w and y < my < y + h:
            return True
        else:
            return False
    
    
    def mouse_in_asset_bar(mx, my):
        ui_props = bpy.context.scene.blenderkitUI
        if ui_props.bar_y - ui_props.bar_height < my < ui_props.bar_y \
                and mx > ui_props.bar_x and mx < ui_props.bar_x + ui_props.bar_width:
            return True
        else:
            return False
    
    
    def mouse_in_region(r, mx, my):
        if 0 < my < r.height and 0 < mx < r.width:
            return True
        else:
            return False
    
    
    def update_ui_size(area, region):
        ui = bpy.context.scene.blenderkitUI
        user_preferences = bpy.context.preferences.addons['blenderkit'].preferences
        ui_scale = bpy.context.preferences.view.ui_scale
    
        ui.margin = ui.bl_rna.properties['margin'].default * ui_scale
        ui.thumb_size = ui.bl_rna.properties['thumb_size'].default * ui_scale
    
        reg_multiplier = 1
        if not bpy.context.preferences.system.use_region_overlap:
            reg_multiplier = 0
    
        for r in area.regions:
            if r.type == 'TOOLS':
                ui.bar_x = r.width * reg_multiplier + ui.margin + ui.bar_x_offset * ui_scale
            elif r.type == 'UI':
                ui.bar_end = r.width * reg_multiplier + 100 * ui_scale
    
        ui.bar_width = region.width - ui.bar_x - ui.bar_end
        ui.wcount = math.floor(
            (ui.bar_width - 2 * ui.drawoffset) / (ui.thumb_size + ui.margin))
    
        search_results = bpy.context.scene.get('search results')
        if search_results != None:
            ui.hcount = min(user_preferences.max_assetbar_rows, math.ceil(len(search_results) / ui.wcount))
        else:
            ui.hcount = 1
        ui.bar_height = (ui.thumb_size + ui.margin) * ui.hcount + ui.margin
        ui.bar_y = region.height - ui.bar_y_offset * ui_scale
        if ui.down_up == 'UPLOAD':
            ui.reports_y = ui.bar_y + 800
            ui.reports_x = ui.bar_x
        else:
            ui.reports_y = ui.bar_y + ui.bar_height
            ui.reports_x = ui.bar_x
    
        ui.rating_x = ui.bar_x
        ui.rating_y = ui.bar_y - ui.bar_height
    
    
    class AssetBarOperator(bpy.types.Operator):
        '''runs search and displays the asset bar at the same time'''
        bl_idname = "view3d.blenderkit_asset_bar"
        bl_label = "BlenderKit Asset Bar UI"
        bl_options = {'REGISTER', 'UNDO'}
    
        do_search: BoolProperty(name="Run Search", description='', default=True, options={'SKIP_SAVE'})
        keep_running: BoolProperty(name="Keep Running", description='', default=True, options={'SKIP_SAVE'})
        free_only: BoolProperty(name="Free Only", description='', default=False, options={'SKIP_SAVE'})
    
        category: StringProperty(
            name="Category",
            description="search only subtree of this category",
            default="", options={'SKIP_SAVE'})
    
        def search_more(self):
            sro = bpy.context.scene.get('search results orig', {})
            if sro.get('next') != None:
                search.search(get_next=True)
    
        def exit_modal(self):
            try:
                bpy.types.SpaceView3D.draw_handler_remove(self._handle_2d, 'WINDOW')
                bpy.types.SpaceView3D.draw_handler_remove(self._handle_3d, 'WINDOW')
            except:
                pass;
            ui_props = bpy.context.scene.blenderkitUI
    
            ui_props.dragging = False
            ui_props.tooltip = ''
            ui_props.active_index = -3
            ui_props.draw_drag_image = False
            ui_props.draw_snapped_bounds = False
            ui_props.has_hit = False
            ui_props.assetbar_on = False
    
        def modal(self, context, event):
            # This is for case of closing the area or changing type:
            ui_props = context.scene.blenderkitUI
            user_preferences = bpy.context.preferences.addons['blenderkit'].preferences
    
            areas = []
    
            for w in context.window_manager.windows:
                areas.extend(w.screen.areas)
            if bpy.context.scene != self.scene:
                self.exit_modal()
                ui_props.assetbar_on = False
                return {'CANCELLED'}
    
            if self.area not in areas or self.area.type != 'VIEW_3D':
    
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                # print('search areas')
    
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                # stopping here model by now - because of:
                #   switching layouts or maximizing area now fails to assign new area throwing the bug
                #   internal error: modal gizmo-map handler has invalid area
                self.exit_modal()
                ui_props.assetbar_on = False
                return {'CANCELLED'}
    
                newarea = None
                for a in context.window.screen.areas:
                    if a.type == 'VIEW_3D':
                        self.area = a
                        for r in a.regions:
                            if r.type == 'WINDOW':
                                self.region = r
                        newarea = a
                        break;
                        # context.area = a
    
                # we check again and quit if things weren't fixed this way.
                if newarea == None:
                    self.exit_modal()
                    ui_props.assetbar_on = False
                    return {'CANCELLED'}
    
            update_ui_size(self.area, self.region)
    
            search.timer_update()
            download.timer_update()
            bg_blender.bg_update()
    
            if context.region != self.region:
                return {'PASS_THROUGH'}
    
            # this was here to check if sculpt stroke is running, but obviously that didn't help,
            #  since the RELEASE event is cought by operator and thus there is no way to detect a stroke has ended...
            if bpy.context.mode in ('SCULPT', 'PAINT_TEXTURE'):
                if event.type == 'MOUSEMOVE':  # ASSUME THAT SCULPT OPERATOR ACTUALLY STEALS THESE EVENTS,
                    # SO WHEN THERE ARE SOME WE CAN APPEND BRUSH...
                    bpy.context.window_manager['appendable'] = True
                if event.type == 'LEFTMOUSE':
                    if event.value == 'PRESS':
                        bpy.context.window_manager['appendable'] = False
    
            self.area.tag_redraw()
            s = context.scene
    
            if ui_props.turn_off:
                ui_props.assetbar_on = False
                ui_props.turn_off = False
                self.exit_modal()
                ui_props.draw_tooltip = False
                return {'CANCELLED'}
    
            if ui_props.down_up == 'UPLOAD':