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qcd_move_widget.py 30 KiB
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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 #####
    
    # Copyright 2011, Ryan Inch
    
    import time
    from math import cos, sin, pi, floor
    import bpy
    import bgl
    import blf
    import gpu
    from gpu_extras.batch import batch_for_shader
    
    from bpy.types import Operator
    from .internals import (
        layer_collections,
        qcd_slots,
        )
    from . import qcd_operators
    
    def spacer():
        spacer = 10
        return round(spacer * scale_factor())
    
    def scale_factor():
        return bpy.context.preferences.system.ui_scale
    
    def get_coords(area):
        x = area["vert"][0]
        y = area["vert"][1]
        w = area["width"]
        h = area["height"]
    
        vertices = (
            (x, y-h), # bottom left
            (x+w, y-h), # bottom right
            (x, y), # top left
            (x+w, y)) # top right
    
        indices = (
            (0, 1, 2), (2, 1, 3))
    
        return vertices, indices
    
    def get_x_coords(area):
        x = area["vert"][0]
        y = area["vert"][1]
        w = area["width"]
        h = area["height"]
    
        vertices = (
            (x, y), # top left A
            (x+(w*0.1), y), # top left B
            (x+w, y), # top right A
            (x+w-(w*0.1), y), # top right B
            (x, y-h), # bottom left A
            (x+(w*0.1), y-h), # bottom left B
            (x+w, y-h), # bottom right A
            (x+w-(w*0.1), y-h), # bottom right B
            (x+(w/2)-(w*0.05), y-(h/2)), # center left
            (x+(w/2)+(w*0.05), y-(h/2))  # center right
            )
    
        indices = (
            (0,1,8), (1,8,9), # top left bar
            (2,3,9), (3,9,8), # top right bar
            (4,5,8), (5,8,9), # bottom left bar
            (6,7,8), (6,9,8)  # bottom right bar
            )
    
        return vertices, indices
    
    def get_circle_coords(area):
        # set x, y to center
        x = area["vert"][0] + area["width"] / 2
        y = area["vert"][1] - area["width"] / 2
        radius = area["width"] / 2
        sides = 32
        vertices = [(radius * cos(side * 2 * pi / sides) + x,
                     radius * sin(side * 2 * pi / sides) + y)
                     for side in range(sides + 1)]
    
        return vertices
    
    def draw_rounded_rect(area, shader, color, tl=5, tr=5, bl=5, br=5, outline=False):
        sides = 32
    
        tl = round(tl * scale_factor())
        tr = round(tr * scale_factor())
        bl = round(bl * scale_factor())
        br = round(br * scale_factor())
    
        bgl.glEnable(bgl.GL_BLEND)
    
        if outline:
            thickness = round(2 * scale_factor())
            thickness = max(thickness, 2)
    
            bgl.glLineWidth(thickness)
            bgl.glEnable(bgl.GL_LINE_SMOOTH)
            bgl.glHint(bgl.GL_LINE_SMOOTH_HINT, bgl.GL_NICEST)
    
        draw_type = 'TRI_FAN' if not outline else 'LINE_STRIP'
    
        # top left corner
        vert_x = area["vert"][0] + tl
        vert_y = area["vert"][1] - tl
        tl_vert = (vert_x, vert_y)
        vertices = [(vert_x, vert_y)] if not outline else []
    
        for side in range(sides+1):
            if (8<=side<=16):
                cosine = tl * cos(side * 2 * pi / sides) + vert_x
                sine = tl * sin(side * 2 * pi / sides) + vert_y
                vertices.append((cosine,sine))
    
        batch = batch_for_shader(shader, draw_type, {"pos": vertices})
        shader.bind()
        shader.uniform_float("color", color)
        batch.draw(shader)
    
        # top right corner
        vert_x = area["vert"][0] + area["width"] - tr
        vert_y = area["vert"][1] - tr
        tr_vert = (vert_x, vert_y)
        vertices = [(vert_x, vert_y)] if not outline else []
    
        for side in range(sides+1):
            if (0<=side<=8):
                cosine = tr * cos(side * 2 * pi / sides) + vert_x
                sine = tr * sin(side * 2 * pi / sides) + vert_y
                vertices.append((cosine,sine))
    
        batch = batch_for_shader(shader, draw_type, {"pos": vertices})
        shader.bind()
        shader.uniform_float("color", color)
        batch.draw(shader)
    
        # bottom left corner
        vert_x = area["vert"][0] + bl
        vert_y = area["vert"][1] - area["height"] + bl
        bl_vert = (vert_x, vert_y)
        vertices = [(vert_x, vert_y)] if not outline else []
    
        for side in range(sides+1):
            if (16<=side<=24):
                cosine = bl * cos(side * 2 * pi / sides) + vert_x
                sine = bl * sin(side * 2 * pi / sides) + vert_y
                vertices.append((cosine,sine))
    
        batch = batch_for_shader(shader, draw_type, {"pos": vertices})
        shader.bind()
        shader.uniform_float("color", color)
        batch.draw(shader)
    
        # bottom right corner
        vert_x = area["vert"][0] + area["width"] - br
        vert_y = area["vert"][1] - area["height"] + br
        br_vert = (vert_x, vert_y)
        vertices = [(vert_x, vert_y)] if not outline else []
    
        for side in range(sides+1):
            if (24<=side<=32):
                cosine = br * cos(side * 2 * pi / sides) + vert_x
                sine = br * sin(side * 2 * pi / sides) + vert_y
                vertices.append((cosine,sine))
    
        batch = batch_for_shader(shader, draw_type, {"pos": vertices})
        shader.bind()
        shader.uniform_float("color", color)
        batch.draw(shader)
    
        if not outline:
            vertices = []
            indices = []
            base_ind = 0
    
            # left edge
            width = max(tl, bl)
            le_x = tl_vert[0]-tl
            vertices.extend([
                (le_x, tl_vert[1]),
                (le_x+width, tl_vert[1]),
                (le_x, bl_vert[1]),
                (le_x+width, bl_vert[1])
                ])
            indices.extend([
                (base_ind,base_ind+1,base_ind+2),
                (base_ind+2,base_ind+3,base_ind+1)
                ])
            base_ind += 4
    
            # right edge
            width = max(tr, br)
            re_x = tr_vert[0]+tr
            vertices.extend([
                (re_x, tr_vert[1]),
                (re_x-width, tr_vert[1]),
                (re_x, br_vert[1]),
                (re_x-width, br_vert[1])
                ])
            indices.extend([
                (base_ind,base_ind+1,base_ind+2),
                (base_ind+2,base_ind+3,base_ind+1)
                ])
            base_ind += 4
    
            # top edge
            width = max(tl, tr)
            te_y = tl_vert[1]+tl
            vertices.extend([
                (tl_vert[0], te_y),
                (tl_vert[0], te_y-width),
                (tr_vert[0], te_y),
                (tr_vert[0], te_y-width)
                ])
            indices.extend([
                (base_ind,base_ind+1,base_ind+2),
                (base_ind+2,base_ind+3,base_ind+1)
                ])
            base_ind += 4
    
            # bottom edge
            width = max(bl, br)
            be_y = bl_vert[1]-bl
            vertices.extend([
                (bl_vert[0], be_y),
                (bl_vert[0], be_y+width),
                (br_vert[0], be_y),
                (br_vert[0], be_y+width)
                ])
            indices.extend([
                (base_ind,base_ind+1,base_ind+2),
                (base_ind+2,base_ind+3,base_ind+1)
                ])
            base_ind += 4
    
            # middle
            vertices.extend([
                tl_vert,
                tr_vert,
                bl_vert,
                br_vert
                ])
            indices.extend([
                (base_ind,base_ind+1,base_ind+2),
                (base_ind+2,base_ind+3,base_ind+1)
                ])
    
            batch = batch_for_shader(shader, 'TRIS', {"pos": vertices}, indices=indices)
    
            shader.uniform_float("color", color)
            batch.draw(shader)
    
        else:
            overlap = round(thickness / 2 - scale_factor() / 2)
    
            # left edge
            le_x = tl_vert[0]-tl
            vertices = [
                (le_x, tl_vert[1] + (overlap if tl == 0 else 0)),
                (le_x, bl_vert[1] - (overlap if bl == 0 else 0))
                ]
    
            batch = batch_for_shader(shader, 'LINE_STRIP', {"pos": vertices})
            batch.draw(shader)
    
            # right edge
            re_x = tr_vert[0]+tr
            vertices = [
                (re_x, tr_vert[1] + (overlap if tr == 0 else 0)),
                (re_x, br_vert[1] - (overlap if br == 0 else 0))
                ]
    
            batch = batch_for_shader(shader, 'LINE_STRIP', {"pos": vertices})
            batch.draw(shader)
    
            # top edge
            te_y = tl_vert[1]+tl
            vertices = [
                (tl_vert[0] - (overlap if tl == 0 else 0), te_y),
                (tr_vert[0] + (overlap if tr == 0 else 0), te_y)
                ]
    
            batch = batch_for_shader(shader, 'LINE_STRIP', {"pos": vertices})
            batch.draw(shader)
    
            # bottom edge
            be_y = bl_vert[1]-bl
            vertices = [
                (bl_vert[0] - (overlap if bl == 0 else 0), be_y),
                (br_vert[0] + (overlap if br == 0 else 0), be_y)
                ]
    
            batch = batch_for_shader(shader, 'LINE_STRIP', {"pos": vertices})
            batch.draw(shader)
    
            bgl.glDisable(bgl.GL_LINE_SMOOTH)
    
        bgl.glDisable(bgl.GL_BLEND)
    
    def mouse_in_area(mouse_pos, area, buf = 0):
        x = mouse_pos[0]
        y = mouse_pos[1]
    
        # check left
        if x+buf < area["vert"][0]:
            return False
    
        # check right
        if x-buf > area["vert"][0] + area["width"]:
            return False
    
        # check top
        if y-buf > area["vert"][1]:
            return False
    
        # check bottom
        if y+buf < area["vert"][1] - area["height"]:
            return False
    
        # if we reach here we're in the area
        return True
    
    def account_for_view_bounds(area):
        # make sure it renders in the 3d view
        # left
        if area["vert"][0] < 0:
            x = 0
            y = area["vert"][1]
    
            area["vert"] = (x, y)
    
        # right
        if area["vert"][0] + area["width"] > bpy.context.region.width:
            x = bpy.context.region.width - area["width"]
            y = area["vert"][1]
    
            area["vert"] = (x, y)
    
        # top
        if area["vert"][1] > bpy.context.region.height:
            x = area["vert"][0]
            y = bpy.context.region.height
    
            area["vert"] = (x, y)
    
        # bottom
        if area["vert"][1] - area["height"] < 0:
            x = area["vert"][0]
            y = area["height"]
    
            area["vert"] = (x, y)
    
    def update_area_dimensions(area, w=0, h=0):
        area["width"] += w
        area["height"] += h
    
    class QCDMoveWidget(Operator):
        """QCD Move Widget"""
        bl_idname = "view3d.qcd_move_widget"
        bl_label = "QCD Move Widget"
    
        slots = {
            "ONE":1,
            "TWO":2,
            "THREE":3,
            "FOUR":4,
            "FIVE":5,
            "SIX":6,
            "SEVEN":7,
            "EIGHT":8,
            "NINE":9,
            "ZERO":10,
            }
    
        last_type = ''
        moved = False
    
        def modal(self, context, event):
            if event.type == 'TIMER':
                if self.hover_time and self.hover_time + 0.5 < time.time():
                    self.draw_tooltip = True
    
                    context.area.tag_redraw()
                return {'RUNNING_MODAL'}
    
    
            context.area.tag_redraw()
    
            if len(self.areas) == 1:
                return {'RUNNING_MODAL'}
    
            if self.last_type == 'LEFTMOUSE' and event.value == 'PRESS' and event.type == 'MOUSEMOVE':
                if mouse_in_area(self.mouse_pos, self.areas["Grab Bar"]):
                    x_offset = self.areas["Main Window"]["vert"][0] - self.mouse_pos[0]
                    x = event.mouse_region_x + x_offset
    
                    y_offset = self.areas["Main Window"]["vert"][1] - self.mouse_pos[1]
                    y = event.mouse_region_y + y_offset
    
                    self.areas["Main Window"]["vert"] = (x, y)
    
                    self.mouse_pos = (event.mouse_region_x, event.mouse_region_y)
    
            elif event.type == 'MOUSEMOVE':
                self.draw_tooltip = False
                self.hover_time = None
                self.mouse_pos = (event.mouse_region_x, event.mouse_region_y)
    
                if not mouse_in_area(self.mouse_pos, self.areas["Main Window"], 50 * scale_factor()):
                    bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')
    
                    if self.moved:
                        bpy.ops.ed.undo_push()
    
                    return {'FINISHED'}
    
            elif event.value == 'PRESS' and event.type == 'LEFTMOUSE':
                if not mouse_in_area(self.mouse_pos, self.areas["Main Window"], 10 * scale_factor()):
                    bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')
    
                    if self.moved:
                        bpy.ops.ed.undo_push()
    
                    return {'FINISHED'}
    
                for num in range(20):
                    if not self.areas.get(f"Button {num + 1}", None):
    
    
                    if mouse_in_area(self.mouse_pos, self.areas[f"Button {num + 1}"]):
                        bpy.ops.view3d.move_to_qcd_slot(slot=str(num + 1), toggle=event.shift)
                        self.moved = True
    
            elif event.type in {'RIGHTMOUSE', 'ESC'}:
                bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')
    
                return {'CANCELLED'}
    
            if event.value == 'PRESS' and event.type in self.slots:
                move_to = self.slots[event.type]
    
                if event.alt:
                    move_to += 10
    
                if event.shift:
                    bpy.ops.view3d.move_to_qcd_slot(slot=str(move_to), toggle=True)
                else:
                    bpy.ops.view3d.move_to_qcd_slot(slot=str(move_to), toggle=False)
    
                self.moved = True
    
            if event.type != 'MOUSEMOVE' and event.type != 'INBETWEEN_MOUSEMOVE':
                self.last_type = event.type
    
            return {'RUNNING_MODAL'}
    
        def invoke(self, context, event):
            if context.area.type == 'VIEW_3D':
                # the arguments we pass the the callback
                args = (self, context)
                # Add the region OpenGL drawing callback
                # draw in view space with 'POST_VIEW' and 'PRE_VIEW'
                self._handle = bpy.types.SpaceView3D.draw_handler_add(draw_callback_px, args, 'WINDOW', 'POST_PIXEL')
                self._timer = context.window_manager.event_timer_add(0.1, window=context.window)
    
                self.mouse_pos = (event.mouse_region_x, event.mouse_region_y)
    
                self.draw_tooltip = False
    
                self.hover_time = None
    
                self.areas = {}
    
                # MAIN WINDOW BACKGROUND
                x = self.mouse_pos[0] - spacer()*2
                y = self.mouse_pos[1] + spacer()*2
                main_window = {
                    # Top Left Vertex
                    "vert": (x,y),
                    "width": 0,
                    "height": 0,
                    "value": None
                    }
                account_for_view_bounds(main_window)
    
                # add main window background to areas
                self.areas["Main Window"] = main_window
    
                context.window_manager.modal_handler_add(self)
                return {'RUNNING_MODAL'}
            else:
                self.report({'WARNING'}, "View3D not found, cannot run operator")
                return {'CANCELLED'}
    
    
    def allocate_main_ui(self, context):
        main_window = self.areas["Main Window"]
        self.areas.clear()
        main_window["width"] = 0
        main_window["height"] = 0
        self.areas["Main Window"] = main_window
    
        cur_width_pos = main_window["vert"][0]
        cur_height_pos = main_window["vert"][1]
    
        # GRAB BAR
        grab_bar = {
            "vert": main_window["vert"],
            "width": 0,
            "height": round(23 * scale_factor()),
            "value": None
            }
    
        # add grab bar to areas
        self.areas["Grab Bar"] = grab_bar
    
    
        # WINDOW TITLE
        wt_indent_x = spacer()*2
        wt_y_offset = round(spacer()/2)
        window_title = {
            "vert": main_window["vert"],
            "width": 0,
            "height": round(13 * scale_factor()),
            "value": "Move Objects to QCD Slots"
            }
    
        x = main_window["vert"][0] + wt_indent_x
        y = main_window["vert"][1] - window_title["height"] - wt_y_offset
        window_title["vert"] = (x, y)
    
        # add window title to areas
        self.areas["Window Title"] = window_title
    
        cur_height_pos = window_title["vert"][1]
    
    
        # MAIN BUTTON AREA
        button_size = round(20 * scale_factor())
        button_gap = round(1 * scale_factor())
        button_group = 5
        button_group_gap = round(20 * scale_factor())
        button_group_width = button_size * button_group + button_gap * (button_group - 1)
    
        mba_indent_x = spacer()*2
        mba_outdent_x = spacer()*2
        mba_indent_y = spacer()
        x = cur_width_pos + mba_indent_x
        y = cur_height_pos - mba_indent_y
        main_button_area = {
            "vert": (x, y),
            "width": 0,
            "height": 0,
            "value": None
            }
    
        # add main button area to areas
        self.areas["Main Button Area"] = main_button_area
    
        # update current position
        cur_width_pos = main_button_area["vert"][0]
        cur_height_pos = main_button_area["vert"][1]
    
    
        # BUTTON ROW 1 A
        button_row_1_a = {
            "vert": main_button_area["vert"],
            "width": button_group_width,
            "height": button_size,
            "value": None
            }
    
        # add button row 1 A to areas
        self.areas["Button Row 1 A"] = button_row_1_a
    
        # advance width pos to start of next row
        cur_width_pos += button_row_1_a["width"]
        cur_width_pos += button_group_gap
    
        # BUTTON ROW 1 B
        x = cur_width_pos
        y = cur_height_pos
        button_row_1_b = {
            "vert": (x, y),
            "width": button_group_width,
            "height": button_size,
            "value": None
            }
    
        # add button row 1 B to areas
        self.areas["Button Row 1 B"] = button_row_1_b
    
        # reset width pos to start of main button area
        cur_width_pos = main_button_area["vert"][0]
        # update height pos
        cur_height_pos -= button_row_1_a["height"]
        # add gap between button rows
        cur_height_pos -= button_gap
    
    
        # BUTTON ROW 2 A
        x = cur_width_pos
        y = cur_height_pos
        button_row_2_a = {
            "vert": (x, y),
            "width": button_group_width,
            "height": button_size,
            "value": None
            }
    
        # add button row 2 A to areas
        self.areas["Button Row 2 A"] = button_row_2_a
    
        # advance width pos to start of next row
        cur_width_pos += button_row_2_a["width"]
        cur_width_pos += button_group_gap
    
        # BUTTON ROW 2 B
        x = cur_width_pos
        y = cur_height_pos
        button_row_2_b = {
            "vert": (x, y),
            "width": button_group_width,
            "height": button_size,
            "value": None
            }
    
        # add button row 2 B to areas
        self.areas["Button Row 2 B"] = button_row_2_b
    
    
        # BUTTONS
        def get_buttons(button_row, row_num):
            cur_width_pos = button_row["vert"][0]
            cur_height_pos = button_row["vert"][1]
            for num in range(button_group):
                slot_num = row_num + num
    
    
                qcd_slot_name = qcd_slots.get_name(f"{slot_num}")
    
                if qcd_slot_name:
                    qcd_laycol = layer_collections[qcd_slot_name]["ptr"]
    
                    collection_objects = qcd_laycol.collection.objects
                    selected_objects = qcd_operators.get_move_selection()
                    active_object = qcd_operators.get_move_active()
    
                    # BUTTON
                    x = cur_width_pos
                    y = cur_height_pos
                    button = {
                        "vert": (x, y),
                        "width": button_size,
                        "height": button_size,
                        "value": slot_num
                        }
    
                    self.areas[f"Button {slot_num}"] = button
    
                    # ACTIVE OBJECT ICON
                    if active_object and active_object in selected_objects and active_object.name in collection_objects:
                        x = cur_width_pos + round(button_size / 4)
                        y = cur_height_pos - round(button_size / 4)
                        active_object_indicator = {
                        "vert": (x, y),
                        "width": floor(button_size / 2),
                        "height": floor(button_size / 2),
                        "value": None
                        }
    
                        self.areas[f"Button {slot_num} Active Object Indicator"] = active_object_indicator
    
                    elif not set(selected_objects).isdisjoint(collection_objects):
                        x = cur_width_pos + round(button_size / 4) + floor(1 * scale_factor())
                        y = cur_height_pos - round(button_size / 4) - floor(1 * scale_factor())
                        selected_object_indicator = {
                            "vert": (x, y),
                            "width": floor(button_size / 2) - floor(1 * scale_factor()),
                            "height": floor(button_size / 2) - floor(1 * scale_factor()),
                            "value": None
                            }
    
                        self.areas[f"Button {slot_num} Selected Object Indicator"] = selected_object_indicator
    
                    elif collection_objects:
                        x = cur_width_pos + floor(button_size / 4)
                        y = cur_height_pos - button_size / 2 + 1 * scale_factor()
                        object_indicator = {
                        "vert": (x, y),
                        "width": round(button_size / 2),
                        "height": round(2 * scale_factor()),
                        "value": None
                        }
                        self.areas[f"Button {slot_num} Object Indicator"] = object_indicator
    
                else:
                    x = cur_width_pos + 2 * scale_factor()
                    y = cur_height_pos - 2 * scale_factor()
                    X_icon = {
                        "vert": (x, y),
                        "width": button_size - 4 * scale_factor(),
                        "height": button_size - 4 * scale_factor(),
                        "value": None
                        }
    
                    self.areas[f"X_icon {slot_num}"] = X_icon
    
                cur_width_pos += button_size
                cur_width_pos += button_gap
    
        get_buttons(button_row_1_a, 1)
        get_buttons(button_row_1_b, 6)
        get_buttons(button_row_2_a, 11)
        get_buttons(button_row_2_b, 16)
    
    
        # UPDATE DYNAMIC DIMENSIONS
        width = button_row_1_a["width"] + button_group_gap + button_row_1_b["width"]
        height = button_row_1_a["height"] + button_gap + button_row_2_a["height"]
        update_area_dimensions(main_button_area, width, height)
    
        width = main_button_area["width"] + mba_indent_x + mba_outdent_x
        height = main_button_area["height"] + mba_indent_y * 2 + window_title["height"] + wt_y_offset
        update_area_dimensions(main_window, width, height)
    
        update_area_dimensions(grab_bar, main_window["width"])
    
    
    def draw_callback_px(self, context):
        allocate_main_ui(self, context)
    
        shader = gpu.shader.from_builtin('2D_UNIFORM_COLOR')
        shader.bind()
    
        addon_prefs = context.preferences.addons[__package__].preferences
    
        # main window background
        main_window = self.areas["Main Window"]
        outline_color = addon_prefs.qcd_ogl_widget_menu_back_outline
        background_color = addon_prefs.qcd_ogl_widget_menu_back_inner
        draw_rounded_rect(main_window, shader, outline_color[:] + (1,), outline=True)
        draw_rounded_rect(main_window, shader, background_color)
    
        # draw window title
        window_title = self.areas["Window Title"]
        x = window_title["vert"][0]
        y = window_title["vert"][1]
        h = window_title["height"]
        text = window_title["value"]
        text_color = addon_prefs.qcd_ogl_widget_menu_back_text
        font_id = 0
        blf.position(font_id, x, y, 0)
        blf.size(font_id, int(h), 72)
        blf.color(font_id, text_color[0], text_color[1], text_color[2], 1)
        blf.draw(font_id, text)
    
        # refresh shader - not sure why this is needed
        shader.bind()
    
        in_tooltip_area = False
    
        tooltip_slot_idx = None
    
    
        for num in range(20):
            slot_num = num + 1
    
            qcd_slot_name = qcd_slots.get_name(f"{slot_num}")
            if qcd_slot_name:
                qcd_laycol = layer_collections[qcd_slot_name]["ptr"]
    
                collection_objects = qcd_laycol.collection.objects
                selected_objects = qcd_operators.get_move_selection()
                active_object = qcd_operators.get_move_active()
                button_area = self.areas[f"Button {slot_num}"]
    
                # colors
                button_color = addon_prefs.qcd_ogl_widget_tool_inner
                icon_color = addon_prefs.qcd_ogl_widget_tool_text
                if not qcd_laycol.exclude:
                    button_color = addon_prefs.qcd_ogl_widget_tool_inner_sel
                    icon_color = addon_prefs.qcd_ogl_widget_tool_text_sel
    
                if mouse_in_area(self.mouse_pos, button_area):
                    in_tooltip_area = True
    
                    tooltip_slot_idx = slot_num
    
    
                    mod = 0.1
    
                    if button_color[0] + mod > 1 or button_color[1] + mod > 1 or button_color[2] + mod > 1:
                        mod = -mod
    
                    button_color = (
                        button_color[0] + mod,
                        button_color[1] + mod,
                        button_color[2] + mod,
                        button_color[3]
                        )
    
    
                # button roundness
                tl = tr = bl = br = 0
                rounding = 5
    
                if num < 10:
    
                    if not qcd_slots.contains(idx=f"{num+2}"):
    
                    if not qcd_slots.contains(idx=f"{num}"):
    
                    if not qcd_slots.contains(idx=f"{num+2}"):
    
                    if not qcd_slots.contains(idx=f"{num}"):
    
                        bl = rounding
    
                if num in [0,5]:
                    tl = rounding
                elif num in [4,9]:
                    tr = rounding
                elif num in [10,15]:
                    bl = rounding
                elif num in [14,19]:
                    br = rounding
    
                # draw button
                outline_color = addon_prefs.qcd_ogl_widget_tool_outline
                draw_rounded_rect(button_area, shader, outline_color[:] + (1,), tl, tr, bl, br, outline=True)
                draw_rounded_rect(button_area, shader, button_color, tl, tr, bl, br)
    
                # ACTIVE OBJECT
                if active_object and active_object in selected_objects and active_object.name in collection_objects:
                    active_object_indicator = self.areas[f"Button {slot_num} Active Object Indicator"]
    
                    vertices = get_circle_coords(active_object_indicator)
                    shader.uniform_float("color", icon_color[:] + (1,))
                    batch = batch_for_shader(shader, 'TRI_FAN', {"pos": vertices})
    
                    bgl.glEnable(bgl.GL_BLEND)
    
                    batch.draw(shader)
    
                    bgl.glDisable(bgl.GL_BLEND)
    
                # SELECTED OBJECTS
                elif not set(selected_objects).isdisjoint(collection_objects):
                    selected_object_indicator = self.areas[f"Button {slot_num} Selected Object Indicator"]
    
                    alpha = addon_prefs.qcd_ogl_selected_icon_alpha
                    vertices = get_circle_coords(selected_object_indicator)
                    shader.uniform_float("color", icon_color[:] + (alpha,))
                    batch = batch_for_shader(shader, 'LINE_STRIP', {"pos": vertices})
    
                    bgl.glLineWidth(2 * scale_factor())
                    bgl.glEnable(bgl.GL_BLEND)
                    bgl.glEnable(bgl.GL_LINE_SMOOTH)
                    bgl.glHint(bgl.GL_LINE_SMOOTH_HINT, bgl.GL_NICEST)
    
                    batch.draw(shader)
    
                    bgl.glDisable(bgl.GL_LINE_SMOOTH)
                    bgl.glDisable(bgl.GL_BLEND)
    
                # OBJECTS
                elif collection_objects:
                    object_indicator = self.areas[f"Button {slot_num} Object Indicator"]
    
                    alpha = addon_prefs.qcd_ogl_objects_icon_alpha
                    vertices, indices = get_coords(object_indicator)
                    shader.uniform_float("color", icon_color[:] + (alpha,))
                    batch = batch_for_shader(shader, 'TRIS', {"pos": vertices}, indices=indices)
    
                    bgl.glEnable(bgl.GL_BLEND)
    
                    batch.draw(shader)
    
                    bgl.glDisable(bgl.GL_BLEND)
    
    
            # X ICON
            else:
                X_icon = self.areas[f"X_icon {slot_num}"]
                X_icon_color = addon_prefs.qcd_ogl_widget_menu_back_text
    
                vertices, indices = get_x_coords(X_icon)
                shader.uniform_float("color", X_icon_color[:] + (1,))
                batch = batch_for_shader(shader, 'TRIS', {"pos": vertices}, indices=indices)
    
                bgl.glEnable(bgl.GL_BLEND)
                bgl.glEnable(bgl.GL_POLYGON_SMOOTH)
                bgl.glHint(bgl.GL_POLYGON_SMOOTH_HINT, bgl.GL_NICEST)
    
                batch.draw(shader)
    
                bgl.glDisable(bgl.GL_POLYGON_SMOOTH)
                bgl.glDisable(bgl.GL_BLEND)
    
        if in_tooltip_area:
            if self.draw_tooltip:
    
                slot_name = qcd_slots.get_name(f"{tooltip_slot_idx}")
                slot_string = f"QCD Slot {tooltip_slot_idx}: \"{slot_name}\"\n"
    
                hotkey_string = "  * Shift+LMB - Toggle objects\' slot."
    
    
                draw_tooltip(self, context, shader, f"{slot_string}{hotkey_string}")
    
    
                self.hover_time = None
    
            else:
                if not self.hover_time:
                    self.hover_time = time.time()
    
    
    def draw_tooltip(self, context, shader, message):
        addon_prefs = context.preferences.addons[__package__].preferences
    
        font_id = 0
        line_height = 11 * scale_factor()
        text_color = addon_prefs.qcd_ogl_widget_tooltip_text
        blf.size(font_id, int(line_height), 72)
        blf.color(font_id, text_color[0], text_color[1], text_color[2], 1)
    
        lines = message.split("\n")
        longest = [0,""]
        num_lines = len(lines)
    
        for line in lines:
    
            w, _ = blf.dimensions(font_id, line)
    
            if w > longest[0]:
                longest[0] = w
    
                longest[1] = line
    
        w, h = blf.dimensions(font_id, longest[1])
    
        line_spacer = 1 * scale_factor()
        padding = 4 * scale_factor()
    
        # draw background
        tooltip = {
            "vert": self.mouse_pos,
            "width": w + spacer()*2,
            "height": (line_height * num_lines + line_spacer * num_lines) + padding*3,
            "value": None
            }
    
        x = tooltip["vert"][0] - spacer()*2
        y = tooltip["vert"][1] + tooltip["height"] + round(5 * scale_factor())
        tooltip["vert"] = (x, y)
    
        account_for_view_bounds(tooltip)
    
        outline_color = addon_prefs.qcd_ogl_widget_tooltip_outline
        background_color = addon_prefs.qcd_ogl_widget_tooltip_inner
        draw_rounded_rect(tooltip, shader, outline_color[:] + (1,), outline=True)
        draw_rounded_rect(tooltip, shader, background_color)
    
        line_pos = padding + line_height
        # draw text
        for num, line in enumerate(lines):
            x = tooltip["vert"][0] + spacer()
            y = tooltip["vert"][1] - line_pos
            blf.position(font_id, x, y, 0)
            blf.draw(font_id, line)
    
            line_pos += line_height + line_spacer