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Vilém Duha authored
This wouldn't previously show asset bar, now it starts search and shows assetbar.
Vilém Duha authoredThis wouldn't previously show asset bar, now it starts search and shows assetbar.
ui.py 86.52 KiB
# ##### 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 #####
from blenderkit import paths, ratings, utils, search, upload, ui_bgl, download, bg_blender, colors, tasks_queue, \
ui_panels, icons
import bpy
import math, random
from bpy.props import (
BoolProperty,
StringProperty,
IntProperty,
FloatVectorProperty
)
from bpy_extras import view3d_utils
import mathutils
from mathutils import Vector
import time
import datetime
import os
import logging
bk_logger = logging.getLogger('blenderkit')
handler_2d = None
handler_3d = None
active_area_pointer = None
active_window_pointer = None
active_region_pointer = None
reports = []
mappingdict = {
'MODEL': 'model',
'SCENE': 'scene',
'HDR': 'hdr',
'MATERIAL': 'material',
'TEXTURE': 'texture',
'BRUSH': 'brush'
}
verification_icons = {
'ready': 'vs_ready.png',
'deleted': 'vs_deleted.png',
'uploaded': 'vs_uploaded.png',
'uploading': 'vs_uploading.png',
'on_hold': 'vs_on_hold.png',
'validated': None,
'rejected': 'vs_rejected.png'
}
# 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 add_report(text='', timeout=5, color=colors.GREEN):
global reports
# check for same reports and just make them longer by the timeout.
for old_report in reports:
if old_report.text == text:
old_report.timeout = old_report.age + timeout
return
report = Report(text=text, timeout=timeout, color=color)
reports.append(report)
class Report():
def __init__(self, text='', timeout=5, color=(.5, 1, .5, 1)):
self.text = text
self.timeout = timeout
self.start_time = time.time()
self.color = color
self.draw_color = color
self.age = 0
def fade(self):
fade_time = 1
self.age = time.time() - self.start_time
if self.age + fade_time > self.timeout:
alpha_multiplier = (self.timeout - self.age) / fade_time
self.draw_color = (self.color[0], self.color[1], self.color[2], self.color[3] * alpha_multiplier)
if self.age > self.timeout:
global reports
try:
reports.remove(self)
except Exception as e:
pass;
def draw(self, x, y):
if bpy.context.area.as_pointer() == active_area_pointer:
ui_bgl.draw_text(self.text, x, y + 8, 16, self.draw_color)
def get_asset_under_mouse(mousex, mousey):
s = bpy.context.scene
wm = bpy.context.window_manager
ui_props = bpy.context.scene.blenderkitUI
r = bpy.context.region
search_results = wm.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):
# print('rating is pssible', asset_data['name'])
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:
# print('should draw button')
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['assetType'])
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
def draw_text_block(x=0, y=0, width=40, font_size=10, line_height=15, text='', color=colors.TEXT):
lines = text.split('\n')
nlines = []
for l in lines:
nlines.extend(search.split_subs(l, ))
column_lines = 0
for l in nlines:
ytext = y - column_lines * line_height
column_lines += 1
ui_bgl.draw_text(l, x, ytext, font_size, color)
def draw_tooltip(x, y, text='', author='', img=None, gravatar=None):
region = bpy.context.region
scale = bpy.context.preferences.view.ui_scale
t = time.time()
ttipmargin = 5
textmargin = 10
font_height = int(12 * scale)
line_height = int(15 * scale)
nameline_height = int(23 * scale)
lines = text.split('\n')
alines = author.split('\n')
ncolumns = 2
# nlines = math.ceil((len(lines) - 1) / ncolumns)
nlines = max(len(lines) - 1, len(alines)) # math.ceil((len(lines) - 1) / ncolumns)
texth = line_height * nlines + nameline_height
if not img or max(img.size[0], img.size[1]) == 0:
return;
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 = 2 * ttipmargin + textmargin + 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')
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
properties_width = 0
for r in bpy.context.area.regions:
if r.type == 'UI':
properties_width = r.width
x = min(x + width, region.width - properties_width) - width
bgcol = bpy.context.preferences.themes[0].user_interface.wcol_tooltip.inner
bgcol1 = (bgcol[0], bgcol[1], bgcol[2], .6)
textcol = bpy.context.preferences.themes[0].user_interface.wcol_tooltip.text
textcol = (textcol[0], textcol[1], textcol[2], 1)
textcol_mild = (textcol[0] * .8, textcol[1] * .8, textcol[2] * .8, 1)
textcol_strong = (textcol[0] * 1.3, textcol[1] * 2.3, textcol[2] * 1.3, 1)
textcol_strong = (0.4, 1, 0.3, 1)
white = (1, 1, 1, .1)
# background
ui_bgl.draw_rect(x - ttipmargin,
y - 2 * ttipmargin - isizey,
isizex + ttipmargin * 2,
2 * ttipmargin + isizey,
bgcol)
# main preview image
ui_bgl.draw_image(x, y - isizey - ttipmargin, isizex, isizey, img, 1)
# text overlay background
ui_bgl.draw_rect(x - ttipmargin,
y - 2 * ttipmargin - isizey,
isizex + ttipmargin * 2,
2 * ttipmargin + texth,
bgcol1)
# draw gravatar
gsize = 40
if gravatar is not None:
# ui_bgl.draw_image(x + isizex - gsize - textmargin, y - isizey + texth - gsize - nameline_height - textmargin,
# gsize, gsize, gravatar, 1)
ui_bgl.draw_image(x + isizex / 2 + textmargin, y - isizey + texth - gsize - nameline_height - textmargin,
gsize, gsize, gravatar, 1)
i = 0
column_lines = -1 # start minus one for the name
xtext = x + textmargin
fsize = name_height
tcol = textcol
for l in lines:
ytext = y - column_lines * line_height - nameline_height - ttipmargin - textmargin - isizey + texth
if i == 0:
ytext = y - name_height + 5 - isizey + texth - textmargin
elif i == len(lines) - 1:
ytext = y - (nlines - 1) * line_height - nameline_height - ttipmargin * 2 - isizey + texth
tcol = textcol
tsize = font_height
else:
fsize = font_height
if l[:4] == 'Tip:' or l[:11] == 'Please rate':
tcol = textcol_strong
fsize = font_height + 1
i += 1
column_lines += 1
ui_bgl.draw_text(l, xtext, ytext, fsize, tcol)
xtext += int(isizex / ncolumns)
column_lines = 1
for l in alines:
if gravatar is not None:
if column_lines == 1:
xtext += gsize + textmargin
if column_lines == 4:
xtext -= gsize + textmargin
ytext = y - column_lines * line_height - nameline_height - ttipmargin - textmargin - isizey + texth
if i == 0:
ytext = y - name_height + 5 - isizey + texth - textmargin
elif i == len(lines) - 1:
ytext = y - (nlines - 1) * line_height - nameline_height - ttipmargin * 2 - isizey + texth
tcol = textcol
tsize = font_height
else:
fsize = font_height
if l[:4] == 'Tip:' or l[:11] == 'Please rate':
tcol = textcol_strong
fsize = font_height + 1
i += 1
column_lines += 1
ui_bgl.draw_text(l, xtext, ytext, fsize, tcol)
# for l in lines:
# if column_lines >= nlines:
# xtext += int(isizex / ncolumns)
# column_lines = 0
# ytext = y - column_lines * line_height - nameline_height - ttipmargin - textmargin - isizey + texth
# if i == 0:
# ytext = y - name_height + 5 - isizey + texth - textmargin
# elif i == len(lines) - 1:
# ytext = y - (nlines - 1) * line_height - nameline_height - ttipmargin * 2 - isizey + texth
# tcol = textcol
# tsize = font_height
# else:
# if l[:4] == 'Tip:':
# tcol = textcol_strong
# fsize = font_height
# i += 1
# column_lines += 1
# ui_bgl.draw_text(l, xtext, ytext, fsize, tcol)
t = time.time()
def draw_tooltip_with_author(asset_data, x, y):
# TODO move this lazy loading into a function and don't duplicate through the code
img = get_large_thumbnail_image(asset_data)
gimg = None
atip = ''
if bpy.context.window_manager.get('bkit authors') is not None:
a = bpy.context.window_manager['bkit authors'].get(asset_data['author']['id'])
if a is not None and a != '':
if a.get('gravatarImg') is not None:
gimg = utils.get_hidden_image(a['gravatarImg'], a['gravatarHash'])
atip = a['tooltip']
# scene = bpy.context.scene
# ui_props = scene.blenderkitUI
draw_tooltip(x, y, text=asset_data['tooltip'], author=atip, img=img,
gravatar=gimg)
def draw_tooltip_old(x, y, text='', author='', img=None):
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
properties_width = 0
for r in bpy.context.area.regions:
if r.type == 'UI':
properties_width = r.width
x = min(x + width, region.width - properties_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_lines = -1 # start minus one for the name
xtext = x
fsize = name_height
tcol = textcol
for l in lines:
if column_lines >= nlines:
xtext += int(isizex / ncolumns)
column_lines = 0
ytext = y - column_lines * 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_lines += 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):
if not utils.guard_from_crash():
return
a = context.area
w = context.window
try:
# self.area might throw error just by itself.
a1 = self.area
w1 = self.window
go = True
if len(a.spaces[0].region_quadviews) > 0:
# print(dir(bpy.context.region_data))
# print('quad', a.spaces[0].region_3d, a.spaces[0].region_quadviews[0])
if a.spaces[0].region_3d != context.region_data:
go = False
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 and w == w1:
props = context.scene.blenderkitUI
if props.down_up == 'SEARCH':
draw_ratings_bgl()
draw_asset_bar(self, context)
elif props.down_up == 'UPLOAD':
draw_callback_2d_upload_preview(self, context)
def draw_downloader(x, y, percent=0, img=None, text=''):
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))
# if asset_data is not None:
# ui_bgl.draw_text(asset_data['name'], x, y, colors.TEXT)
# ui_bgl.draw_text(asset_data['filesSize'])
if text:
ui_bgl.draw_text(text, x, y - 15, 12, colors.TEXT)
# asset_data and asset_data.get('filesSize'):
# fs = asset_data['filesSize']
# fsmb = fs // (1024 * 1024)
# fskb = fs % 1024
# if fsmb == 0:
# t += 'files size: %iKB\n' % fskb
# else:
# t += 'files size: %iMB %iKB\n' % (fsmb, fskb)
def draw_progress(x, y, text='', percent=None, color=colors.GREEN):
ui_bgl.draw_rect(x, y, percent, 5, color)
ui_bgl.draw_text(text, x, y + 8, 16, 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['assetType'] == '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]
directory = paths.get_temp_dir('%s_search' % asset_data['assetType'])
tpath = os.path.join(directory, asset_data['thumbnail_small'])
img = utils.get_hidden_image(tpath, asset_data['id'])
if tcom.passargs.get('downloaders'):
for d in tcom.passargs['downloaders']:
loc = view3d_utils.location_3d_to_region_2d(bpy.context.region, bpy.context.space_data.region_3d,
d['location'])
if loc is not None:
if asset_data['assetType'] == '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, text=tcom.report)
else:
draw_downloader(loc[0], loc[1], percent=tcom.progress, img=img, text=tcom.report)
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
global reports
for report in reports:
report.draw(x, y - index * 30)
index += 1
report.fade()
def draw_callback_2d_upload_preview(self, context):
ui_props = context.scene.blenderkitUI
props = utils.get_upload_props()
# assets which don't need asset preview
if ui_props.asset_type == 'HDR':
return
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, text=ui_props.tooltip, img=img)
def is_upload_old(asset_data):
'''
estimates if the asset is far too long in the 'uploaded' state
This returns the number of days the validation is over the limit.
'''
date_time_str = asset_data["created"][:10]
# date_time_str = 'Jun 28 2018 7:40AM'
date_time_obj = datetime.datetime.strptime(date_time_str, '%Y-%m-%d')
today = date_time_obj.today()
age = today - date_time_obj
old = datetime.timedelta(days=7)
if age > old:
return (age.days - old.days)
return 0
def get_large_thumbnail_image(asset_data):
'''Get thumbnail image from asset data'''
scene = bpy.context.scene
ui_props = scene.blenderkitUI
iname = utils.previmg_name(ui_props.active_index, fullsize=True)
directory = paths.get_temp_dir('%s_search' % mappingdict[ui_props.asset_type])
tpath = os.path.join(directory, asset_data['thumbnail'])
if not asset_data['thumbnail']:
tpath = paths.get_addon_thumbnail_path('thumbnail_not_available.jpg')
if asset_data['assetType'] == 'hdr':
colorspace = 'Non-Color'
else:
colorspace = 'sRGB'
img = utils.get_hidden_image(tpath, iname, colorspace=colorspace)
return img
def draw_asset_bar(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 ui_props.hcount>0:
# #this fixes a draw issue introduced in blender 2.91. draws a very small version of the image to avoid problems
# # with alpha. Not sure why this works.
# img = utils.get_thumbnail('arrow_left.png')
# ui_bgl.draw_image(0, 0, 1,
# 1,
# img,
# 1)
if not ui_props.dragging and ui_props.hcount > 0 and ui_props.wcount > 0:
search_results = bpy.context.window_manager.get('search results')
search_results_orig = bpy.context.window_manager.get('search results orig')
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 search_results_orig['count'] - ui_props.scrolloffset > (ui_props.wcount * ui_props.hcount) + 1:
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)
if img is not None and img.size[0] > 0 and img.size[1] > 0:
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)
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, ui_props.thumb_size, ui_props.thumb_size, white)
result = search_results[index]
# code to inform validators that the validation is waiting too long and should be done asap
if result['verificationStatus'] == 'uploaded':
if utils.profile_is_validator():
over_limit = is_upload_old(result)
if over_limit:
redness = min(over_limit * .05, 0.5)
red = (1, 0, 0, redness)
ui_bgl.draw_rect(x, y, ui_props.thumb_size, ui_props.thumb_size, red)
if result['downloaded'] > 0:
ui_bgl.draw_rect(x, y, int(ui_props.thumb_size * 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('canDownload', True)) == 0:
img = utils.get_thumbnail('locked.png')
ui_bgl.draw_image(x + 2, y + 2, 24, 24, img, 1)
v_icon = verification_icons[result.get('verificationStatus', '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.'
# 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)
if ui_props.draw_tooltip:
r = search_results[ui_props.active_index]
draw_tooltip_with_author(r, ui_props.mouse_x, ui_props.mouse_y)
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)
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. '''
if not utils.guard_from_crash():
return
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 deep_ray_cast(depsgraph, ray_origin, vec):
# this allows to ignore some objects, like objects with bounding box draw style or particle objects
object = None
# while object is None or object.draw
has_hit, snapped_location, snapped_normal, face_index, object, matrix = bpy.context.scene.ray_cast(
depsgraph, ray_origin, vec)
if not object:
return False, Vector((0, 0, 0)), Vector((0, 0, 1)), None, None, None
try_object = object
while try_object and try_object.display_type == 'BOUNDS':
ray_origin = snapped_location + vec.normalized() * 0.0003
try_has_hit, try_snapped_location, try_snapped_normal, try_face_index, try_object, try_matrix = bpy.context.scene.ray_cast(
depsgraph, ray_origin, vec)
if try_has_hit:
has_hit, snapped_location, snapped_normal, face_index, object, matrix = try_has_hit, try_snapped_location, try_snapped_normal, try_face_index, try_object, try_matrix
return has_hit, snapped_location, snapped_normal, face_index, object, matrix
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)
if rv3d.view_perspective == 'CAMERA' and rv3d.is_perspective == False:
# ortographic cameras don'w work with region_2d_to_origin_3d
view_position = rv3d.view_matrix.inverted().translation
ray_origin = view3d_utils.region_2d_to_location_3d(r, rv3d, coord, depth_location=view_position)
else:
ray_origin = view3d_utils.region_2d_to_origin_3d(r, rv3d, coord, clamp = 1.0)
ray_target = ray_origin + (view_vector * 1000000000)
vec = ray_target - ray_origin
has_hit, snapped_location, snapped_normal, face_index, object, matrix = deep_ray_cast(
bpy.context.view_layer.depsgraph, ray_origin, vec)
#backface snapping inversion
if view_vector.angle(snapped_normal)<math.pi/2:
snapped_normal = -snapped_normal
# print(has_hit, snapped_location, snapped_normal, face_index, object, matrix)
# rote = mathutils.Euler((0, 0, math.pi))
randoffset = math.pi
if has_hit:
props = bpy.context.scene.blenderkit_models
up = Vector((0, 0, 1))
if props.perpendicular_snap:
if snapped_normal.z > 1 - props.perpendicular_snap_threshold:
snapped_normal = Vector((0, 0, 1))
elif snapped_normal.z < -1 + props.perpendicular_snap_threshold:
snapped_normal = Vector((0, 0, -1))
elif abs(snapped_normal.z) < props.perpendicular_snap_threshold:
snapped_normal.z = 0
snapped_normal.normalize()
snapped_rotation = snapped_normal.to_track_quat('Z', 'Y').to_euler()
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
preferences = bpy.context.preferences.addons['blenderkit'].preferences
# first test if user is logged in.
if preferences.api_key == '':
return False, False, None, None
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['assetBaseId'])
return True, rated, b, ad
if ao is not None:
ad = None
# crawl parents to reach active asset. there could have been parenting so we need to find the first onw
ao_check = ao
while ad is None or (ad is None and ao_check.parent is not None):
s = bpy.context.scene
ad = ao_check.get('asset_data')
if ad is not None and ad.get('assetBaseId') is not None:
s['assets rated'] = s.get('assets rated', {})
rated = s['assets rated'].get(ad['assetBaseId'])
# originally hidden for already rated assets
return True, rated, ao_check, ad
elif ao_check.parent is not None:
ao_check = ao_check.parent
else:
break
# check also materials
m = ao.active_material
if m is not None:
ad = m.get('asset_data')
if ad is not None and ad.get('assetBaseId'):
rated = bpy.context.scene['assets rated'].get(ad['assetBaseId'])
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 bpy.context.mode in ('SCULPT', 'PAINT_TEXTURE'):
accept_value = 'PRESS'
else:
accept_value = 'RELEASE'
if ui.rating_button_on and event.type == 'LEFTMOUSE' and event.value == accept_value:
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
ctx = utils.get_fake_context(bpy.context, area_type='VIEW_3D')
bpy.ops.wm.blenderkit_menu_rating_upload(ctx, 'INVOKE_DEFAULT', asset_name=asset_data['name'],
asset_id=asset_data['id'],
asset_type=asset_data['assetType'])
return True
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
# search_results = bpy.context.window_manager.get('search results')
# if search_results == None:
# return False
#
# w_draw1 = min(ui_props.wcount + 1, len(search_results) - b * ui_props.wcount - ui_props.scrolloffset)
# end = ui_props.bar_x + (w_draw1) * (
# ui_props.margin + ui_props.thumb_size) + ui_props.margin + ui_props.drawoffset + 25
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):
if bpy.app.background or not area:
return
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 = user_preferences.thumb_size * 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.window_manager.get('search results')
if search_results != None and ui.wcount > 0:
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 - 600
ui.reports_x = ui.bar_x
else:
ui.reports_y = ui.bar_y - ui.bar_height - 100
ui.reports_x = ui.bar_x
ui.rating_x = ui.bar_x
ui.rating_y = ui.bar_y - ui.bar_height
class ParticlesDropDialog(bpy.types.Operator):
"""Tooltip"""
bl_idname = "object.blenderkit_particles_drop"
bl_label = "BlenderKit particle plants object drop"
bl_options = {'REGISTER', 'INTERNAL'}
asset_search_index: IntProperty(name="Asset index",
description="Index of the asset in asset bar",
default=0,
)
model_location: FloatVectorProperty(name="Location",
default=(0, 0, 0))
model_rotation: FloatVectorProperty(name="Rotation",
default=(0, 0, 0),
subtype='QUATERNION')
target_object: StringProperty(
name="Target object",
description="The object to which the particles will get applied",
default="", options={'SKIP_SAVE'})
@classmethod
def poll(cls, context):
return True
def draw(self, context):
layout = self.layout
message = 'This asset is a particle setup. BlenderKit can apply particles to the active/drag-drop object.' \
'The number of particles is caluclated automatically, but if there are 2 many particles,' \
' BlenderKit can do the following steps to make sure Blender continues to run:' \
'\n1.Switch to bounding box view of the particles.' \
'\n2.Turn down number of particles that are shown in the view.' \
'\n3.Hide the particle system completely from the 3D view.' \
"as a result of this, it's possible you'll see the particle setup only in render view or " \
"rendered images. You should still be careful and test particle systems on smaller objects first."
utils.label_multiline(layout, text=message, width=400)
def execute(self, context):
bpy.ops.scene.blenderkit_download(True,
# asset_type=ui_props.asset_type,
asset_index=self.asset_search_index,
model_location=self.model_rotation,
model_rotation=self.model_rotation,
target_object=self.target_object)
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_dialog(self, width=400)
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', 'INTERNAL'}
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 first", description='', default=False, options={'SKIP_SAVE'})
category: StringProperty(
name="Category",
description="search only subtree of this category",
default="", options={'SKIP_SAVE'})
tooltip: bpy.props.StringProperty(default='runs search and displays the asset bar at the same time')
@classmethod
def description(cls, context, properties):
return properties.tooltip
def search_more(self):
sro = bpy.context.window_manager.get('search results orig')
if sro is not None and sro.get('next') is not 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 = []
# timers testing - seems timers might be causing crashes. testing it this way now.
if not user_preferences.use_timers:
search.timer_update()
download.timer_update()
tasks_queue.queue_worker()
bg_blender.bg_update()
if bpy.context.scene != self.scene:
self.exit_modal()
return {'CANCELLED'}
for w in context.window_manager.windows:
areas.extend(w.screen.areas)
if self.area not in areas or self.area.type != 'VIEW_3D' or self.has_quad_views != (
len(self.area.spaces[0].region_quadviews) > 0):
# print('search areas') bpy.context.area.spaces[0].region_quadviews
# 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()
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()
return {'CANCELLED'}
update_ui_size(self.area, self.region)
# 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.turn_off = False
self.exit_modal()
ui_props.draw_tooltip = False
return {'CANCELLED'}
if context.region != self.region:
# print(time.time(), 'pass through because of region')
# print(context.region.type, self.region.type)
return {'PASS_THROUGH'}
if ui_props.down_up == 'UPLOAD':
ui_props.mouse_x = 0
ui_props.mouse_y = self.region.height
ui_props.draw_tooltip = True
# only generate tooltip once in a while
if (
event.type == 'LEFTMOUSE' or event.type == 'RIGHTMOUSE') and event.value == 'RELEASE' or event.type == 'ENTER' or ui_props.tooltip == '':
ao = bpy.context.active_object
if ui_props.asset_type == 'MODEL' and ao != None \
or ui_props.asset_type == 'MATERIAL' and ao != None and ao.active_material != None \
or ui_props.asset_type == 'BRUSH' and utils.get_active_brush() is not None \
or ui_props.asset_type == 'SCENE' or ui_props.asset_type == 'HDR':
export_data, upload_data = upload.get_upload_data(context=context, asset_type=ui_props.asset_type)
if upload_data:
ui_props.tooltip = search.generate_tooltip(upload_data)
return {'PASS_THROUGH'}
# TODO add one more condition here to take less performance.
r = self.region
s = bpy.context.scene
sr = bpy.context.window_manager.get('search results')
search_results_orig = bpy.context.window_manager.get('search results orig')
# If there aren't any results, we need no interaction(yet)
if sr is None:
return {'PASS_THROUGH'}
if len(sr) - ui_props.scrolloffset < (ui_props.wcount * ui_props.hcount) + 10:
self.search_more()
if event.type == 'WHEELUPMOUSE' or event.type == 'WHEELDOWNMOUSE' or event.type == 'TRACKPADPAN':
# scrolling
mx = event.mouse_region_x
my = event.mouse_region_y
if ui_props.dragging and not mouse_in_asset_bar(mx, my): # and my < r.height - ui_props.bar_height \
# and mx > 0 and mx < r.width and my > 0:
sprops = bpy.context.scene.blenderkit_models
if event.type == 'WHEELUPMOUSE':
sprops.offset_rotation_amount += sprops.offset_rotation_step
elif event.type == 'WHEELDOWNMOUSE':
sprops.offset_rotation_amount -= sprops.offset_rotation_step
#### TODO - this snapping code below is 3x in this file.... refactor it.
ui_props.has_hit, ui_props.snapped_location, ui_props.snapped_normal, ui_props.snapped_rotation, face_index, object, matrix = mouse_raycast(
context, mx, my)
# MODELS can be dragged on scene floor
if not ui_props.has_hit and ui_props.asset_type == 'MODEL':
ui_props.has_hit, ui_props.snapped_location, ui_props.snapped_normal, ui_props.snapped_rotation, face_index, object, matrix = floor_raycast(
context,
mx, my)
return {'RUNNING_MODAL'}
if not mouse_in_asset_bar(mx, my):
return {'PASS_THROUGH'}
# note - TRACKPADPAN is unsupported in blender by now.
# if event.type == 'TRACKPADPAN' :
# print(dir(event))
# print(event.value, event.oskey, event.)
if (event.type == 'WHEELDOWNMOUSE') and len(sr) - ui_props.scrolloffset > (
ui_props.wcount * ui_props.hcount):
if ui_props.hcount > 1:
ui_props.scrolloffset += ui_props.wcount
else:
ui_props.scrolloffset += 1
if len(sr) - ui_props.scrolloffset < (ui_props.wcount * ui_props.hcount):
ui_props.scrolloffset = len(sr) - (ui_props.wcount * ui_props.hcount)
if event.type == 'WHEELUPMOUSE' and ui_props.scrolloffset > 0:
if ui_props.hcount > 1:
ui_props.scrolloffset -= ui_props.wcount
else:
ui_props.scrolloffset -= 1
if ui_props.scrolloffset < 0:
ui_props.scrolloffset = 0
return {'RUNNING_MODAL'}
if event.type == 'MOUSEMOVE': # Apply
r = self.region
mx = event.mouse_region_x
my = event.mouse_region_y
ui_props.mouse_x = mx
ui_props.mouse_y = my
# if ui_props.dragging_rating or ui_props.rating_menu_on:
# res = interact_rating(r, mx, my, event)
# if res == True:
# return {'RUNNING_MODAL'}
if ui_props.drag_init:
ui_props.drag_length += 1
if ui_props.drag_length > 0:
ui_props.dragging = True
ui_props.drag_init = False
if not (ui_props.dragging and mouse_in_region(r, mx, my)) and not mouse_in_asset_bar(mx, my): #
ui_props.dragging = False
ui_props.has_hit = False
ui_props.active_index = -3
ui_props.draw_drag_image = False
ui_props.draw_snapped_bounds = False
ui_props.draw_tooltip = False
bpy.context.window.cursor_set("DEFAULT")
return {'PASS_THROUGH'}
sr = bpy.context.window_manager['search results']
if not ui_props.dragging:
bpy.context.window.cursor_set("DEFAULT")
if sr != None and ui_props.wcount * ui_props.hcount > len(sr) and ui_props.scrolloffset > 0:
ui_props.scrolloffset = 0
asset_search_index = get_asset_under_mouse(mx, my)
ui_props.active_index = asset_search_index
if asset_search_index > -1:
asset_data = sr[asset_search_index]
ui_props.draw_tooltip = True
ui_props.tooltip = asset_data['tooltip']
# bpy.ops.wm.call_menu(name='OBJECT_MT_blenderkit_asset_menu')
else:
ui_props.draw_tooltip = False
if mx > ui_props.bar_x + ui_props.bar_width - 50 and search_results_orig[
'count'] - ui_props.scrolloffset > (
ui_props.wcount * ui_props.hcount) + 1:
ui_props.active_index = -1
return {'RUNNING_MODAL'}
if mx < ui_props.bar_x + 50 and ui_props.scrolloffset > 0:
ui_props.active_index = -2
return {'RUNNING_MODAL'}
else:
result = False
if ui_props.dragging and mouse_in_region(r, mx, my):
ui_props.has_hit, ui_props.snapped_location, ui_props.snapped_normal, ui_props.snapped_rotation, face_index, object, matrix = mouse_raycast(
context, mx, my)
# MODELS can be dragged on scene floor
if not ui_props.has_hit and ui_props.asset_type == 'MODEL':
ui_props.has_hit, ui_props.snapped_location, ui_props.snapped_normal, ui_props.snapped_rotation, face_index, object, matrix = floor_raycast(
context,
mx, my)
if ui_props.has_hit and ui_props.asset_type == 'MODEL':
# this condition is here to fix a bug for a scene submitted by a user, so this situation shouldn't
# happen anymore, but there might exists scenes which have this problem for some reason.
if ui_props.active_index < len(sr) and ui_props.active_index > -1:
ui_props.draw_snapped_bounds = True
active_mod = sr[ui_props.active_index]
ui_props.snapped_bbox_min = Vector(active_mod['bbox_min'])
ui_props.snapped_bbox_max = Vector(active_mod['bbox_max'])
else:
ui_props.draw_snapped_bounds = False
ui_props.draw_drag_image = True
return {'RUNNING_MODAL'}
if event.type == 'RIGHTMOUSE':
mx = event.mouse_x - r.x
my = event.mouse_y - r.y
if event.value == 'PRESS' and mouse_in_asset_bar(mx, my):
# bpy.ops.wm.blenderkit_asset_popup('INVOKE_DEFAULT')
bpy.ops.wm.call_menu(name='OBJECT_MT_blenderkit_asset_menu')
return {'RUNNING_MODAL'}
if event.type == 'LEFTMOUSE':
r = self.region
mx = event.mouse_x - r.x
my = event.mouse_y - r.y
ui_props = context.scene.blenderkitUI
if event.value == 'PRESS' and ui_props.active_index > -1:
# start dragging models and materials
if ui_props.asset_type == 'MODEL' or ui_props.asset_type == 'MATERIAL':
# check if asset is locked and let the user know in that case
asset_search_index = ui_props.active_index
asset_data = sr[asset_search_index]
if not asset_data.get('canDownload'):
message = "Let's support asset creators and Open source."
link_text = 'Unlock the asset.'
url = paths.get_bkit_url() + '/get-blenderkit/' + asset_data['id'] + '/?from_addon'
bpy.ops.wm.blenderkit_url_dialog('INVOKE_REGION_WIN', url=url, message=message,
link_text=link_text)
return {'RUNNING_MODAL'}
# go on with drag init
ui_props.drag_init = True
bpy.context.window.cursor_set("NONE")
ui_props.draw_tooltip = False
ui_props.drag_length = 0
if ui_props.rating_on:
res = interact_rating(r, mx, my, event)
if res:
return {'RUNNING_MODAL'}
if not ui_props.dragging and not mouse_in_asset_bar(mx, my):
return {'PASS_THROUGH'}
# this can happen by switching result asset types - length of search result changes
if ui_props.scrolloffset > 0 and (ui_props.wcount * ui_props.hcount) > len(sr) - ui_props.scrolloffset:
ui_props.scrolloffset = len(sr) - (ui_props.wcount * ui_props.hcount)
if event.value == 'RELEASE': # Confirm
ui_props.drag_init = False
# scroll by a whole page
if mx > ui_props.bar_x + ui_props.bar_width - 50 and len(
sr) - ui_props.scrolloffset > ui_props.wcount * ui_props.hcount:
ui_props.scrolloffset = min(
ui_props.scrolloffset + (ui_props.wcount * ui_props.hcount),
len(sr) - ui_props.wcount * ui_props.hcount)
return {'RUNNING_MODAL'}
if mx < ui_props.bar_x + 50 and ui_props.scrolloffset > 0:
ui_props.scrolloffset = max(0, ui_props.scrolloffset - ui_props.wcount * ui_props.hcount)
return {'RUNNING_MODAL'}
# Drag-drop interaction
if ui_props.dragging and mouse_in_region(r, mx, my):
asset_search_index = ui_props.active_index
# raycast here
ui_props.active_index = -3
if ui_props.asset_type == 'MODEL':
ui_props.has_hit, ui_props.snapped_location, ui_props.snapped_normal, ui_props.snapped_rotation, face_index, object, matrix = mouse_raycast(
context, mx, my)
# MODELS can be dragged on scene floor
if not ui_props.has_hit and ui_props.asset_type == 'MODEL':
ui_props.has_hit, ui_props.snapped_location, ui_props.snapped_normal, ui_props.snapped_rotation, face_index, object, matrix = floor_raycast(
context,
mx, my)
if not ui_props.has_hit:
return {'RUNNING_MODAL'}
target_object = ''
if object is not None:
target_object = object.name
target_slot = ''
if ui_props.asset_type == 'MATERIAL':
ui_props.has_hit, ui_props.snapped_location, ui_props.snapped_normal, ui_props.snapped_rotation, face_index, object, matrix = mouse_raycast(
context, mx, my)
if not ui_props.has_hit:
# this is last attempt to get object under mouse - for curves and other objects than mesh.
ui_props.dragging = False
sel = utils.selection_get()
bpy.ops.view3d.select(location=(event.mouse_region_x, event.mouse_region_y))
sel1 = utils.selection_get()
if sel[0] != sel1[0] and sel1[0].type != 'MESH':
object = sel1[0]
target_slot = sel1[0].active_material_index
ui_props.has_hit = True
utils.selection_set(sel)
if not ui_props.has_hit:
return {'RUNNING_MODAL'}
else:
# first, test if object can have material applied.
# TODO add other types here if droppable.
if object is not None and not object.is_library_indirect and object.type == 'MESH':
target_object = object.name
# create final mesh to extract correct material slot
depsgraph = bpy.context.evaluated_depsgraph_get()
object_eval = object.evaluated_get(depsgraph)
temp_mesh = object_eval.to_mesh()
target_slot = temp_mesh.polygons[face_index].material_index
object_eval.to_mesh_clear()
else:
self.report({'WARNING'}, "Invalid or library object as input:")
target_object = ''
target_slot = ''
# Click interaction
else:
asset_search_index = get_asset_under_mouse(mx, my)
if ui_props.asset_type in ('MATERIAL',
'MODEL'): # this was meant for particles, commenting for now or ui_props.asset_type == 'MODEL':
ao = bpy.context.active_object
if ao != None and not ao.is_library_indirect:
target_object = bpy.context.active_object.name
target_slot = bpy.context.active_object.active_material_index
# change snapped location for placing material downloader.
ui_props.snapped_location = bpy.context.active_object.location
else:
target_object = ''
target_slot = ''
# FIRST START SEARCH
if asset_search_index == -3:
return {'RUNNING_MODAL'}
if asset_search_index > -3:
asset_data = sr[asset_search_index]
# picking of assets and using them
if ui_props.asset_type == 'MATERIAL':
if target_object != '':
# position is for downloader:
loc = ui_props.snapped_location
rotation = (0, 0, 0)
utils.automap(target_object, target_slot=target_slot,
tex_size=asset_data.get('texture_size_meters', 1.0))
bpy.ops.scene.blenderkit_download(True,
# asset_type=ui_props.asset_type,
asset_index=asset_search_index,
model_location=loc,
model_rotation=rotation,
target_object=target_object,
material_target_slot=target_slot)
elif ui_props.asset_type == 'MODEL':
if ui_props.has_hit and ui_props.dragging:
loc = ui_props.snapped_location
rotation = ui_props.snapped_rotation
else:
loc = s.cursor.location
rotation = s.cursor.rotation_euler
if 'particle_plants' in asset_data['tags']:
bpy.ops.object.blenderkit_particles_drop("INVOKE_DEFAULT",
asset_search_index=asset_search_index,
model_location=loc,
model_rotation=rotation,
target_object=target_object)
else:
bpy.ops.scene.blenderkit_download(True,
# asset_type=ui_props.asset_type,
asset_index=asset_search_index,
model_location=loc,
model_rotation=rotation,
target_object=target_object)
else:
bpy.ops.scene.blenderkit_download( # asset_type=ui_props.asset_type,
asset_index=asset_search_index)
ui_props.dragging = False
return {'RUNNING_MODAL'}
else:
return {'RUNNING_MODAL'}
if event.type == 'W' and ui_props.active_index > -1:
sr = bpy.context.window_manager['search results']
asset_data = sr[ui_props.active_index]
a = bpy.context.window_manager['bkit authors'].get(asset_data['author']['id'])
if a is not None:
utils.p('author:', a)
if a.get('aboutMeUrl') is not None:
bpy.ops.wm.url_open(url=a['aboutMeUrl'])
return {'RUNNING_MODAL'}
if event.type == 'A' and ui_props.active_index > -1:
sr = bpy.context.window_manager['search results']
asset_data = sr[ui_props.active_index]
a = asset_data['author']['id']
if a is not None:
sprops = utils.get_search_props()
sprops.search_keywords = ''
sprops.search_verification_status = 'ALL'
utils.p('author:', a)
search.search(author_id=a)
return {'RUNNING_MODAL'}
if event.type == 'X' and ui_props.active_index > -1:
# delete downloaded files for this asset
sr = bpy.context.window_manager['search results']
asset_data = sr[ui_props.active_index]
bk_logger.info('delete asset from local drive:' + asset_data['name'])
paths.delete_asset_debug(asset_data)
asset_data['downloaded'] = 0
return {'RUNNING_MODAL'}
return {'PASS_THROUGH'}
def invoke(self, context, event):
# FIRST START SEARCH
ui_props = context.scene.blenderkitUI
sr = bpy.context.window_manager.get('search results')
if self.do_search or sr is None:
# we erase search keywords for cateogry search now, since these combinations usually return nothing now.
# when the db gets bigger, this can be deleted.
if self.category != '':
sprops = utils.get_search_props()
sprops.search_keywords = ''
search.search(category=self.category)
if sr is None:
bpy.context.window_manager['search results'] = []
if ui_props.assetbar_on:
# we don't want to run the assetbar many times, that's why it has a switch on/off behaviour,
# unless being called with 'keep_running' prop.
if not self.keep_running:
# this sends message to the originally running operator, so it quits, and then it ends this one too.
# If it initiated a search, the search will finish in a thread. The switch off procedure is run
# by the 'original' operator, since if we get here, it means
# same operator is already running.
ui_props.turn_off = True
# if there was an error, we need to turn off these props so we can restart after 2 clicks
ui_props.assetbar_on = False
else:
pass
return {'FINISHED'}
ui_props.dragging = False # only for cases where assetbar ended with an error.
ui_props.assetbar_on = True
ui_props.turn_off = False
if context.area.type != 'VIEW_3D':
self.report({'WARNING'}, "View3D not found, cannot run operator")
return {'CANCELLED'}
# the arguments we pass the the callback
args = (self, context)
self.window = context.window
self.area = context.area
self.scene = bpy.context.scene
self.has_quad_views = len(bpy.context.area.spaces[0].region_quadviews) > 0
for r in self.area.regions:
if r.type == 'WINDOW':
self.region = r
global active_window_pointer, active_area_pointer, active_region_pointer
active_window_pointer = self.window.as_pointer()
active_area_pointer = self.area.as_pointer()
active_region_pointer = self.region.as_pointer()
update_ui_size(self.area, self.region)
self._handle_2d = bpy.types.SpaceView3D.draw_handler_add(draw_callback_2d, args, 'WINDOW', 'POST_PIXEL')
self._handle_3d = bpy.types.SpaceView3D.draw_handler_add(draw_callback_3d, args, 'WINDOW', 'POST_VIEW')
context.window_manager.modal_handler_add(self)
ui_props.assetbar_on = True
return {'RUNNING_MODAL'}
def execute(self, context):
return {'RUNNING_MODAL'}
class TransferBlenderkitData(bpy.types.Operator):
"""Regenerate cobweb"""
bl_idname = "object.blenderkit_data_trasnfer"
bl_label = "Transfer BlenderKit data"
bl_description = "Transfer blenderKit metadata from one object to another when fixing uploads with wrong parenting."
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
source_ob = bpy.context.active_object
for target_ob in bpy.context.selected_objects:
if target_ob != source_ob:
target_ob.property_unset('blenderkit')
for k in source_ob.keys():
target_ob[k] = source_ob[k]
source_ob.property_unset('blenderkit')
return {'FINISHED'}
class UndoWithContext(bpy.types.Operator):
"""Regenerate cobweb"""
bl_idname = "wm.undo_push_context"
bl_label = "BlnenderKit undo push"
bl_description = "BlenderKit undo push with fixed context"
bl_options = {'REGISTER', 'UNDO', 'INTERNAL'}
# def modal(self, context, event):
# return {'RUNNING_MODAL'}
message: StringProperty('Undo Message', default='BlenderKit operation')
def execute(self, context):
# C_dict = utils.get_fake_context(context)
# w, a, r = get_largest_area(area_type=area_type)
# wm = bpy.context.window_manager#bpy.data.window_managers[0]
# w = wm.windows[0]
#
# C_dict = {'window': w, 'screen': w.screen}
# bpy.ops.ed.undo_push(C_dict, 'INVOKE_REGION_WIN', message=self.message)
# bpy.ops.ed.undo_push('INVOKE_REGION_WIN', message=self.message)
return {'FINISHED'}
def draw_callback_dragging(self, context):
img = bpy.data.images.get(self.iname)
linelength = 35
scene = bpy.context.scene
ui_props = scene.blenderkitUI
ui_bgl.draw_image(self.mouse_x + linelength, self.mouse_y - linelength - ui_props.thumb_size,
ui_props.thumb_size, ui_props.thumb_size, img, 1)
ui_bgl.draw_line2d(self.mouse_x, self.mouse_y, self.mouse_x + linelength,
self.mouse_y - linelength, 2, colors.WHITE)
def draw_callback_3d_dragging(self, context):
''' Draw snapped bbox while dragging. '''
if not utils.guard_from_crash():
return
ui_props = context.scene.blenderkitUI
# print(ui_props.asset_type, self.has_hit, self.snapped_location)
if ui_props.asset_type == 'MODEL':
if self.has_hit:
draw_bbox(self.snapped_location, self.snapped_rotation, self.snapped_bbox_min, self.snapped_bbox_max)
class AssetDragOperator(bpy.types.Operator):
"""Draw a line with the mouse"""
bl_idname = "view3d.asset_drag_drop"
bl_label = "BlenderKit asset drag drop"
asset_search_index: IntProperty(name="Active Index", default=0)
def handlers_remove(self):
bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')
bpy.types.SpaceView3D.draw_handler_remove(self._handle_3d, 'WINDOW')
def mouse_release(self):
scene = bpy.context.scene
ui_props = scene.blenderkitUI
if not self.has_hit:
return {'RUNNING_MODAL'}
if ui_props.asset_type == 'MODEL':
target_object = ''
if self.object_name is not None:
target_object = self.object_name
target_slot = ''
if ui_props.asset_type == 'MATERIAL':
# first, test if object can have material applied.
object = bpy.data.objects[self.object_name]
if object is not None and not object.is_library_indirect and object.type == 'MESH':
target_object = object.name
# create final mesh to extract correct material slot
depsgraph = bpy.context.evaluated_depsgraph_get()
object_eval = object.evaluated_get(depsgraph)
temp_mesh = object_eval.to_mesh()
target_slot = temp_mesh.polygons[self.face_index].material_index
object_eval.to_mesh_clear()
else:
self.report({'WARNING'}, "Invalid or library object as input:")
target_object = ''
target_slot = ''
if abs(self.start_mouse_x - self.mouse_x) < 20 and abs(self.start_mouse_y - self.mouse_y) < 20:
# no dragging actually this was a click.
self.snapped_location = scene.cursor.location
self.snapped_rotation = (0, 0, 0)
if ui_props.asset_type in ('MATERIAL',):
ao = bpy.context.active_object
if ao != None and not ao.is_library_indirect:
target_object = bpy.context.active_object.name
target_slot = bpy.context.active_object.active_material_index
# change snapped location for placing material downloader.
self.snapped_location = bpy.context.active_object.location
else:
target_object = ''
target_slot = ''
# picking of assets and using them
if ui_props.asset_type == 'MATERIAL':
if target_object != '':
# position is for downloader:
loc = self.snapped_location
rotation = (0, 0, 0)
utils.automap(target_object, target_slot=target_slot,
tex_size=self.asset_data.get('texture_size_meters', 1.0))
bpy.ops.scene.blenderkit_download(True,
# asset_type=ui_props.asset_type,
asset_index=self.asset_search_index,
model_location=loc,
model_rotation=rotation,
target_object=target_object,
material_target_slot=target_slot)
elif ui_props.asset_type == 'MODEL':
if 'particle_plants' in self.asset_data['tags']:
bpy.ops.object.blenderkit_particles_drop("INVOKE_DEFAULT",
asset_search_index=self.asset_search_index,
model_location=self.snapped_location,
model_rotation=self.snapped_rotation,
target_object=target_object)
else:
bpy.ops.scene.blenderkit_download(True,
# asset_type=ui_props.asset_type,
asset_index=self.asset_search_index,
model_location=self.snapped_location,
model_rotation=self.snapped_rotation,
target_object=target_object)
else:
bpy.ops.scene.blenderkit_download( # asset_type=ui_props.asset_type,
asset_index=self.asset_search_index)
def modal(self, context, event):
scene = bpy.context.scene
ui_props = scene.blenderkitUI
context.area.tag_redraw()
# if event.type == 'MOUSEMOVE':
if not hasattr(self, 'start_mouse_x'):
self.start_mouse_x = event.mouse_region_x
self.start_mouse_y = event.mouse_region_y
self.mouse_x = event.mouse_region_x
self.mouse_y = event.mouse_region_y
if event.type == 'LEFTMOUSE' and event.value == 'RELEASE':
self.mouse_release()
self.handlers_remove()
return {'FINISHED'}
elif event.type in {'RIGHTMOUSE', 'ESC'}:
self.handlers_remove()
return {'CANCELLED'}
sprops = bpy.context.scene.blenderkit_models
if event.type == 'WHEELUPMOUSE':
sprops.offset_rotation_amount += sprops.offset_rotation_step
elif event.type == 'WHEELDOWNMOUSE':
sprops.offset_rotation_amount -= sprops.offset_rotation_step
self.object_name = None
#### TODO - this snapping code below is 3x in this file.... refactor it.
self.has_hit, self.snapped_location, self.snapped_normal, self.snapped_rotation, self.face_index, object, self.matrix = mouse_raycast(
context, event.mouse_region_x, event.mouse_region_y)
if object is not None:
self.object_name = object.name
# MODELS can be dragged on scene floor
if not self.has_hit and ui_props.asset_type == 'MODEL':
self.has_hit, self.snapped_location, self.snapped_normal, self.snapped_rotation, self.face_index, object, self.matrix = floor_raycast(
context,
event.mouse_region_x, event.mouse_region_y)
if object is not None:
self.object_name = object.name
if ui_props.asset_type == 'MODEL':
self.snapped_bbox_min = Vector(self.asset_data['bbox_min'])
self.snapped_bbox_max = Vector(self.asset_data['bbox_max'])
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.iname = utils.previmg_name(self.asset_search_index)
self._handle = bpy.types.SpaceView3D.draw_handler_add(draw_callback_dragging, args, 'WINDOW', 'POST_PIXEL')
self._handle_3d = bpy.types.SpaceView3D.draw_handler_add(draw_callback_3d_dragging, args, 'WINDOW',
'POST_VIEW')
self.mouse_x = 0
self.mouse_y = 0
self.has_hit = False
self.snapped_location = (0, 0, 0)
self.snapped_normal = (0, 0, 1)
self.snapped_rotation = (0, 0, 0)
self.face_index = 0
object = None
self.matrix = None
sr = bpy.context.window_manager['search results']
self.asset_data = sr[self.asset_search_index]
context.window_manager.modal_handler_add(self)
return {'RUNNING_MODAL'}
else:
self.report({'WARNING'}, "View3D not found, cannot run operator")
return {'CANCELLED'}
class RunAssetBarWithContext(bpy.types.Operator):
"""Regenerate cobweb"""
bl_idname = "object.run_assetbar_fix_context"
bl_label = "BlnenderKit assetbar with fixed context"
bl_description = "Run assetbar with fixed context"
bl_options = {'REGISTER', 'UNDO', 'INTERNAL'}
# def modal(self, context, event):
# return {'RUNNING_MODAL'}
def execute(self, context):
C_dict = utils.get_fake_context(context)
if C_dict.get('window'): # no 3d view, no asset bar.
preferences = bpy.context.preferences.addons['blenderkit'].preferences
if preferences.experimental_features:
bpy.ops.view3d.blenderkit_asset_bar_widget(C_dict, 'INVOKE_REGION_WIN', keep_running=True,
do_search=False)
else:
bpy.ops.view3d.blenderkit_asset_bar(C_dict, 'INVOKE_REGION_WIN', keep_running=True, do_search=False)
return {'FINISHED'}
classes = (
AssetBarOperator,
# AssetBarExperiment,
AssetDragOperator,
RunAssetBarWithContext,
TransferBlenderkitData,
UndoWithContext,
ParticlesDropDialog
)
# store keymap items here to access after registration
addon_keymapitems = []
# @persistent
def pre_load(context):
ui_props = bpy.context.scene.blenderkitUI
ui_props.assetbar_on = False
ui_props.turn_off = True
preferences = bpy.context.preferences.addons['blenderkit'].preferences
preferences.login_attempt = False
def register_ui():
global handler_2d, handler_3d
for c in classes:
bpy.utils.register_class(c)
args = (None, bpy.context)
handler_2d = bpy.types.SpaceView3D.draw_handler_add(draw_callback_2d_progress, args, 'WINDOW', 'POST_PIXEL')
handler_3d = bpy.types.SpaceView3D.draw_handler_add(draw_callback_3d_progress, args, 'WINDOW', 'POST_VIEW')
wm = bpy.context.window_manager
# spaces solved by registering shortcut to Window. Couldn't register object mode before somehow.
if not wm.keyconfigs.addon:
return
km = wm.keyconfigs.addon.keymaps.new(name="Window", space_type='EMPTY')
# asset bar shortcut
kmi = km.keymap_items.new(AssetBarOperator.bl_idname, 'SEMI_COLON', 'PRESS', ctrl=False, shift=False)
kmi.properties.keep_running = False
kmi.properties.do_search = False
addon_keymapitems.append(kmi)
# fast rating shortcut
wm = bpy.context.window_manager
km = wm.keyconfigs.addon.keymaps['Window']
kmi = km.keymap_items.new(ratings.FastRateMenu.bl_idname, 'F', 'PRESS', ctrl=False, shift=False)
addon_keymapitems.append(kmi)
kmi = km.keymap_items.new(upload.FastMetadata.bl_idname, 'F', 'PRESS', ctrl=True, shift=False)
addon_keymapitems.append(kmi)
def unregister_ui():
global handler_2d, handler_3d
pre_load(bpy.context)
bpy.types.SpaceView3D.draw_handler_remove(handler_2d, 'WINDOW')
bpy.types.SpaceView3D.draw_handler_remove(handler_3d, 'WINDOW')
for c in classes:
bpy.utils.unregister_class(c)
wm = bpy.context.window_manager
if not wm.keyconfigs.addon:
return
km = wm.keyconfigs.addon.keymaps.get('Window')
if km:
for kmi in addon_keymapitems:
km.keymap_items.remove(kmi)
del addon_keymapitems[:]