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    50ea2790
    BlenderKit initial commit. · 50ea2790
    Vilem Duha authored
    BlenderKit add-on is the official addon of the BlenderKit service for Blender 3d. (www.blenderkit.com)
    It enables users to upload, search, download, and rate different assets for blender.
    It works together with BlenderKit server.
    50ea2790
    History
    BlenderKit initial commit.
    Vilem Duha authored
    BlenderKit add-on is the official addon of the BlenderKit service for Blender 3d. (www.blenderkit.com)
    It enables users to upload, search, download, and rate different assets for blender.
    It works together with BlenderKit server.
ui.py 58.88 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 #####

if "bpy" in locals():
    import imp

    imp.reload(paths)
    imp.reload(ratings)
    imp.reload(utils)
    imp.reload(search)
    imp.reload(upload)
else:
    from blenderkit import paths, ratings, utils, search, upload, ui_bgl, download, bg_blender

import bpy

import math, random

from bpy.props import (
    BoolProperty,
    StringProperty
)

from bpy_extras import view3d_utils
import mathutils
from mathutils import Vector
import time
import os

mappingdict = {
    'MODEL': 'model',
    'SCENE': 'scene',
    'MATERIAL': 'material',
    'TEXTURE': 'texture',
    'BRUSH': 'brush'
}

verification_icons = {
    'ready': 'vs_ready.png',
    'deleted': 'vs_deleted.png',
    'uploaded': 'vs_uploaded.png',
    'uploading': None,
    'on_hold': 'vs_on_hold.png',
    'validated': None

}


# class UI_region():
#      def _init__(self, parent = None, x = 10,y = 10 , width = 10, height = 10, img = None, col = None):

def get_approximate_text_width(st):
    size = 10
    for s in st:
        if s in 'i|':
            size += 2
        elif s in ' ':
            size += 4
        elif s in 'sfrt':
            size += 5
        elif s in 'ceghkou':
            size += 6
        elif s in 'PadnBCST3E':
            size += 7
        elif s in 'GMODVXYZ':
            size += 8
        elif s in 'w':
            size += 9
        elif s in 'm':
            size += 10
        else:
            size += 7
    return size  # Convert to picas


def get_asset_under_mouse(mousex, mousey):
    s = bpy.context.scene
    ui_props = bpy.context.scene.blenderkitUI
    r = bpy.context.region

    search_results = s.get('search results')
    if search_results is not None:

        h_draw = min(ui_props.hcount, math.ceil(len(search_results) / ui_props.wcount))
        for b in range(0, h_draw):
            w_draw = min(ui_props.wcount, len(search_results) - b * ui_props.wcount - ui_props.scrolloffset)
            for a in range(0, w_draw):
                x = ui_props.bar_x + a * (ui_props.margin + ui_props.thumb_size) + ui_props.margin + ui_props.drawoffset
                y = ui_props.bar_y - ui_props.margin - (ui_props.thumb_size + ui_props.margin) * (b + 1)
                w = ui_props.thumb_size
                h = ui_props.thumb_size

                if x < mousex < x + w and y < mousey < y + h:
                    return a + ui_props.wcount * b + ui_props.scrolloffset

                #   return search_results[a]

    return -3


def draw_bbox(location, rotation, bbox_min, bbox_max, progress=None, color=(0, 1, 0, 1)):
    ui_props = bpy.context.scene.blenderkitUI

    rotation = mathutils.Euler(rotation)

    smin = Vector(bbox_min)
    smax = Vector(bbox_max)
    v0 = Vector(smin)
    v1 = Vector((smax.x, smin.y, smin.z))
    v2 = Vector((smax.x, smax.y, smin.z))
    v3 = Vector((smin.x, smax.y, smin.z))
    v4 = Vector((smin.x, smin.y, smax.z))
    v5 = Vector((smax.x, smin.y, smax.z))
    v6 = Vector((smax.x, smax.y, smax.z))
    v7 = Vector((smin.x, smax.y, smax.z))

    arrowx = smin.x + (smax.x - smin.x) / 2
    arrowy = smin.y - (smax.x - smin.x) / 2
    v8 = Vector((arrowx, arrowy, smin.z))

    vertices = [v0, v1, v2, v3, v4, v5, v6, v7, v8]
    for v in vertices:
        v.rotate(rotation)
        v += Vector(location)

    lines = [[0, 1], [1, 2], [2, 3], [3, 0], [4, 5], [5, 6], [6, 7], [7, 4], [0, 4], [1, 5],
             [2, 6], [3, 7], [0, 8], [1, 8]]
    ui_bgl.draw_lines(vertices, lines, color)
    if progress != None:
        color = (color[0], color[1], color[2], .2)
        progress = progress * .01
        vz0 = (v4 - v0) * progress + v0
        vz1 = (v5 - v1) * progress + v1
        vz2 = (v6 - v2) * progress + v2
        vz3 = (v7 - v3) * progress + v3
        rects = (
            (v0, v1, vz1, vz0),
            (v1, v2, vz2, vz1),
            (v2, v3, vz3, vz2),
            (v3, v0, vz0, vz3))
        for r in rects:
            ui_bgl.draw_rect_3d(r, color)


def get_rating_scalevalues(asset_type):
    xs = []
    if asset_type == 'model':
        scalevalues = (0.5, 1, 2, 5, 10, 25, 50, 100, 250)
        for v in scalevalues:
            a = math.log2(v)
            x = (a + 1) * (1. / 9.)
            xs.append(x)
    else:
        scalevalues = (0.2, 1, 2, 3, 4, 5)
        for v in scalevalues:
            a = v
            x = v / 5.
            xs.append(x)
    return scalevalues, xs


def draw_ratings_bgl():
    # return;
    ui = bpy.context.scene.blenderkitUI

    rating_possible, rated, asset, asset_data = is_rating_possible()

    if rating_possible:  # (not rated or ui_props.rating_menu_on):
        bkit_ratings = asset.bkit_ratings
        bgcol = bpy.context.preferences.themes[0].user_interface.wcol_tooltip.inner
        textcol = (1, 1, 1, 1)

        r = bpy.context.region
        font_size = int(ui.rating_ui_scale * 20)

        if ui.rating_button_on:
            img = utils.get_thumbnail('star_white.png')

            ui_bgl.draw_image(ui.rating_x,
                              ui.rating_y - ui.rating_button_width,
                              ui.rating_button_width,
                              ui.rating_button_width,
                              img, 1)

            # if ui_props.asset_type != 'BRUSH':
            #     thumbnail_image = props.thumbnail
            # else:
            #     b = utils.get_active_brush()
            #     thumbnail_image = b.icon_filepath

            directory = paths.get_temp_dir('%s_search' % asset_data['asset_type'])
            tpath = os.path.join(directory, asset_data['thumbnail_small'])

            img = utils.get_hidden_image(tpath, 'rating_preview')
            ui_bgl.draw_image(ui.rating_x + ui.rating_button_width,
                              ui.rating_y - ui.rating_button_width,
                              ui.rating_button_width,
                              ui.rating_button_width,
                              img, 1)
            # ui_bgl.draw_text( 'rate asset %s' % asset_data['name'],r.width - rating_button_width + margin, margin, font_size)
            return

        ui_bgl.draw_rect(ui.rating_x,
                         ui.rating_y - ui.rating_ui_height - 2 * ui.margin - font_size,
                         ui.rating_ui_width + ui.margin,
                         ui.rating_ui_height + 2 * ui.margin + font_size,
                         bgcol)
        img = utils.get_thumbnail('rating_ui.png')
        ui_bgl.draw_image(ui.rating_x,
                          ui.rating_y - ui.rating_ui_height - 2 * ui.margin,
                          ui.rating_ui_width,
                          ui.rating_ui_height,
                          img, 1)
        img = utils.get_thumbnail('star_white.png')

        quality = bkit_ratings.rating_quality
        work_hours = bkit_ratings.rating_work_hours

        for a in range(0, quality):
            ui_bgl.draw_image(ui.rating_x + ui.quality_stars_x + a * ui.star_size,
                              ui.rating_y - ui.rating_ui_height + ui.quality_stars_y,
                              ui.star_size,
                              ui.star_size,
                              img, 1)

        img = utils.get_thumbnail('bar_slider.png')
        # for a in range(0,11):
        if work_hours > 0.2:
            if asset_data['asset_type'] == 'model':
                complexity = math.log2(work_hours) + 2  # real complexity
                complexity = (1. / 9.) * (complexity - 1) * ui.workhours_bar_x_max
            else:
                complexity = work_hours / 5 * ui.workhours_bar_x_max
            ui_bgl.draw_image(
                ui.rating_x + ui.workhours_bar_x + int(
                    complexity),
                ui.rating_y - ui.rating_ui_height + ui.workhours_bar_y,
                ui.workhours_bar_slider_size,
                ui.workhours_bar_slider_size, img, 1)
            ui_bgl.draw_text(
                str(round(work_hours, 1)),
                ui.rating_x + ui.workhours_bar_x - 50,
                ui.rating_y - ui.rating_ui_height + ui.workhours_bar_y + 10, font_size)
        # (0.5,1,2,4,8,16,32,64,128,256)
        # ratings have to be different for models and brushes+materials.

        scalevalues, xs = get_rating_scalevalues(asset_data['asset_type'])
        for v, x in zip(scalevalues, xs):
            ui_bgl.draw_rect(ui.rating_x + ui.workhours_bar_x + int(
                x * ui.workhours_bar_x_max) - 1 + ui.workhours_bar_slider_size / 2,
                             ui.rating_y - ui.rating_ui_height + ui.workhours_bar_y,
                             2,
                             5,
                             textcol)
            ui_bgl.draw_text(str(v),
                             ui.rating_x + ui.workhours_bar_x + int(
                                 x * ui.workhours_bar_x_max),
                             ui.rating_y - ui.rating_ui_height + ui.workhours_bar_y - 30,
                             font_size)
        if work_hours > 0.2 and quality > 0.2:
            text = 'Thanks for rating asset %s' % asset_data['name']
        else:
            text = 'Rate asset %s.' % asset_data['name']
        ui_bgl.draw_text(text,
                         ui.rating_x,
                         ui.rating_y - ui.margin - font_size,
                         font_size)


def draw_tooltip(x, y, text, img):
    region = bpy.context.region
    scale = bpy.context.preferences.view.ui_scale
    t = time.time()

    ttipmargin = 10

    font_height = int(12 * scale)
    line_height = int(15 * scale)
    nameline_height = int(23 * scale)

    lines = text.split('\n')
    ncolumns = 2
    nlines = math.ceil((len(lines) - 1) / ncolumns)
    texth = line_height * nlines + nameline_height

    isizex = int(512 * scale * img.size[0] / max(img.size[0], img.size[1]))
    isizey = int(512 * scale * img.size[1] / max(img.size[0], img.size[1]))

    estimated_height = texth + 3 * ttipmargin + isizey

    if estimated_height > y:
        scaledown = y / (estimated_height)
        scale *= scaledown
        # we need to scale these down to have correct size if the tooltip wouldn't fit.
        font_height = int(12 * scale)
        line_height = int(15 * scale)
        nameline_height = int(23 * scale)

        lines = text.split('\n')
        ncolumns = 2
        nlines = math.ceil((len(lines) - 1) / ncolumns)
        texth = line_height * nlines + nameline_height

        isizex = int(512 * scale * img.size[0] / max(img.size[0], img.size[1]))
        isizey = int(512 * scale * img.size[1] / max(img.size[0], img.size[1]))

    name_height = int(18 * scale)

    x += 2 * ttipmargin
    y -= 2 * ttipmargin

    width = isizex + 2 * ttipmargin
    x = min(x + width, region.width) - width

    bgcol = bpy.context.preferences.themes[0].user_interface.wcol_tooltip.inner
    textcol = bpy.context.preferences.themes[0].user_interface.wcol_tooltip.text
    textcol = (textcol[0], textcol[1], textcol[2], 1)
    textcol1 = (textcol[0] * .8, textcol[1] * .8, textcol[2] * .8, 1)
    white = (1, 1, 1, .1)

    ui_bgl.draw_rect(x - ttipmargin,
                     y - texth - 2 * ttipmargin - isizey,
                     isizex + ttipmargin * 2,
                     texth + 3 * ttipmargin + isizey,
                     bgcol)

    i = 0
    column_break = -1  # start minus one for the name
    xtext = x
    fsize = name_height
    tcol = textcol
    for l in lines:
        if column_break >= nlines:
            xtext += int(isizex / ncolumns)
            column_break = 0
        ytext = y - column_break * line_height - nameline_height - ttipmargin
        if i == 0:
            ytext = y - name_height + 5
        elif i == len(lines) - 1:
            ytext = y - (nlines - 1) * line_height - nameline_height - ttipmargin
            tcol = textcol
            tsize = font_height
        else:
            if l[:5] == 'tags:':
                tcol = textcol1
            fsize = font_height
        i += 1
        column_break += 1
        ui_bgl.draw_text(l, xtext, ytext, fsize, tcol)
    t = time.time()
    ui_bgl.draw_image(x, y - texth - isizey - ttipmargin, isizex, isizey, img, 1)


def draw_callback_2d(self, context):
    a = context.area
    try:
        # self.area might throw error just by itself.
        a1 = self.area
        go = True
    except:
        # bpy.types.SpaceView3D.draw_handler_remove(self._handle_2d, 'WINDOW')
        # bpy.types.SpaceView3D.draw_handler_remove(self._handle_3d, 'WINDOW')
        go = False
    if go and a == a1:
        props = context.scene.blenderkitUI
        if props.down_up == 'SEARCH':
            draw_ratings_bgl()
            draw_callback_2d_search(self, context)
        elif props.down_up == 'UPLOAD':
            draw_callback_2d_upload_preview(self, context)


def draw_downloader(x, y, percent=0, img=None):
    if img is not None:
        ui_bgl.draw_image(x, y, 50, 50, img, .5)
    ui_bgl.draw_rect(x, y, 50, int(0.5 * percent), (.2, 1, .2, .3))
    ui_bgl.draw_rect(x - 3, y - 3, 6, 6, (1, 0, 0, .3))


def draw_progress(x, y, text='', percent=None, color=(.2, 1, .2, .3)):
    ui_bgl.draw_rect(x, y, percent, 5, color)
    ui_bgl.draw_text(text, x, y + 8, 10, color)


def draw_callback_3d_progress(self, context):
    # 'star trek' mode gets here, blocked by now ;)
    for threaddata in download.download_threads:
        asset_data = threaddata[1]
        tcom = threaddata[2]
        if tcom.passargs.get('downloaders'):
            for d in tcom.passargs['downloaders']:
                if asset_data['asset_type'] == 'model':
                    draw_bbox(d['location'], d['rotation'], asset_data['bbox_min'], asset_data['bbox_max'],
                              progress=tcom.progress)


def draw_callback_2d_progress(self, context):
    green = (.2, 1, .2, .3)
    offset = 0
    row_height = 35

    ui = bpy.context.scene.blenderkitUI

    x = ui.reports_x
    y = ui.reports_y
    index = 0
    for threaddata in download.download_threads:
        asset_data = threaddata[1]
        tcom = threaddata[2]
        if tcom.passargs.get('downloaders'):
            for d in tcom.passargs['downloaders']:
                directory = paths.get_temp_dir('%s_search' % asset_data['asset_type'])
                tpath = os.path.join(directory, asset_data['thumbnail_small'])
                img = utils.get_hidden_image(tpath, 'rating_preview')
                loc = view3d_utils.location_3d_to_region_2d(bpy.context.region, bpy.context.space_data.region_3d,
                                                            d['location'])
                if asset_data['asset_type'] == 'model':
                    # models now draw with star trek mode, no need to draw percent for the image.
                    draw_downloader(loc[0], loc[1], percent=tcom.progress, img=img)
                else:
                    draw_downloader(loc[0], loc[1], percent=tcom.progress, img=img)


        else:
            draw_progress(x, y - index * 30, text='downloading %s' % asset_data['name'],
                          percent=tcom.progress)
            index += 1
    for process in bg_blender.bg_processes:
        tcom = process[1]
        draw_progress(x, y - index * 30, '%s' % tcom.lasttext,
                      tcom.progress)
        index += 1


def draw_callback_2d_upload_preview(self, context):
    ui_props = context.scene.blenderkitUI

    props = utils.get_upload_props()
    if props != None and ui_props.draw_tooltip:
        if ui_props.asset_type != 'BRUSH':
            ui_props.thumbnail_image = props.thumbnail
        else:
            b = utils.get_active_brush()
            ui_props.thumbnail_image = b.icon_filepath

        img = utils.get_hidden_image(ui_props.thumbnail_image, 'upload_preview')

        draw_tooltip(ui_props.bar_x, ui_props.bar_y, ui_props.tooltip, img)


def draw_callback_2d_search(self, context):
    s = bpy.context.scene
    ui_props = context.scene.blenderkitUI
    user_preferences = bpy.context.preferences.addons['blenderkit'].preferences

    r = self.region
    # hc = bpy.context.preferences.themes[0].view_3d.space.header
    # hc = bpy.context.preferences.themes[0].user_interface.wcol_menu_back.inner
    # hc = (hc[0], hc[1], hc[2], .2)
    hc = (1, 1, 1, .07)
    # grey1 = (hc.r * .55, hc.g * .55, hc.b * .55, 1)
    grey2 = (hc[0] * .8, hc[1] * .8, hc[2] * .8, .5)
    # grey1 = (hc.r, hc.g, hc.b, 1)
    white = (1, 1, 1, 0.2)
    green = (.2, 1, .2, .7)
    highlight = bpy.context.preferences.themes[0].user_interface.wcol_menu_item.inner_sel
    highlight = (1, 1, 1, .2)
    # highlight = (1, 1, 1, 0.8)
    # background of asset bar
    if not ui_props.dragging:
        search_results = s.get('search results')
        if search_results == None:
            return
        h_draw = min(ui_props.hcount, math.ceil(len(search_results) / ui_props.wcount))

        if ui_props.wcount > len(search_results):
            bar_width = len(search_results) * (ui_props.thumb_size + ui_props.margin) + ui_props.margin
        else:
            bar_width = ui_props.bar_width
        row_height = ui_props.thumb_size + ui_props.margin
        ui_bgl.draw_rect(ui_props.bar_x, ui_props.bar_y - ui_props.bar_height, bar_width,
                         ui_props.bar_height, hc)

        if search_results is not None:
            if ui_props.scrolloffset > 0 or ui_props.wcount * ui_props.hcount < len(search_results):
                ui_props.drawoffset = 35
            else:
                ui_props.drawoffset = 0

            if ui_props.wcount * ui_props.hcount < len(search_results):
                # arrows
                arrow_y = ui_props.bar_y - int((ui_props.bar_height + ui_props.thumb_size) / 2) + ui_props.margin
                if ui_props.scrolloffset > 0:

                    if ui_props.active_index == -2:
                        ui_bgl.draw_rect(ui_props.bar_x, ui_props.bar_y - ui_props.bar_height, 25,
                                         ui_props.bar_height, highlight)
                    img = utils.get_thumbnail('arrow_left.png')
                    ui_bgl.draw_image(ui_props.bar_x, arrow_y, 25,
                                      ui_props.thumb_size,
                                      img,
                                      1)
                if len(search_results) - ui_props.scrolloffset > (ui_props.wcount * ui_props.hcount):
                    if ui_props.active_index == -1:
                        ui_bgl.draw_rect(ui_props.bar_x + ui_props.bar_width - 25,
                                         ui_props.bar_y - ui_props.bar_height, 25,
                                         ui_props.bar_height,
                                         highlight)
                    img1 = utils.get_thumbnail('arrow_right.png')
                    ui_bgl.draw_image(ui_props.bar_x + ui_props.bar_width - 25,
                                      arrow_y, 25,
                                      ui_props.thumb_size, img1, 1)

            for b in range(0, h_draw):
                w_draw = min(ui_props.wcount, len(search_results) - b * ui_props.wcount - ui_props.scrolloffset)
                y = ui_props.bar_y - (b + 1) * (row_height)
                for a in range(0, w_draw):
                    x = ui_props.bar_x + a * (
                            ui_props.margin + ui_props.thumb_size) + ui_props.margin + ui_props.drawoffset

                    #
                    index = a + ui_props.scrolloffset + b * ui_props.wcount
                    iname = utils.previmg_name(index)
                    img = bpy.data.images.get(iname)

                    w = int(ui_props.thumb_size * img.size[0] / max(img.size[0], img.size[1]))
                    h = int(ui_props.thumb_size * img.size[1] / max(img.size[0], img.size[1]))
                    crop = (0, 0, 1, 1)
                    if img.size[0] > img.size[1]:
                        offset = (1 - img.size[1] / img.size[0]) / 2
                        crop = (offset, 0, 1 - offset, 1)
                    if img is not None:
                        ui_bgl.draw_image(x, y, w, w, img, 1,
                                          crop=crop)
                        if index == ui_props.active_index:
                            ui_bgl.draw_rect(x - ui_props.highlight_margin, y - ui_props.highlight_margin,
                                             w + 2 * ui_props.highlight_margin, w + 2 * ui_props.highlight_margin,
                                             highlight)
                        # if index == ui_props.active_index:
                        #     ui_bgl.draw_rect(x - highlight_margin, y - highlight_margin,
                        #               w + 2*highlight_margin, h + 2*highlight_margin , highlight)

                    else:
                        ui_bgl.draw_rect(x, y, w, h, white)

                    result = search_results[index]
                    if result['downloaded'] > 0:
                        ui_bgl.draw_rect(x, y - 2, int(w * result['downloaded'] / 100.0), 2, green)
                    # object type icons - just a test..., adds clutter/ not so userfull:
                    # icons = ('type_finished.png', 'type_template.png', 'type_particle_system.png')

                    if not result.get('can_download', True) == True or user_preferences.api_key == '':
                        img = utils.get_thumbnail('locked.png')
                        ui_bgl.draw_image(x + 2, y + 2, 24, 24, img, 1)

                    v_icon = verification_icons[result.get('verification_status', 'validated')]
                    if v_icon is not None:
                        img = utils.get_thumbnail(v_icon)
                        ui_bgl.draw_image(x + ui_props.thumb_size - 26, y + 2, 24, 24, img, 1)

            if user_preferences.api_key == '':
                report = 'Please register on BlenderKit website to use the free content.'
                ui_bgl.draw_text(report, ui_props.bar_x + ui_props.margin,
                                 ui_props.bar_y - 25 - ui_props.margin - ui_props.bar_height, 15)
            elif len(search_results) == 0:
                report = 'BlenderKit - No matching results found.'
                ui_bgl.draw_text(report, ui_props.bar_x + ui_props.margin,
                                 ui_props.bar_y - 25 - ui_props.margin, 15)
        s = bpy.context.scene
        props = utils.get_search_props()
        if props.report != '' and props.is_searching or props.search_error:
            ui_bgl.draw_text(props.report, ui_props.bar_x,
                             ui_props.bar_y - 15 - ui_props.margin - ui_props.bar_height, 15)

        props = s.blenderkitUI
        if props.draw_tooltip:
            # TODO move this lazy loading into a function and don't duplicate through the code
            iname = utils.previmg_name(ui_props.active_index, fullsize=True)

            directory = paths.get_temp_dir('%s_search' % mappingdict[props.asset_type])
            sr = s.get('search results')
            if sr != None and ui_props.active_index != -3:
                r = sr[ui_props.active_index]
                tpath = os.path.join(directory, r['thumbnail'])

                img = bpy.data.images.get(iname)
                if img == None or img.filepath != tpath:
                    if os.path.exists(tpath):  # sometimes we are unlucky...

                        if img is None:
                            img = bpy.data.images.load(tpath)
                            img.name = iname
                        else:
                            if img.filepath != tpath:
                                # todo replace imgs reloads with a method that forces unpack for thumbs.
                                if img.packed_file is not None:
                                    img.unpack(method='USE_ORIGINAL')
                                img.filepath = tpath
                                img.reload()
                                img.name = iname
                    else:
                        iname = utils.previmg_name(ui_props.active_index)
                        img = bpy.data.images.get(iname)

                draw_tooltip(ui_props.mouse_x, ui_props.mouse_y, ui_props.tooltip, img)

    if ui_props.dragging and (
            ui_props.draw_drag_image or ui_props.draw_snapped_bounds) and ui_props.active_index > -1:
        iname = utils.previmg_name(ui_props.active_index)
        img = bpy.data.images.get(iname)
        linelength = 35
        ui_bgl.draw_image(ui_props.mouse_x + linelength, ui_props.mouse_y - linelength - ui_props.thumb_size,
                          ui_props.thumb_size, ui_props.thumb_size, img, 1)
        ui_bgl.draw_line2d(ui_props.mouse_x, ui_props.mouse_y, ui_props.mouse_x + linelength,
                           ui_props.mouse_y - linelength, 2, white)


def draw_callback_3d(self, context):
    ''' Draw snapped bbox while dragging and in the future other blenderkit related stuff. '''
    ui = context.scene.blenderkitUI

    if ui.dragging and ui.asset_type == 'MODEL':
        if ui.draw_snapped_bounds:
            draw_bbox(ui.snapped_location, ui.snapped_rotation, ui.snapped_bbox_min, ui.snapped_bbox_max)


def mouse_raycast(context, mx, my):
    r = context.region
    rv3d = context.region_data
    coord = mx, my

    # get the ray from the viewport and mouse
    view_vector = view3d_utils.region_2d_to_vector_3d(r, rv3d, coord)
    ray_origin = view3d_utils.region_2d_to_origin_3d(r, rv3d, coord)
    ray_target = ray_origin + (view_vector * 1000000000)

    vec = ray_target - ray_origin

    has_hit, snapped_location, snapped_normal, face_index, object, matrix = bpy.context.scene.ray_cast(
        bpy.context.view_layer, ray_origin, vec)

    # rote = mathutils.Euler((0, 0, math.pi))
    randoffset = math.pi
    if has_hit:
        snapped_rotation = snapped_normal.to_track_quat('Z', 'Y').to_euler()
        up = Vector((0, 0, 1))
        props = bpy.context.scene.blenderkit_models
        if props.randomize_rotation and snapped_normal.angle(up) < math.radians(10.0):
            randoffset = props.offset_rotation_amount + math.pi + (
                    random.random() - 0.5) * props.randomize_rotation_amount
        else:
            randoffset = props.offset_rotation_amount  # we don't rotate this way on walls and ceilings. + math.pi
        # snapped_rotation.z += math.pi + (random.random() - 0.5) * .2

    else:
        snapped_rotation = mathutils.Quaternion((0, 0, 0, 0)).to_euler()

    snapped_rotation.rotate_axis('Z', randoffset)

    return has_hit, snapped_location, snapped_normal, snapped_rotation, face_index, object, matrix


def floor_raycast(context, mx, my):
    r = context.region
    rv3d = context.region_data
    coord = mx, my

    # get the ray from the viewport and mouse
    view_vector = view3d_utils.region_2d_to_vector_3d(r, rv3d, coord)
    ray_origin = view3d_utils.region_2d_to_origin_3d(r, rv3d, coord)
    ray_target = ray_origin + (view_vector * 1000)

    # various intersection plane normals are needed for corner cases that might actually happen quite often - in front and side view.
    # default plane normal is scene floor.
    plane_normal = (0, 0, 1)
    if math.isclose(view_vector.x, 0, abs_tol=1e-4) and math.isclose(view_vector.z, 0, abs_tol=1e-4):
        plane_normal = (0, 1, 0)
    elif math.isclose(view_vector.z, 0, abs_tol=1e-4):
        plane_normal = (1, 0, 0)

    snapped_location = mathutils.geometry.intersect_line_plane(ray_origin, ray_target, (0, 0, 0), plane_normal,
                                                               False)
    if snapped_location != None:
        has_hit = True
        snapped_normal = Vector((0, 0, 1))
        face_index = None
        object = None
        matrix = None
        snapped_rotation = snapped_normal.to_track_quat('Z', 'Y').to_euler()
        props = bpy.context.scene.blenderkit_models
        if props.randomize_rotation:
            randoffset = props.offset_rotation_amount + math.pi + (
                    random.random() - 0.5) * props.randomize_rotation_amount
        else:
            randoffset = props.offset_rotation_amount + math.pi
        snapped_rotation.rotate_axis('Z', randoffset)

    return has_hit, snapped_location, snapped_normal, snapped_rotation, face_index, object, matrix


def is_rating_possible():
    ao = bpy.context.active_object
    ui = bpy.context.scene.blenderkitUI
    if bpy.context.scene.get('assets rated') is not None and ui.down_up == 'SEARCH':
        if bpy.context.mode in ('SCULPT', 'PAINT_TEXTURE'):
            b = utils.get_active_brush()
            ad = b.get('asset_data')
            if ad is not None:
                rated = bpy.context.scene['assets rated'].get(ad['asset_base_id'])
                return True, rated, b, ad
        if ao is not None:
            # TODO ADD BRUSHES HERE
            ad = ao.get('asset_data')
            if ad is not None:
                rated = bpy.context.scene['assets rated'].get(ad['asset_base_id'])
                # originally hidden for allready rated assets
                return True, rated, ao, ad

            # check also materials
            m = ao.active_material
            if m is not None:
                ad = m.get('asset_data')
                if ad is not None:
                    rated = bpy.context.scene['assets rated'].get(ad['asset_base_id'])
                    return True, rated, m, ad

        # if t>2 and t<2.5:
        #     ui_props.rating_on = False

    return False, False, None, None


def interact_rating(r, mx, my, event):
    ui = bpy.context.scene.blenderkitUI
    rating_possible, rated, asset, asset_data = is_rating_possible()

    if rating_possible:
        bkit_ratings = asset.bkit_ratings

        t = time.time() - ui.last_rating_time
        # if t>2:
        #     if rated:
        #         ui_props.rating_button_on = True
        #         ui_props.rating_menu_on = False
        if ui.rating_button_on and event.type == 'LEFTMOUSE' and event.value == 'RELEASE':
            if mouse_in_area(mx, my,
                             ui.rating_x,
                             ui.rating_y - ui.rating_button_width,
                             ui.rating_button_width * 2,
                             ui.rating_button_width):
                ui.rating_menu_on = True
                ui.rating_button_on = False
                return True
        if ui.rating_menu_on:
            if mouse_in_area(mx, my,
                             ui.rating_x,
                             ui.rating_y - ui.rating_ui_height,
                             ui.rating_ui_width,
                             ui.rating_ui_height + 25):
                rmx = mx - (ui.rating_x)
                rmy = my - (ui.rating_y - ui.rating_ui_height)

                # quality
                upload_rating = False
                if (ui.quality_stars_x < rmx and rmx < ui.quality_stars_x + 10 * ui.star_size and \
                    ui.quality_stars_y < rmy and rmy < ui.quality_stars_y + ui.star_size and event.type == 'LEFTMOUSE' and event.value == 'PRESS') or \
                        ui.dragging_rating_quality:

                    if event.type == 'LEFTMOUSE':
                        if event.value == 'PRESS':
                            ui.dragging_rating = True
                            ui.dragging_rating_quality = True
                        elif event.value == 'RELEASE':
                            ui.dragging_rating = False
                            ui.dragging_rating_quality = False

                    if ui.dragging_rating_quality:
                        q = math.ceil((rmx - ui.quality_stars_x) / (float(ui.star_size)))
                        bkit_ratings.rating_quality = q

                # work hours
                if (
                        ui.workhours_bar_x < rmx and rmx < ui.workhours_bar_x + ui.workhours_bar_x_max + ui.workhours_bar_slider_size and \
                        ui.workhours_bar_y < rmy and rmy < ui.workhours_bar_y + ui.workhours_bar_slider_size and event.type == 'LEFTMOUSE' and event.value == 'PRESS') \
                        or (ui.dragging_rating_work_hours):
                    if event.value == 'PRESS':
                        ui.dragging_rating = True
                        ui.dragging_rating_work_hours = True
                    elif event.value == 'RELEASE':
                        ui.dragging_rating = False
                        ui.dragging_rating_work_hours = False
                    if ui.dragging_rating_work_hours:
                        xv = rmx - ui.workhours_bar_x - ui.workhours_bar_slider_size / 2
                        ratio = xv / ui.workhours_bar_x_max
                        if asset_data['asset_type'] == 'model':
                            wh_log2 = ratio * 9 - 1
                            wh = 2 ** wh_log2
                        else:
                            wh = 5 * ratio
                        bkit_ratings.rating_work_hours = wh

                if event.type == 'LEFTMOUSE' and event.value == 'RELEASE':
                    if bkit_ratings.rating_quality > 0.1 or bkit_ratings.rating_work_hours > 0.1:
                        ratings.upload_rating(asset)
                    ui.last_rating_time = time.time()
                return True
            else:
                ui.rating_button_on = True
                ui.rating_menu_on = False
    return False


def mouse_in_area(mx, my, x, y, w, h):
    if x < mx < x + w and y < my < y + h:
        return True
    else:
        return False


def mouse_in_asset_bar(mx, my):
    ui_props = bpy.context.scene.blenderkitUI
    if ui_props.bar_y - ui_props.bar_height < my < ui_props.bar_y \
            and mx > ui_props.bar_x and mx < ui_props.bar_x + ui_props.bar_width:
        return True
    else:
        return False


def mouse_in_region(r, mx, my):
    if 0 < my < r.height and 0 < mx < r.width:
        return True
    else:
        return False


def update_ui_size(area, region):
    ui = bpy.context.scene.blenderkitUI
    user_preferences = bpy.context.preferences.addons['blenderkit'].preferences
    ui_scale = bpy.context.preferences.view.ui_scale

    ui.margin = ui.bl_rna.properties['margin'].default * ui_scale
    ui.thumb_size = ui.bl_rna.properties['thumb_size'].default * ui_scale

    reg_multiplier = 1
    if not bpy.context.preferences.system.use_region_overlap:
        reg_multiplier = 0

    for r in area.regions:
        if r.type == 'TOOLS':
            ui.bar_x = r.width * reg_multiplier + ui.margin + ui.bar_x_offset * ui_scale
        elif r.type == 'UI':
            ui.bar_end = r.width * reg_multiplier + 100 * ui_scale

    ui.bar_width = region.width - ui.bar_x - ui.bar_end
    ui.wcount = math.floor(
        (ui.bar_width - 2 * ui.drawoffset) / (ui.thumb_size + ui.margin))

    search_results = bpy.context.scene.get('search results')
    if search_results != None:
        ui.hcount = min(user_preferences.max_assetbar_rows, math.ceil(len(search_results) / ui.wcount))
    else:
        ui.hcount = 1
    ui.bar_height = (ui.thumb_size + ui.margin) * ui.hcount + ui.margin
    ui.bar_y = region.height - ui.bar_y_offset * ui_scale
    if ui.down_up == 'UPLOAD':
        ui.reports_y = ui.bar_y + 800
        ui.reports_x = ui.bar_x
    else:
        ui.reports_y = ui.bar_y + ui.bar_height
        ui.reports_x = ui.bar_x

    ui.rating_x = ui.bar_x
    ui.rating_y = ui.bar_y - ui.bar_height


class AssetBarOperator(bpy.types.Operator):
    '''runs search and displays the asset bar at the same time'''
    bl_idname = "view3d.blenderkit_asset_bar"
    bl_label = "BlenderKit Asset Bar UI"
    bl_options = {'REGISTER', 'UNDO'}

    do_search: BoolProperty(name="Run Search", description='', default=True, options={'SKIP_SAVE'})
    keep_running: BoolProperty(name="Keep Running", description='', default=True, options={'SKIP_SAVE'})
    free_only: BoolProperty(name="Free Only", description='', default=False, options={'SKIP_SAVE'})

    category: StringProperty(
        name="Category",
        description="search only subtree of this category",
        default="", options={'SKIP_SAVE'})

    def search_more(self):
        sro = bpy.context.scene.get('search results orig', {})
        if sro.get('next') != None:
            search.search(get_next=True)

    def exit_modal(self):
        try:
            bpy.types.SpaceView3D.draw_handler_remove(self._handle_2d, 'WINDOW')
            bpy.types.SpaceView3D.draw_handler_remove(self._handle_3d, 'WINDOW')
        except:
            pass;
        ui_props = bpy.context.scene.blenderkitUI

        ui_props.dragging = False
        ui_props.tooltip = ''
        ui_props.active_index = -3
        ui_props.draw_drag_image = False
        ui_props.draw_snapped_bounds = False
        ui_props.has_hit = False
        ui_props.assetbar_on = False

    def modal(self, context, event):
        # This is for case of closing the area or changing type:
        ui_props = context.scene.blenderkitUI
        user_preferences = bpy.context.preferences.addons['blenderkit'].preferences

        areas = []

        for w in context.window_manager.windows:
            areas.extend(w.screen.areas)
        if bpy.context.scene != self.scene:
            self.exit_modal()
            ui_props.assetbar_on = False
            return {'CANCELLED'}

        if self.area not in areas or self.area.type != 'VIEW_3D':
            print('search areas')
            # stopping here model by now - because of:
            #   switching layouts or maximizing area now fails to assign new area throwing the bug
            #   internal error: modal gizmo-map handler has invalid area
            self.exit_modal()
            ui_props.assetbar_on = False
            return {'CANCELLED'}

            newarea = None
            for a in context.window.screen.areas:
                if a.type == 'VIEW_3D':
                    self.area = a
                    for r in a.regions:
                        if r.type == 'WINDOW':
                            self.region = r
                    newarea = a
                    break;
                    # context.area = a

            # we check again and quit if things weren't fixed this way.
            if newarea == None:
                self.exit_modal()
                ui_props.assetbar_on = False
                return {'CANCELLED'}

        update_ui_size(self.area, self.region)

        search.timer_update()
        download.timer_update()
        bg_blender.bg_update()

        if context.region != self.region:
            return {'PASS_THROUGH'}

        # this was here to check if sculpt stroke is running, but obviously that didn't help,
        #  since the RELEASE event is cought by operator and thus there is no way to detect a stroke has ended...
        if bpy.context.mode in ('SCULPT', 'PAINT_TEXTURE'):
            if event.type == 'MOUSEMOVE':  # ASSUME THAT SCULPT OPERATOR ACTUALLY STEALS THESE EVENTS,
                # SO WHEN THERE ARE SOME WE CAN APPEND BRUSH...
                bpy.context.window_manager['appendable'] = True
            if event.type == 'LEFTMOUSE':
                if event.value == 'PRESS':
                    bpy.context.window_manager['appendable'] = False

        self.area.tag_redraw()
        s = context.scene

        if ui_props.turn_off:
            ui_props.assetbar_on = False
            ui_props.turn_off = False
            self.exit_modal()
            ui_props.draw_tooltip = False
            return {'CANCELLED'}

        if ui_props.down_up == 'UPLOAD':

            ui_props.mouse_x = 0
            ui_props.mouse_y = self.region.height

            mx = event.mouse_x
            my = event.mouse_y

            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':
                    export_data, upload_data, eval_path_computing, eval_path_state, eval_path, props = upload.get_upload_data(
                        self,
                        context,
                        ui_props.asset_type)
                    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 = s.get('search results')

        # 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.scrolloffset += 1

            if event.type == 'WHEELUPMOUSE' and ui_props.scrolloffset > 0:
                ui_props.scrolloffset -= 1
            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.active_index = -3
                ui_props.draw_tooltip = False
                bpy.context.window.cursor_set("DEFAULT")
                return {'PASS_THROUGH'}

            sr = bpy.context.scene['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']
                else:
                    ui_props.draw_tooltip = False

                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.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 not mouse_in_asset_bar(mx, my) 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 == '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:
                if ui_props.asset_type == 'MODEL' or ui_props.asset_type == 'MATERIAL':
                    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:
                            print('select fun')
                            return {'RUNNING_MODAL'}

                        else:
                            # first, test if object can have material applied.
                            if object is not None and not object.is_library_indirect:
                                target_object = object.name
                                # create final mesh to extract correct material slot
                                temp_mesh = object.to_mesh(depsgraph=bpy.context.depsgraph, apply_modifiers=True,
                                                           calc_undeformed=False)
                                target_slot = temp_mesh.polygons[face_index].material_index
                            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
                        else:
                            target_object = ''
                            target_slot = ''
                # FIRST START SEARCH

                if asset_search_index == -3:
                    return {'RUNNING_MODAL'}
                if asset_search_index > -3:
                    if ui_props.asset_type == 'MATERIAL':
                        if target_object != '':
                            # position is for downloader:
                            loc = ui_props.snapped_location
                            rotation = (0, 0, 0)

                            asset_data = sr[asset_search_index]
                            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

                        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 == 'X' and ui_props.active_index != -3:
            sr = bpy.context.scene['search results']
            asset_data = sr[ui_props.active_index]
            print(asset_data['name'])
            print('delete')
            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

        if self.do_search:
            # 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, free_only=self.free_only)

        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 allready 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

        sr = bpy.context.scene.get('search results')
        if sr is None:
            bpy.context.scene['search results'] = []

        if context.area.type == 'VIEW_3D':
            # the arguments we pass the the callback
            args = (self, context)
            self.area = context.area
            self.scene = bpy.context.scene

            for r in self.area.regions:
                if r.type == 'WINDOW':
                    self.region = r

            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'}
        else:

            self.report({'WARNING'}, "View3D not found, cannot run operator")
            return {'CANCELLED'}

    def execute(self, context):
        return {'RUNNING_MODAL'}


classess = (
    AssetBarOperator,

)

# store keymaps here to access after registration
addon_keymaps = []


def register_ui():
    for c in classess:
        bpy.utils.register_class(c)

    args = (None, bpy.context)
    bpy.types.SpaceView3D.draw_handler_add(draw_callback_2d_progress, args, 'WINDOW', 'POST_PIXEL')
    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')
    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_keymaps.append(km)


def unregister_ui():
    for c in classess:
        bpy.utils.unregister_class(c)

    args = (None, bpy.context)

    try:
        bpy.types.SpaceView3D.draw_handler_remove(draw_callback_2d_progress, args, 'WINDOW', 'POST_PIXEL')
        bpy.types.SpaceView3D.draw_handler_remove(draw_callback_3d_progress, args, 'WINDOW', 'POST_VIEW')
    except:
        print('handlers allready removed')
    wm = bpy.context.window_manager
    if not wm.keyconfigs.addon:
        return

    for km in addon_keymaps:
        wm.keyconfigs.addon.keymaps.remove(km)
    del addon_keymaps[:]