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import bpy
from bpy.types import Operator
from blenderkit.bl_ui_widgets.bl_ui_label import *
from blenderkit.bl_ui_widgets.bl_ui_button import *
# from blenderkit.bl_ui_widgets.bl_ui_checkbox import *
# from blenderkit.bl_ui_widgets.bl_ui_slider import *
# from blenderkit.bl_ui_widgets.bl_ui_up_down import *
from blenderkit.bl_ui_widgets.bl_ui_drag_panel import *
from blenderkit.bl_ui_widgets.bl_ui_draw_op import *
# from blenderkit.bl_ui_widgets.bl_ui_textbox import *
import random
import math
import blenderkit
from blenderkit import ui, paths, utils, search
from bpy.props import (
IntProperty,
BoolProperty,
StringProperty
)
def draw_callback_tooltip(self, context):
if self.draw_tooltip:
wm = bpy.context.window_manager
sr = wm.get('search results')
r = sr[self.active_index]
ui.draw_tooltip_with_author(r, 0, 500)
def get_area_height(self):
if type(self.context)!= dict:
self.context = self.context.copy()
# print(self.context)
if self.context.get('area') is not None:
return self.context['area'].height
# else:
# maxw, maxa, region = utils.get_largest_area()
# if maxa:
# self.context['area'] = maxa
# self.context['window'] = maxw
# self.context['region'] = region
# self.update(self.x,self.y)
#
# return self.context['area'].height
# print('no area found')
return 100
BL_UI_Widget.get_area_height = get_area_height
def asset_bar_modal(self, context, event):
ui_props = bpy.context.scene.blenderkitUI
if ui_props.turn_off:
ui_props.turn_off = False
self.finish()
if self._finished:
return {'FINISHED'}
if context.area:
context.area.tag_redraw()
else:
self.finish()
return {'FINISHED'}
if self.handle_widget_events(event):
return {'RUNNING_MODAL'}
if event.type in {"ESC"}:
self.finish()
if event.type == 'WHEELUPMOUSE':
self.scroll_offset -= 5
self.scroll_update()
return {'RUNNING_MODAL'}
elif event.type == 'WHEELDOWNMOUSE':
self.scroll_offset += 5
self.scroll_update()
return {'RUNNING_MODAL'}
if self.check_ui_resized(context):
self.update_ui_size(context)
self.update_layout(context)
return {"PASS_THROUGH"}
def asset_bar_invoke(self, context, event):
if not self.on_invoke(context, event):
return {"CANCELLED"}
args = (self, context)
self.register_handlers(args, context)
context.window_manager.modal_handler_add(self)
return {"RUNNING_MODAL"}
BL_UI_OT_draw_operator.modal = asset_bar_modal
BL_UI_OT_draw_operator.invoke = asset_bar_invoke
def set_mouse_down_right(self, mouse_down_right_func):
self.mouse_down_right_func = mouse_down_right_func
def mouse_down_right(self, x, y):
if self.is_in_rect(x, y):
self.__state = 1
try:
self.mouse_down_right_func(self)
except Exception as e:
print(e)
return True
return False
# def handle_event(self, event):
# x = event.mouse_region_x
# y = event.mouse_region_y
#
# if (event.type == 'LEFTMOUSE'):
# if (event.value == 'PRESS'):
# self._mouse_down = True
# return self.mouse_down(x, y)
# else:
# self._mouse_down = False
# self.mouse_up(x, y)
#
# elif (event.type == 'RIGHTMOUSE'):
# if (event.value == 'PRESS'):
# self._mouse_down_right = True
# return self.mouse_down_right(x, y)
# else:
# self._mouse_down_right = False
# self.mouse_up(x, y)
#
# elif (event.type == 'MOUSEMOVE'):
# self.mouse_move(x, y)
#
# inrect = self.is_in_rect(x, y)
#
# # we enter the rect
# if not self.__inrect and inrect:
# self.__inrect = True
# self.mouse_enter(event, x, y)
#
# # we are leaving the rect
# elif self.__inrect and not inrect:
# self.__inrect = False
# self.mouse_exit(event, x, y)
#
# return False
#
# elif event.value == 'PRESS' and (event.ascii != '' or event.type in self.get_input_keys()):
# return self.text_input(event)
#
# return False
BL_UI_Button.mouse_down_right = mouse_down_right
BL_UI_Button.set_mouse_down_right = set_mouse_down_right
# BL_UI_Button.handle_event = handle_event
class BlenderKitAssetBarOperator(BL_UI_OT_draw_operator):
bl_idname = "view3d.blenderkit_asset_bar_widget"
bl_label = "BlenderKit asset bar refresh"
bl_description = "BlenderKit asset bar refresh"
bl_options = {'REGISTER'}
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 new_text(self, text, x, y, width=100, height=15, text_size=None):
label = BL_UI_Label(x, y, width, height)
label.text = text
if text_size is None:
text_size = 14
label.text_size = text_size
label.text_color = self.text_color
return label
def init_tooltip(self):
self.tooltip_widgets = []
tooltip_size = 500
total_size = tooltip_size + 2 * self.assetbar_margin
self.tooltip_panel = BL_UI_Drag_Panel(0, 0, total_size, total_size)
self.tooltip_panel.bg_color = (0.0, 0.0, 0.0, 0.5)
self.tooltip_panel.visible = False
tooltip_image = BL_UI_Button(self.assetbar_margin, self.assetbar_margin, 1, 1)
tooltip_image.text = ""
img_path = paths.get_addon_thumbnail_path('thumbnail_notready.jpg')
tooltip_image.set_image(img_path)
tooltip_image.set_image_size((tooltip_size, tooltip_size))
tooltip_image.set_image_position((0, 0))
self.tooltip_image = tooltip_image
self.tooltip_widgets.append(tooltip_image)
bottom_panel_fraction = 0.1
labels_start = total_size * (1 - bottom_panel_fraction) - self.margin
dark_panel = BL_UI_Widget(0, labels_start, total_size, total_size * bottom_panel_fraction)
dark_panel.bg_color = (0.0, 0.0, 0.0, 0.7)
self.tooltip_widgets.append(dark_panel)
name_label = self.new_text('', self.assetbar_margin*2, labels_start, text_size=16)
self.asset_name = name_label
self.tooltip_widgets.append(name_label)
offset_y = 16 + self.margin
# label = self.new_text('Left click or drag to append/link. Right click for more options.', self.assetbar_margin*2, labels_start + offset_y,
# text_size=14)
# self.tooltip_widgets.append(label)
self.hide_tooltip()
def hide_tooltip(self):
self.tooltip_panel.visible = False
for w in self.tooltip_widgets:
w.visible = False
def show_tooltip(self):
self.tooltip_panel.visible = True
for w in self.tooltip_widgets:
w.visible = True
def check_ui_resized(self,context):
region = context.region
area = context.area
ui_props = bpy.context.scene.blenderkitUI
ui_scale = bpy.context.preferences.view.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':
self.bar_x = r.width * reg_multiplier + self.margin + ui_props.bar_x_offset * ui_scale
elif r.type == 'UI':
self.bar_end = r.width * reg_multiplier + 100 * ui_scale
bar_width = region.width - self.bar_x - self.bar_end
if bar_width != self.bar_width:
return True
return False
def update_ui_size(self, context):
if bpy.app.background or not context.area:
return
region = context.region
area = context.area
ui_props = bpy.context.scene.blenderkitUI
user_preferences = bpy.context.preferences.addons['blenderkit'].preferences
ui_scale = bpy.context.preferences.view.ui_scale
self.margin = ui_props.bl_rna.properties['margin'].default * ui_scale
self.margin = 3
self.assetbar_margin = self.margin
self.thumb_size = user_preferences.thumb_size * ui_scale
self.button_size = 2 * self.margin + self.thumb_size
reg_multiplier = 1
if not bpy.context.preferences.system.use_region_overlap:
reg_multiplier = 0
for r in area.regions:
if r.type == 'TOOLS':
self.bar_x = r.width * reg_multiplier + self.margin + ui_props.bar_x_offset * ui_scale
elif r.type == 'UI':
self.bar_end = r.width * reg_multiplier + 100 * ui_scale
self.bar_width = region.width - self.bar_x - self.bar_end
self.wcount = math.floor(
(self.bar_width) / (self.button_size))
search_results = bpy.context.window_manager.get('search results')
# we need to init all possible thumb previews in advance/
self.hcount = user_preferences.max_assetbar_rows
# if search_results is not None and self.wcount > 0:
# self.hcount = min(user_preferences.max_assetbar_rows, math.ceil(len(search_results) / self.wcount))
# else:
# self.hcount = 1
self.bar_height = (self.button_size) * self.hcount + 2 * self.assetbar_margin
# self.bar_y = region.height - ui_props.bar_y_offset * ui_scale
self.bar_y = ui_props.bar_y_offset * ui_scale
if ui_props.down_up == 'UPLOAD':
self.reports_y = self.bar_y - 600
self.reports_x = self.bar_x
else:
self.reports_y = self.bar_y - self.bar_height - 100
self.reports_x = self.bar_x
def update_layout(self, context):
pass;
def __init__(self):
super().__init__()
self.update_ui_size(bpy.context)
ui_props = bpy.context.scene.blenderkitUI
# todo move all this to update UI size
self.draw_tooltip = False
self.scroll_offset = 0
self.text_color = (0.9, 0.9, 0.9, 1.0)
button_bg_color = (0.2, 0.2, 0.2, .1)
button_hover_color = (0.8, 0.8, 0.8, .2)
self.init_tooltip()
self.buttons = []
self.asset_buttons = []
self.validation_icons = []
self.widgets_panel = []
self.panel = BL_UI_Drag_Panel(0, 0, self.bar_width, self.bar_height)
self.panel.bg_color = (0.0, 0.0, 0.0, 0.5)
for a in range(0, self.wcount):
for b in range(0, self.hcount):
asset_x = self.assetbar_margin + a * (self.button_size)
asset_y = self.assetbar_margin + b * (self.button_size)
new_button = BL_UI_Button(asset_x, asset_y, self.button_size, self.button_size)
asset_idx = a + b * self.wcount + self.scroll_offset
# asset_data = sr[asset_idx]
# iname = blenderkit.utils.previmg_name(asset_idx)
# img = bpy.data.images.get(iname)
new_button.bg_color = button_bg_color
new_button.hover_bg_color = button_hover_color
new_button.text = "" # asset_data['name']
# if img:
# new_button.set_image(img.filepath)
new_button.set_image_size((self.thumb_size, self.thumb_size))
new_button.set_image_position((self.margin, self.margin))
new_button.button_index = asset_idx
new_button.search_index = asset_idx
new_button.set_mouse_down(self.drag_drop_asset)
new_button.set_mouse_down_right(self.asset_menu)
new_button.set_mouse_enter(self.enter_button)
new_button.set_mouse_exit(self.exit_button)
new_button.text_input = self.handle_key_input
self.asset_buttons.append(new_button)
# add validation icon to button
icon_size = 24
validation_icon = BL_UI_Button(asset_x + self.button_size - icon_size - self.margin,
asset_y + self.button_size - icon_size - self.margin, 0, 0)
# v_icon = ui.verification_icons[asset_data.get('verificationStatus', 'validated')]
# if v_icon is not None:
# img_fp = paths.get_addon_thumbnail_path(v_icon)
# validation_icon.set_image(img_fp)
validation_icon.text = ''
validation_icon.set_image_size((icon_size, icon_size))
validation_icon.set_image_position((0, 0))
self.validation_icons.append(validation_icon)
new_button.validation_icon = validation_icon
other_button_size = 30
self.button_close = BL_UI_Button(self.bar_width - other_button_size, -0, other_button_size, 15)
self.button_close.bg_color = button_bg_color
self.button_close.hover_bg_color = button_hover_color
self.button_close.text = "x"
self.button_close.set_mouse_down(self.cancel_press)
self.widgets_panel.append(self.button_close)
scroll_width = 30
self.button_scroll_down = BL_UI_Button(-scroll_width, 0, scroll_width, self.bar_height)
self.button_scroll_down.bg_color = button_bg_color
self.button_scroll_down.hover_bg_color = button_hover_color
self.button_scroll_down.text = ""
self.button_scroll_down.set_image(paths.get_addon_thumbnail_path('arrow_left.png'))
self.button_scroll_down.set_image_size((scroll_width, self.button_size))
self.button_scroll_down.set_image_position((0, int((self.bar_height - self.button_size) / 2)))
self.button_scroll_down.set_mouse_down(self.scroll_down)
self.widgets_panel.append(self.button_scroll_down)
self.button_scroll_up = BL_UI_Button(self.bar_width, 0, scroll_width, self.bar_height)
self.button_scroll_up.bg_color = button_bg_color
self.button_scroll_up.hover_bg_color = button_hover_color
self.button_scroll_up.text = ""
self.button_scroll_up.set_image(paths.get_addon_thumbnail_path('arrow_right.png'))
self.button_scroll_up.set_image_size((scroll_width, self.button_size))
self.button_scroll_up.set_image_position((0, int((self.bar_height - self.button_size) / 2)))
self.button_scroll_up.set_mouse_down(self.scroll_up)
self.widgets_panel.append(self.button_scroll_up)
self.update_images()
def on_invoke(self, context, event):
if self.do_search:
#TODO: move the search behaviour to separate operator, since asset bar can be already woken up from a timer.
# 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)
ui_props = context.scene.blenderkitUI
if ui_props.assetbar_on:
#TODO solve this otehrwise to enable more asset bars?
# 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 False
ui_props.assetbar_on = True
self.active_index = -1
widgets_panel = self.widgets_panel
widgets_panel.extend(self.buttons)
widgets_panel.extend(self.asset_buttons)
widgets_panel.extend(self.validation_icons)
widgets = [self.panel]
widgets += widgets_panel
widgets.append(self.tooltip_panel)
widgets += self.tooltip_widgets
self.init_widgets(context, widgets)
self.panel.add_widgets(widgets_panel)
self.tooltip_panel.add_widgets(self.tooltip_widgets)
# Open the panel at the mouse location
# self.panel.set_location(bpy.context.area.width - event.mouse_x,
# bpy.context.area.height - event.mouse_y + 20)
self.panel.set_location(self.bar_x,
self.bar_y)
self.context = context
args = (self, context)
# self._handle_2d_tooltip = bpy.types.SpaceView3D.draw_handler_add(draw_callback_tooltip, args, 'WINDOW', 'POST_PIXEL')
return True
def on_finish(self, context):
# redraw all areas, since otherwise it stays to hang for some more time.
# bpy.types.SpaceView3D.draw_handler_remove(self._handle_2d_tooltip, 'WINDOW')
scene = bpy.context.scene
ui_props = scene.blenderkitUI
ui_props.assetbar_on = False
wm = bpy.data.window_managers[0]
for w in wm.windows:
for a in w.screen.areas:
a.tag_redraw()
self._finished = True
# handlers
def enter_button(self, widget):
# context.window.cursor_warp(event.mouse_x, event.mouse_y - 20);
self.show_tooltip()
if self.active_index != widget.search_index:
scene = bpy.context.scene
wm = bpy.context.window_manager
sr = wm['search results']
asset_data = sr[widget.search_index + self.scroll_offset]
self.active_index = widget.search_index
self.draw_tooltip = True
self.tooltip = asset_data['tooltip']
ui_props = scene.blenderkitUI
ui_props.active_index = widget.search_index +self.scroll_offset
img = ui.get_large_thumbnail_image(asset_data)
if img:
self.tooltip_image.set_image(img.filepath)
self.asset_name.text = asset_data['name']
properties_width = 0
for r in bpy.context.area.regions:
if r.type == 'UI':
properties_width = r.width
tooltip_x = min(widget.x_screen + widget.width, bpy.context.region.width - self.tooltip_panel.width -properties_width)
self.tooltip_panel.update(tooltip_x, widget.y_screen + widget.height)
self.tooltip_panel.layout_widgets()
# bpy.ops.wm.blenderkit_asset_popup('INVOKE_DEFAULT')
def exit_button(self, widget):
# this condition checks if there wasn't another button already entered, which can happen with small button gaps
if self.active_index == widget.search_index:
scene = bpy.context.scene
ui_props = scene.blenderkitUI
ui_props.draw_tooltip = False
self.draw_tooltip = False
self.hide_tooltip()
def drag_drop_asset(self, widget):
bpy.ops.view3d.asset_drag_drop('INVOKE_DEFAULT', asset_search_index=widget.search_index + self.scroll_offset)
def cancel_press(self, widget):
self.finish()
def asset_menu(self, widget):
bpy.ops.wm.blenderkit_asset_popup('INVOKE_DEFAULT')
# bpy.ops.wm.call_menu(name='OBJECT_MT_blenderkit_asset_menu')
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:
blenderkit.search.search(get_next=True)
def update_images(self):
sr = bpy.context.window_manager.get('search results')
if not sr:
return
for asset_button in self.asset_buttons:
asset_button.asset_index = asset_button.button_index + self.scroll_offset
if asset_button.asset_index < len(sr):
asset_button.visible = True
asset_data = sr[asset_button.asset_index]
iname = blenderkit.utils.previmg_name(asset_button.asset_index)
# show indices for debug purposes
# asset_button.text = str(asset_button.asset_index)
img = bpy.data.images.get(iname)
if not img:
img_filepath = paths.get_addon_thumbnail_path('thumbnail_notready.jpg')
else:
img_filepath = img.filepath
asset_button.set_image(img_filepath)
v_icon = ui.verification_icons[asset_data.get('verificationStatus', 'validated')]
if v_icon is not None:
img_fp = paths.get_addon_thumbnail_path(v_icon)
asset_button.validation_icon.set_image(img_fp)
asset_button.validation_icon.visible = True
else:
asset_button.validation_icon.visible = False
else:
asset_button.visible = False
asset_button.validation_icon.visible = False
def scroll_update(self):
sr = bpy.context.window_manager['search results']
self.scroll_offset = min(self.scroll_offset, len(sr) - (self.wcount * self.hcount))
self.scroll_offset = max(self.scroll_offset, 0)
self.update_images()
if len(sr) - self.scroll_offset < (self.wcount * self.hcount) + 10:
self.search_more()
def search_by_author(self, asset_index):
sr = bpy.context.window_manager['search results']
asset_data = sr[asset_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 True
def handle_key_input(self, event):
if event.type == 'A':
self.search_by_author(self.active_index + self.scroll_offset)
return False
def scroll_up(self, widget):
self.scroll_offset += self.wcount * self.hcount
self.scroll_update()
def scroll_down(self, widget):
self.scroll_offset -= self.wcount * self.hcount
self.scroll_update()
def update_sizes(self):
properties_width = 0
for r in bpy.context.area.regions:
if r.type == 'UI':
properties_width = r.width
tooltip_x = min(widget.x_screen + widget.width,
bpy.context.region.width - self.tooltip_panel.width - properties_width)
print(widget.x_screen + widget.width, bpy.context.region.width - self.tooltip_panel.width)
def register():
bpy.utils.register_class(BlenderKitAssetBarOperator)
def unregister():
bpy.utils.unregister_class(BlenderKitAssetBarOperator)
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