/* SPDX-FileCopyrightText: 2023 Blender Authors * * SPDX-License-Identifier: GPL-2.0-or-later */ /** \file * \ingroup edinterface */ #include "BLI_string_ref.hh" #include "DNA_customdata_types.h" #include "RNA_access.hh" #include "RNA_enum_types.hh" #include "BLT_translation.hh" #include "BKE_attribute.hh" #include "NOD_geometry_nodes_log.hh" #include "UI_interface.hh" #include "UI_resources.hh" #include "UI_string_search.hh" using blender::nodes::geo_eval_log::GeometryAttributeInfo; namespace blender::ui { static StringRef attribute_data_type_string(const eCustomDataType type) { const char *name = nullptr; RNA_enum_name_from_value(rna_enum_attribute_type_items, type, &name); return StringRef(IFACE_(name)); } static StringRef attribute_domain_string(const bke::AttrDomain domain) { const char *name = nullptr; RNA_enum_name_from_value(rna_enum_attribute_domain_items, int(domain), &name); return StringRef(IFACE_(name)); } static bool attribute_search_item_add(uiSearchItems *items, const GeometryAttributeInfo &item) { const StringRef data_type_name = attribute_data_type_string(*item.data_type); const StringRef domain_name = attribute_domain_string(*item.domain); std::string search_item_text = domain_name + " " + UI_MENU_ARROW_SEP + item.name + UI_SEP_CHAR + data_type_name; return UI_search_item_add( items, search_item_text.c_str(), (void *)&item, ICON_NONE, UI_BUT_HAS_SEP_CHAR, 0); } void attribute_search_add_items(StringRefNull str, const bool can_create_attribute, Span infos, uiSearchItems *seach_items, const bool is_first) { static GeometryAttributeInfo dummy_info; /* Any string may be valid, so add the current search string along with the hints. */ if (str[0] != '\0') { bool contained = false; for (const GeometryAttributeInfo *attribute_info : infos) { if (attribute_info->name == str) { contained = true; break; } } if (!contained) { dummy_info.name = str; UI_search_item_add(seach_items, str.c_str(), &dummy_info, can_create_attribute ? ICON_ADD : ICON_NONE, 0, 0); } } if (str[0] == '\0' && !is_first) { /* Allow clearing the text field when the string is empty, but not on the first pass, * or opening an attribute field for the first time would show this search item. */ dummy_info.name = str; UI_search_item_add(seach_items, str.c_str(), &dummy_info, ICON_X, 0, 0); } /* Don't filter when the menu is first opened, but still run the search * so the items are in the same order they will appear in while searching. */ const char *string = is_first ? "" : str.c_str(); ui::string_search::StringSearch search; for (const GeometryAttributeInfo *item : infos) { if (!bke::allow_procedural_attribute_access(item->name)) { continue; } search.add(item->name, item); } const Vector filtered_items = search.query(string); for (const GeometryAttributeInfo *item : filtered_items) { if (!attribute_search_item_add(seach_items, *item)) { break; } } } } // namespace blender::ui