Files
test/source/blender/nodes/NOD_socket_items_ui.hh
Campbell Barton e8f9e2d1d1 Cleanup: use UTF8 string functions in editors & related logic
Use UTF8 aware functions unless raw bytes are expected.
2025-07-27 16:41:19 +10:00

125 lines
4.0 KiB
C++

/* SPDX-FileCopyrightText: 2024 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
#include "DNA_node_types.h"
#include "WM_api.hh"
#include "UI_interface.hh"
#include "UI_interface_layout.hh"
#include "RNA_access.hh"
#include "RNA_prototypes.hh"
#include "BLI_function_ref.hh"
#include "BLI_string_utf8.h"
#include "BKE_screen.hh"
#include "NOD_socket_items.hh"
namespace blender::nodes::socket_items::ui {
template<typename Accessor>
static void draw_item_in_list(uiList * /*ui_list*/,
const bContext *C,
uiLayout *layout,
PointerRNA * /*idataptr*/,
PointerRNA *itemptr,
int /*icon*/,
PointerRNA * /*active_dataptr*/,
const char * /*active_propname*/,
int /*index*/,
int /*flt_flag*/)
{
uiLayout *row = &layout->row(true);
if constexpr (Accessor::has_type) {
float4 color;
RNA_float_get_array(itemptr, "color", color);
uiTemplateNodeSocket(row, const_cast<bContext *>(C), color);
}
row->emboss_set(blender::ui::EmbossType::None);
row->prop(itemptr, "name", UI_ITEM_NONE, "", ICON_NONE);
}
/**
* Draws a ui-list that contains the items. The list also has operators to add, remove and reorder
* items.
*/
template<typename Accessor>
static void draw_items_list_with_operators(const bContext *C,
uiLayout *layout,
const bNodeTree &tree,
const bNode &node)
{
BLI_assert(Accessor::node_idname == node.idname);
PointerRNA node_ptr = RNA_pointer_create_discrete(
const_cast<ID *>(&tree.id), &RNA_Node, const_cast<bNode *>(&node));
static const uiListType *items_list = []() {
uiListType *list = MEM_callocN<uiListType>(Accessor::ui_idnames::list.c_str());
STRNCPY_UTF8(list->idname, Accessor::ui_idnames::list.c_str());
list->draw_item = draw_item_in_list<Accessor>;
WM_uilisttype_add(list);
return list;
}();
uiLayout *row = &layout->row(false);
uiTemplateList(row,
C,
items_list->idname,
"",
&node_ptr,
Accessor::rna_names::items,
&node_ptr,
Accessor::rna_names::active_index.c_str(),
nullptr,
3,
5,
UILST_LAYOUT_DEFAULT,
0,
UI_TEMPLATE_LIST_FLAG_NONE);
uiLayout *ops_col = &row->column(false);
{
uiLayout *add_remove_col = &ops_col->column(true);
add_remove_col->op(Accessor::operator_idnames::add_item, "", ICON_ADD);
add_remove_col->op(Accessor::operator_idnames::remove_item, "", ICON_REMOVE);
}
{
uiLayout *up_down_col = &ops_col->column(true);
PointerRNA op_ptr = up_down_col->op(Accessor::operator_idnames::move_item, "", ICON_TRIA_UP);
RNA_enum_set(&op_ptr, "direction", 0);
op_ptr = up_down_col->op(Accessor::operator_idnames::move_item, "", ICON_TRIA_DOWN);
RNA_enum_set(&op_ptr, "direction", 1);
}
}
/** Draw properties of the active item if there is any. */
template<typename Accessor>
static void draw_active_item_props(const bNodeTree &tree,
const bNode &node,
const FunctionRef<void(PointerRNA *item_ptr)> draw_item)
{
using ItemT = typename Accessor::ItemT;
BLI_assert(Accessor::node_idname == node.idname);
SocketItemsRef<ItemT> ref = Accessor::get_items_from_node(const_cast<bNode &>(node));
if (*ref.active_index < 0) {
return;
}
if (*ref.active_index >= *ref.items_num) {
return;
}
ItemT &item = (*ref.items)[*ref.active_index];
PointerRNA item_ptr = RNA_pointer_create_discrete(
const_cast<ID *>(&tree.id), Accessor::item_srna, &item);
draw_item(&item_ptr);
}
} // namespace blender::nodes::socket_items::ui