Files
test/source/blender/editors/interface/views/tree_view.cc
Jacques Lucke 9ac3e44ce6 Spreadsheet: move context path to left side bar
Previously, we were drawing the context path in the header of the spreadsheet.
However, that had some problems:
* When using a viewer that's somewhere deep in a node group, the viewer path
  wouldn't fit.
* Standard editor menus didn't fit in. Also we wanted to add spreadsheet
  specific operators that should be in a new menu.
* Couldn't fit more useful data for the context path (like the inspection index
  for repeat zones).

This patch solves this by moving the entire context path to the left side bar.
This frees up the header for menus.

The new context panel information is added at the top of the side bar because
then there is a proper hierarchy: `Object > Evaluation State > Viewer Path
(optional) > Instance Selection > Domain Selection`

This patch also adds information about the current inspection index for for-each
and repeat zones. They are not editable yet, but that can be implemented
separately as it might require a few more changes for everything to update
correctly.

The new Viewer Path panel is only displayed when actually showing viewer data.

Pull Request: https://projects.blender.org/blender/blender/pulls/138477
2025-05-22 15:04:41 +02:00

1049 lines
31 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup edinterface
*/
#include "DNA_userdef_types.h"
#include "DNA_windowmanager_types.h"
#include "BKE_context.hh"
#include "BLT_translation.hh"
#include "GPU_immediate.hh"
#include "GPU_state.hh"
#include "interface_intern.hh"
#include "UI_interface.hh"
#include "UI_view2d.hh"
#include "WM_api.hh"
#include "WM_types.hh"
#include "BLI_listbase.h"
#include "BLI_math_base.h"
#include "BLI_multi_value_map.hh"
#include "UI_tree_view.hh"
namespace blender::ui {
#define UI_TREEVIEW_INDENT short(0.7f * UI_UNIT_X)
static int unpadded_item_height()
{
return UI_UNIT_Y;
}
static int padded_item_height()
{
const uiStyle *style = UI_style_get_dpi();
return unpadded_item_height() + style->buttonspacey;
}
/* ---------------------------------------------------------------------- */
AbstractTreeViewItem &TreeViewItemContainer::add_tree_item(
std::unique_ptr<AbstractTreeViewItem> item)
{
children_.append(std::move(item));
/* The first item that will be added to the root sets this. */
if (root_ == nullptr) {
root_ = this;
}
AbstractTreeView &tree_view = static_cast<AbstractTreeView &>(*root_);
AbstractTreeViewItem &added_item = *children_.last();
added_item.root_ = root_;
tree_view.register_item(added_item);
if (root_ != this) {
/* Any item that isn't the root can be assumed to the a #AbstractTreeViewItem. Not entirely
* nice to static_cast this, but well... */
added_item.parent_ = static_cast<AbstractTreeViewItem *>(this);
}
return added_item;
}
void TreeViewItemContainer::foreach_item_recursive(ItemIterFn iter_fn, IterOptions options) const
{
for (const auto &child : children_) {
bool skip = false;
if (bool(options & IterOptions::SkipFiltered) && !child->is_filtered_visible()) {
skip = true;
}
if (!skip) {
iter_fn(*child);
}
if (bool(options & IterOptions::SkipCollapsed) && child->is_collapsed()) {
continue;
}
child->foreach_item_recursive(iter_fn, options);
}
}
void TreeViewItemContainer::foreach_parent(ItemIterFn iter_fn) const
{
for (ui::AbstractTreeViewItem *item = parent_; item; item = item->parent_) {
iter_fn(*item);
}
}
/* ---------------------------------------------------------------------- */
void AbstractTreeView::foreach_view_item(FunctionRef<void(AbstractViewItem &)> iter_fn) const
{
/* Implementation for the base class virtual function. More specialized iterators below. */
this->foreach_item_recursive(iter_fn);
}
void AbstractTreeView::foreach_item(ItemIterFn iter_fn, IterOptions options) const
{
this->foreach_item_recursive(iter_fn, options);
}
void AbstractTreeView::foreach_root_item(ItemIterFn iter_fn) const
{
for (const auto &child : children_) {
iter_fn(*child);
}
}
AbstractTreeViewItem *AbstractTreeView::find_hovered(const ARegion &region, const int2 &xy)
{
AbstractTreeViewItem *hovered_item = nullptr;
this->foreach_item_recursive(
[&](AbstractTreeViewItem &item) {
if (hovered_item) {
return;
}
std::optional<rctf> win_rect = item.get_win_rect(region);
if (win_rect && BLI_rctf_isect_y(&*win_rect, xy[1])) {
hovered_item = &item;
}
},
IterOptions::SkipCollapsed | IterOptions::SkipFiltered);
return hovered_item;
}
void AbstractTreeView::set_default_rows(int default_rows)
{
custom_height_ = std::make_unique<int>(default_rows * padded_item_height());
}
std::optional<uiViewState> AbstractTreeView::persistent_state() const
{
if (!custom_height_ && !scroll_value_) {
return {};
}
uiViewState state{0};
if (custom_height_) {
state.custom_height = *custom_height_ * UI_INV_SCALE_FAC;
}
if (scroll_value_) {
state.scroll_offset = *scroll_value_;
}
return state;
}
void AbstractTreeView::persistent_state_apply(const uiViewState &state)
{
if (state.custom_height) {
set_default_rows(round_fl_to_int(state.custom_height * UI_SCALE_FAC) / padded_item_height());
}
if (state.scroll_offset) {
scroll_value_ = std::make_shared<int>(state.scroll_offset);
}
}
int AbstractTreeView::count_visible_descendants(const AbstractTreeViewItem &parent) const
{
if (parent.is_collapsed()) {
return 0;
}
int count = 0;
for (const auto &item : parent.children_) {
if (!item->is_filtered_visible()) {
continue;
}
count++;
count += count_visible_descendants(*item);
}
return count;
}
void AbstractTreeView::get_hierarchy_lines(const ARegion &region,
const TreeViewOrItem &parent,
const float aspect,
Vector<std::pair<int2, int2>> &lines,
int &visible_item_index) const
{
const int scroll_ofs = scroll_value_ ? *scroll_value_ : 0;
const int max_visible_row_count = tot_visible_row_count().value_or(
std::numeric_limits<int>::max());
for (const auto &item : parent.children_) {
if (!item->is_filtered_visible()) {
continue;
}
const int item_index = visible_item_index;
visible_item_index++;
if (!item->is_collapsible() || item->is_collapsed()) {
continue;
}
if (item->children_.is_empty()) {
BLI_assert(item->is_always_collapsible_);
continue;
}
/* Draw a hierarchy line for the descendants of this item. */
const AbstractTreeViewItem *first_descendant = item->children_.first().get();
const int descendant_count = count_visible_descendants(*item);
const int first_descendant_index = item_index + 1;
const int last_descendant_index = item_index + descendant_count;
{
const bool line_ends_above_visible = last_descendant_index < scroll_ofs;
if (line_ends_above_visible) {
/* We won't recurse into the child items even though they are present (just scrolled out of
* view). Still update the index to be the first following item. */
visible_item_index = last_descendant_index + 1;
continue;
}
const bool line_starts_below_visible = first_descendant_index >
(scroll_ofs + long(max_visible_row_count));
/* Can return here even, following items won't be in view anymore. */
if (line_starts_below_visible) {
return;
}
}
const int x = ((first_descendant->indent_width() + uiLayoutListItemPaddingWidth() -
(0.5f * UI_ICON_SIZE) + U.pixelsize + UI_SCALE_FAC) /
aspect);
const int ymax = std::max(0, first_descendant_index - scroll_ofs) * padded_item_height() /
aspect;
const int ymin = std::min(max_visible_row_count, last_descendant_index + 1 - scroll_ofs) *
padded_item_height() / aspect;
lines.append(std::make_pair(int2(x, ymax), int2(x, ymin)));
this->get_hierarchy_lines(region, *item, aspect, lines, visible_item_index);
}
}
static uiButViewItem *find_first_view_item_but(const uiBlock &block, const AbstractTreeView &view)
{
for (const std::unique_ptr<uiBut> &but : block.buttons) {
if (but->type != UI_BTYPE_VIEW_ITEM) {
continue;
}
uiButViewItem *view_item_but = static_cast<uiButViewItem *>(but.get());
if (&view_item_but->view_item->get_view() == &view) {
return view_item_but;
}
}
return nullptr;
}
void AbstractTreeView::draw_hierarchy_lines(const ARegion &region, const uiBlock &block) const
{
const float aspect = (region.v2d.flag & V2D_IS_INIT) ?
BLI_rctf_size_y(&region.v2d.cur) /
(BLI_rcti_size_y(&region.v2d.mask) + 1) :
1.0f;
uiButViewItem *first_item_but = find_first_view_item_but(block, *this);
if (!first_item_but) {
return;
}
Vector<std::pair<int2, int2>> lines;
int index = 0;
get_hierarchy_lines(region, *this, aspect, lines, index);
if (lines.is_empty()) {
return;
}
GPUVertFormat *format = immVertexFormat();
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformThemeColorAlpha(TH_TEXT, 0.2f);
GPU_line_width(1.0f / aspect);
GPU_blend(GPU_BLEND_ALPHA);
rcti first_item_but_pixel_rect;
ui_but_to_pixelrect(&first_item_but_pixel_rect, &region, &block, first_item_but);
int2 top_left{first_item_but_pixel_rect.xmin, first_item_but_pixel_rect.ymax};
for (const auto &line : lines) {
immBegin(GPU_PRIM_LINES, 2);
immVertex2f(pos, top_left.x + line.first.x, top_left.y - line.first.y);
immVertex2f(pos, top_left.x + line.second.x, top_left.y - line.second.y);
immEnd();
}
GPU_blend(GPU_BLEND_NONE);
immUnbindProgram();
}
void AbstractTreeView::draw_overlays(const ARegion &region, const uiBlock &block) const
{
this->draw_hierarchy_lines(region, block);
}
void AbstractTreeView::update_children_from_old(const AbstractView &old_view)
{
const AbstractTreeView &old_tree_view = dynamic_cast<const AbstractTreeView &>(old_view);
custom_height_ = old_tree_view.custom_height_;
scroll_value_ = old_tree_view.scroll_value_;
update_children_from_old_recursive(*this, old_tree_view);
}
void AbstractTreeView::update_children_from_old_recursive(const TreeViewOrItem &new_items,
const TreeViewOrItem &old_items)
{
/* This map can't find the exact old item for a new item. However, it can drastically reduce the
* number of items that need to be checked. */
MultiValueMap<StringRef, AbstractTreeViewItem *> old_children_by_label;
for (const auto &old_item : old_items.children_) {
old_children_by_label.add(old_item->label_, old_item.get());
}
for (const auto &new_item : new_items.children_) {
const Span<AbstractTreeViewItem *> possible_old_children = old_children_by_label.lookup(
new_item->label_);
AbstractTreeViewItem *matching_old_item = find_matching_child(*new_item,
possible_old_children);
if (!matching_old_item) {
continue;
}
new_item->update_from_old(*matching_old_item);
/* Recurse into children of the matched item. */
update_children_from_old_recursive(*new_item, *matching_old_item);
}
}
AbstractTreeViewItem *AbstractTreeView::find_matching_child(
const AbstractTreeViewItem &lookup_item, const Span<AbstractTreeViewItem *> possible_items)
{
for (auto *iter_item : possible_items) {
if (lookup_item.matches(*iter_item)) {
/* We have a matching item! */
return iter_item;
}
}
return nullptr;
}
std::optional<int> AbstractTreeView::tot_visible_row_count() const
{
if (!custom_height_) {
return {};
}
if (*custom_height_ < UI_UNIT_Y) {
return 1;
}
return round_fl_to_int(float(*custom_height_) / padded_item_height());
}
bool AbstractTreeView::supports_scrolling() const
{
return custom_height_ && scroll_value_;
}
bool AbstractTreeView::is_fully_visible() const
{
return this->tot_visible_row_count().value_or(0) >= last_tot_items_;
}
void AbstractTreeView::scroll(ViewScrollDirection direction)
{
if (!supports_scrolling()) {
return;
}
/* Scroll value will be sanitized/clamped when drawing. */
*scroll_value_ += ((direction == ViewScrollDirection::UP) ? -1 : 1);
}
/* ---------------------------------------------------------------------- */
TreeViewItemDropTarget::TreeViewItemDropTarget(AbstractTreeViewItem &view_item,
DropBehavior behavior)
: view_item_(view_item), behavior_(behavior)
{
}
std::optional<DropLocation> TreeViewItemDropTarget::choose_drop_location(
const ARegion &region, const wmEvent &event) const
{
if (behavior_ == DropBehavior::Insert) {
return DropLocation::Into;
}
std::optional<rctf> win_rect = view_item_.get_win_rect(region);
if (!win_rect) {
BLI_assert_unreachable();
return std::nullopt;
}
const float item_height = BLI_rctf_size_y(&*win_rect);
BLI_assert(ELEM(behavior_, DropBehavior::Reorder, DropBehavior::ReorderAndInsert));
const int segment_count =
(behavior_ == DropBehavior::Reorder) ?
/* Divide into upper (insert before) and lower (insert after) half. */
2 :
/* Upper (insert before), middle (insert into) and lower (insert after) third. */
3;
const float segment_height = item_height / segment_count;
if (event.xy[1] < win_rect->ymin) {
return DropLocation::After;
}
if (event.xy[1] - win_rect->ymin > (item_height - segment_height)) {
return DropLocation::Before;
}
if (event.xy[1] - win_rect->ymin <= segment_height) {
if (behavior_ == DropBehavior::ReorderAndInsert && view_item_.is_collapsible() &&
!view_item_.is_collapsed())
{
/* Special case: Dropping at the lower 3rd of an uncollapsed item should insert into it, not
* after. */
return DropLocation::Into;
}
return DropLocation::After;
}
BLI_assert(behavior_ == DropBehavior::ReorderAndInsert);
return DropLocation::Into;
}
/* ---------------------------------------------------------------------- */
void AbstractTreeViewItem::tree_row_click_fn(bContext *C, void *but_arg1, void * /*arg2*/)
{
uiButViewItem *item_but = (uiButViewItem *)but_arg1;
AbstractTreeViewItem &tree_item = reinterpret_cast<AbstractTreeViewItem &>(*item_but->view_item);
tree_item.activate(*C);
}
void AbstractTreeViewItem::add_treerow_button(uiBlock &block)
{
/* For some reason a width > (UI_UNIT_X * 2) make the layout system use all available width. */
view_item_but_ = reinterpret_cast<uiButViewItem *>(uiDefBut(&block,
UI_BTYPE_VIEW_ITEM,
0,
"",
0,
0,
UI_UNIT_X * 10,
padded_item_height(),
nullptr,
0,
0,
""));
view_item_but_->view_item = this;
view_item_but_->draw_height = unpadded_item_height();
UI_but_func_set(view_item_but_, tree_row_click_fn, view_item_but_, nullptr);
}
int AbstractTreeViewItem::indent_width() const
{
return this->count_parents() * UI_TREEVIEW_INDENT;
}
void AbstractTreeViewItem::add_indent(uiLayout &row) const
{
uiBlock *block = uiLayoutGetBlock(&row);
uiLayout *subrow = &row.row(true);
uiLayoutSetFixedSize(subrow, true);
uiDefBut(block, UI_BTYPE_SEPR, 0, "", 0, 0, this->indent_width(), 0, nullptr, 0.0, 0.0, "");
const bool is_flat_list = root_ && root_->is_flat_;
if (!is_flat_list && !this->is_collapsible()) {
/* Indent items without collapsing icon some more within their parent. Makes it clear that they
* are actually nested and not just a row at the same level without a chevron. */
uiDefBut(block, UI_BTYPE_SEPR, 0, "", 0, 0, UI_TREEVIEW_INDENT, 0, nullptr, 0.0, 0.0, "");
}
/* Restore. */
UI_block_layout_set_current(block, &row);
}
void AbstractTreeViewItem::collapse_chevron_click_fn(bContext *C,
void * /*but_arg1*/,
void * /*arg2*/)
{
/* There's no data we could pass to this callback. It must be either the button itself or a
* consistent address to match buttons over redraws. So instead of passing it somehow, just
* lookup the hovered item via context here. */
const wmWindow *win = CTX_wm_window(C);
const ARegion *region = CTX_wm_region_popup(C) ? CTX_wm_region_popup(C) : CTX_wm_region(C);
AbstractViewItem *hovered_abstract_item = UI_region_views_find_item_at(*region,
win->eventstate->xy);
auto *hovered_item = reinterpret_cast<AbstractTreeViewItem *>(hovered_abstract_item);
BLI_assert(hovered_item != nullptr);
hovered_item->toggle_collapsed_from_view(*C);
/* When collapsing an item with an active child, make this collapsed item active instead so the
* active item stays visible. */
if (hovered_item->has_active_child()) {
hovered_item->activate(*C);
}
}
void AbstractTreeViewItem::add_collapse_chevron(uiBlock &block) const
{
if (!this->is_collapsible()) {
return;
}
const BIFIconID icon = this->is_collapsed() ? ICON_RIGHTARROW : ICON_DOWNARROW_HLT;
uiBut *but = uiDefIconBut(&block,
UI_BTYPE_BUT_TOGGLE,
0,
icon,
0,
0,
UI_TREEVIEW_INDENT,
UI_UNIT_Y,
nullptr,
0,
0,
"");
UI_but_func_set(but, collapse_chevron_click_fn, nullptr, nullptr);
UI_but_flag_disable(but, UI_BUT_UNDO);
}
void AbstractTreeViewItem::add_rename_button(uiLayout &row)
{
uiBlock *block = uiLayoutGetBlock(&row);
blender::ui::EmbossType previous_emboss = UI_block_emboss_get(block);
row.row(false);
/* Enable emboss for the text button. */
UI_block_emboss_set(block, blender::ui::EmbossType::Emboss);
AbstractViewItem::add_rename_button(*block);
UI_block_emboss_set(block, previous_emboss);
UI_block_layout_set_current(block, &row);
}
bool AbstractTreeViewItem::has_active_child() const
{
bool found = false;
foreach_item_recursive([&found](const AbstractTreeViewItem &item) {
if (item.is_active()) {
found = true;
}
});
return found;
}
bool AbstractTreeViewItem::supports_collapsing() const
{
return true;
}
StringRef AbstractTreeViewItem::get_rename_string() const
{
return label_;
}
bool AbstractTreeViewItem::rename(const bContext & /*C*/, StringRefNull new_name)
{
/* It is important to update the label after renaming, so #AbstractTreeViewItem::matches_single()
* recognizes the item. (It only compares labels by default.) */
label_ = new_name;
return true;
}
void AbstractTreeViewItem::update_from_old(const AbstractViewItem &old)
{
AbstractViewItem::update_from_old(old);
const AbstractTreeViewItem &old_tree_item = dynamic_cast<const AbstractTreeViewItem &>(old);
is_open_ = old_tree_item.is_open_;
}
bool AbstractTreeViewItem::matches_single(const AbstractTreeViewItem &other) const
{
return label_ == other.label_;
}
std::unique_ptr<DropTargetInterface> AbstractTreeViewItem::create_item_drop_target()
{
return this->create_drop_target();
}
std::unique_ptr<TreeViewItemDropTarget> AbstractTreeViewItem::create_drop_target()
{
return nullptr;
}
std::optional<std::string> AbstractTreeViewItem::debug_name() const
{
return label_;
}
AbstractTreeView &AbstractTreeViewItem::get_tree_view() const
{
return dynamic_cast<AbstractTreeView &>(get_view());
}
std::optional<rctf> AbstractTreeViewItem::get_win_rect(const ARegion &region) const
{
uiButViewItem *item_but = view_item_button();
if (!item_but) {
return std::nullopt;
}
rctf win_rect;
ui_block_to_window_rctf(&region, item_but->block, &win_rect, &item_but->rect);
return win_rect;
}
int AbstractTreeViewItem::count_parents() const
{
int i = 0;
for (AbstractTreeViewItem *parent = parent_; parent; parent = parent->parent_) {
i++;
}
return i;
}
bool AbstractTreeViewItem::set_state_active()
{
if (AbstractViewItem::set_state_active()) {
/* Make sure the active item is always visible. */
ensure_parents_uncollapsed();
return true;
}
return false;
}
bool AbstractTreeViewItem::is_hovered() const
{
BLI_assert_msg(get_tree_view().is_reconstructed(),
"State can't be queried until reconstruction is completed");
BLI_assert_msg(view_item_but_ != nullptr,
"Hovered state can't be queried before the tree row is being built");
/* The new layout hasn't finished construction yet, so the final state of the button is unknown.
* Get the matching button from the previous redraw instead. */
uiButViewItem *old_item_but = ui_block_view_find_matching_view_item_but_in_old_block(
*view_item_but_->block, *this);
return old_item_but && (old_item_but->flag & UI_HOVER);
}
bool AbstractTreeViewItem::is_collapsed() const
{
BLI_assert_msg(get_tree_view().is_reconstructed(),
"State can't be queried until reconstruction is completed");
return this->is_collapsible() && !is_open_;
}
bool AbstractTreeViewItem::toggle_collapsed()
{
return this->set_collapsed(is_open_);
}
void AbstractTreeViewItem::toggle_collapsed_from_view(bContext &C)
{
if (this->toggle_collapsed()) {
this->on_collapse_change(C, this->is_collapsed());
}
}
bool AbstractTreeViewItem::set_collapsed(const bool collapsed)
{
if (!this->is_collapsible()) {
return false;
}
if (collapsed == !is_open_) {
return false;
}
is_open_ = !collapsed;
return true;
}
void AbstractTreeViewItem::on_collapse_change(bContext & /*C*/, const bool /*is_collapsed*/)
{
/* Do nothing by default. */
}
std::optional<bool> AbstractTreeViewItem::should_be_collapsed() const
{
return std::nullopt;
}
void AbstractTreeViewItem::uncollapse_by_default()
{
BLI_assert_msg(this->get_tree_view().is_reconstructed() == false,
"Default state should only be set while building the tree");
BLI_assert(this->supports_collapsing());
/* Set the open state. Note that this may be overridden later by #should_be_collapsed(). */
is_open_ = true;
}
bool AbstractTreeViewItem::is_collapsible() const
{
BLI_assert_msg(get_tree_view().is_reconstructed(),
"State can't be queried until reconstruction is completed");
if (is_always_collapsible_) {
return true;
}
if (children_.is_empty()) {
return false;
}
return this->supports_collapsing();
}
void AbstractTreeViewItem::change_state_delayed()
{
AbstractViewItem::change_state_delayed();
const std::optional<bool> should_be_collapsed = this->should_be_collapsed();
if (should_be_collapsed.has_value()) {
/* This reflects an external state change and therefore shouldn't call #on_collapse_change().
*/
this->set_collapsed(*should_be_collapsed);
}
}
void AbstractTreeViewItem::ensure_parents_uncollapsed()
{
for (AbstractTreeViewItem *parent = parent_; parent; parent = parent->parent_) {
parent->set_collapsed(false);
}
}
bool AbstractTreeViewItem::matches(const AbstractViewItem &other) const
{
const AbstractTreeViewItem &other_tree_item = dynamic_cast<const AbstractTreeViewItem &>(other);
if (!this->matches_single(other_tree_item)) {
return false;
}
if (this->count_parents() != other_tree_item.count_parents()) {
return false;
}
for (AbstractTreeViewItem *parent = parent_, *other_parent = other_tree_item.parent_;
parent && other_parent;
parent = parent->parent_, other_parent = other_parent->parent_)
{
if (!parent->matches_single(*other_parent)) {
return false;
}
}
return true;
}
/* ---------------------------------------------------------------------- */
class TreeViewLayoutBuilder {
uiBlock &block_;
bool add_box_ = true;
friend TreeViewBuilder;
public:
void build_from_tree(AbstractTreeView &tree_view);
void build_row(AbstractTreeViewItem &item) const;
uiBlock &block() const;
uiLayout &current_layout() const;
private:
/* Created through #TreeViewBuilder (friend class). */
TreeViewLayoutBuilder(uiLayout &layout);
};
TreeViewLayoutBuilder::TreeViewLayoutBuilder(uiLayout &layout) : block_(*uiLayoutGetBlock(&layout))
{
}
static int count_visible_items(AbstractTreeView &tree_view)
{
int item_count = 0;
tree_view.foreach_item([&](AbstractTreeViewItem &) { item_count++; },
AbstractTreeView::IterOptions::SkipCollapsed |
AbstractTreeView::IterOptions::SkipFiltered);
return item_count;
}
void TreeViewLayoutBuilder::build_from_tree(AbstractTreeView &tree_view)
{
uiLayout &parent_layout = this->current_layout();
uiBlock *block = uiLayoutGetBlock(&parent_layout);
uiLayout *col = nullptr;
if (add_box_) {
uiLayout *box = &parent_layout.box();
col = &box->column(true);
}
else {
col = &parent_layout.column(true);
}
/* Row for the tree-view and the scroll bar. */
uiLayout *row = &col->row(false);
const std::optional<int> visible_row_count = tree_view.tot_visible_row_count();
const int tot_items = count_visible_items(tree_view);
tree_view.last_tot_items_ = tot_items;
/* Column for the tree view. */
row->column(true);
/* Clamp scroll-value to valid range. */
if (tree_view.scroll_value_ && visible_row_count) {
*tree_view.scroll_value_ = std::clamp(
*tree_view.scroll_value_, 0, tot_items - *visible_row_count);
}
const int first_visible_index = tree_view.scroll_value_ ? *tree_view.scroll_value_ : 0;
const int max_visible_index = visible_row_count ? first_visible_index + *visible_row_count - 1 :
std::numeric_limits<int>::max();
int index = 0;
tree_view.foreach_item(
[&, this](AbstractTreeViewItem &item) {
if ((index >= first_visible_index) && (index <= max_visible_index)) {
this->build_row(item);
}
index++;
},
AbstractTreeView::IterOptions::SkipCollapsed | AbstractTreeView::IterOptions::SkipFiltered);
if (tree_view.custom_height_) {
*tree_view.custom_height_ = visible_row_count.value_or(1) * padded_item_height();
if (!tree_view.scroll_value_) {
tree_view.scroll_value_ = std::make_unique<int>(0);
}
if (visible_row_count && (tot_items > *visible_row_count)) {
row->column(false);
uiBut *but = uiDefButI(block,
UI_BTYPE_SCROLL,
0,
"",
0,
0,
V2D_SCROLL_WIDTH,
*tree_view.custom_height_,
tree_view.scroll_value_.get(),
0,
tot_items - *visible_row_count,
"");
uiButScrollBar *but_scroll = reinterpret_cast<uiButScrollBar *>(but);
but_scroll->visual_height = *visible_row_count;
}
UI_block_layout_set_current(block, col);
uiDefIconButI(block,
UI_BTYPE_GRIP,
0,
ICON_GRIP,
0,
0,
UI_UNIT_X * 10,
UI_UNIT_Y * 0.5f,
tree_view.custom_height_.get(),
0,
0,
"");
}
UI_block_layout_set_current(block, &parent_layout);
}
void TreeViewLayoutBuilder::build_row(AbstractTreeViewItem &item) const
{
uiBlock &block_ = block();
uiLayout &prev_layout = current_layout();
blender::ui::EmbossType previous_emboss = UI_block_emboss_get(&block_);
uiLayout *overlap = &prev_layout.overlap();
if (!item.is_interactive_) {
uiLayoutSetActive(overlap, false);
}
uiLayout *row = &overlap->row(false);
/* Enable emboss for mouse hover highlight. */
uiLayoutSetEmboss(row, blender::ui::EmbossType::Emboss);
/* Every item gets one! Other buttons can be overlapped on top. */
item.add_treerow_button(block_);
/* After adding tree-row button (would disable hover highlighting). */
UI_block_emboss_set(&block_, blender::ui::EmbossType::NoneOrStatus);
/* Add little margin to align actual contents vertically. */
uiLayout *content_col = &overlap->column(true);
const int margin_top = (padded_item_height() - unpadded_item_height()) / 2;
if (margin_top > 0) {
uiDefBut(&block_, UI_BTYPE_LABEL, 0, "", 0, 0, UI_UNIT_X, margin_top, nullptr, 0, 0, "");
}
row = &content_col->row(true);
uiLayoutListItemAddPadding(row);
item.add_indent(*row);
item.add_collapse_chevron(block_);
if (item.is_renaming()) {
item.add_rename_button(*row);
}
else {
item.build_row(*row);
}
uiLayoutListItemAddPadding(row);
UI_block_emboss_set(&block_, previous_emboss);
UI_block_layout_set_current(&block_, &prev_layout);
}
uiBlock &TreeViewLayoutBuilder::block() const
{
return block_;
}
uiLayout &TreeViewLayoutBuilder::current_layout() const
{
return *block().curlayout;
}
/* ---------------------------------------------------------------------- */
void TreeViewBuilder::ensure_min_rows_items(AbstractTreeView &tree_view)
{
const std::optional<int> visible_rows = tree_view.tot_visible_row_count();
if (!visible_rows) {
return;
}
int tot_visible_items = 0;
tree_view.foreach_item(
[&tot_visible_items](AbstractTreeViewItem & /*item*/) { tot_visible_items++; },
AbstractTreeView::IterOptions::SkipCollapsed | AbstractTreeView::IterOptions::SkipFiltered);
if (tot_visible_items >= *visible_rows) {
return;
}
for (int i = 0; i < (*visible_rows - tot_visible_items); i++) {
BasicTreeViewItem &new_item = tree_view.add_tree_item<BasicTreeViewItem>("");
new_item.disable_interaction();
}
}
void TreeViewBuilder::build_tree_view(const bContext &C,
AbstractTreeView &tree_view,
uiLayout &layout,
std::optional<StringRef> search_string,
const bool add_box)
{
uiBlock &block = *uiLayoutGetBlock(&layout);
const ARegion *region = CTX_wm_region_popup(&C) ? CTX_wm_region_popup(&C) : CTX_wm_region(&C);
if (region) {
ui_block_view_persistent_state_restore(*region, block, tree_view);
}
tree_view.build_tree();
tree_view.update_from_old(block);
tree_view.change_state_delayed();
tree_view.filter(search_string);
ensure_min_rows_items(tree_view);
/* Ensure the given layout is actually active. */
UI_block_layout_set_current(&block, &layout);
TreeViewLayoutBuilder builder(layout);
builder.add_box_ = add_box;
builder.build_from_tree(tree_view);
}
/* ---------------------------------------------------------------------- */
BasicTreeViewItem::BasicTreeViewItem(StringRef label, BIFIconID icon_) : icon(icon_)
{
label_ = label;
}
void BasicTreeViewItem::build_row(uiLayout &row)
{
this->add_label(row);
}
void BasicTreeViewItem::add_label(uiLayout &layout, StringRefNull label_override)
{
const StringRefNull label = label_override.is_empty() ? StringRefNull(label_) : label_override;
layout.label(IFACE_(label), icon);
}
void BasicTreeViewItem::on_activate(bContext &C)
{
if (activate_fn_) {
activate_fn_(C, *this);
}
}
void BasicTreeViewItem::set_on_activate_fn(ActivateFn fn)
{
activate_fn_ = fn;
}
void BasicTreeViewItem::set_is_active_fn(IsActiveFn is_active_fn)
{
is_active_fn_ = is_active_fn;
}
std::optional<bool> BasicTreeViewItem::should_be_active() const
{
if (is_active_fn_) {
return is_active_fn_();
}
return std::nullopt;
}
} // namespace blender::ui