Files
test/source/blender/editors/interface/interface_template_attribute_search.cc
Brecht Van Lommel 7a395e2e7f Revert changes from main commits that were merged into blender-v4.1-release
The last good commit was f57e4c5b98.

After this one more fix was committed, this one is preserved as well:
67bd678887.
2024-03-18 15:04:12 +01:00

112 lines
3.4 KiB
C++

/* 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<const GeometryAttributeInfo *> 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<const GeometryAttributeInfo> search;
for (const GeometryAttributeInfo *item : infos) {
if (!bke::allow_procedural_attribute_access(item->name)) {
continue;
}
search.add(item->name, item);
}
const Vector<const GeometryAttributeInfo *> filtered_items = search.query(string);
for (const GeometryAttributeInfo *item : filtered_items) {
if (!attribute_search_item_add(seach_items, *item)) {
break;
}
}
}
} // namespace blender::ui