Instead of requiring an image buffer to draw a bigger preview image while dragging, allow passing an icon ID and draw that as preview. This is also how we draw previews elsewhere. Use this for attaching the asset previews to draggable buttons. A small user visible change is that previews from the asset browser will always draw at the default size (multiplied by the interface scale) while dragging. Previously it used the same size as the asset browser preview size, which I don't think was useful really. With small sizes the preview while dragging got unnecessarily small too, with big sizes it got in the way. Needed for #131871.
129 lines
3.7 KiB
C++
129 lines
3.7 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup edinterface
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*/
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#include "AS_asset_representation.hh"
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#include "ED_asset.hh"
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#include "UI_interface.hh"
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#include "WM_api.hh"
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#include "interface_intern.hh"
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void UI_but_drag_set_id(uiBut *but, ID *id)
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{
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but->dragtype = WM_DRAG_ID;
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if (but->dragflag & UI_BUT_DRAGPOIN_FREE) {
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WM_drag_data_free(but->dragtype, but->dragpoin);
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but->dragflag &= ~UI_BUT_DRAGPOIN_FREE;
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}
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but->dragpoin = (void *)id;
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}
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void UI_but_drag_attach_image(uiBut *but, const ImBuf *imb, const float scale)
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{
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but->imb = imb;
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but->imb_scale = scale;
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UI_but_dragflag_enable(but, UI_BUT_DRAG_FULL_BUT);
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}
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void UI_but_drag_set_asset(uiBut *but,
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const blender::asset_system::AssetRepresentation *asset,
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int import_method,
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BIFIconID icon,
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BIFIconID preview_icon)
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{
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wmDragAsset *asset_drag = WM_drag_create_asset_data(asset, import_method);
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but->dragtype = WM_DRAG_ASSET;
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ui_def_but_icon(but, icon, 0); /* no flag UI_HAS_ICON, so icon doesn't draw in button */
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if (but->dragflag & UI_BUT_DRAGPOIN_FREE) {
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WM_drag_data_free(but->dragtype, but->dragpoin);
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}
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but->dragpoin = asset_drag;
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but->dragflag |= UI_BUT_DRAGPOIN_FREE;
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but->drag_preview_icon_id = preview_icon;
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}
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void UI_but_drag_set_rna(uiBut *but, PointerRNA *ptr)
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{
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but->dragtype = WM_DRAG_RNA;
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if (but->dragflag & UI_BUT_DRAGPOIN_FREE) {
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WM_drag_data_free(but->dragtype, but->dragpoin);
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but->dragflag &= ~UI_BUT_DRAGPOIN_FREE;
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}
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but->dragpoin = (void *)ptr;
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}
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void UI_but_drag_set_path(uiBut *but, const char *path)
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{
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but->dragtype = WM_DRAG_PATH;
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if (but->dragflag & UI_BUT_DRAGPOIN_FREE) {
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WM_drag_data_free(but->dragtype, but->dragpoin);
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}
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but->dragpoin = WM_drag_create_path_data(blender::Span(&path, 1));
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but->dragflag |= UI_BUT_DRAGPOIN_FREE;
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}
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void UI_but_drag_set_name(uiBut *but, const char *name)
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{
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but->dragtype = WM_DRAG_NAME;
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if (but->dragflag & UI_BUT_DRAGPOIN_FREE) {
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WM_drag_data_free(but->dragtype, but->dragpoin);
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but->dragflag &= ~UI_BUT_DRAGPOIN_FREE;
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}
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but->dragpoin = (void *)name;
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}
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void UI_but_drag_set_image(uiBut *but, const char *path, int icon, const ImBuf *imb, float scale)
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{
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ui_def_but_icon(but, icon, 0); /* no flag UI_HAS_ICON, so icon doesn't draw in button */
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UI_but_drag_set_path(but, path);
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UI_but_drag_attach_image(but, imb, scale);
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}
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void ui_but_drag_free(uiBut *but)
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{
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if (but->dragpoin && (but->dragflag & UI_BUT_DRAGPOIN_FREE)) {
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WM_drag_data_free(but->dragtype, but->dragpoin);
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}
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}
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bool ui_but_drag_is_draggable(const uiBut *but)
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{
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return but->dragpoin != nullptr;
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}
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void ui_but_drag_start(bContext *C, uiBut *but)
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{
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wmDrag *drag = WM_drag_data_create(C,
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but->icon,
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but->dragtype,
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but->dragpoin,
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(but->dragflag & UI_BUT_DRAGPOIN_FREE) ? WM_DRAG_FREE_DATA :
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WM_DRAG_NOP);
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/* wmDrag has ownership over dragpoin now, stop messing with it. */
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but->dragpoin = nullptr;
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if (but->imb) {
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WM_event_drag_image(drag, but->imb, but->imb_scale);
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}
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else if (but->drag_preview_icon_id) {
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WM_event_drag_preview_icon(drag, but->drag_preview_icon_id);
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}
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WM_event_start_prepared_drag(C, drag);
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/* Special feature for assets: We add another drag item that supports multiple assets. It
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* gets the assets from context. */
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if (ELEM(but->dragtype, WM_DRAG_ASSET, WM_DRAG_ID)) {
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WM_event_start_drag(C, ICON_NONE, WM_DRAG_ASSET_LIST, nullptr, WM_DRAG_NOP);
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}
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}
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