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test2/source/blender/editors/interface/views/tree_view.cc

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/* 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 "interface_intern.hh"
#include "UI_interface.hh"
#include "UI_view2d.hh"
#include "WM_api.hh"
#include "WM_types.hh"
#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
{
2021-09-24 10:25:16 +02:00
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);
}
}
/* ---------------------------------------------------------------------- */
/* Implementation for the base class virtual function. More specialized iterators below. */
void AbstractTreeView::foreach_view_item(FunctionRef<void(AbstractViewItem &)> iter_fn) const
{
this->foreach_item_recursive(iter_fn);
}
void AbstractTreeView::foreach_item(ItemIterFn iter_fn, IterOptions options) const
{
this->foreach_item_recursive(iter_fn, options);
}
UI: Basic tree-view drag & drop reordering and inserting support No user visible changes expected, these are just the internal API preparations. Modifies the Drop API for views so that tree-views can choose to insert items before, after and into other items. Note: While there is support for drag-tooltips that can explain how an item will be inserted, there is no drawing yet like in the Outliner, that indicates if an item is inserted before, after or into. There is some work on that but that can be done separately. Changes: - Removes `AbstractViewDropTarget` that was shared between tree- and grid-views, and adds `AbstractTreeViewDropTarget` and `AbstractGridViewDropTarget`. The tree-view needs specialized handling now, and although they could share some code still, it's not worth having another level of inheritance. - Modifies the drop-target API to use `DragInfo` which contains more info about the dragging operation than just the `wmDrag`. - Adds `determine_drop_location()` to the `DropTargetInterface` which drop targets can use to determine when dropping means inserting before, after or into. - Store the block and region in the view. This is needed unfortunately but shouldn't be an issue since the tree view is recreated on redraws, together with the block. - Various smaller tweaks and additions to views as needed. TODO (outside scope of this change): Increase row height so there is no gap between tree view items, but keep things visually the same otherwise. This reduces flickering while dragging. Pull Request: https://projects.blender.org/blender/blender/pulls/109825
2023-07-11 14:30:26 +02:00
AbstractTreeViewItem *AbstractTreeView::find_hovered(const ARegion &region, const int2 &xy)
{
AbstractTreeViewItem *hovered_item = nullptr;
this->foreach_item_recursive(
UI: Basic tree-view drag & drop reordering and inserting support No user visible changes expected, these are just the internal API preparations. Modifies the Drop API for views so that tree-views can choose to insert items before, after and into other items. Note: While there is support for drag-tooltips that can explain how an item will be inserted, there is no drawing yet like in the Outliner, that indicates if an item is inserted before, after or into. There is some work on that but that can be done separately. Changes: - Removes `AbstractViewDropTarget` that was shared between tree- and grid-views, and adds `AbstractTreeViewDropTarget` and `AbstractGridViewDropTarget`. The tree-view needs specialized handling now, and although they could share some code still, it's not worth having another level of inheritance. - Modifies the drop-target API to use `DragInfo` which contains more info about the dragging operation than just the `wmDrag`. - Adds `determine_drop_location()` to the `DropTargetInterface` which drop targets can use to determine when dropping means inserting before, after or into. - Store the block and region in the view. This is needed unfortunately but shouldn't be an issue since the tree view is recreated on redraws, together with the block. - Various smaller tweaks and additions to views as needed. TODO (outside scope of this change): Increase row height so there is no gap between tree view items, but keep things visually the same otherwise. This reduces flickering while dragging. Pull Request: https://projects.blender.org/blender/blender/pulls/109825
2023-07-11 14:30:26 +02:00
[&](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());
}
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;
}
/* 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 = first_descendant_index + descendant_count;
{
const bool line_ends_above_visible = last_descendant_index < scroll_ofs;
if (line_ends_above_visible) {
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();
const int ymin = std::min(max_visible_row_count, last_descendant_index - scroll_ofs) *
padded_item_height();
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)
{
LISTBASE_FOREACH (uiBut *, but, &block.buttons) {
if (but->type != UI_BTYPE_VIEW_ITEM) {
continue;
}
uiButViewItem *view_item_but = static_cast<uiButViewItem *>(but);
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_;
this->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_;
}
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)
UI: Basic tree-view drag & drop reordering and inserting support No user visible changes expected, these are just the internal API preparations. Modifies the Drop API for views so that tree-views can choose to insert items before, after and into other items. Note: While there is support for drag-tooltips that can explain how an item will be inserted, there is no drawing yet like in the Outliner, that indicates if an item is inserted before, after or into. There is some work on that but that can be done separately. Changes: - Removes `AbstractViewDropTarget` that was shared between tree- and grid-views, and adds `AbstractTreeViewDropTarget` and `AbstractGridViewDropTarget`. The tree-view needs specialized handling now, and although they could share some code still, it's not worth having another level of inheritance. - Modifies the drop-target API to use `DragInfo` which contains more info about the dragging operation than just the `wmDrag`. - Adds `determine_drop_location()` to the `DropTargetInterface` which drop targets can use to determine when dropping means inserting before, after or into. - Store the block and region in the view. This is needed unfortunately but shouldn't be an issue since the tree view is recreated on redraws, together with the block. - Various smaller tweaks and additions to views as needed. TODO (outside scope of this change): Increase row height so there is no gap between tree view items, but keep things visually the same otherwise. This reduces flickering while dragging. Pull Request: https://projects.blender.org/blender/blender/pulls/109825
2023-07-11 14:30:26 +02:00
{
}
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();
UI: Basic tree-view drag & drop reordering and inserting support No user visible changes expected, these are just the internal API preparations. Modifies the Drop API for views so that tree-views can choose to insert items before, after and into other items. Note: While there is support for drag-tooltips that can explain how an item will be inserted, there is no drawing yet like in the Outliner, that indicates if an item is inserted before, after or into. There is some work on that but that can be done separately. Changes: - Removes `AbstractViewDropTarget` that was shared between tree- and grid-views, and adds `AbstractTreeViewDropTarget` and `AbstractGridViewDropTarget`. The tree-view needs specialized handling now, and although they could share some code still, it's not worth having another level of inheritance. - Modifies the drop-target API to use `DragInfo` which contains more info about the dragging operation than just the `wmDrag`. - Adds `determine_drop_location()` to the `DropTargetInterface` which drop targets can use to determine when dropping means inserting before, after or into. - Store the block and region in the view. This is needed unfortunately but shouldn't be an issue since the tree view is recreated on redraws, together with the block. - Various smaller tweaks and additions to views as needed. TODO (outside scope of this change): Increase row height so there is no gap between tree view items, but keep things visually the same otherwise. This reduces flickering while dragging. Pull Request: https://projects.blender.org/blender/blender/pulls/109825
2023-07-11 14:30:26 +02:00
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 > (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())
UI: Basic tree-view drag & drop reordering and inserting support No user visible changes expected, these are just the internal API preparations. Modifies the Drop API for views so that tree-views can choose to insert items before, after and into other items. Note: While there is support for drag-tooltips that can explain how an item will be inserted, there is no drawing yet like in the Outliner, that indicates if an item is inserted before, after or into. There is some work on that but that can be done separately. Changes: - Removes `AbstractViewDropTarget` that was shared between tree- and grid-views, and adds `AbstractTreeViewDropTarget` and `AbstractGridViewDropTarget`. The tree-view needs specialized handling now, and although they could share some code still, it's not worth having another level of inheritance. - Modifies the drop-target API to use `DragInfo` which contains more info about the dragging operation than just the `wmDrag`. - Adds `determine_drop_location()` to the `DropTargetInterface` which drop targets can use to determine when dropping means inserting before, after or into. - Store the block and region in the view. This is needed unfortunately but shouldn't be an issue since the tree view is recreated on redraws, together with the block. - Various smaller tweaks and additions to views as needed. TODO (outside scope of this change): Increase row height so there is no gap between tree view items, but keep things visually the same otherwise. This reduces flickering while dragging. Pull Request: https://projects.blender.org/blender/blender/pulls/109825
2023-07-11 14:30:26 +02:00
{
/* 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 = uiLayoutRow(&row, true);
uiLayoutSetFixedSize(subrow, true);
uiDefBut(block, UI_BTYPE_SEPR, 0, "", 0, 0, this->indent_width(), 0, nullptr, 0.0, 0.0, "");
/* 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. */
if (!this->is_collapsible()) {
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);
eUIEmbossType previous_emboss = UI_block_emboss_get(block);
uiLayoutRow(&row, false);
/* Enable emboss for the text button. */
UI_block_emboss_set(block, UI_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
Asset Browser: Initial Asset Catalog UI The Asset Browser now displays a tree with asset catalogs in the left sidebar. This replaces the asset categories. It uses the new UI tree-view API (https://wiki.blender.org/wiki/Source/Interface/Views#Tree-View). Buttons are displayed for adding and removing of catalogs. Parent items can be collapsed, but the collapsed/uncollapsed state is not stored in files yet. Note that edits to catalogs (e.g. new or removed catalogs) are only written to the asset library's catalog definition files when saving a .blend. In the "Current File" asset library, we try to show asset catalogs from a parent asset library, or if that fails, from the directory the file is stored in. See adaf4f56e1ed. There are plenty of TODOs and smaller glitches to be fixed still. Plus a UI polishing pass should be done. Important missing UI features: * Dragging assets into catalogs (WIP, close to being ready). * Renaming catalogs * Proper handling of catalogs in the "Current File" asset library (currently not working well). The "Current File" asset library is especially limited still. Since this is the only place where you can assign assets to a catalog, this makes the catalogs very cumbersome in general. To assign an asset to a catalog, one has to manually copy the Catalog ID (a random hash like number) to the asset metadata through a temporary UI in the Asset Browser Sidebar. These limitations should be addressed over the next few days, they are high priority. Differential Revision: https://developer.blender.org/D12670
2021-09-29 17:01:13 +02:00
{
return label_ == other.label_;
}
UI: Basic tree-view drag & drop reordering and inserting support No user visible changes expected, these are just the internal API preparations. Modifies the Drop API for views so that tree-views can choose to insert items before, after and into other items. Note: While there is support for drag-tooltips that can explain how an item will be inserted, there is no drawing yet like in the Outliner, that indicates if an item is inserted before, after or into. There is some work on that but that can be done separately. Changes: - Removes `AbstractViewDropTarget` that was shared between tree- and grid-views, and adds `AbstractTreeViewDropTarget` and `AbstractGridViewDropTarget`. The tree-view needs specialized handling now, and although they could share some code still, it's not worth having another level of inheritance. - Modifies the drop-target API to use `DragInfo` which contains more info about the dragging operation than just the `wmDrag`. - Adds `determine_drop_location()` to the `DropTargetInterface` which drop targets can use to determine when dropping means inserting before, after or into. - Store the block and region in the view. This is needed unfortunately but shouldn't be an issue since the tree view is recreated on redraws, together with the block. - Various smaller tweaks and additions to views as needed. TODO (outside scope of this change): Increase row height so there is no gap between tree view items, but keep things visually the same otherwise. This reduces flickering while dragging. Pull Request: https://projects.blender.org/blender/blender/pulls/109825
2023-07-11 14:30:26 +02:00
std::unique_ptr<DropTargetInterface> AbstractTreeViewItem::create_item_drop_target()
{
return this->create_drop_target();
UI: Basic tree-view drag & drop reordering and inserting support No user visible changes expected, these are just the internal API preparations. Modifies the Drop API for views so that tree-views can choose to insert items before, after and into other items. Note: While there is support for drag-tooltips that can explain how an item will be inserted, there is no drawing yet like in the Outliner, that indicates if an item is inserted before, after or into. There is some work on that but that can be done separately. Changes: - Removes `AbstractViewDropTarget` that was shared between tree- and grid-views, and adds `AbstractTreeViewDropTarget` and `AbstractGridViewDropTarget`. The tree-view needs specialized handling now, and although they could share some code still, it's not worth having another level of inheritance. - Modifies the drop-target API to use `DragInfo` which contains more info about the dragging operation than just the `wmDrag`. - Adds `determine_drop_location()` to the `DropTargetInterface` which drop targets can use to determine when dropping means inserting before, after or into. - Store the block and region in the view. This is needed unfortunately but shouldn't be an issue since the tree view is recreated on redraws, together with the block. - Various smaller tweaks and additions to views as needed. TODO (outside scope of this change): Increase row height so there is no gap between tree view items, but keep things visually the same otherwise. This reduces flickering while dragging. Pull Request: https://projects.blender.org/blender/blender/pulls/109825
2023-07-11 14:30:26 +02:00
}
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());
}
UI: Basic tree-view drag & drop reordering and inserting support No user visible changes expected, these are just the internal API preparations. Modifies the Drop API for views so that tree-views can choose to insert items before, after and into other items. Note: While there is support for drag-tooltips that can explain how an item will be inserted, there is no drawing yet like in the Outliner, that indicates if an item is inserted before, after or into. There is some work on that but that can be done separately. Changes: - Removes `AbstractViewDropTarget` that was shared between tree- and grid-views, and adds `AbstractTreeViewDropTarget` and `AbstractGridViewDropTarget`. The tree-view needs specialized handling now, and although they could share some code still, it's not worth having another level of inheritance. - Modifies the drop-target API to use `DragInfo` which contains more info about the dragging operation than just the `wmDrag`. - Adds `determine_drop_location()` to the `DropTargetInterface` which drop targets can use to determine when dropping means inserting before, after or into. - Store the block and region in the view. This is needed unfortunately but shouldn't be an issue since the tree view is recreated on redraws, together with the block. - Various smaller tweaks and additions to views as needed. TODO (outside scope of this change): Increase row height so there is no gap between tree view items, but keep things visually the same otherwise. This reduces flickering while dragging. Pull Request: https://projects.blender.org/blender/blender/pulls/109825
2023-07-11 14:30:26 +02:00
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_);
}
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::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 (children_.is_empty()) {
return false;
}
return this->supports_collapsing();
}
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::toggle_collapsed_from_view(bContext &C)
{
if (this->toggle_collapsed()) {
this->on_collapse_change(C, this->is_collapsed());
}
}
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 = uiLayoutBox(&parent_layout);
col = uiLayoutColumn(box, true);
}
else {
col = uiLayoutColumn(&parent_layout, true);
}
/* Row for the tree-view and the scroll bar. */
uiLayout *row = uiLayoutRow(col, false);
const std::optional<int> visible_row_count = tree_view.tot_visible_row_count();
const int tot_items = count_visible_items(tree_view);
/* Column for the tree view. */
uiLayoutColumn(row, 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_) {
uiLayoutColumn(row, false);
*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)) {
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();
eUIEmbossType previous_emboss = UI_block_emboss_get(&block_);
uiLayout *overlap = uiLayoutOverlap(&prev_layout);
if (!item.is_interactive_) {
uiLayoutSetActive(overlap, false);
}
uiLayout *row = uiLayoutRow(overlap, false);
/* Enable emboss for mouse hover highlight. */
uiLayoutSetEmboss(row, UI_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_, UI_EMBOSS_NONE_OR_STATUS);
/* Add little margin to align actual contents vertically. */
uiLayout *content_col = uiLayoutColumn(overlap, 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 = uiLayoutRow(content_col, 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(AbstractTreeView &tree_view,
uiLayout &layout,
std::optional<StringRef> search_string,
const bool add_box)
{
uiBlock &block = *uiLayoutGetBlock(&layout);
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;
uiItemL(&layout, IFACE_(label.c_str()), 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