Files
test2/source/blender/editors/include/UI_tree_view.hh
Aras Pranckevicius facb17b0e3 Cleanup: BLI ENUM_OPERATORS cleanup/robustness
BLI code for enums that are meant to be used as "bit flags" defined
an ENUM_OPERATORS macro in BLI_utildefines.h. This cleans up things
related to said macro:

- Move it out into a separate BLI_enum_flags.hh header, instead of
  "random bag of things" that is the current place,
- Update it to no longer need manual indication of highest individual
  bit value. This originally was added in a31a87f89 (2020 Oct), in
  order to silence some UBSan warnings that were coming
  from GPU related structures (looking at current GPU code, I don't
  think this is happening anymore). However, that caused actual
  user-visible bugs due to incorrectly specified max. enum bit value,
  and today 14% of all usages have incorrect highest individual
  bit value spelled out.
    - I have reviewed all usages of operator ~ and none of them are
      used for directly producing a DNA-serialized value; all the
      usages are for masking out other bits for which the new ~
      behavior that just flips all bits is fine.
- Make the macro define flag_is_set() function to ease check of bits
  that are set in C++ enum class cases; update existing cases to use
  that instead of three other ways that were used.

Pull Request: https://projects.blender.org/blender/blender/pulls/148230
2025-10-17 12:57:50 +02:00

459 lines
16 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup editorui
*
* API for simple creation of tree UIs supporting typically needed features.
* https://developer.blender.org/docs/features/interface/views/tree_views/
*/
#pragma once
#include <functional>
#include <memory>
#include <string>
#include "BLI_enum_flags.hh"
#include "BLI_function_ref.hh"
#include "BLI_math_vector_types.hh"
#include "BLI_vector.hh"
#include "UI_abstract_view.hh"
#include "UI_resources.hh"
struct bContext;
struct uiBlock;
struct uiLayout;
namespace blender::ui {
class AbstractTreeView;
class AbstractTreeViewItem;
class TreeViewItemDropTarget;
/* ---------------------------------------------------------------------- */
/** \name Tree-View Item Container
*
* Base class for tree-view and tree-view items, so both can contain children.
* \{ */
/**
* Both the tree-view (as the root of the tree) and the items can have children. This is the base
* class for both, to store and manage child items. Children are owned by their parent container
* (tree-view or item).
*
* That means this type can be used whenever either an #AbstractTreeView or an
* #AbstractTreeViewItem is needed, but the #TreeViewOrItem alias is a better name to use then.
*/
class TreeViewItemContainer {
friend class AbstractTreeView;
friend class AbstractTreeViewItem;
/* Private constructor, so only the friends above can create this! */
TreeViewItemContainer() = default;
protected:
Vector<std::unique_ptr<AbstractTreeViewItem>> children_;
/** Adding the first item to the root will set this, then it's passed on to all children. */
TreeViewItemContainer *root_ = nullptr;
/** Pointer back to the owning item. */
AbstractTreeViewItem *parent_ = nullptr;
/**
* Can be set to true to indicate that all of the children items do not have children themselves.
* In this case, no space is reserved for the chevron.
*/
bool is_flat_ = false;
public:
enum class IterOptions {
None = 0,
SkipCollapsed = 1 << 0,
SkipFiltered = 1 << 1,
};
using ItemIterFn = FunctionRef<void(AbstractTreeViewItem &)>;
/**
* Convenience wrapper constructing the item by forwarding given arguments to the constructor of
* the type (\a ItemT).
*
* E.g. if your tree-item type has the following constructor:
* \code{.cpp}
* MyTreeItem(std::string str, int i);
* \endcode
* You can add an item like this:
* \code
* add_tree_item<MyTreeItem>("blabla", 42);
* \endcode
*/
template<class ItemT, typename... Args> inline ItemT &add_tree_item(Args &&...args);
/**
* Add an already constructed tree item to this parent. Ownership is moved to it.
* All tree items must be added through this, it handles important invariants!
*/
AbstractTreeViewItem &add_tree_item(std::unique_ptr<AbstractTreeViewItem> item);
protected:
void foreach_item_recursive(ItemIterFn iter_fn, IterOptions options = IterOptions::None) const;
void foreach_parent(ItemIterFn iter_fn) const;
};
ENUM_OPERATORS(TreeViewItemContainer::IterOptions);
/**
* The container class is the base for both the tree-view and the items. This alias gives it a
* clearer name for handles that accept both. Use whenever something wants to act on child-items,
* irrespective of if they are stored at root level or as children of some other item.
*/
using TreeViewOrItem = TreeViewItemContainer;
/** \} */
/* ---------------------------------------------------------------------- */
/** \name Tree-View Base Class
* \{ */
class AbstractTreeView : public AbstractView, public TreeViewItemContainer {
/* Shared pointer so the pointer can be kept persistent over redraws. The grip button gets a
* pointer to modify the value on resizing, and it uses it to identify the button over redraws.
*/
/* TODO support region zoom. */
std::shared_ptr<int> custom_height_ = nullptr;
/** Scroll offset in items, also see #uiViewState.scroll_offset. Clamped before creating the
* button layout. */
std::shared_ptr<int> scroll_value_ = nullptr;
/**
* The total number of items in the tree during the last redraw.
*/
int last_tot_items_ = 0;
bool scroll_active_into_view_on_draw_ = false;
friend class AbstractTreeViewItem;
friend class TreeViewBuilder;
friend class TreeViewLayoutBuilder;
friend class TreeViewItemDropTarget;
public:
/* virtual */ ~AbstractTreeView() override = default;
void draw_overlays(const ARegion &region, const uiBlock &block) const override;
void foreach_item(ItemIterFn iter_fn, IterOptions options = IterOptions::None) const;
void foreach_root_item(ItemIterFn iter_fn) const;
bool is_fully_visible() const override;
void scroll(ViewScrollDirection direction) override;
/* Scroll to the active element when state is changed. */
/**
* \param xy: The mouse coordinates in window space.
*/
AbstractTreeViewItem *find_hovered(const ARegion &region, const int2 &xy);
/** Visual feature: Define a number of item rows the view will show by default. If there
* are fewer items, empty dummy items will be added. These contribute to the view bounds, so the
* drop target of the view includes them, but they are not interactive (e.g. no mouse-hover
* highlight).
*
* \note Value should be greater than #MIN_ROWS. This is to prevent resizing below certain
* height. */
void set_default_rows(int default_rows);
protected:
virtual void build_tree() = 0;
std::optional<uiViewState> persistent_state() const override;
void persistent_state_apply(const uiViewState &state) override;
private:
void foreach_view_item(FunctionRef<void(AbstractViewItem &)> iter_fn) const final;
void update_children_from_old(const AbstractView &old_view) override;
static void update_children_from_old_recursive(const TreeViewOrItem &new_items,
const TreeViewOrItem &old_items);
static AbstractTreeViewItem *find_matching_child(
const AbstractTreeViewItem &lookup_item, const Span<AbstractTreeViewItem *> possible_items);
std::optional<int> tot_visible_row_count() const;
bool supports_scrolling() const override;
void draw_hierarchy_lines(const ARegion &region, const uiBlock &block) const;
void get_hierarchy_lines(const ARegion &region,
const TreeViewOrItem &parent,
const float aspect,
Vector<std::pair<int2, int2>> &lines,
int &visible_item_index) const;
int count_visible_descendants(const AbstractTreeViewItem &parent) const;
void scroll_active_into_view();
};
/** \} */
/* ---------------------------------------------------------------------- */
/** \name Tree-View Item Type
* \{ */
/** \brief Abstract base class for defining a customizable tree-view item.
*
* The tree-view item defines how to build its data into a tree-row. There are implementations for
* common layouts, e.g. #BasicTreeViewItem.
* It also stores state information that needs to be persistent over redraws, like the collapsed
* state.
*/
class AbstractTreeViewItem : public AbstractViewItem, public TreeViewItemContainer {
friend class AbstractTreeView;
friend class TreeViewLayoutBuilder;
/* Higher-level API. */
friend class TreeViewItemAPIWrapper;
private:
bool is_open_ = false;
protected:
/** This label is used as the default way to identifying an item within its parent. */
std::string label_;
public:
/* virtual */ ~AbstractTreeViewItem() override = default;
virtual void build_row(uiLayout &row) = 0;
/* virtual */ std::optional<std::string> debug_name() const override;
std::unique_ptr<DropTargetInterface> create_item_drop_target() final;
virtual std::unique_ptr<TreeViewItemDropTarget> create_drop_target();
AbstractTreeView &get_tree_view() const;
/**
* Calculate the view item rectangle from its view-item button, converted to window space.
* Returns an unset optional if there is no view item button for this item.
*/
std::optional<rctf> get_win_rect(const ARegion &region) const;
void begin_renaming();
/**
* Toggle the expanded/collapsed state.
*
* \note this does not call #on_collapse_change().
* \returns true when the collapsed state was changed, false otherwise.
*/
bool toggle_collapsed();
/**
* Expand or collapse this tree view item.
*
* \note this does not call #on_collapse_change().
* \returns true when the collapsed state was changed, false otherwise.
*/
virtual bool set_collapsed(bool collapsed);
/**
* Called when the view changes an item's state from expanded to collapsed, or vice versa. Will
* only be called if the state change is triggered through the view, not through external
* changes. E.g. a click on an item calls it, a change in the value returned by
* #should_be_collapsed() to reflect an external state change does not.
*/
virtual void on_collapse_change(bContext &C, bool is_collapsed);
/**
* If the result is not empty, it controls whether the item should be collapsed or not, usually
* depending on the data that the view represents.
*/
virtual std::optional<bool> should_be_collapsed() const;
/**
* Make this item be uncollapsed on first draw (may later be overridden by
* #should_be_collapsed()). Must only be done during tree building.
*
* \note this does not call #on_collapse_change() or #set_collapsed() overrides.
*/
void uncollapse_by_default();
/**
* Requires the tree to have completed reconstruction, see #is_reconstructed(). Otherwise we
* can't be sure about the item state.
*/
bool is_collapsed() const;
bool is_collapsible() const;
int count_parents() const;
protected:
/** See AbstractViewItem::get_rename_string(). */
/* virtual */ StringRef get_rename_string() const override;
/** See AbstractViewItem::rename(). */
/* virtual */ bool rename(const bContext &C, StringRefNull new_name) override;
/**
* Return whether the item can be collapsed. Used to disable collapsing for items with children.
* The default implementation returns true.
*/
virtual bool supports_collapsing() const;
/**
* Toggle the collapsed/expanded state, and call on_collapse_change() if it changed.
*/
void toggle_collapsed_from_view(bContext &C);
void change_state_delayed() override;
/** See #AbstractViewItem::matches(). */
/* virtual */ bool matches(const AbstractViewItem &other) const override;
/** See #AbstractViewItem::update_from_old(). */
/* virtual */ void update_from_old(const AbstractViewItem &old) override;
/**
* Compare this item to \a other to check if they represent the same data.
* Used to recognize an item from a previous redraw, to be able to keep its state (e.g.
* open/closed, active, etc.). Items are only matched if their parents also match.
* By default this just matches the item's label (if the parents match!). If that isn't
* good enough for a sub-class, that can override it.
*
* TODO #matches_single() is a rather temporary name, used to indicate that this only compares
* the item itself, not the parents. Item matching is expected to change quite a bit anyway.
*/
virtual bool matches_single(const AbstractTreeViewItem &other) const;
/**
* Can be called from the #AbstractTreeViewItem::build_row() implementation, but not earlier. The
* hovered state can't be queried reliably otherwise.
* Note that this does a linear lookup in the old block, so isn't too great performance-wise.
*/
bool is_hovered() const;
void ensure_parents_uncollapsed();
private:
static void collapse_chevron_click_fn(bContext *, void *but_arg1, void *);
/**
* Override of #AbstractViewItem::set_state_active() that also ensures the parents of this
* element are uncollapsed so that the item is visible.
*/
bool set_state_active() final;
void add_treerow_button(uiBlock &block);
int indent_width() const;
void add_indent(uiLayout &row) const;
void add_collapse_chevron(uiBlock &block) const;
void add_rename_button(uiLayout &row);
bool has_active_child() const;
};
/** \} */
/* ---------------------------------------------------------------------- */
/** \name Predefined Tree-View Item Types
*
* Common, Basic Tree-View Item Types.
* \{ */
/**
* The most basic type, just a label with an icon.
*/
class BasicTreeViewItem : public AbstractTreeViewItem {
public:
using IsActiveFn = std::function<bool()>;
using ActivateFn = std::function<void(bContext &C, BasicTreeViewItem &new_active)>;
BIFIconID icon;
explicit BasicTreeViewItem(StringRef label, BIFIconID icon = ICON_NONE);
void build_row(uiLayout &row) override;
void add_label(uiLayout &layout, StringRefNull label_override = "");
void set_on_activate_fn(ActivateFn fn);
/**
* Set a custom callback to check if this item should be active.
*/
void set_is_active_fn(IsActiveFn is_active_fn);
protected:
/**
* Called when activating this tree view item. This way users don't have to sub-class
* #BasicTreeViewItem, just to implement custom activation behavior (a common thing to do).
*/
ActivateFn activate_fn_;
IsActiveFn is_active_fn_;
private:
std::optional<bool> should_be_active() const override;
void on_activate(bContext &C) override;
};
/** \} */
/* ---------------------------------------------------------------------- */
/** \name Drag & Drop
* \{ */
/**
* Class to define the behavior when dropping something onto/into a view item, plus the behavior
* when dragging over this item. An item can return a drop target for itself via a custom
* implementation of #AbstractTreeViewItem::create_drop_target().
*
* By default the drop target only supports dropping into/onto itself. To support
* inserting/reordering behavior, where dropping before or after the drop-target is supported, pass
* a different #DropBehavior to the constructor.
*/
class TreeViewItemDropTarget : public DropTargetInterface {
protected:
AbstractTreeViewItem &view_item_;
const DropBehavior behavior_;
public:
TreeViewItemDropTarget(AbstractTreeViewItem &view_item,
DropBehavior behavior = DropBehavior::Insert);
std::optional<DropLocation> choose_drop_location(const ARegion &region,
const wmEvent &event) const override;
/** Request the view the item is registered for as type #ViewType. Throws a `std::bad_cast`
* exception if the view is not of the requested type. */
template<class ViewType> inline ViewType &get_view() const;
};
/** \} */
/* ---------------------------------------------------------------------- */
/** \name Tree-View Builder
* \{ */
class TreeViewBuilder {
public:
static void build_tree_view(const bContext &C,
AbstractTreeView &tree_view,
uiLayout &layout,
std::optional<StringRef> search_string = {},
bool add_box = true);
private:
static void ensure_min_rows_items(AbstractTreeView &tree_view);
};
/** \} */
/* ---------------------------------------------------------------------- */
template<class ItemT, typename... Args>
inline ItemT &TreeViewItemContainer::add_tree_item(Args &&...args)
{
static_assert(std::is_base_of_v<AbstractTreeViewItem, ItemT>,
"Type must derive from and implement the AbstractTreeViewItem interface");
return dynamic_cast<ItemT &>(
add_tree_item(std::make_unique<ItemT>(std::forward<Args>(args)...)));
}
template<class ViewType> ViewType &TreeViewItemDropTarget::get_view() const
{
static_assert(std::is_base_of_v<AbstractTreeView, ViewType>,
"Type must derive from and implement the ui::AbstractTreeView interface");
return dynamic_cast<ViewType &>(view_item_.get_tree_view());
}
} // namespace blender::ui