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test2/source/blender/editors/include/UI_grid_view.hh
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00

247 lines
7.3 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup editorui
*
* API for simple creation of grid UIs, supporting typically needed features.
* https://wiki.blender.org/wiki/Source/Interface/Views/Grid_Views
*/
#pragma once
#include "BLI_function_ref.hh"
#include "BLI_map.hh"
#include "BLI_vector.hh"
#include "UI_abstract_view.hh"
#include "UI_resources.hh"
struct bContext;
struct uiBlock;
struct uiButViewItem;
struct uiLayout;
struct View2D;
namespace blender::ui {
class AbstractGridView;
class GridViewItemDropTarget;
/* ---------------------------------------------------------------------- */
/** \name Grid-View Item Type
* \{ */
class AbstractGridViewItem : public AbstractViewItem {
friend class AbstractGridView;
friend class GridViewLayoutBuilder;
protected:
/** Reference to a string that uniquely identifies this item in the view. */
StringRef identifier_{};
/** Every visible item gets a button of type #UI_BTYPE_VIEW_ITEM during the layout building. */
uiButViewItem *view_item_but_ = nullptr;
public:
/* virtual */ ~AbstractGridViewItem() override = default;
virtual void build_grid_tile(uiLayout &layout) const = 0;
AbstractGridView &get_view() const;
protected:
AbstractGridViewItem(StringRef identifier);
/** See AbstractViewItem::matches(). */
/* virtual */ bool matches(const AbstractViewItem &other) const override;
/* virtual */ std::unique_ptr<DropTargetInterface> create_item_drop_target() final;
virtual std::unique_ptr<GridViewItemDropTarget> create_drop_target();
private:
static void grid_tile_click_fn(bContext *, void *but_arg1, void *);
void add_grid_tile_button(uiBlock &block);
};
/** \} */
/* ---------------------------------------------------------------------- */
/** \name Grid-View Base Class
* \{ */
struct GridViewStyle {
GridViewStyle(int width, int height);
int tile_width = 0;
int tile_height = 0;
};
class AbstractGridView : public AbstractView {
friend class AbstractGridViewItem;
friend class GridViewBuilder;
friend class GridViewLayoutBuilder;
protected:
Vector<std::unique_ptr<AbstractGridViewItem>> items_;
/** Store this to avoid recomputing. */
mutable std::optional<int> item_count_filtered_;
/** <identifier, item> map to lookup items by identifier, used for efficient lookups in
* #update_from_old(). */
Map<StringRef, AbstractGridViewItem *> item_map_;
GridViewStyle style_;
public:
AbstractGridView();
/* virtual */ ~AbstractGridView() override = default;
using ItemIterFn = FunctionRef<void(AbstractGridViewItem &)>;
void foreach_item(ItemIterFn iter_fn) const;
void foreach_filtered_item(ItemIterFn iter_fn) const;
/**
* Convenience wrapper constructing the item by forwarding given arguments to the constructor of
* the type (\a ItemT).
*
* E.g. if your grid-item type has the following constructor:
* \code{.cpp}
* MyGridItem(std::string str, int i);
* \endcode
* You can add an item like this:
* \code
* add_item<MyGridItem>("blabla", 42);
* \endcode
*/
template<class ItemT, typename... Args> inline ItemT &add_item(Args &&...args);
const GridViewStyle &get_style() const;
int get_item_count() const;
int get_item_count_filtered() const;
void set_tile_size(int tile_width, int tile_height);
protected:
virtual void build_items() = 0;
private:
void foreach_view_item(FunctionRef<void(AbstractViewItem &)> iter_fn) const final;
void update_children_from_old(const AbstractView &old_view) override;
AbstractGridViewItem *find_matching_item(const AbstractGridViewItem &item_to_match,
const AbstractGridView &view_to_search_in) const;
/**
* Add an already constructed item, moving ownership to the grid-view.
* All items must be added through this, it handles important invariants!
*/
AbstractGridViewItem &add_item(std::unique_ptr<AbstractGridViewItem> item);
};
/** \} */
/* ---------------------------------------------------------------------- */
/** \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 #AbstractGridViewItem::create_drop_target().
*/
class GridViewItemDropTarget : public DropTargetInterface {
protected:
AbstractGridView &view_;
public:
GridViewItemDropTarget(AbstractGridView &view);
/** 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 Grid-View Builder
*
* TODO unify this with `TreeViewBuilder` and call view-specific functions via type erased view?
* \{ */
class GridViewBuilder {
public:
GridViewBuilder(uiBlock &block);
/** Build \a grid_view into the previously provided block, clipped by \a view_bounds (view space,
* typically `View2D.cur`). */
void build_grid_view(AbstractGridView &grid_view, const View2D &v2d, uiLayout &layout);
};
/** \} */
/* ---------------------------------------------------------------------- */
/** \name Predefined Grid-View Item Types
*
* Common, Basic Grid-View Item Types.
* \{ */
/**
* A grid item that shows preview image icons at a nicely readable size (multiple of the normal UI
* unit size).
*/
class PreviewGridItem : public AbstractGridViewItem {
public:
using IsActiveFn = std::function<bool()>;
using ActivateFn = std::function<void(bContext &C, PreviewGridItem &new_active)>;
protected:
/** See #set_on_activate_fn() */
ActivateFn activate_fn_;
/** See #set_is_active_fn() */
IsActiveFn is_active_fn_;
bool hide_label_ = false;
public:
std::string label{};
int preview_icon_id = ICON_NONE;
PreviewGridItem(StringRef identifier, StringRef label, int preview_icon_id);
void build_grid_tile(uiLayout &layout) const override;
/**
* Set a custom callback to execute when activating this view item. This way users don't have to
* sub-class #PreviewGridItem, just to implement custom activation behavior (a common thing to
* do).
*/
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 fn);
void hide_label();
private:
std::optional<bool> should_be_active() const override;
void on_activate(bContext &C) override;
};
/** \} */
/* ---------------------------------------------------------------------- */
template<class ItemT, typename... Args> inline ItemT &AbstractGridView::add_item(Args &&...args)
{
static_assert(std::is_base_of<AbstractGridViewItem, ItemT>::value,
"Type must derive from and implement the AbstractGridViewItem interface");
return dynamic_cast<ItemT &>(add_item(std::make_unique<ItemT>(std::forward<Args>(args)...)));
}
template<class ViewType> ViewType &GridViewItemDropTarget::get_view() const
{
static_assert(std::is_base_of<AbstractGridView, ViewType>::value,
"Type must derive from and implement the ui::AbstractGridView interface");
return dynamic_cast<ViewType &>(view_);
}
} // namespace blender::ui