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test2/source/blender/editors/interface/interface_template_asset_view.cc
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

324 lines
11 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup edinterface
*/
#include "AS_asset_representation.hh"
#include "DNA_space_types.h"
#include "DNA_userdef_types.h"
#include "BKE_screen.h"
#include "BLI_path_util.h"
#include "BLI_string.h"
#include "BLI_string_ref.hh"
#include "BLO_readfile.h"
#include "ED_asset.hh"
#include "ED_screen.hh"
#include "MEM_guardedalloc.h"
#include "RNA_access.hh"
#include "RNA_prototypes.h"
#include "UI_interface.hh"
#include "WM_api.hh"
#include "WM_types.hh"
#include "interface_intern.hh"
using namespace blender;
struct AssetViewListData {
AssetLibraryReference asset_library_ref;
AssetFilterSettings filter_settings;
bScreen *screen;
bool show_names;
};
static void asset_view_item_but_drag_set(uiBut *but, AssetHandle *asset_handle)
{
blender::asset_system::AssetRepresentation *asset = ED_asset_handle_get_representation(
asset_handle);
ID *id = asset->local_id();
if (id != nullptr) {
UI_but_drag_set_id(but, id);
return;
}
const eAssetImportMethod import_method = asset->get_import_method().value_or(
ASSET_IMPORT_APPEND_REUSE);
ImBuf *imbuf = ED_assetlist_asset_image_get(asset_handle);
UI_but_drag_set_asset(
but, asset, import_method, ED_asset_handle_get_preview_icon_id(asset_handle), imbuf, 1.0f);
}
static void asset_view_draw_item(uiList *ui_list,
const bContext * /*C*/,
uiLayout *layout,
PointerRNA * /*dataptr*/,
PointerRNA * /*itemptr*/,
int /*icon*/,
PointerRNA * /*active_dataptr*/,
const char * /*active_propname*/,
int index,
int /*flt_flag*/)
{
AssetViewListData *list_data = (AssetViewListData *)ui_list->dyn_data->customdata;
AssetHandle asset_handle = ED_assetlist_asset_handle_get_by_index(&list_data->asset_library_ref,
index);
PointerRNA file_ptr;
RNA_pointer_create(&list_data->screen->id,
&RNA_FileSelectEntry,
const_cast<FileDirEntry *>(asset_handle.file_data),
&file_ptr);
uiLayoutSetContextPointer(layout, "active_file", &file_ptr);
uiBlock *block = uiLayoutGetBlock(layout);
const bool show_names = list_data->show_names;
const float size_x = UI_preview_tile_size_x();
const float size_y = show_names ? UI_preview_tile_size_y() : UI_preview_tile_size_y_no_label();
uiBut *but = uiDefIconTextBut(
block,
UI_BTYPE_PREVIEW_TILE,
0,
ED_asset_handle_get_preview_icon_id(&asset_handle),
show_names ? ED_asset_handle_get_representation(&asset_handle)->get_name().c_str() : "",
0,
0,
size_x,
size_y,
nullptr,
0,
0,
0,
0,
"");
ui_def_but_icon(but,
ED_asset_handle_get_preview_icon_id(&asset_handle),
/* NOLINTNEXTLINE: bugprone-suspicious-enum-usage */
UI_HAS_ICON | UI_BUT_ICON_PREVIEW);
but->emboss = UI_EMBOSS_NONE;
if (!ui_list->dyn_data->custom_drag_optype) {
asset_view_item_but_drag_set(but, &asset_handle);
}
}
static void asset_view_filter_items(uiList *ui_list,
const bContext *C,
PointerRNA *dataptr,
const char *propname)
{
AssetViewListData *list_data = (AssetViewListData *)ui_list->dyn_data->customdata;
AssetFilterSettings &filter_settings = list_data->filter_settings;
uiListNameFilter name_filter(*ui_list);
UI_list_filter_and_sort_items(
ui_list,
C,
[&name_filter, list_data, &filter_settings](
const PointerRNA &itemptr, blender::StringRefNull name, int index) {
asset_system::AssetRepresentation *asset = ED_assetlist_asset_get_by_index(
list_data->asset_library_ref, index);
if (!ED_asset_filter_matches_asset(&filter_settings, *asset)) {
return UI_LIST_ITEM_NEVER_SHOW;
}
return name_filter(itemptr, name, index);
},
dataptr,
propname,
[list_data](const PointerRNA & /*itemptr*/, int index) -> std::string {
asset_system::AssetRepresentation *asset = ED_assetlist_asset_get_by_index(
list_data->asset_library_ref, index);
return asset->get_name();
});
}
static void asset_view_listener(uiList * /*ui_list*/, wmRegionListenerParams *params)
{
const wmNotifier *notifier = params->notifier;
switch (notifier->category) {
case NC_ID: {
if (ELEM(notifier->action, NA_RENAME)) {
ED_assetlist_storage_tag_main_data_dirty();
}
break;
}
}
if (ED_assetlist_listen(params->notifier)) {
ED_region_tag_redraw(params->region);
}
}
uiListType *UI_UL_asset_view()
{
uiListType *list_type = (uiListType *)MEM_callocN(sizeof(*list_type), __func__);
STRNCPY(list_type->idname, "UI_UL_asset_view");
list_type->draw_item = asset_view_draw_item;
list_type->filter_items = asset_view_filter_items;
list_type->listener = asset_view_listener;
return list_type;
}
static void populate_asset_collection(const AssetLibraryReference &asset_library_ref,
PointerRNA &assets_dataptr,
const char *assets_propname)
{
PropertyRNA *assets_prop = RNA_struct_find_property(&assets_dataptr, assets_propname);
if (!assets_prop) {
RNA_warning("Asset collection not found");
return;
}
if (RNA_property_type(assets_prop) != PROP_COLLECTION) {
RNA_warning("Expected a collection property");
return;
}
if (!RNA_struct_is_a(RNA_property_pointer_type(&assets_dataptr, assets_prop), &RNA_AssetHandle))
{
RNA_warning("Expected a collection property for AssetHandle items");
return;
}
RNA_property_collection_clear(&assets_dataptr, assets_prop);
ED_assetlist_iterate(asset_library_ref, [&](AssetHandle /*asset*/) {
/* XXX creating a dummy #RNA_AssetHandle collection item. It's #file_data will be null. This is
* because the #FileDirEntry may be freed while iterating, there's a cache for them with a
* maximum size. Further code will query as needed it using the collection index. */
PointerRNA itemptr, fileptr;
RNA_property_collection_add(&assets_dataptr, assets_prop, &itemptr);
RNA_pointer_create(nullptr, &RNA_FileSelectEntry, nullptr, &fileptr);
RNA_pointer_set(&itemptr, "file_data", fileptr);
return true;
});
}
void uiTemplateAssetView(uiLayout *layout,
const bContext *C,
const char *list_id,
PointerRNA *asset_library_dataptr,
const char *asset_library_propname,
PointerRNA *assets_dataptr,
const char *assets_propname,
PointerRNA *active_dataptr,
const char *active_propname,
const AssetFilterSettings *filter_settings,
const int display_flags,
const char *activate_opname,
PointerRNA *r_activate_op_properties,
const char *drag_opname,
PointerRNA *r_drag_op_properties)
{
if (!list_id || !list_id[0]) {
RNA_warning("Asset view needs a valid identifier");
return;
}
uiLayout *col = uiLayoutColumn(layout, false);
PropertyRNA *asset_library_prop = RNA_struct_find_property(asset_library_dataptr,
asset_library_propname);
AssetLibraryReference asset_library_ref = ED_asset_library_reference_from_enum_value(
RNA_property_enum_get(asset_library_dataptr, asset_library_prop));
uiLayout *row = uiLayoutRow(col, true);
if ((display_flags & UI_TEMPLATE_ASSET_DRAW_NO_LIBRARY) == 0) {
uiItemFullR(row,
asset_library_dataptr,
asset_library_prop,
RNA_NO_INDEX,
0,
UI_ITEM_NONE,
"",
ICON_NONE);
if (asset_library_ref.type != ASSET_LIBRARY_LOCAL) {
uiItemO(row, "", ICON_FILE_REFRESH, "ASSET_OT_library_refresh");
}
}
ED_assetlist_storage_fetch(&asset_library_ref, C);
ED_assetlist_ensure_previews_job(&asset_library_ref, C);
const int tot_items = ED_assetlist_size(&asset_library_ref);
populate_asset_collection(asset_library_ref, *assets_dataptr, assets_propname);
AssetViewListData *list_data = (AssetViewListData *)MEM_mallocN(sizeof(*list_data),
"AssetViewListData");
list_data->asset_library_ref = asset_library_ref;
list_data->filter_settings = *filter_settings;
list_data->screen = CTX_wm_screen(C);
list_data->show_names = (display_flags & UI_TEMPLATE_ASSET_DRAW_NO_NAMES) == 0;
uiTemplateListFlags template_list_flags = UI_TEMPLATE_LIST_NO_GRIP;
if ((display_flags & UI_TEMPLATE_ASSET_DRAW_NO_NAMES) != 0) {
template_list_flags |= UI_TEMPLATE_LIST_NO_NAMES;
}
if ((display_flags & UI_TEMPLATE_ASSET_DRAW_NO_FILTER) != 0) {
template_list_flags |= UI_TEMPLATE_LIST_NO_FILTER_OPTIONS;
}
uiLayout *subcol = uiLayoutColumn(col, false);
uiLayoutSetScaleX(subcol, 0.8f);
uiLayoutSetScaleY(subcol, 0.8f);
/* TODO can we have some kind of model-view API to handle referencing, filtering and lazy loading
* (of previews) of the items? */
uiList *list = uiTemplateList_ex(subcol,
C,
"UI_UL_asset_view",
list_id,
assets_dataptr,
assets_propname,
active_dataptr,
active_propname,
nullptr,
tot_items,
0,
UILST_LAYOUT_BIG_PREVIEW_GRID,
0,
template_list_flags,
list_data);
if (!list) {
/* List creation failed. */
MEM_freeN(list_data);
return;
}
if (activate_opname) {
PointerRNA *ptr = UI_list_custom_activate_operator_set(
list, activate_opname, r_activate_op_properties != nullptr);
if (r_activate_op_properties && ptr) {
*r_activate_op_properties = *ptr;
}
}
if (drag_opname) {
PointerRNA *ptr = UI_list_custom_drag_operator_set(
list, drag_opname, r_drag_op_properties != nullptr);
if (r_drag_op_properties && ptr) {
*r_drag_op_properties = *ptr;
}
}
}