Files
test2/source/blender/editors/interface/interface_template_attribute_search.cc
Sergey Sharybin c1bc70b711 Cleanup: Add a copyright notice to files and use SPDX format
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.

This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.

Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.

Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:

    https://reuse.software/faq/
2023-05-31 16:19:06 +02:00

118 lines
3.6 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Foundation
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup edinterface
*/
#include "BLI_string_ref.hh"
#include "BLI_string_search.h"
#include "DNA_customdata_types.h"
#include "RNA_access.h"
#include "RNA_enum_types.h"
#include "BLT_translation.h"
#include "BKE_attribute.hh"
#include "NOD_geometry_nodes_log.hh"
#include "UI_interface.h"
#include "UI_interface.hh"
#include "UI_resources.h"
using blender::nodes::geo_eval_log::GeometryAttributeInfo;
namespace blender::ui {
static StringRef attribute_data_type_string(const eCustomDataType type)
{
const char *name = nullptr;
RNA_enum_name_from_value(rna_enum_attribute_type_items, type, &name);
return StringRef(IFACE_(name));
}
static StringRef attribute_domain_string(const eAttrDomain domain)
{
const char *name = nullptr;
RNA_enum_name_from_value(rna_enum_attribute_domain_items, domain, &name);
return StringRef(IFACE_(name));
}
static bool attribute_search_item_add(uiSearchItems *items, const GeometryAttributeInfo &item)
{
const StringRef data_type_name = attribute_data_type_string(*item.data_type);
const StringRef domain_name = attribute_domain_string(*item.domain);
std::string search_item_text = domain_name + " " + UI_MENU_ARROW_SEP + item.name + UI_SEP_CHAR +
data_type_name;
return UI_search_item_add(
items, search_item_text.c_str(), (void *)&item, ICON_NONE, UI_BUT_HAS_SEP_CHAR, 0);
}
void attribute_search_add_items(StringRefNull str,
const bool can_create_attribute,
Span<const GeometryAttributeInfo *> infos,
uiSearchItems *seach_items,
const bool is_first)
{
static GeometryAttributeInfo dummy_info;
/* Any string may be valid, so add the current search string along with the hints. */
if (str[0] != '\0') {
bool contained = false;
for (const GeometryAttributeInfo *attribute_info : infos) {
if (attribute_info->name == str) {
contained = true;
break;
}
}
if (!contained) {
dummy_info.name = str;
UI_search_item_add(seach_items,
str.c_str(),
&dummy_info,
can_create_attribute ? ICON_ADD : ICON_NONE,
0,
0);
}
}
if (str[0] == '\0' && !is_first) {
/* Allow clearing the text field when the string is empty, but not on the first pass,
* or opening an attribute field for the first time would show this search item. */
dummy_info.name = str;
UI_search_item_add(seach_items, str.c_str(), &dummy_info, ICON_X, 0, 0);
}
/* Don't filter when the menu is first opened, but still run the search
* so the items are in the same order they will appear in while searching. */
const char *string = is_first ? "" : str.c_str();
StringSearch *search = BLI_string_search_new();
for (const GeometryAttributeInfo *item : infos) {
if (!bke::allow_procedural_attribute_access(item->name)) {
continue;
}
BLI_string_search_add(search, item->name.c_str(), (void *)item, 0);
}
GeometryAttributeInfo **filtered_items;
const int filtered_amount = BLI_string_search_query(search, string, (void ***)&filtered_items);
for (const int i : IndexRange(filtered_amount)) {
const GeometryAttributeInfo *item = filtered_items[i];
if (!attribute_search_item_add(seach_items, *item)) {
break;
}
}
MEM_freeN(filtered_items);
BLI_string_search_free(search);
}
} // namespace blender::ui