Adds support for saving some view state persistently and uses this to keep the height of a tree-view, even as the region containing it is hidden, or the file re-loaded. Fixes #129058. Basically the design is to have state stored in the region, so it can be saved to files. Views types (tree-view, grid-view, etc) can decide themselves if they have state to be preserved, and what state that is. If a view wants to preserve state, it's stored in a list inside the region, identified by the view's idname. Limitation is that multiple instances of the same view would share these bits of state, in practice I don't think that's ever an issue. More state can be added to be preserved as needed. Since different kinds of views may require different state, I was thinking we could add ID properties to `uiViewState` even, making it much more dynamic. Pull Request: https://projects.blender.org/blender/blender/pulls/130292
247 lines
5.8 KiB
C++
247 lines
5.8 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup edinterface
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*/
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#include "interface_intern.hh"
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#include "UI_abstract_view.hh"
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using namespace blender;
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namespace blender::ui {
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void AbstractView::register_item(AbstractViewItem &item)
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{
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/* Actually modifies the item, not the view. But for the public API it "feels" a bit nicer to
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* have the view base class register the items, rather than setting the view on the item. */
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item.view_ = this;
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}
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/* ---------------------------------------------------------------------- */
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/** \name View Reconstruction
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* \{ */
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bool AbstractView::is_reconstructed() const
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{
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return is_reconstructed_;
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}
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const AbstractViewItem *AbstractView::search_highlight_item() const
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{
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const AbstractViewItem *found_item = nullptr;
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this->foreach_view_item([&](const AbstractViewItem &item) {
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if (!found_item && item.is_search_highlight()) {
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found_item = &item;
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}
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});
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return found_item;
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}
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void AbstractView::update_from_old(uiBlock &new_block)
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{
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uiBlock *old_block = new_block.oldblock;
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if (!old_block) {
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is_reconstructed_ = true;
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return;
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}
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AbstractView *old_view = ui_block_view_find_matching_in_old_block(new_block, *this);
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if (old_view == nullptr) {
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/* Initial construction, nothing to update. */
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is_reconstructed_ = true;
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return;
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}
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/* Update own persistent data. */
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prev_filter_string_ = old_view->prev_filter_string_;
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/* Keep the rename buffer persistent while renaming! The rename button uses the buffer's
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* pointer to identify itself over redraws. */
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rename_buffer_ = std::move(old_view->rename_buffer_);
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old_view->rename_buffer_ = nullptr;
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this->update_children_from_old(*old_view);
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/* Finished (re-)constructing the tree. */
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is_reconstructed_ = true;
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}
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/** \} */
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/* ---------------------------------------------------------------------- */
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/** \name State Management
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* \{ */
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void AbstractView::change_state_delayed()
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{
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BLI_assert_msg(
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this->is_reconstructed(),
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"These state changes are supposed to be delayed until reconstruction is completed");
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/* Debug-only sanity check: Ensure only one item requests to be active. */
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#ifndef NDEBUG
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bool has_active = false;
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foreach_view_item([&has_active](AbstractViewItem &item) {
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if (item.should_be_active().value_or(false)) {
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BLI_assert_msg(
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!has_active,
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"Only one view item should ever return true for its `should_be_active()` method");
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has_active = true;
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}
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});
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#endif
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this->foreach_view_item([](AbstractViewItem &item) { item.change_state_delayed(); });
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}
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/** \} */
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/* ---------------------------------------------------------------------- */
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/** \name Default implementations of virtual functions
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* \{ */
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std::unique_ptr<DropTargetInterface> AbstractView::create_drop_target()
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{
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/* There's no drop target (and hence no drop support) by default. */
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return nullptr;
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}
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bool AbstractView::listen(const wmNotifier & /*notifier*/) const
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{
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/* Nothing by default. */
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return false;
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}
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bool AbstractView::begin_filtering(const bContext & /*C*/) const
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{
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return false;
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}
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void AbstractView::draw_overlays(const ARegion & /*region*/, const uiBlock & /*block*/) const
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{
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/* Nothing by default. */
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}
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bool AbstractView::supports_scrolling() const
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{
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return false;
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}
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void AbstractView::scroll(ViewScrollDirection /*direction*/)
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{
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BLI_assert_msg(false, "Unsupported for this view type");
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}
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std::optional<uiViewState> AbstractView::persistent_state() const
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{
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return {};
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}
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void AbstractView::persistent_state_apply(const uiViewState & /*state*/) {}
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/** \} */
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/* ---------------------------------------------------------------------- */
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/** \name Filtering
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* \{ */
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void AbstractView::filter(std::optional<StringRef> filter_str)
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{
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needs_filtering_ = false;
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if (!filter_str) {
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return;
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}
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const bool is_empty = filter_str->is_empty();
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const bool filter_changed = filter_str != prev_filter_string_;
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prev_filter_string_ = *filter_str;
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bool has_search_highlight = false;
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this->foreach_view_item([&](AbstractViewItem &item) {
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item.is_filtered_visible_ = is_empty ||
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item.should_be_filtered_visible(StringRefNull(*filter_str));
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if (filter_changed) {
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item.is_highlighted_search_ = false;
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/* On new filtering input, force the first visible item to be highlighted and in view, so
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* enter activates it. */
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if (item.is_filtered_visible_ && !has_search_highlight) {
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item.is_highlighted_search_ = true;
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has_search_highlight = true;
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}
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}
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});
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}
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/* ---------------------------------------------------------------------- */
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/** \name Renaming
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* \{ */
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bool AbstractView::is_renaming() const
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{
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return rename_buffer_ != nullptr;
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}
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bool AbstractView::begin_renaming()
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{
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if (this->is_renaming()) {
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return false;
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}
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rename_buffer_ = std::make_unique<decltype(rename_buffer_)::element_type>();
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return true;
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}
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void AbstractView::end_renaming()
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{
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BLI_assert(is_renaming());
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rename_buffer_ = nullptr;
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}
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Span<char> AbstractView::get_rename_buffer() const
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{
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return *rename_buffer_;
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}
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MutableSpan<char> AbstractView::get_rename_buffer()
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{
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return *rename_buffer_;
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}
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std::optional<rcti> AbstractView::get_bounds() const
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{
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return bounds_;
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}
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std::string AbstractView::get_context_menu_title() const
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{
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return context_menu_title;
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}
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void AbstractView::set_context_menu_title(const std::string &title)
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{
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context_menu_title = title;
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}
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bool AbstractView::get_popup_keep_open() const
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{
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return popup_keep_open_;
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}
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void AbstractView::set_popup_keep_open()
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{
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popup_keep_open_ = true;
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}
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void AbstractView::clear_search_highlight()
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{
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this->foreach_view_item([](AbstractViewItem &item) { item.is_highlighted_search_ = false; });
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}
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/** \} */
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} // namespace blender::ui
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