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test2/source/blender/editors/include/UI_grid_view.hh
Thomas Dinges 64fc6d7890 Docs: Replace most wiki links with links to new developer docs
Exceptions:
* Links to personal wiki pages
* Pages that are not in the new developer docs yet (like Human Interface Guidelines)
* tools\check_wiki\check_wiki_file_structure.py needs a refactor
2024-01-18 16:49:38 +01:00

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7.1 KiB
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/* 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://developer.blender.org/docs/features/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_{};
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