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
378 lines
13 KiB
C++
378 lines
13 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 editorui
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*
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* API for simple creation of tree UIs supporting typically needed features.
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* https://developer.blender.org/docs/features/interface/views/tree_views/
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*/
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#pragma once
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#include <functional>
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#include <memory>
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#include <string>
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#include "BLI_function_ref.hh"
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#include "BLI_math_vector_types.hh"
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#include "BLI_vector.hh"
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#include "UI_abstract_view.hh"
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#include "UI_resources.hh"
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struct bContext;
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struct uiBlock;
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struct uiBut;
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struct uiLayout;
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namespace blender::ui {
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class AbstractTreeView;
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class AbstractTreeViewItem;
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class TreeViewItemDropTarget;
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/* ---------------------------------------------------------------------- */
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/** \name Tree-View Item Container
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*
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* Base class for tree-view and tree-view items, so both can contain children.
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* \{ */
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/**
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* Both the tree-view (as the root of the tree) and the items can have children. This is the base
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* class for both, to store and manage child items. Children are owned by their parent container
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* (tree-view or item).
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*
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* That means this type can be used whenever either an #AbstractTreeView or an
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* #AbstractTreeViewItem is needed, but the #TreeViewOrItem alias is a better name to use then.
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*/
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class TreeViewItemContainer {
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friend class AbstractTreeView;
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friend class AbstractTreeViewItem;
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/* Private constructor, so only the friends above can create this! */
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TreeViewItemContainer() = default;
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protected:
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Vector<std::unique_ptr<AbstractTreeViewItem>> children_;
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/** Adding the first item to the root will set this, then it's passed on to all children. */
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TreeViewItemContainer *root_ = nullptr;
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/** Pointer back to the owning item. */
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AbstractTreeViewItem *parent_ = nullptr;
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public:
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enum class IterOptions {
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None = 0,
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SkipCollapsed = 1 << 0,
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SkipFiltered = 1 << 1,
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/* Keep ENUM_OPERATORS() below updated! */
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};
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using ItemIterFn = FunctionRef<void(AbstractTreeViewItem &)>;
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/**
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* Convenience wrapper constructing the item by forwarding given arguments to the constructor of
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* the type (\a ItemT).
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*
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* E.g. if your tree-item type has the following constructor:
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* \code{.cpp}
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* MyTreeItem(std::string str, int i);
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* \endcode
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* You can add an item like this:
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* \code
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* add_tree_item<MyTreeItem>("blabla", 42);
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* \endcode
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*/
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template<class ItemT, typename... Args> inline ItemT &add_tree_item(Args &&...args);
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/**
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* Add an already constructed tree item to this parent. Ownership is moved to it.
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* All tree items must be added through this, it handles important invariants!
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*/
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AbstractTreeViewItem &add_tree_item(std::unique_ptr<AbstractTreeViewItem> item);
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protected:
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void foreach_item_recursive(ItemIterFn iter_fn, IterOptions options = IterOptions::None) const;
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};
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ENUM_OPERATORS(TreeViewItemContainer::IterOptions,
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TreeViewItemContainer::IterOptions::SkipCollapsed);
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/**
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* The container class is the base for both the tree-view and the items. This alias gives it a
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* clearer name for handles that accept both. Use whenever something wants to act on child-items,
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* irrespective of if they are stored at root level or as children of some other item.
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*/
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using TreeViewOrItem = TreeViewItemContainer;
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/** \} */
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/* ---------------------------------------------------------------------- */
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/** \name Tree-View Base Class
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* \{ */
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class AbstractTreeView : public AbstractView, public TreeViewItemContainer {
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int min_rows_ = 0;
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friend class AbstractTreeViewItem;
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friend class TreeViewBuilder;
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friend class TreeViewItemDropTarget;
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public:
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/* virtual */ ~AbstractTreeView() override = default;
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void draw_overlays(const ARegion ®ion) const override;
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void foreach_item(ItemIterFn iter_fn, IterOptions options = IterOptions::None) const;
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/**
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* \param xy: The mouse coordinates in window space.
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*/
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AbstractTreeViewItem *find_hovered(const ARegion ®ion, const int2 &xy);
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/** Visual feature: Define a number of item rows the view will always show at minimum. If there
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* are fewer items, empty dummy items will be added. These contribute to the view bounds, so the
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* drop target of the view includes them, but they are not interactive (e.g. no mouse-hover
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* highlight). */
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void set_min_rows(int min_rows);
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protected:
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virtual void build_tree() = 0;
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private:
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void foreach_view_item(FunctionRef<void(AbstractViewItem &)> iter_fn) const final;
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void update_children_from_old(const AbstractView &old_view) override;
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static void update_children_from_old_recursive(const TreeViewOrItem &new_items,
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const TreeViewOrItem &old_items);
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static AbstractTreeViewItem *find_matching_child(const AbstractTreeViewItem &lookup_item,
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const TreeViewOrItem &items);
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void draw_hierarchy_lines(const ARegion ®ion) const;
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void draw_hierarchy_lines_recursive(const ARegion ®ion,
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const TreeViewOrItem &parent,
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uint pos) const;
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AbstractTreeViewItem *find_last_visible_descendant(const AbstractTreeViewItem &parent) const;
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};
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/** \} */
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/* ---------------------------------------------------------------------- */
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/** \name Tree-View Item Type
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* \{ */
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/** \brief Abstract base class for defining a customizable tree-view item.
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*
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* The tree-view item defines how to build its data into a tree-row. There are implementations for
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* common layouts, e.g. #BasicTreeViewItem.
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* It also stores state information that needs to be persistent over redraws, like the collapsed
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* state.
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*/
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class AbstractTreeViewItem : public AbstractViewItem, public TreeViewItemContainer {
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friend class AbstractTreeView;
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friend class TreeViewLayoutBuilder;
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/* Higher-level API. */
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friend class TreeViewItemAPIWrapper;
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private:
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bool is_open_ = false;
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protected:
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/** This label is used as the default way to identifying an item within its parent. */
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std::string label_{};
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public:
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/* virtual */ ~AbstractTreeViewItem() override = default;
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virtual void build_row(uiLayout &row) = 0;
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std::unique_ptr<DropTargetInterface> create_item_drop_target() final;
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virtual std::unique_ptr<TreeViewItemDropTarget> create_drop_target();
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AbstractTreeView &get_tree_view() const;
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/**
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* Calculate the view item rectangle from its view-item button, converted to window space.
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* Returns an unset optional if there is no view item button for this item.
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*/
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std::optional<rctf> get_win_rect(const ARegion ®ion) const;
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void begin_renaming();
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void toggle_collapsed();
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void set_collapsed(bool collapsed);
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/**
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* Requires the tree to have completed reconstruction, see #is_reconstructed(). Otherwise we
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* can't be sure about the item state.
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*/
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bool is_collapsed() const;
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bool is_collapsible() const;
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protected:
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/** See AbstractViewItem::get_rename_string(). */
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/* virtual */ StringRef get_rename_string() const override;
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/** See AbstractViewItem::rename(). */
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/* virtual */ bool rename(const bContext &C, StringRefNull new_name) override;
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/**
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* Return whether the item can be collapsed. Used to disable collapsing for items with children.
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* The default implementation returns true.
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*/
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virtual bool supports_collapsing() const;
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/** See #AbstractViewItem::matches(). */
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/* virtual */ bool matches(const AbstractViewItem &other) const override;
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/** See #AbstractViewItem::update_from_old(). */
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/* virtual */ void update_from_old(const AbstractViewItem &old) override;
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/**
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* Compare this item to \a other to check if they represent the same data.
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* Used to recognize an item from a previous redraw, to be able to keep its state (e.g.
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* open/closed, active, etc.). Items are only matched if their parents also match.
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* By default this just matches the item's label (if the parents match!). If that isn't
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* good enough for a sub-class, that can override it.
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*
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* TODO #matches_single() is a rather temporary name, used to indicate that this only compares
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* the item itself, not the parents. Item matching is expected to change quite a bit anyway.
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*/
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virtual bool matches_single(const AbstractTreeViewItem &other) const;
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/**
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* Can be called from the #AbstractTreeViewItem::build_row() implementation, but not earlier. The
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* hovered state can't be queried reliably otherwise.
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* Note that this does a linear lookup in the old block, so isn't too great performance-wise.
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*/
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bool is_hovered() const;
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void ensure_parents_uncollapsed();
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private:
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static void tree_row_click_fn(bContext *, void *, void *);
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static void collapse_chevron_click_fn(bContext *, void *but_arg1, void *);
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/**
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* Override of #AbstractViewItem::set_state_active() that also ensures the parents of this
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* element are uncollapsed so that the item is visible.
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*/
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bool set_state_active() final;
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void add_treerow_button(uiBlock &block);
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int indent_width() const;
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void add_indent(uiLayout &row) const;
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void add_collapse_chevron(uiBlock &block) const;
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void add_rename_button(uiLayout &row);
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bool has_active_child() const;
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int count_parents() const;
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};
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/** \} */
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/* ---------------------------------------------------------------------- */
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/** \name Predefined Tree-View Item Types
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*
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* Common, Basic Tree-View Item Types.
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* \{ */
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/**
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* The most basic type, just a label with an icon.
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*/
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class BasicTreeViewItem : public AbstractTreeViewItem {
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public:
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using IsActiveFn = std::function<bool()>;
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using ActivateFn = std::function<void(bContext &C, BasicTreeViewItem &new_active)>;
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BIFIconID icon;
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explicit BasicTreeViewItem(StringRef label, BIFIconID icon = ICON_NONE);
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void build_row(uiLayout &row) override;
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void add_label(uiLayout &layout, StringRefNull label_override = "");
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void set_on_activate_fn(ActivateFn fn);
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/**
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* Set a custom callback to check if this item should be active.
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*/
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void set_is_active_fn(IsActiveFn fn);
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protected:
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/**
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* Called when activating this tree view item. This way users don't have to sub-class
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* #BasicTreeViewItem, just to implement custom activation behavior (a common thing to do).
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*/
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ActivateFn activate_fn_;
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IsActiveFn is_active_fn_;
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private:
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static void tree_row_click_fn(bContext *C, void *arg1, void *arg2);
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std::optional<bool> should_be_active() const override;
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void on_activate(bContext &C) override;
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};
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/** \} */
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/* ---------------------------------------------------------------------- */
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/** \name Drag & Drop
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* \{ */
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/**
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* Class to define the behavior when dropping something onto/into a view item, plus the behavior
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* when dragging over this item. An item can return a drop target for itself via a custom
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* implementation of #AbstractTreeViewItem::create_drop_target().
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*
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* By default the drop target only supports dropping into/onto itself. To support
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* inserting/reordering behavior, where dropping before or after the drop-target is supported, pass
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* a different #DropBehavior to the constructor.
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*/
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class TreeViewItemDropTarget : public DropTargetInterface {
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protected:
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AbstractTreeViewItem &view_item_;
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const DropBehavior behavior_;
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public:
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TreeViewItemDropTarget(AbstractTreeViewItem &view_item,
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DropBehavior behavior = DropBehavior::Insert);
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std::optional<DropLocation> choose_drop_location(const ARegion ®ion,
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const wmEvent &event) const override;
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/** Request the view the item is registered for as type #ViewType. Throws a `std::bad_cast`
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* exception if the view is not of the requested type. */
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template<class ViewType> inline ViewType &get_view() const;
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};
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/** \} */
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/* ---------------------------------------------------------------------- */
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/** \name Tree-View Builder
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* \{ */
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class TreeViewBuilder {
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public:
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static void build_tree_view(AbstractTreeView &tree_view, uiLayout &layout);
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private:
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static void ensure_min_rows_items(AbstractTreeView &tree_view);
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};
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/** \} */
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/* ---------------------------------------------------------------------- */
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template<class ItemT, typename... Args>
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inline ItemT &TreeViewItemContainer::add_tree_item(Args &&...args)
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{
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static_assert(std::is_base_of<AbstractTreeViewItem, ItemT>::value,
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"Type must derive from and implement the AbstractTreeViewItem interface");
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return dynamic_cast<ItemT &>(
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add_tree_item(std::make_unique<ItemT>(std::forward<Args>(args)...)));
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}
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template<class ViewType> ViewType &TreeViewItemDropTarget::get_view() const
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{
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static_assert(std::is_base_of<AbstractTreeView, ViewType>::value,
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"Type must derive from and implement the ui::AbstractTreeView interface");
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return dynamic_cast<ViewType &>(view_item_.get_tree_view());
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}
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} // namespace blender::ui
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