No user visible changes expected, these are just the internal API preparations. Modifies the Drop API for views so that tree-views can choose to insert items before, after and into other items. Note: While there is support for drag-tooltips that can explain how an item will be inserted, there is no drawing yet like in the Outliner, that indicates if an item is inserted before, after or into. There is some work on that but that can be done separately. Changes: - Removes `AbstractViewDropTarget` that was shared between tree- and grid-views, and adds `AbstractTreeViewDropTarget` and `AbstractGridViewDropTarget`. The tree-view needs specialized handling now, and although they could share some code still, it's not worth having another level of inheritance. - Modifies the drop-target API to use `DragInfo` which contains more info about the dragging operation than just the `wmDrag`. - Adds `determine_drop_location()` to the `DropTargetInterface` which drop targets can use to determine when dropping means inserting before, after or into. - Store the block and region in the view. This is needed unfortunately but shouldn't be an issue since the tree view is recreated on redraws, together with the block. - Various smaller tweaks and additions to views as needed. TODO (outside scope of this change): Increase row height so there is no gap between tree view items, but keep things visually the same otherwise. This reduces flickering while dragging. Pull Request: https://projects.blender.org/blender/blender/pulls/109825
300 lines
9.8 KiB
C++
300 lines
9.8 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Foundation
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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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* Base class for all views (UIs to display data sets) and view items, supporting common features.
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* https://wiki.blender.org/wiki/Source/Interface/Views
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*
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* One of the most important responsibilities of the base class is managing reconstruction,
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* enabling state that is persistent over reconstructions/redraws. Other features:
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* - Renaming
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* - Custom context menus
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* - Notifier listening
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* - Drag controllers (dragging view items)
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* - Drop targets (dropping onto/into view items)
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*/
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#pragma once
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#include <array>
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#include <memory>
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#include <optional>
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#include "DNA_defs.h"
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#include "DNA_vec_types.h"
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#include "BLI_span.hh"
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#include "BLI_string_ref.hh"
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#include "UI_interface.hh"
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#include "WM_types.h"
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struct bContext;
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struct uiBlock;
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struct uiButViewItem;
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struct uiLayout;
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struct uiViewItemHandle;
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struct ViewLink;
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struct wmDrag;
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struct wmNotifier;
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namespace blender::ui {
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class AbstractViewItem;
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class AbstractViewItemDragController;
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class AbstractView {
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friend class AbstractViewItem;
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friend struct ::ViewLink;
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bool is_reconstructed_ = false;
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/**
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* Only one item can be renamed at a time. So rather than giving each item an own rename buffer
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* (which just adds unused memory in most cases), have one here that is managed by the view.
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*
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* This fixed-size buffer is needed because that's what the rename button requires. In future we
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* may be able to bind the button to a `std::string` or similar.
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*/
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std::unique_ptr<std::array<char, MAX_NAME>> rename_buffer_;
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/* See #get_bounds(). */
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std::optional<rcti> bounds_;
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public:
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virtual ~AbstractView() = default;
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/**
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* If a view wants to support dropping data into it, it has to return a drop target here.
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* That is an object implementing #DropTargetInterface.
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*
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* \note This drop target may be requested for each event. The view doesn't keep the drop target
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* around currently. So it cannot contain persistent state.
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*/
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virtual std::unique_ptr<DropTargetInterface> create_drop_target();
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/** Listen to a notifier, returning true if a redraw is needed. */
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virtual bool listen(const wmNotifier &) const;
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/**
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* Enable filtering. Typically used to enable a filter text button. Triggered on Ctrl+F by
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* default.
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* \return True when filtering was enabled successfully.
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*/
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virtual bool begin_filtering(const bContext &C) const;
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virtual void draw_overlays(const ARegion ®ion) const;
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/**
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* Makes \a item valid for display in this view. Behavior is undefined for items not registered
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* with this.
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*/
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void register_item(AbstractViewItem &item);
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/** Only one item can be renamed at a time. */
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bool is_renaming() const;
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/** \return If renaming was started successfully. */
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bool begin_renaming();
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void end_renaming();
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Span<char> get_rename_buffer() const;
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MutableSpan<char> get_rename_buffer();
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/**
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* Get the rectangle containing all the view items that are in the layout, in button space.
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* Updated as part of #UI_block_end(), before that it's unset.
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*/
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std::optional<rcti> get_bounds() const;
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protected:
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AbstractView() = default;
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virtual void update_children_from_old(const AbstractView &old_view) = 0;
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/**
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* Match the view and its items against an earlier version of itself (if any) and copy the old UI
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* state (e.g. collapsed, active, selected, renaming, etc.) to the new one. See
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* #AbstractViewItem.update_from_old().
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* After this, reconstruction is complete (see #is_reconstructed()).
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*/
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void update_from_old(uiBlock &new_block);
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/**
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* Check if the view is fully (re-)constructed. That means, both the build function and
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* #update_from_old() have finished.
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*/
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bool is_reconstructed() const;
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};
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class AbstractViewItem {
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friend class AbstractView;
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friend class ViewItemAPIWrapper;
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protected:
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/**
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* The view this item is a part of, and was registered for using #AbstractView::register_item().
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* If this wasn't done, the behavior of items is undefined.
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*/
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AbstractView *view_ = nullptr;
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/** See #view_item_button() */
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uiButViewItem *view_item_but_ = nullptr;
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bool is_activatable_ = true;
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bool is_interactive_ = true;
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bool is_active_ = false;
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bool is_renaming_ = false;
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/** Cache filtered state here to avoid having to re-query. */
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mutable std::optional<bool> is_filtered_visible_;
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public:
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virtual ~AbstractViewItem() = default;
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virtual void build_context_menu(bContext &C, uiLayout &column) const;
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/**
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* Queries if the view item supports renaming in principle. Renaming may still fail, e.g. if
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* another item is already being renamed.
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*/
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virtual bool supports_renaming() const;
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/**
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* Try renaming the item, or the data it represents. Can assume
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* #AbstractViewItem::supports_renaming() returned true. Sub-classes that override this should
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* usually call this, unless they have a custom #AbstractViewItem.matches() implementation.
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*
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* \return True if the renaming was successful.
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*/
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virtual bool rename(StringRefNull new_name);
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/**
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* Get the string that should be used for renaming, typically the item's label. This string will
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* not be modified, but if the renaming is canceled, the value will be reset to this.
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*/
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virtual StringRef get_rename_string() const;
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/**
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* If an item wants to support being dragged, it has to return a drag controller here.
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* That is an object implementing #AbstractViewItemDragController.
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*/
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virtual std::unique_ptr<AbstractViewItemDragController> create_drag_controller() const;
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/**
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* If an item wants to support dropping data into it, it has to return a drop target here.
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* That is an object implementing #DropTargetInterface.
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*
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* \note This drop target may be requested for each event. The view doesn't keep a drop target
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* around currently. So it can not contain persistent state.
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*/
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virtual std::unique_ptr<DropTargetInterface> create_item_drop_target();
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/** Return the result of #is_filtered_visible(), but ensure the result is cached so it's only
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* queried once per redraw. */
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bool is_filtered_visible_cached() const;
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/** Get the view this item is registered for using #AbstractView::register_item(). */
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AbstractView &get_view() const;
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/**
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* Get the view item button (button of type #UI_BTYPE_VIEW_ITEM) created for this item. Every
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* visible item gets one during the layout building. Items that are not visible may not have one,
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* so null is a valid return value.
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*/
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uiButViewItem *view_item_button() const;
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/** Disable the interacting with this item, meaning the buttons drawn will be disabled and there
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* will be no mouse hover feedback for the view row. */
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void disable_interaction();
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bool is_interactive() const;
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void disable_activatable();
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/**
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* Requires the view 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_active() const;
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bool is_renaming() const;
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void begin_renaming();
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void end_renaming();
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void rename_apply();
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template<typename ToType = AbstractViewItem>
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static ToType *from_item_handle(uiViewItemHandle *handle);
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protected:
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AbstractViewItem() = default;
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/**
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* Compare this item's identity to \a other to check if they represent the same data.
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* Implementations can assume that the types match already (caller must check).
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*
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* Used to recognize an item from a previous redraw, to be able to keep its state (e.g. active,
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* renaming, etc.).
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*/
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virtual bool matches(const AbstractViewItem &other) const = 0;
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/**
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* Copy persistent state (e.g. active, selection, etc.) from a matching item of
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* the last redraw to this item. If sub-classes introduce more advanced state they should
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* override this and make it update their state accordingly.
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*
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* \note Always call the base class implementation when overriding this!
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*/
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virtual void update_from_old(const AbstractViewItem &old);
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/**
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* \note Do not call this directly to avoid constantly rechecking the filter state. Instead use
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* #is_filtered_visible_cached() for querying.
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*/
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virtual bool is_filtered_visible() const;
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/**
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* Add a text button for renaming the item to \a block. This must be used for the built-in
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* renaming to work. This button is meant to appear temporarily. It is removed when renaming is
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* done.
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*/
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void add_rename_button(uiBlock &block);
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};
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template<typename ToType> ToType *AbstractViewItem::from_item_handle(uiViewItemHandle *handle)
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{
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static_assert(std::is_base_of<AbstractViewItem, ToType>::value,
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"Type must derive from and implement the AbstractViewItem interface");
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return dynamic_cast<ToType *>(reinterpret_cast<AbstractViewItem *>(handle));
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}
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/* ---------------------------------------------------------------------- */
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/** \name Drag 'n Drop
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* \{ */
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/**
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* Class to enable dragging a view item. An item can return a drag controller for itself by
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* implementing #AbstractViewItem::create_drag_controller().
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*/
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class AbstractViewItemDragController {
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protected:
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AbstractView &view_;
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public:
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AbstractViewItemDragController(AbstractView &view);
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virtual ~AbstractViewItemDragController() = default;
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virtual eWM_DragDataType get_drag_type() const = 0;
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virtual void *create_drag_data() const = 0;
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virtual void on_drag_start();
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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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template<class ViewType> ViewType &AbstractViewItemDragController::get_view() const
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{
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static_assert(std::is_base_of<AbstractView, ViewType>::value,
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"Type must derive from and implement the ui::AbstractView interface");
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return dynamic_cast<ViewType &>(view_);
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}
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/** \} */
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} // namespace blender::ui
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