Each value is now out of the global namespace, so they can be shorter and easier to read. Most of this commit just adds the necessary casting and namespace specification. `enum class` can be forward declared since it has a specified size. We will make use of that in the next commit.
112 lines
3.4 KiB
C++
112 lines
3.4 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 "BLI_string_ref.hh"
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#include "DNA_customdata_types.h"
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#include "RNA_access.hh"
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#include "RNA_enum_types.hh"
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#include "BLT_translation.h"
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#include "BKE_attribute.hh"
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#include "NOD_geometry_nodes_log.hh"
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#include "UI_interface.hh"
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#include "UI_resources.hh"
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#include "UI_string_search.hh"
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using blender::nodes::geo_eval_log::GeometryAttributeInfo;
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namespace blender::ui {
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static StringRef attribute_data_type_string(const eCustomDataType type)
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{
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const char *name = nullptr;
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RNA_enum_name_from_value(rna_enum_attribute_type_items, type, &name);
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return StringRef(IFACE_(name));
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}
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static StringRef attribute_domain_string(const bke::AttrDomain domain)
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{
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const char *name = nullptr;
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RNA_enum_name_from_value(rna_enum_attribute_domain_items, int(domain), &name);
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return StringRef(IFACE_(name));
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}
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static bool attribute_search_item_add(uiSearchItems *items, const GeometryAttributeInfo &item)
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{
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const StringRef data_type_name = attribute_data_type_string(*item.data_type);
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const StringRef domain_name = attribute_domain_string(*item.domain);
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std::string search_item_text = domain_name + " " + UI_MENU_ARROW_SEP + item.name + UI_SEP_CHAR +
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data_type_name;
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return UI_search_item_add(
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items, search_item_text.c_str(), (void *)&item, ICON_NONE, UI_BUT_HAS_SEP_CHAR, 0);
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}
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void attribute_search_add_items(StringRefNull str,
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const bool can_create_attribute,
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Span<const GeometryAttributeInfo *> infos,
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uiSearchItems *seach_items,
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const bool is_first)
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{
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static GeometryAttributeInfo dummy_info;
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/* Any string may be valid, so add the current search string along with the hints. */
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if (str[0] != '\0') {
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bool contained = false;
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for (const GeometryAttributeInfo *attribute_info : infos) {
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if (attribute_info->name == str) {
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contained = true;
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break;
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}
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}
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if (!contained) {
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dummy_info.name = str;
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UI_search_item_add(seach_items,
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str.c_str(),
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&dummy_info,
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can_create_attribute ? ICON_ADD : ICON_NONE,
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0,
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0);
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}
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}
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if (str[0] == '\0' && !is_first) {
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/* Allow clearing the text field when the string is empty, but not on the first pass,
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* or opening an attribute field for the first time would show this search item. */
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dummy_info.name = str;
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UI_search_item_add(seach_items, str.c_str(), &dummy_info, ICON_X, 0, 0);
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}
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/* Don't filter when the menu is first opened, but still run the search
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* so the items are in the same order they will appear in while searching. */
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const char *string = is_first ? "" : str.c_str();
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ui::string_search::StringSearch<const GeometryAttributeInfo> search;
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for (const GeometryAttributeInfo *item : infos) {
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if (!bke::allow_procedural_attribute_access(item->name)) {
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continue;
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}
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search.add(item->name, item);
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}
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const Vector<const GeometryAttributeInfo *> filtered_items = search.query(string);
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for (const GeometryAttributeInfo *item : filtered_items) {
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if (!attribute_search_item_add(seach_items, *item)) {
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break;
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}
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}
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}
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} // namespace blender::ui
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