Files
test2/source/blender/editors/interface/interface_template_node_inputs.cc
Jacques Lucke f358843108 UI: simplify layout panels C++ API
This simplifies the C++ API for making layout panels. Now it is also more similar to the Python API.
`uiLayoutPanel` is like `layout.panel` and `uiLayoutPanelProp` is like `layout.panel_prop`.

Both, `uiLayoutPanel` and `uiLayoutPanelProp`, now exist in two variants. One that takes a label
parameter and one that does not. If the label is passed in, only the panel body layout is returned.
Otherwise, the header and body are returned for more customization.

Pull Request: https://projects.blender.org/blender/blender/pulls/117670
2024-01-30 17:44:56 +01:00

143 lines
4.8 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup edinterface
*/
#include "BLI_vector.hh"
#include "BKE_context.hh"
#include "BKE_node.hh"
#include "BKE_node_runtime.hh"
#include "BKE_screen.hh"
#include "BLT_translation.h"
#include "NOD_node_declaration.hh"
#include "RNA_access.hh"
#include "RNA_prototypes.h"
#include "UI_interface.hh"
#include "UI_resources.hh"
/* -------------------------------------------------------------------- */
/** \name Node Input Buttons Template
* \{ */
using blender::nodes::ItemDeclaration;
using blender::nodes::NodeDeclaration;
using blender::nodes::PanelDeclaration;
using blender::nodes::SocketDeclaration;
using ItemIterator = blender::Vector<blender::nodes::ItemDeclarationPtr>::const_iterator;
namespace blender::ui::nodes {
static void draw_node_input(bContext *C,
uiLayout *layout,
PointerRNA *node_ptr,
bNodeSocket &socket)
{
BLI_assert(socket.typeinfo != nullptr);
/* Ignore disabled sockets and linked sockets and sockets without a `draw` callback. */
if (!socket.is_available() || (socket.flag & SOCK_IS_LINKED) || socket.typeinfo->draw == nullptr)
{
return;
}
PointerRNA socket_ptr = RNA_pointer_create(node_ptr->owner_id, &RNA_NodeSocket, &socket);
const char *text = IFACE_(bke::nodeSocketLabel(&socket));
socket.typeinfo->draw(C, layout, &socket_ptr, node_ptr, text);
}
static void draw_node_input(bContext *C,
uiLayout *layout,
PointerRNA *node_ptr,
StringRefNull identifier)
{
bNode &node = *static_cast<bNode *>(node_ptr->data);
bNodeSocket *socket = node.runtime->inputs_by_identifier.lookup(identifier);
draw_node_input(C, layout, node_ptr, *socket);
}
/* Consume the item range, draw buttons if layout is not null. */
static void handle_node_declaration_items(bContext *C,
Panel *root_panel,
uiLayout *layout,
PointerRNA *node_ptr,
ItemIterator &item_iter,
const ItemIterator item_end)
{
while (item_iter != item_end) {
const ItemDeclaration *item_decl = item_iter->get();
++item_iter;
if (const SocketDeclaration *socket_decl = dynamic_cast<const SocketDeclaration *>(item_decl))
{
if (layout && socket_decl->in_out == SOCK_IN) {
draw_node_input(C, layout, node_ptr, socket_decl->identifier);
}
}
else if (const PanelDeclaration *panel_decl = dynamic_cast<const PanelDeclaration *>(
item_decl))
{
const ItemIterator panel_item_end = item_iter + panel_decl->num_child_decls;
BLI_assert(panel_item_end <= item_end);
/* Use a root panel property to toggle open/closed state. */
const std::string panel_idname = "NodePanel" + std::to_string(panel_decl->identifier);
LayoutPanelState *state = BKE_panel_layout_panel_state_ensure(
root_panel, panel_idname.c_str(), panel_decl->default_collapsed);
PointerRNA state_ptr = RNA_pointer_create(nullptr, &RNA_LayoutPanelState, state);
uiLayout *panel_layout = uiLayoutPanelProp(
C, layout, &state_ptr, "is_open", IFACE_(panel_decl->name.c_str()));
/* Draw panel buttons at the top of each panel section. */
if (panel_layout && panel_decl->draw_buttons) {
panel_decl->draw_buttons(panel_layout, C, node_ptr);
}
handle_node_declaration_items(
C, root_panel, panel_layout, node_ptr, item_iter, panel_item_end);
}
}
}
} // namespace blender::ui::nodes
void uiTemplateNodeInputs(uiLayout *layout, bContext *C, PointerRNA *ptr)
{
bNodeTree &tree = *reinterpret_cast<bNodeTree *>(ptr->owner_id);
bNode &node = *static_cast<bNode *>(ptr->data);
tree.ensure_topology_cache();
BLI_assert(node.typeinfo != nullptr);
/* Draw top-level node buttons. */
if (node.typeinfo->draw_buttons_ex) {
node.typeinfo->draw_buttons_ex(layout, C, ptr);
}
else if (node.typeinfo->draw_buttons) {
node.typeinfo->draw_buttons(layout, C, ptr);
}
if (node.declaration()) {
/* Draw socket inputs and panel buttons in the order of declaration panels. */
ItemIterator item_iter = node.declaration()->items.begin();
const ItemIterator item_end = node.declaration()->items.end();
Panel *root_panel = uiLayoutGetRootPanel(layout);
blender::ui::nodes::handle_node_declaration_items(
C, root_panel, layout, ptr, item_iter, item_end);
}
else {
/* Draw socket values using the flat inputs list. */
for (bNodeSocket *input : node.runtime->inputs) {
blender::ui::nodes::draw_node_input(C, layout, ptr, *input);
}
}
}
/** \} */