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blender-archive/source/blender/editors/interface/interface_utils.c

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/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2009 Blender Foundation.
* All rights reserved.
*
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
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/** \file blender/editors/interface/interface_utils.c
* \ingroup edinterface
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include "DNA_object_types.h"
#include "DNA_screen_types.h"
#include "BLI_utildefines.h"
#include "BLI_math.h"
#include "BLI_string.h"
#include "BLI_listbase.h"
#include "BLT_translation.h"
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#include "BKE_report.h"
#include "MEM_guardedalloc.h"
#include "RNA_access.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "WM_api.h"
#include "WM_types.h"
#include "interface_intern.h"
/*************************** RNA Utilities ******************************/
uiBut *uiDefAutoButR(uiBlock *block, PointerRNA *ptr, PropertyRNA *prop, int index, const char *name, int icon, int x1, int y1, int x2, int y2)
{
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uiBut *but = NULL;
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switch (RNA_property_type(prop)) {
case PROP_BOOLEAN:
{
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int arraylen = RNA_property_array_length(ptr, prop);
if (arraylen && index == -1)
return NULL;
if (icon && name && name[0] == '\0')
but = uiDefIconButR_prop(block, UI_BTYPE_ICON_TOGGLE, 0, icon, x1, y1, x2, y2, ptr, prop, index, 0, 0, -1, -1, NULL);
else if (icon)
but = uiDefIconTextButR_prop(block, UI_BTYPE_ICON_TOGGLE, 0, icon, name, x1, y1, x2, y2, ptr, prop, index, 0, 0, -1, -1, NULL);
else
but = uiDefButR_prop(block, UI_BTYPE_CHECKBOX, 0, name, x1, y1, x2, y2, ptr, prop, index, 0, 0, -1, -1, NULL);
break;
}
case PROP_INT:
case PROP_FLOAT:
{
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int arraylen = RNA_property_array_length(ptr, prop);
if (arraylen && index == -1) {
if (ELEM(RNA_property_subtype(prop), PROP_COLOR, PROP_COLOR_GAMMA)) {
but = uiDefButR_prop(block, UI_BTYPE_COLOR, 0, name, x1, y1, x2, y2, ptr, prop, -1, 0, 0, -1, -1, NULL);
}
else {
return NULL;
}
}
else if (RNA_property_subtype(prop) == PROP_PERCENTAGE || RNA_property_subtype(prop) == PROP_FACTOR)
but = uiDefButR_prop(block, UI_BTYPE_NUM_SLIDER, 0, name, x1, y1, x2, y2, ptr, prop, index, 0, 0, -1, -1, NULL);
else
but = uiDefButR_prop(block, UI_BTYPE_NUM, 0, name, x1, y1, x2, y2, ptr, prop, index, 0, 0, -1, -1, NULL);
if (RNA_property_flag(prop) & PROP_TEXTEDIT_UPDATE) {
UI_but_flag_enable(but, UI_BUT_TEXTEDIT_UPDATE);
}
break;
}
case PROP_ENUM:
if (icon && name && name[0] == '\0')
but = uiDefIconButR_prop(block, UI_BTYPE_MENU, 0, icon, x1, y1, x2, y2, ptr, prop, index, 0, 0, -1, -1, NULL);
else if (icon)
but = uiDefIconTextButR_prop(block, UI_BTYPE_MENU, 0, icon, NULL, x1, y1, x2, y2, ptr, prop, index, 0, 0, -1, -1, NULL);
else
but = uiDefButR_prop(block, UI_BTYPE_MENU, 0, name, x1, y1, x2, y2, ptr, prop, index, 0, 0, -1, -1, NULL);
break;
case PROP_STRING:
if (icon && name && name[0] == '\0')
but = uiDefIconButR_prop(block, UI_BTYPE_TEXT, 0, icon, x1, y1, x2, y2, ptr, prop, index, 0, 0, -1, -1, NULL);
else if (icon)
but = uiDefIconTextButR_prop(block, UI_BTYPE_TEXT, 0, icon, name, x1, y1, x2, y2, ptr, prop, index, 0, 0, -1, -1, NULL);
else
but = uiDefButR_prop(block, UI_BTYPE_TEXT, 0, name, x1, y1, x2, y2, ptr, prop, index, 0, 0, -1, -1, NULL);
if (RNA_property_flag(prop) & PROP_TEXTEDIT_UPDATE) {
/* TEXTEDIT_UPDATE is usally used for search buttons. For these we also want
* the 'x' icon to clear search string, so setting VALUE_CLEAR flag, too. */
UI_but_flag_enable(but, UI_BUT_TEXTEDIT_UPDATE | UI_BUT_VALUE_CLEAR);
}
break;
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case PROP_POINTER:
{
if (icon == 0) {
PointerRNA pptr = RNA_property_pointer_get(ptr, prop);
icon = RNA_struct_ui_icon(pptr.type ? pptr.type : RNA_property_pointer_type(ptr, prop));
}
if (icon == ICON_DOT)
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icon = 0;
but = uiDefIconTextButR_prop(block, UI_BTYPE_SEARCH_MENU, 0, icon, name, x1, y1, x2, y2, ptr, prop, index, 0, 0, -1, -1, NULL);
break;
}
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case PROP_COLLECTION:
{
char text[256];
BLI_snprintf(text, sizeof(text), IFACE_("%d items"), RNA_property_collection_length(ptr, prop));
but = uiDefBut(block, UI_BTYPE_LABEL, 0, text, x1, y1, x2, y2, NULL, 0, 0, 0, 0, NULL);
UI_but_flag_enable(but, UI_BUT_DISABLED);
break;
}
default:
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but = NULL;
break;
}
return but;
}
/**
* \a check_prop callback filters functions to avoid drawing certain properties,
* in cases where PROP_HIDDEN flag can't be used for a property.
*/
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int uiDefAutoButsRNA(
uiLayout *layout, PointerRNA *ptr,
bool (*check_prop)(PointerRNA *, PropertyRNA *),
const char label_align)
{
uiLayout *split, *col;
int flag;
const char *name;
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int tot = 0;
assert(ELEM(label_align, '\0', 'H', 'V'));
RNA_STRUCT_BEGIN (ptr, prop)
{
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flag = RNA_property_flag(prop);
if (flag & PROP_HIDDEN || (check_prop && check_prop(ptr, prop) == 0))
continue;
if (label_align != '\0') {
PropertyType type = RNA_property_type(prop);
const bool is_boolean = (type == PROP_BOOLEAN && !RNA_property_array_check(prop));
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name = RNA_property_ui_name(prop);
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
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if (label_align == 'V') {
col = uiLayoutColumn(layout, true);
if (!is_boolean)
uiItemL(col, name, ICON_NONE);
}
else { /* (label_align == 'H') */
BLI_assert(label_align == 'H');
split = uiLayoutSplit(layout, 0.5f, false);
col = uiLayoutColumn(split, false);
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uiItemL(col, (is_boolean) ? "" : name, ICON_NONE);
col = uiLayoutColumn(split, false);
}
/* may meed to add more cases here.
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* don't override enum flag names */
/* name is shown above, empty name for button below */
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name = (flag & PROP_ENUM_FLAG || is_boolean) ? NULL : "";
}
else {
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col = layout;
name = NULL; /* no smart label alignment, show default name with button */
}
uiItemFullR(col, ptr, prop, -1, 0, 0, name, ICON_NONE);
tot++;
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}
RNA_STRUCT_END;
return tot;
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}
/***************************** ID Utilities *******************************/
int UI_icon_from_id(ID *id)
{
Object *ob;
PointerRNA ptr;
short idcode;
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if (id == NULL)
return ICON_NONE;
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idcode = GS(id->name);
/* exception for objects */
if (idcode == ID_OB) {
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ob = (Object *)id;
if (ob->type == OB_EMPTY)
return ICON_EMPTY_DATA;
else
return UI_icon_from_id(ob->data);
}
/* otherwise get it through RNA, creating the pointer
* will set the right type, also with subclassing */
RNA_id_pointer_create(id, &ptr);
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return (ptr.type) ? RNA_struct_ui_icon(ptr.type) : ICON_NONE;
}
/* see: report_type_str */
int UI_icon_from_report_type(int type)
{
if (type & RPT_ERROR_ALL)
return ICON_ERROR;
else if (type & RPT_WARNING_ALL)
return ICON_ERROR;
else if (type & RPT_INFO_ALL)
return ICON_INFO;
else
return ICON_NONE;
}
/********************************** Misc **************************************/
/**
* Returns the best "UI" precision for given floating value, so that e.g. 10.000001 rather gets drawn as '10'...
*/
int UI_calc_float_precision(int prec, double value)
{
static const double pow10_neg[UI_PRECISION_FLOAT_MAX + 1] = {1e0, 1e-1, 1e-2, 1e-3, 1e-4, 1e-5, 1e-6};
static const double max_pow = 10000000.0; /* pow(10, UI_PRECISION_FLOAT_MAX) */
BLI_assert(prec <= UI_PRECISION_FLOAT_MAX);
BLI_assert(fabs(pow10_neg[prec] - pow(10, -prec)) < 1e-16);
/* check on the number of decimal places need to display the number, this is so 0.00001 is not displayed as 0.00,
* _but_, this is only for small values si 10.0001 will not get the same treatment.
*/
value = ABS(value);
if ((value < pow10_neg[prec]) && (value > (1.0 / max_pow))) {
int value_i = (int)((value * max_pow) + 0.5);
if (value_i != 0) {
const int prec_span = 3; /* show: 0.01001, 5 would allow 0.0100001 for eg. */
int test_prec;
int prec_min = -1;
int dec_flag = 0;
int i = UI_PRECISION_FLOAT_MAX;
while (i && value_i) {
if (value_i % 10) {
dec_flag |= 1 << i;
prec_min = i;
}
value_i /= 10;
i--;
}
/* even though its a small value, if the second last digit is not 0, use it */
test_prec = prec_min;
dec_flag = (dec_flag >> (prec_min + 1)) & ((1 << prec_span) - 1);
while (dec_flag) {
test_prec++;
dec_flag = dec_flag >> 1;
}
if (test_prec > prec) {
prec = test_prec;
}
}
}
CLAMP(prec, 0, UI_PRECISION_FLOAT_MAX);
return prec;
}
bool UI_but_online_manual_id(const uiBut *but, char *r_str, size_t maxlength)
{
if (but->rnapoin.id.data && but->rnapoin.data && but->rnaprop) {
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BLI_snprintf(
r_str, maxlength, "%s.%s", RNA_struct_identifier(but->rnapoin.type),
RNA_property_identifier(but->rnaprop));
return true;
}
else if (but->optype) {
WM_operator_py_idname(r_str, but->optype->idname);
return true;
}
*r_str = '\0';
return false;
}
bool UI_but_online_manual_id_from_active(const struct bContext *C, char *r_str, size_t maxlength)
{
uiBut *but = UI_context_active_but_get(C);
if (but) {
return UI_but_online_manual_id(but, r_str, maxlength);
}
*r_str = '\0';
return false;
}
/* -------------------------------------------------------------------- */
/* Modal Button Store API */
/** \name Button Store
*
* Store for modal operators & handlers to register button pointers
* which are maintained while drawing or NULL when removed.
*
* This is needed since button pointers are continuously freed and re-allocated.
*
* \{ */
struct uiButStore {
struct uiButStore *next, *prev;
uiBlock *block;
ListBase items;
};
struct uiButStoreElem {
struct uiButStoreElem *next, *prev;
uiBut **but_p;
};
/**
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* Create a new button store, the caller must manage and run #UI_butstore_free
*/
uiButStore *UI_butstore_create(uiBlock *block)
{
uiButStore *bs_handle = MEM_callocN(sizeof(uiButStore), __func__);
bs_handle->block = block;
BLI_addtail(&block->butstore, bs_handle);
return bs_handle;
}
void UI_butstore_free(uiBlock *block, uiButStore *bs_handle)
{
/* Workaround for button store being moved into new block,
* which then can't use the previous buttons state ('ui_but_update_from_old_block' fails to find a match),
* keeping the active button in the old block holding a reference to the button-state in the new block: see T49034.
*
* Ideally we would manage moving the 'uiButStore', keeping a correct state.
* All things considered this is the most straightforward fix - Campbell.
*/
if (block != bs_handle->block && bs_handle->block != NULL) {
block = bs_handle->block;
}
BLI_freelistN(&bs_handle->items);
BLI_remlink(&block->butstore, bs_handle);
MEM_freeN(bs_handle);
}
bool UI_butstore_is_valid(uiButStore *bs)
{
return (bs->block != NULL);
}
bool UI_butstore_is_registered(uiBlock *block, uiBut *but)
{
uiButStore *bs_handle;
for (bs_handle = block->butstore.first; bs_handle; bs_handle = bs_handle->next) {
uiButStoreElem *bs_elem;
for (bs_elem = bs_handle->items.first; bs_elem; bs_elem = bs_elem->next) {
if (*bs_elem->but_p == but) {
return true;
}
}
}
return false;
}
void UI_butstore_register(uiButStore *bs_handle, uiBut **but_p)
{
uiButStoreElem *bs_elem = MEM_callocN(sizeof(uiButStoreElem), __func__);
BLI_assert(*but_p);
bs_elem->but_p = but_p;
BLI_addtail(&bs_handle->items, bs_elem);
}
void UI_butstore_unregister(uiButStore *bs_handle, uiBut **but_p)
{
uiButStoreElem *bs_elem, *bs_elem_next;
for (bs_elem = bs_handle->items.first; bs_elem; bs_elem = bs_elem_next) {
bs_elem_next = bs_elem->next;
if (bs_elem->but_p == but_p) {
BLI_remlink(&bs_handle->items, bs_elem);
MEM_freeN(bs_elem);
}
}
BLI_assert(0);
}
/**
* Update the pointer for a registered button.
*/
bool UI_butstore_register_update(uiBlock *block, uiBut *but_dst, const uiBut *but_src)
{
uiButStore *bs_handle;
bool found = false;
for (bs_handle = block->butstore.first; bs_handle; bs_handle = bs_handle->next) {
uiButStoreElem *bs_elem;
for (bs_elem = bs_handle->items.first; bs_elem; bs_elem = bs_elem->next) {
if (*bs_elem->but_p == but_src) {
*bs_elem->but_p = but_dst;
found = true;
}
}
}
return found;
}
/**
* NULL all pointers, don't free since the owner needs to be able to inspect.
*/
void UI_butstore_clear(uiBlock *block)
{
uiButStore *bs_handle;
for (bs_handle = block->butstore.first; bs_handle; bs_handle = bs_handle->next) {
uiButStoreElem *bs_elem;
bs_handle->block = NULL;
for (bs_elem = bs_handle->items.first; bs_elem; bs_elem = bs_elem->next) {
*bs_elem->but_p = NULL;
}
}
}
/**
* Map freed buttons from the old block and update pointers.
*/
void UI_butstore_update(uiBlock *block)
{
uiButStore *bs_handle;
/* move this list to the new block */
if (block->oldblock) {
if (block->oldblock->butstore.first) {
block->butstore = block->oldblock->butstore;
BLI_listbase_clear(&block->oldblock->butstore);
}
}
if (LIKELY(block->butstore.first == NULL))
return;
/* warning, loop-in-loop, in practice we only store <10 buttons at a time,
* so this isn't going to be a problem, if that changes old-new mapping can be cached first */
for (bs_handle = block->butstore.first; bs_handle; bs_handle = bs_handle->next) {
BLI_assert((bs_handle->block == NULL) ||
(bs_handle->block == block) ||
(block->oldblock && block->oldblock == bs_handle->block));
if (bs_handle->block == block->oldblock) {
uiButStoreElem *bs_elem;
bs_handle->block = block;
for (bs_elem = bs_handle->items.first; bs_elem; bs_elem = bs_elem->next) {
if (*bs_elem->but_p) {
uiBut *but_new = ui_but_find_new(block, *bs_elem->but_p);
/* can be NULL if the buttons removed,
* note: we could allow passing in a callback when buttons are removed
* so the caller can cleanup */
*bs_elem->but_p = but_new;
}
}
}
}
}
/** \} */