This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/editors/interface/interface_panel.c

2724 lines
84 KiB
C
Raw Normal View History

/*
* 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,
2010-02-12 13:34:04 +00:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*/
/** \file
* \ingroup edinterface
2011-02-27 20:29:51 +00:00
*/
/* a full doc with API notes can be found in
* bf-blender/trunk/blender/doc/guides/interface_API.txt */
#include <ctype.h>
#include <math.h>
#include <stdlib.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "PIL_time.h"
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_utildefines.h"
#include "BLT_translation.h"
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
#include "DNA_screen_types.h"
#include "DNA_userdef_types.h"
#include "BKE_context.h"
#include "BKE_screen.h"
#include "BLF_api.h"
#include "WM_api.h"
#include "WM_types.h"
#include "ED_screen.h"
#include "UI_interface.h"
#include "UI_interface_icons.h"
#include "UI_resources.h"
#include "UI_view2d.h"
#include "GPU_batch_presets.h"
#include "GPU_immediate.h"
#include "GPU_matrix.h"
#include "GPU_state.h"
#include "interface_intern.h"
/* -------------------------------------------------------------------- */
/** \name Defines & Structs
* \{ */
#define ANIMATION_TIME 0.30
#define ANIMATION_INTERVAL 0.02
typedef enum uiPanelRuntimeFlag {
PANEL_LAST_ADDED = (1 << 0),
PANEL_ACTIVE = (1 << 2),
PANEL_WAS_ACTIVE = (1 << 3),
PANEL_ANIM_ALIGN = (1 << 4),
PANEL_NEW_ADDED = (1 << 5),
PANEL_SEARCH_FILTER_MATCH = (1 << 7),
} uiPanelRuntimeFlag;
/* The state of the mouse position relative to the panel. */
typedef enum uiPanelMouseState {
PANEL_MOUSE_OUTSIDE, /** Mouse is not in the panel. */
PANEL_MOUSE_INSIDE_CONTENT, /** Mouse is in the actual panel content. */
PANEL_MOUSE_INSIDE_HEADER, /** Mouse is in the panel header. */
} uiPanelMouseState;
typedef enum uiHandlePanelState {
PANEL_STATE_DRAG,
PANEL_STATE_DRAG_SCALE,
PANEL_STATE_WAIT_UNTAB,
PANEL_STATE_ANIMATION,
PANEL_STATE_EXIT,
} uiHandlePanelState;
typedef struct uiHandlePanelData {
uiHandlePanelState state;
/* Animation. */
wmTimer *animtimer;
double starttime;
/* Dragging. */
bool is_drag_drop;
int startx, starty;
int startofsx, startofsy;
int startsizex, startsizey;
float start_cur_xmin, start_cur_ymin;
} uiHandlePanelData;
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
typedef struct PanelSort {
Panel *panel;
int new_offset_x;
int new_offset_y;
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
} PanelSort;
static int get_panel_real_size_y(const Panel *panel);
static void panel_activate_state(const bContext *C, Panel *panel, uiHandlePanelState state);
static int compare_panel(const void *a, const void *b);
static bool panel_type_context_poll(ARegion *region,
const PanelType *panel_type,
const char *context);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Local Functions
* \{ */
static void panel_title_color_get(const Panel *panel,
const bool show_background,
const bool use_search_color,
const bool region_search_filter_active,
uchar r_color[4])
{
if (!show_background) {
/* Use menu colors for floating panels. */
bTheme *btheme = UI_GetTheme();
const uiWidgetColors *wcol = &btheme->tui.wcol_menu_back;
copy_v4_v4_uchar(r_color, (const uchar *)wcol->text);
return;
}
const bool search_match = UI_panel_matches_search_filter(panel);
if (region_search_filter_active && use_search_color && search_match) {
UI_GetThemeColor4ubv(TH_MATCH, r_color);
}
else {
UI_GetThemeColor4ubv(TH_TITLE, r_color);
if (region_search_filter_active && !search_match) {
r_color[0] *= 0.5;
r_color[1] *= 0.5;
r_color[2] *= 0.5;
}
}
}
static bool panel_active_animation_changed(ListBase *lb,
Panel **r_panel_animation,
bool *r_no_animation)
{
LISTBASE_FOREACH (Panel *, panel, lb) {
/* Detect panel active flag changes. */
if (!(panel->type && panel->type->parent)) {
if ((panel->runtime_flag & PANEL_WAS_ACTIVE) && !(panel->runtime_flag & PANEL_ACTIVE)) {
return true;
}
if (!(panel->runtime_flag & PANEL_WAS_ACTIVE) && (panel->runtime_flag & PANEL_ACTIVE)) {
return true;
}
}
if ((panel->runtime_flag & PANEL_ACTIVE) && !(panel->flag & PNL_CLOSED)) {
if (panel_active_animation_changed(&panel->children, r_panel_animation, r_no_animation)) {
return true;
}
}
/* Detect animation. */
if (panel->activedata) {
uiHandlePanelData *data = panel->activedata;
if (data->state == PANEL_STATE_ANIMATION) {
*r_panel_animation = panel;
}
else {
/* Don't animate while handling other interaction. */
*r_no_animation = true;
}
}
if ((panel->runtime_flag & PANEL_ANIM_ALIGN) && !(*r_panel_animation)) {
*r_panel_animation = panel;
}
}
return false;
}
static bool panels_need_realign(ScrArea *area, ARegion *region, Panel **r_panel_animation)
{
*r_panel_animation = NULL;
if (area->spacetype == SPACE_PROPERTIES && region->regiontype == RGN_TYPE_WINDOW) {
SpaceProperties *sbuts = area->spacedata.first;
if (sbuts->mainbo != sbuts->mainb) {
return true;
}
}
else if (area->spacetype == SPACE_IMAGE && region->regiontype == RGN_TYPE_PREVIEW) {
return true;
}
else if (area->spacetype == SPACE_FILE && region->regiontype == RGN_TYPE_CHANNELS) {
return true;
}
/* Detect if a panel was added or removed. */
Panel *panel_animation = NULL;
bool no_animation = false;
if (panel_active_animation_changed(&region->panels, &panel_animation, &no_animation)) {
return true;
}
/* Detect panel marked for animation, if we're not already animating. */
if (panel_animation) {
if (!no_animation) {
*r_panel_animation = panel_animation;
}
return true;
}
return false;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Functions for Instanced Panels
* \{ */
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
2020-08-21 15:33:40 -04:00
static Panel *UI_panel_add_instanced_ex(ARegion *region,
ListBase *panels,
PanelType *panel_type,
PointerRNA *custom_data)
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
{
Panel *panel = MEM_callocN(sizeof(Panel), "instanced panel");
panel->type = panel_type;
BLI_strncpy(panel->panelname, panel_type->idname, sizeof(panel->panelname));
panel->runtime.custom_data_ptr = custom_data;
panel->runtime_flag |= PANEL_NEW_ADDED;
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
/* Add the panel's children too. Although they aren't instanced panels, we can still use this
* function to create them, as UI_panel_begin does other things we don't need to do. */
LISTBASE_FOREACH (LinkData *, child, &panel_type->children) {
PanelType *child_type = child->data;
UI_panel_add_instanced_ex(region, &panel->children, child_type, custom_data);
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
}
/* Make sure the panel is added to the end of the display-order as well. This is needed for
* loading existing files.
*
* Note: We could use special behavior to place it after the panel that starts the list of
* instanced panels, but that would add complexity that isn't needed for now. */
int max_sortorder = 0;
LISTBASE_FOREACH (Panel *, existing_panel, panels) {
if (existing_panel->sortorder > max_sortorder) {
max_sortorder = existing_panel->sortorder;
}
}
panel->sortorder = max_sortorder + 1;
BLI_addtail(panels, panel);
return panel;
}
/**
2020-09-17 15:18:24 -05:00
* Called in situations where panels need to be added dynamically rather than
* having only one panel corresponding to each #PanelType.
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
*/
Panel *UI_panel_add_instanced(ARegion *region,
ListBase *panels,
char *panel_idname,
PointerRNA *custom_data)
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
{
ARegionType *region_type = region->type;
PanelType *panel_type = BLI_findstring(
&region_type->paneltypes, panel_idname, offsetof(PanelType, idname));
if (panel_type == NULL) {
printf("Panel type '%s' not found.\n", panel_idname);
return NULL;
}
return UI_panel_add_instanced_ex(region, panels, panel_type, custom_data);
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
}
/**
2020-08-28 14:25:19 +10:00
* Find a unique key to append to the #PanelTyype.idname for the lookup to the panel's #uiBlock.
* Needed for instanced panels, where there can be multiple with the same type and identifier.
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
*/
void UI_list_panel_unique_str(Panel *panel, char *r_name)
{
/* The panel sortorder will be unique for a specific panel type because the instanced
* panel list is regenerated for every change in the data order / length. */
snprintf(r_name, INSTANCED_PANEL_UNIQUE_STR_LEN, "%d", panel->sortorder);
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
}
/**
* Free a panel and it's children. Custom data is shared by the panel and its children
* and is freed by #UI_panels_free_instanced.
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
*
* \note The only panels that should need to be deleted at runtime are panels with the
* #PNL_INSTANCED flag set.
*/
static void panel_delete(const bContext *C, ARegion *region, ListBase *panels, Panel *panel)
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
{
/* Recursively delete children. */
LISTBASE_FOREACH_MUTABLE (Panel *, child, &panel->children) {
panel_delete(C, region, &panel->children, child);
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
}
BLI_freelistN(&panel->children);
BLI_remlink(panels, panel);
if (panel->activedata) {
MEM_freeN(panel->activedata);
}
MEM_freeN(panel);
}
/**
* Remove instanced panels from the region's panel list.
*
* \note Can be called with NULL \a C, but it should be avoided because
* handlers might not be removed.
*/
2020-08-12 12:59:19 -04:00
void UI_panels_free_instanced(const bContext *C, ARegion *region)
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
{
/* Delete panels with the instanced flag. */
LISTBASE_FOREACH_MUTABLE (Panel *, panel, &region->panels) {
if ((panel->type != NULL) && (panel->type->flag & PNL_INSTANCED)) {
/* Make sure the panel's handler is removed before deleting it. */
if (C != NULL && panel->activedata != NULL) {
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
panel_activate_state(C, panel, PANEL_STATE_EXIT);
}
/* Free panel's custom data. */
if (panel->runtime.custom_data_ptr != NULL) {
MEM_freeN(panel->runtime.custom_data_ptr);
}
2020-06-30 20:54:31 +10:00
/* Free the panel and its sub-panels. */
panel_delete(C, region, &region->panels, panel);
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
}
}
}
/**
* Check if the instanced panels in the region's panels correspond to the list of data the panels
* represent. Returns false if the panels have been reordered or if the types from the list data
* don't match in any way.
*
* \param data: The list of data to check against the instanced panels.
2020-08-28 14:25:19 +10:00
* \param panel_idname_func: Function to find the #PanelType.idname for each item in the data list.
2020-05-28 16:42:31 +10:00
* For a readability and generality, this lookup happens separately for each type of panel list.
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
*/
bool UI_panel_list_matches_data(ARegion *region,
ListBase *data,
uiListPanelIDFromDataFunc panel_idname_func)
{
/* Check for NULL data. */
int data_len = 0;
Link *data_link = NULL;
if (data == NULL) {
data_len = 0;
data_link = NULL;
}
else {
data_len = BLI_listbase_count(data);
data_link = data->first;
}
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
int i = 0;
LISTBASE_FOREACH (Panel *, panel, &region->panels) {
if (panel->type != NULL && panel->type->flag & PNL_INSTANCED) {
/* The panels were reordered by drag and drop. */
if (panel->flag & PNL_INSTANCED_LIST_ORDER_CHANGED) {
return false;
}
/* We reached the last data item before the last instanced panel. */
if (data_link == NULL) {
return false;
}
/* Check if the panel type matches the panel type from the data item. */
char panel_idname[MAX_NAME];
panel_idname_func(data_link, panel_idname);
if (!STREQ(panel_idname, panel->type->idname)) {
return false;
}
data_link = data_link->next;
i++;
}
}
/* If we didn't make it to the last list item, the panel list isn't complete. */
if (i != data_len) {
return false;
}
return true;
}
static void reorder_instanced_panel_list(bContext *C, ARegion *region, Panel *drag_panel)
{
/* Without a type we cannot access the reorder callback. */
if (drag_panel->type == NULL) {
return;
}
/* Don't reorder if this instanced panel doesn't support drag and drop reordering. */
if (drag_panel->type->reorder == NULL) {
return;
}
char *context = NULL;
if (!UI_panel_category_is_visible(region)) {
context = drag_panel->type->context;
}
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
/* Find how many instanced panels with this context string. */
int list_panels_len = 0;
LISTBASE_FOREACH (Panel *, panel, &region->panels) {
if (panel->type) {
if (panel->type->flag & PNL_INSTANCED) {
if (panel_type_context_poll(region, panel->type, context)) {
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
list_panels_len++;
}
}
}
}
/* Sort the matching instanced panels by their display order. */
PanelSort *panel_sort = MEM_callocN(list_panels_len * sizeof(*panel_sort), "instancedpanelsort");
PanelSort *sort_index = panel_sort;
LISTBASE_FOREACH (Panel *, panel, &region->panels) {
if (panel->type) {
if (panel->type->flag & PNL_INSTANCED) {
if (panel_type_context_poll(region, panel->type, context)) {
sort_index->panel = panel;
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
sort_index++;
}
}
}
}
qsort(panel_sort, list_panels_len, sizeof(*panel_sort), compare_panel);
/* Find how many of those panels are above this panel. */
int move_to_index = 0;
for (; move_to_index < list_panels_len; move_to_index++) {
if (panel_sort[move_to_index].panel == drag_panel) {
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
break;
}
}
MEM_freeN(panel_sort);
/* Set the bit to tell the interface to instanced the list. */
drag_panel->flag |= PNL_INSTANCED_LIST_ORDER_CHANGED;
/* Finally, move this panel's list item to the new index in its list. */
drag_panel->type->reorder(C, drag_panel, move_to_index);
}
/**
* Recursive implementation for #UI_panel_set_expand_from_list_data.
*
2020-06-25 23:13:02 +10:00
* \return Whether the closed flag for the panel or any sub-panels changed.
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
*/
static bool panel_set_expand_from_list_data_recursive(Panel *panel, short flag, short *flag_index)
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
{
const bool open = (flag & (1 << *flag_index));
bool changed = (open == (bool)(panel->flag & PNL_CLOSED));
SET_FLAG_FROM_TEST(panel->flag, !open, PNL_CLOSED);
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
LISTBASE_FOREACH (Panel *, child, &panel->children) {
*flag_index = *flag_index + 1;
changed |= panel_set_expand_from_list_data_recursive(child, flag, flag_index);
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
}
return changed;
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
}
/**
2020-06-25 23:13:02 +10:00
* Set the expansion of the panel and its sub-panels from the flag stored by the list data
2020-09-17 15:18:24 -05:00
* corresponding to this panel. The flag has expansion stored in each bit in depth first
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
* order.
*/
void UI_panel_set_expand_from_list_data(const bContext *C, Panel *panel)
{
BLI_assert(panel->type != NULL);
BLI_assert(panel->type->flag & PNL_INSTANCED);
if (panel->type->get_list_data_expand_flag == NULL) {
/* Instanced panel doesn't support loading expansion. */
return;
}
const short expand_flag = panel->type->get_list_data_expand_flag(C, panel);
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
short flag_index = 0;
/* Start panel animation if the open state was changed. */
if (panel_set_expand_from_list_data_recursive(panel, expand_flag, &flag_index)) {
panel_activate_state(C, panel, PANEL_STATE_ANIMATION);
}
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
}
/**
* Set expansion based on the data for instanced panels.
*/
static void region_panels_set_expansion_from_list_data(const bContext *C, ARegion *region)
{
LISTBASE_FOREACH (Panel *, panel, &region->panels) {
PanelType *panel_type = panel->type;
if (panel_type != NULL && panel->type->flag & PNL_INSTANCED) {
UI_panel_set_expand_from_list_data(C, panel);
}
}
}
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
/**
* Recursive implementation for #set_panels_list_data_expand_flag.
*/
static void get_panel_expand_flag(Panel *panel, short *flag, short *flag_index)
{
const bool open = !(panel->flag & PNL_CLOSED);
SET_FLAG_FROM_TEST(*flag, open, (1 << *flag_index));
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
LISTBASE_FOREACH (Panel *, child, &panel->children) {
*flag_index = *flag_index + 1;
get_panel_expand_flag(child, flag, flag_index);
}
}
/**
2020-08-28 14:25:19 +10:00
* Call the callback to store the panel and sub-panel expansion settings in the list item that
2020-09-17 15:18:24 -05:00
* corresponds to each instanced panel.
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
*
* \note This needs to iterate through all of the regions panels because the panel with changed
2020-08-28 14:25:19 +10:00
* expansion could have been the sub-panel of a instanced panel, meaning it might not know
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
* which list item it corresponds to.
*/
static void set_panels_list_data_expand_flag(const bContext *C, const ARegion *region)
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
{
LISTBASE_FOREACH (Panel *, panel, &region->panels) {
PanelType *panel_type = panel->type;
if (panel_type == NULL) {
continue;
}
/* Check for #PANEL_ACTIVE so we only set the expand flag for active panels. */
if (panel_type->flag & PNL_INSTANCED && panel->runtime_flag & PANEL_ACTIVE) {
short expand_flag;
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
short flag_index = 0;
get_panel_expand_flag(panel, &expand_flag, &flag_index);
if (panel->type->set_list_data_expand_flag) {
panel->type->set_list_data_expand_flag(C, panel, expand_flag);
}
}
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Panels
* \{ */
/**
2020-06-25 23:13:02 +10:00
* Set flag state for a panel and its sub-panels.
*
* \return True if this function changed any of the flags, false if it didn't.
*/
static bool panel_set_flag_recursive(Panel *panel, int flag, bool value)
{
const short flag_original = panel->flag;
SET_FLAG_FROM_TEST(panel->flag, value, flag);
bool changed = (flag_original != panel->flag);
LISTBASE_FOREACH (Panel *, child, &panel->children) {
changed |= panel_set_flag_recursive(child, flag, value);
}
return changed;
}
static void panels_collapse_all(ARegion *region, const Panel *from_panel)
{
const bool has_category_tabs = UI_panel_category_is_visible(region);
const char *category = has_category_tabs ? UI_panel_category_active_get(region, false) : NULL;
const PanelType *from_pt = from_panel->type;
LISTBASE_FOREACH (Panel *, panel, &region->panels) {
PanelType *pt = panel->type;
/* Close panels with headers in the same context. */
if (pt && from_pt && !(pt->flag & PNL_NO_HEADER)) {
if (!pt->context[0] || !from_pt->context[0] || STREQ(pt->context, from_pt->context)) {
if ((panel->flag & PNL_PIN) || !category || !pt->category[0] ||
STREQ(pt->category, category)) {
panel->flag |= PNL_CLOSED;
}
}
}
}
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
}
static bool panel_type_context_poll(ARegion *region,
const PanelType *panel_type,
const char *context)
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
{
if (UI_panel_category_is_visible(region)) {
return STREQ(panel_type->category, UI_panel_category_active_get(region, false));
}
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
if (panel_type->context[0] && STREQ(panel_type->context, context)) {
return true;
}
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
return false;
}
Panel *UI_panel_find_by_type(ListBase *lb, PanelType *pt)
{
const char *idname = pt->idname;
LISTBASE_FOREACH (Panel *, panel, lb) {
if (STREQLEN(panel->panelname, idname, sizeof(panel->panelname))) {
return panel;
}
}
return NULL;
}
/**
* \note \a panel should be return value from #UI_panel_find_by_type and can be NULL.
*/
Panel *UI_panel_begin(
ARegion *region, ListBase *lb, uiBlock *block, PanelType *pt, Panel *panel, bool *r_open)
{
Panel *panel_last;
const char *drawname = CTX_IFACE_(pt->translation_context, pt->label);
const char *idname = pt->idname;
const bool newpanel = (panel == NULL);
if (newpanel) {
panel = MEM_callocN(sizeof(Panel), "new panel");
panel->type = pt;
BLI_strncpy(panel->panelname, idname, sizeof(panel->panelname));
if (pt->flag & PNL_DEFAULT_CLOSED) {
panel->flag |= PNL_CLOSED;
}
panel->ofsx = 0;
panel->ofsy = 0;
panel->sizex = 0;
panel->sizey = 0;
panel->blocksizex = 0;
panel->blocksizey = 0;
panel->runtime_flag |= PANEL_NEW_ADDED;
BLI_addtail(lb, panel);
}
else {
/* Panel already exists. */
panel->type = pt;
}
/* Do not allow closed panels without headers! Else user could get "disappeared" UI! */
if ((pt->flag & PNL_NO_HEADER) && (panel->flag & PNL_CLOSED)) {
panel->flag &= ~PNL_CLOSED;
/* Force update of panels' positions. */
panel->sizex = 0;
panel->sizey = 0;
panel->blocksizex = 0;
panel->blocksizey = 0;
}
BLI_strncpy(panel->drawname, drawname, sizeof(panel->drawname));
/* If a new panel is added, we insert it right after the panel that was last added.
* This way new panels are inserted in the right place between versions. */
for (panel_last = lb->first; panel_last; panel_last = panel_last->next) {
if (panel_last->runtime_flag & PANEL_LAST_ADDED) {
BLI_remlink(lb, panel);
BLI_insertlinkafter(lb, panel_last, panel);
break;
}
}
if (newpanel) {
panel->sortorder = (panel_last) ? panel_last->sortorder + 1 : 0;
LISTBASE_FOREACH (Panel *, panel_next, lb) {
if (panel_next != panel && panel_next->sortorder >= panel->sortorder) {
panel_next->sortorder++;
}
}
}
if (panel_last) {
panel_last->runtime_flag &= ~PANEL_LAST_ADDED;
}
/* Assign the new panel to the block. */
block->panel = panel;
panel->runtime_flag |= PANEL_ACTIVE | PANEL_LAST_ADDED;
if (region->alignment == RGN_ALIGN_FLOAT) {
UI_block_theme_style_set(block, UI_BLOCK_THEME_STYLE_POPUP);
}
*r_open = false;
if (panel->flag & PNL_CLOSED) {
return panel;
}
*r_open = true;
return panel;
}
static float panel_region_offset_x_get(const ARegion *region)
{
if (UI_panel_category_is_visible(region)) {
if (RGN_ALIGN_ENUM_FROM_MASK(region->alignment) != RGN_ALIGN_RIGHT) {
return UI_PANEL_CATEGORY_MARGIN_WIDTH;
}
}
return 0;
}
void UI_panel_end(const ARegion *region, uiBlock *block, int width, int height, bool open)
{
Panel *panel = block->panel;
/* Set panel size excluding children. */
panel->blocksizex = width;
panel->blocksizey = height;
/* Compute total panel size including children. */
LISTBASE_FOREACH (Panel *, pachild, &panel->children) {
if (pachild->runtime_flag & PANEL_ACTIVE) {
width = max_ii(width, pachild->sizex);
height += get_panel_real_size_y(pachild);
}
}
/* Update total panel size. */
if (panel->runtime_flag & PANEL_NEW_ADDED) {
panel->runtime_flag &= ~PANEL_NEW_ADDED;
panel->sizex = width;
panel->sizey = height;
}
else {
const int old_sizex = panel->sizex, old_sizey = panel->sizey;
const int old_region_ofsx = panel->runtime.region_ofsx;
/* Update width/height if non-zero. */
if (width != 0) {
panel->sizex = width;
}
if (height != 0 || open) {
panel->sizey = height;
}
/* Check if we need to do an animation. */
if (panel->sizex != old_sizex || panel->sizey != old_sizey) {
panel->runtime_flag |= PANEL_ANIM_ALIGN;
panel->ofsy += old_sizey - panel->sizey;
}
panel->runtime.region_ofsx = panel_region_offset_x_get(region);
if (old_region_ofsx != panel->runtime.region_ofsx) {
panel->runtime_flag |= PANEL_ANIM_ALIGN;
}
}
}
static void ui_offset_panel_block(uiBlock *block)
{
2020-03-15 17:32:25 +11:00
const uiStyle *style = UI_style_get_dpi();
/* Compute bounds and offset. */
ui_block_bounds_calc(block);
const int ofsy = block->panel->sizey - style->panelspace;
LISTBASE_FOREACH (uiBut *, but, &block->buttons) {
but->rect.ymin += ofsy;
but->rect.ymax += ofsy;
}
block->rect.xmax = block->panel->sizex;
block->rect.ymax = block->panel->sizey;
block->rect.xmin = block->rect.ymin = 0.0;
}
void ui_panel_tag_search_filter_match(struct Panel *panel)
{
panel->runtime_flag |= PANEL_SEARCH_FILTER_MATCH;
}
static void panel_matches_search_filter_recursive(const Panel *panel, bool *filter_matches)
{
*filter_matches |= panel->runtime_flag & PANEL_SEARCH_FILTER_MATCH;
/* If the panel has no match we need to make sure that its children are too. */
if (!*filter_matches) {
LISTBASE_FOREACH (const Panel *, child_panel, &panel->children) {
panel_matches_search_filter_recursive(child_panel, filter_matches);
}
}
}
/**
2020-09-16 15:28:02 +10:00
* Find whether a panel or any of its sub-panels contain a property that matches the search filter,
* depending on the search process running in #UI_block_apply_search_filter earlier.
*/
bool UI_panel_matches_search_filter(const Panel *panel)
{
bool search_filter_matches = false;
panel_matches_search_filter_recursive(panel, &search_filter_matches);
return search_filter_matches;
}
/**
* Expands a panel if it was tagged as having a result by property search, otherwise collapses it.
*/
static void panel_set_expansion_from_seach_filter_recursive(const bContext *C, Panel *panel)
{
short start_flag = panel->flag;
SET_FLAG_FROM_TEST(panel->flag, !UI_panel_matches_search_filter(panel), PNL_CLOSED);
if (start_flag != panel->flag) {
panel_activate_state(C, panel, PANEL_STATE_ANIMATION);
}
/* If the panel is filtered (removed) we need to check that its children are too. */
LISTBASE_FOREACH (Panel *, child_panel, &panel->children) {
if (panel->runtime_flag & PANEL_ACTIVE) {
if (!(panel->type->flag & PNL_NO_HEADER)) {
panel_set_expansion_from_seach_filter_recursive(C, child_panel);
}
}
}
}
/**
* Uses the panel's search filter flag to set its expansion, activating animation if it was closed
* or opened. Note that this can't be set too often, or manual interaction becomes impossible.
*/
void UI_panels_set_expansion_from_seach_filter(const bContext *C, ARegion *region)
{
LISTBASE_FOREACH (Panel *, panel, &region->panels) {
if (panel->runtime_flag & PANEL_ACTIVE) {
if (!(panel->type->flag & PNL_NO_HEADER)) {
panel_set_expansion_from_seach_filter_recursive(C, panel);
}
}
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Drawing
* \{ */
/* Triangle 'icon' for panel header. */
void UI_draw_icon_tri(float x, float y, char dir, const float color[4])
{
const float f3 = 0.05 * U.widget_unit;
const float f5 = 0.15 * U.widget_unit;
const float f7 = 0.25 * U.widget_unit;
if (dir == 'h') {
UI_draw_anti_tria(x - f3, y - f5, x - f3, y + f5, x + f7, y, color);
}
else if (dir == 't') {
UI_draw_anti_tria(x - f5, y - f7, x + f5, y - f7, x, y + f3, color);
}
else { /* 'v' = vertical, down. */
UI_draw_anti_tria(x - f5, y + f3, x + f5, y + f3, x, y - f7, color);
}
}
#define PNL_ICON UI_UNIT_X /* Could be UI_UNIT_Y too. */
/* For button layout next to label. */
2019-03-25 12:19:55 +11:00
void UI_panel_label_offset(uiBlock *block, int *r_x, int *r_y)
{
Panel *panel = block->panel;
const bool is_subpanel = (panel->type && panel->type->parent);
*r_x = UI_UNIT_X * 1.0f;
*r_y = UI_UNIT_Y * 1.5f;
if (is_subpanel) {
*r_x += (0.7f * UI_UNIT_X);
}
}
static void ui_draw_aligned_panel_header(const uiStyle *style,
const uiBlock *block,
const rcti *rect,
const bool show_background,
const bool region_search_filter_active)
{
const Panel *panel = block->panel;
const bool is_subpanel = (panel->type && panel->type->parent);
const uiFontStyle *fontstyle = (is_subpanel) ? &style->widgetlabel : &style->paneltitle;
/* + 0.001f to avoid flirting with float inaccuracy .*/
const int pnl_icons = (panel->labelofs + (1.1f * PNL_ICON)) / block->aspect + 0.001f;
/* Draw text labels. */
uchar col_title[4];
panel_title_color_get(
panel, show_background, is_subpanel, region_search_filter_active, col_title);
col_title[3] = 255;
rcti hrect = *rect;
hrect.xmin = rect->xmin + pnl_icons;
hrect.ymin -= 2.0f / block->aspect;
UI_fontstyle_draw(fontstyle,
&hrect,
panel->drawname,
col_title,
&(struct uiFontStyleDraw_Params){
.align = UI_STYLE_TEXT_LEFT,
});
}
2020-08-28 14:25:19 +10:00
/**
* Draw a panel integrated in buttons-window, tool/property lists etc.
2020-08-28 14:25:19 +10:00
*/
void ui_draw_aligned_panel(const uiStyle *style,
const uiBlock *block,
const rcti *rect,
const bool show_pin,
const bool show_background,
const bool region_search_filter_active)
{
const Panel *panel = block->panel;
float color[4];
const bool is_subpanel = (panel->type && panel->type->parent);
const bool show_drag = (!is_subpanel &&
/* FIXME(campbell): currently no background means floating panel which
* can't be dragged. This may be changed in future. */
show_background);
const int panel_col = is_subpanel ? TH_PANEL_SUB_BACK : TH_PANEL_BACK;
2020-06-18 12:21:38 +10:00
const bool draw_box_style = (panel->type && panel->type->flag & PNL_DRAW_BOX);
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
/* Use the theme for box widgets for box-style panels. */
uiWidgetColors *box_wcol = NULL;
if (draw_box_style) {
bTheme *btheme = UI_GetTheme();
box_wcol = &btheme->tui.wcol_box;
}
const uint pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
if (panel->type && (panel->type->flag & PNL_NO_HEADER)) {
if (show_background) {
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColor(panel_col);
immRectf(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax);
immUnbindProgram();
}
return;
}
2020-08-28 14:25:19 +10:00
/* Calculate header rectangle with + 0.001f to prevent flicker due to float inaccuracy. */
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
rcti headrect = {
rect->xmin, rect->xmax, rect->ymax, rect->ymax + floor(PNL_HEADER / block->aspect + 0.001f)};
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
/* Draw a panel and header backdrops with an opaque box backdrop for box style panels. */
if (draw_box_style && !is_subpanel) {
/* Expand the top a tiny bit to give header buttons equal size above and below. */
rcti box_rect = {rect->xmin,
rect->xmax,
(panel->flag & PNL_CLOSED) ? headrect.ymin : rect->ymin,
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
headrect.ymax + U.pixelsize};
ui_draw_box_opaque(&box_rect, UI_CNR_ALL);
2020-08-28 14:25:19 +10:00
/* Mimic the border between aligned box widgets for the bottom of the header. */
if (!(panel->flag & PNL_CLOSED)) {
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
GPU_blend(GPU_BLEND_ALPHA);
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
immUniformColor4ubv(box_wcol->outline);
immRectf(pos, rect->xmin, headrect.ymin - U.pixelsize, rect->xmax, headrect.ymin);
uchar emboss_col[4];
UI_GetThemeColor4ubv(TH_WIDGET_EMBOSS, emboss_col);
immUniformColor4ubv(emboss_col);
immRectf(pos,
rect->xmin,
headrect.ymin - U.pixelsize,
rect->xmax,
headrect.ymin - U.pixelsize - 1);
GPU_blend(GPU_BLEND_NONE);
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
immUnbindProgram();
}
}
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
/* Draw the header backdrop. */
if (show_background && !is_subpanel && !draw_box_style) {
const float minx = rect->xmin;
const float y = headrect.ymax;
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
GPU_blend(GPU_BLEND_ALPHA);
/* Draw with background color. */
immUniformThemeColor(UI_panel_matches_search_filter(panel) ? TH_MATCH : TH_PANEL_HEADER);
immRectf(pos, minx, headrect.ymin, rect->xmax, y);
immBegin(GPU_PRIM_LINES, 4);
immVertex2f(pos, minx, y);
immVertex2f(pos, rect->xmax, y);
immVertex2f(pos, minx, y);
immVertex2f(pos, rect->xmax, y);
immEnd();
GPU_blend(GPU_BLEND_NONE);
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
immUnbindProgram();
}
/* draw optional pin icon */
if (show_pin && (block->panel->flag & PNL_PIN)) {
uchar col_title[4];
panel_title_color_get(panel, show_background, false, region_search_filter_active, col_title);
GPU_blend(GPU_BLEND_ALPHA);
UI_icon_draw_ex(headrect.xmax - ((PNL_ICON * 2.2f) / block->aspect),
headrect.ymin + (5.0f / block->aspect),
(panel->flag & PNL_PIN) ? ICON_PINNED : ICON_UNPINNED,
(block->aspect * U.inv_dpi_fac),
1.0f,
0.0f,
col_title,
false);
GPU_blend(GPU_BLEND_NONE);
}
/* Draw the title. */
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
rcti titlerect = headrect;
if (is_subpanel) {
titlerect.xmin += (0.7f * UI_UNIT_X) / block->aspect + 0.001f;
}
ui_draw_aligned_panel_header(
style, block, &titlerect, show_background, region_search_filter_active);
if (show_drag) {
2020-08-28 14:25:19 +10:00
/* Make `itemrect` smaller. */
const float scale = 0.7;
rctf itemrect;
itemrect.xmax = headrect.xmax - (0.2f * UI_UNIT_X);
itemrect.xmin = itemrect.xmax - BLI_rcti_size_y(&headrect);
itemrect.ymin = headrect.ymin;
itemrect.ymax = headrect.ymax;
BLI_rctf_scale(&itemrect, scale);
GPU_matrix_push();
GPU_matrix_translate_2f(itemrect.xmin, itemrect.ymin);
const int col_tint = 84;
float col_high[4], col_dark[4];
UI_GetThemeColorShade4fv(TH_PANEL_HEADER, col_tint, col_high);
UI_GetThemeColorShade4fv(TH_PANEL_BACK, -col_tint, col_dark);
GPUBatch *batch = GPU_batch_preset_panel_drag_widget(
U.pixelsize, col_high, col_dark, BLI_rcti_size_y(&headrect) * scale);
GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_FLAT_COLOR);
GPU_batch_draw(batch);
GPU_matrix_pop();
}
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
/* Draw panel backdrop. */
if (!(panel->flag & PNL_CLOSED)) {
/* in some occasions, draw a border */
if (panel->flag & PNL_SELECT && !is_subpanel) {
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
float radius;
if (draw_box_style) {
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
UI_draw_roundbox_corner_set(UI_CNR_ALL);
radius = box_wcol->roundness * U.widget_unit;
}
else {
UI_draw_roundbox_corner_set(UI_CNR_NONE);
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
radius = 0.0f;
}
UI_GetThemeColorShade4fv(TH_BACK, -120, color);
UI_draw_roundbox_aa(false,
0.5f + rect->xmin,
0.5f + rect->ymin,
0.5f + rect->xmax,
0.5f + headrect.ymax + 1,
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
radius,
color);
}
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
GPU_blend(GPU_BLEND_ALPHA);
2020-05-28 16:42:31 +10:00
/* Draw panel backdrop if it wasn't already been drawn by the single opaque round box earlier.
* Note: Sub-panels blend with panels, so they can't be opaque. */
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
if (show_background && !(draw_box_style && !is_subpanel)) {
2020-06-25 23:13:02 +10:00
/* Draw the bottom sub-panels. */
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
if (draw_box_style) {
if (panel->next) {
immUniformThemeColor(panel_col);
immRectf(
pos, rect->xmin + U.pixelsize, rect->ymin, rect->xmax - U.pixelsize, rect->ymax);
}
else {
/* Change the width a little bit to line up with sides. */
UI_draw_roundbox_corner_set(UI_CNR_BOTTOM_RIGHT | UI_CNR_BOTTOM_LEFT);
UI_GetThemeColor4fv(panel_col, color);
UI_draw_roundbox_aa(true,
rect->xmin + U.pixelsize,
rect->ymin + U.pixelsize,
rect->xmax - U.pixelsize,
rect->ymax,
box_wcol->roundness * U.widget_unit,
color);
}
}
else {
immUniformThemeColor(panel_col);
immRectf(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax);
}
}
immUnbindProgram();
}
/* Draw collapse icon. */
{
rctf itemrect = {.xmin = titlerect.xmin,
.xmax = itemrect.xmin + BLI_rcti_size_y(&titlerect),
.ymin = titlerect.ymin,
.ymax = titlerect.ymax};
BLI_rctf_scale(&itemrect, 0.25f);
uchar col_title[4];
panel_title_color_get(panel, show_background, false, region_search_filter_active, col_title);
float tria_color[4];
rgb_uchar_to_float(tria_color, col_title);
tria_color[3] = 1.0f;
if (panel->flag & PNL_CLOSED) {
ui_draw_anti_tria_rect(&itemrect, 'h', tria_color);
}
else {
ui_draw_anti_tria_rect(&itemrect, 'v', tria_color);
}
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Category Drawing (Tabs)
* \{ */
static void imm_buf_append(
float vbuf[][2], uchar cbuf[][3], float x, float y, const uchar col[3], int *index)
{
ARRAY_SET_ITEMS(vbuf[*index], x, y);
ARRAY_SET_ITEMS(cbuf[*index], UNPACK3(col));
(*index)++;
}
/* Based on UI_draw_roundbox, check on making a version which allows us to skip some sides. */
static void ui_panel_category_draw_tab(bool filled,
float minx,
float miny,
float maxx,
float maxy,
float rad,
const int roundboxtype,
const bool use_highlight,
const bool use_shadow,
const bool use_flip_x,
const uchar highlight_fade[3],
const uchar col[3])
{
float vec[4][2] = {{0.195, 0.02}, {0.55, 0.169}, {0.831, 0.45}, {0.98, 0.805}};
for (int a = 0; a < 4; a++) {
mul_v2_fl(vec[a], rad);
}
uint vert_len = 0;
if (use_highlight) {
vert_len += (roundboxtype & UI_CNR_TOP_RIGHT) ? 6 : 1;
vert_len += (roundboxtype & UI_CNR_TOP_LEFT) ? 6 : 1;
}
if (use_highlight && !use_shadow) {
vert_len++;
}
else {
vert_len += (roundboxtype & UI_CNR_BOTTOM_RIGHT) ? 6 : 1;
vert_len += (roundboxtype & UI_CNR_BOTTOM_LEFT) ? 6 : 1;
}
/* Maximum size. */
float vbuf[24][2];
uchar cbuf[24][3];
int buf_index = 0;
/* Start right-top corner. */
if (use_highlight) {
if (roundboxtype & UI_CNR_TOP_RIGHT) {
imm_buf_append(vbuf, cbuf, maxx, maxy - rad, col, &buf_index);
for (int a = 0; a < 4; a++) {
imm_buf_append(vbuf, cbuf, maxx - vec[a][1], maxy - rad + vec[a][0], col, &buf_index);
}
imm_buf_append(vbuf, cbuf, maxx - rad, maxy, col, &buf_index);
}
else {
imm_buf_append(vbuf, cbuf, maxx, maxy, col, &buf_index);
}
/* Left top-corner. */
if (roundboxtype & UI_CNR_TOP_LEFT) {
imm_buf_append(vbuf, cbuf, minx + rad, maxy, col, &buf_index);
for (int a = 0; a < 4; a++) {
imm_buf_append(vbuf, cbuf, minx + rad - vec[a][0], maxy - vec[a][1], col, &buf_index);
}
imm_buf_append(vbuf, cbuf, minx, maxy - rad, col, &buf_index);
}
else {
imm_buf_append(vbuf, cbuf, minx, maxy, col, &buf_index);
}
}
if (use_highlight && !use_shadow) {
imm_buf_append(
vbuf, cbuf, minx, miny + rad, highlight_fade ? col : highlight_fade, &buf_index);
}
else {
/* Left bottom-corner. */
if (roundboxtype & UI_CNR_BOTTOM_LEFT) {
imm_buf_append(vbuf, cbuf, minx, miny + rad, col, &buf_index);
for (int a = 0; a < 4; a++) {
imm_buf_append(vbuf, cbuf, minx + vec[a][1], miny + rad - vec[a][0], col, &buf_index);
}
imm_buf_append(vbuf, cbuf, minx + rad, miny, col, &buf_index);
}
else {
imm_buf_append(vbuf, cbuf, minx, miny, col, &buf_index);
}
/* Right-bottom corner. */
if (roundboxtype & UI_CNR_BOTTOM_RIGHT) {
imm_buf_append(vbuf, cbuf, maxx - rad, miny, col, &buf_index);
for (int a = 0; a < 4; a++) {
imm_buf_append(vbuf, cbuf, maxx - rad + vec[a][0], miny + vec[a][1], col, &buf_index);
}
imm_buf_append(vbuf, cbuf, maxx, miny + rad, col, &buf_index);
}
else {
imm_buf_append(vbuf, cbuf, maxx, miny, col, &buf_index);
}
}
if (use_flip_x) {
const float midx = (minx + maxx) / 2.0f;
for (int i = 0; i < buf_index; i++) {
vbuf[i][0] = midx - (vbuf[i][0] - midx);
}
}
GPUVertFormat *format = immVertexFormat();
const uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
uint color = GPU_vertformat_attr_add(
format, "color", GPU_COMP_U8, 3, GPU_FETCH_INT_TO_FLOAT_UNIT);
immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
immBegin(filled ? GPU_PRIM_TRI_FAN : GPU_PRIM_LINE_STRIP, vert_len);
for (int i = 0; i < buf_index; i++) {
immAttr3ubv(color, cbuf[i]);
immVertex2fv(pos, vbuf[i]);
}
immEnd();
immUnbindProgram();
}
/**
* Draw vertical tabs on the left side of the region, one tab per category.
*/
void UI_panel_category_draw_all(ARegion *region, const char *category_id_active)
{
// #define USE_FLAT_INACTIVE
const bool is_left = RGN_ALIGN_ENUM_FROM_MASK(region->alignment != RGN_ALIGN_RIGHT);
View2D *v2d = &region->v2d;
const uiStyle *style = UI_style_get();
const uiFontStyle *fstyle = &style->widget;
const int fontid = fstyle->uifont_id;
short fstyle_points = fstyle->points;
const float aspect = ((uiBlock *)region->uiblocks.first)->aspect;
const float zoom = 1.0f / aspect;
const int px = max_ii(1, round_fl_to_int(U.pixelsize));
const int px_x_sign = is_left ? px : -px;
const int category_tabs_width = round_fl_to_int(UI_PANEL_CATEGORY_MARGIN_WIDTH * zoom);
const float dpi_fac = UI_DPI_FAC;
/* Padding of tabs around text. */
const int tab_v_pad_text = round_fl_to_int((2 + ((px * 3) * dpi_fac)) * zoom);
/* Padding between tabs. */
const int tab_v_pad = round_fl_to_int((4 + (2 * px * dpi_fac)) * zoom);
const float tab_curve_radius = ((px * 3) * dpi_fac) * zoom;
/* We flip the tab drawing, so always use these flags. */
const int roundboxtype = UI_CNR_TOP_LEFT | UI_CNR_BOTTOM_LEFT;
bool is_alpha;
bool do_scaletabs = false;
#ifdef USE_FLAT_INACTIVE
bool is_active_prev = false;
#endif
float scaletabs = 1.0f;
/* Same for all tabs. */
/* Intentionally don't scale by 'px'. */
const int rct_xmin = is_left ? v2d->mask.xmin + 3 : (v2d->mask.xmax - category_tabs_width);
const int rct_xmax = is_left ? v2d->mask.xmin + category_tabs_width : (v2d->mask.xmax - 3);
const int text_v_ofs = (rct_xmax - rct_xmin) * 0.3f;
int y_ofs = tab_v_pad;
/* Primary theme colors. */
uchar theme_col_back[4];
uchar theme_col_text[3];
uchar theme_col_text_hi[3];
/* Tab colors. */
uchar theme_col_tab_bg[4];
uchar theme_col_tab_active[3];
uchar theme_col_tab_inactive[3];
/* Secondary theme colors. */
uchar theme_col_tab_outline[3];
uchar theme_col_tab_divider[3]; /* Line that divides tabs from the main region. */
uchar theme_col_tab_highlight[3];
uchar theme_col_tab_highlight_inactive[3];
UI_GetThemeColor4ubv(TH_BACK, theme_col_back);
UI_GetThemeColor3ubv(TH_TEXT, theme_col_text);
UI_GetThemeColor3ubv(TH_TEXT_HI, theme_col_text_hi);
UI_GetThemeColor4ubv(TH_TAB_BACK, theme_col_tab_bg);
UI_GetThemeColor3ubv(TH_TAB_ACTIVE, theme_col_tab_active);
UI_GetThemeColor3ubv(TH_TAB_INACTIVE, theme_col_tab_inactive);
UI_GetThemeColor3ubv(TH_TAB_OUTLINE, theme_col_tab_outline);
interp_v3_v3v3_uchar(theme_col_tab_divider, theme_col_back, theme_col_tab_outline, 0.3f);
interp_v3_v3v3_uchar(theme_col_tab_highlight, theme_col_back, theme_col_text_hi, 0.2f);
interp_v3_v3v3_uchar(
theme_col_tab_highlight_inactive, theme_col_tab_inactive, theme_col_text_hi, 0.12f);
is_alpha = (region->overlap && (theme_col_back[3] != 255));
if (fstyle->kerning == 1) {
BLF_enable(fstyle->uifont_id, BLF_KERNING_DEFAULT);
}
BLF_enable(fontid, BLF_ROTATION);
BLF_rotation(fontid, M_PI_2);
// UI_fontstyle_set(&style->widget);
ui_fontscale(&fstyle_points, aspect / (U.pixelsize * 1.1f));
BLF_size(fontid, fstyle_points, U.dpi);
/* Check the region type supports categories to avoid an assert
* for showing 3D view panels in the properties space. */
if ((1 << region->regiontype) & RGN_TYPE_HAS_CATEGORY_MASK) {
BLI_assert(UI_panel_category_is_visible(region));
}
2020-08-28 14:25:19 +10:00
/* Calculate tab rectangle and check if we need to scale down. */
LISTBASE_FOREACH (PanelCategoryDyn *, pc_dyn, &region->panels_category) {
rcti *rct = &pc_dyn->rect;
const char *category_id = pc_dyn->idname;
const char *category_id_draw = IFACE_(category_id);
const int category_width = BLF_width(fontid, category_id_draw, BLF_DRAW_STR_DUMMY_MAX);
rct->xmin = rct_xmin;
rct->xmax = rct_xmax;
rct->ymin = v2d->mask.ymax - (y_ofs + category_width + (tab_v_pad_text * 2));
rct->ymax = v2d->mask.ymax - (y_ofs);
y_ofs += category_width + tab_v_pad + (tab_v_pad_text * 2);
}
if (y_ofs > BLI_rcti_size_y(&v2d->mask)) {
scaletabs = (float)BLI_rcti_size_y(&v2d->mask) / (float)y_ofs;
LISTBASE_FOREACH (PanelCategoryDyn *, pc_dyn, &region->panels_category) {
rcti *rct = &pc_dyn->rect;
rct->ymin = ((rct->ymin - v2d->mask.ymax) * scaletabs) + v2d->mask.ymax;
rct->ymax = ((rct->ymax - v2d->mask.ymax) * scaletabs) + v2d->mask.ymax;
}
do_scaletabs = true;
}
/* Begin drawing. */
GPU_line_smooth(true);
uint pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_I32, 2, GPU_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* Draw the background. */
if (is_alpha) {
GPU_blend(GPU_BLEND_ALPHA);
immUniformColor4ubv(theme_col_tab_bg);
}
else {
immUniformColor3ubv(theme_col_tab_bg);
}
if (is_left) {
immRecti(
pos, v2d->mask.xmin, v2d->mask.ymin, v2d->mask.xmin + category_tabs_width, v2d->mask.ymax);
}
else {
immRecti(
pos, v2d->mask.xmax - category_tabs_width, v2d->mask.ymin, v2d->mask.xmax, v2d->mask.ymax);
}
if (is_alpha) {
GPU_blend(GPU_BLEND_NONE);
}
immUnbindProgram();
const int divider_xmin = is_left ? (v2d->mask.xmin + (category_tabs_width - px)) :
(v2d->mask.xmax - category_tabs_width) + px;
const int divider_xmax = is_left ? (v2d->mask.xmin + category_tabs_width) :
(v2d->mask.xmax - (category_tabs_width + px)) + px;
LISTBASE_FOREACH (PanelCategoryDyn *, pc_dyn, &region->panels_category) {
const rcti *rct = &pc_dyn->rect;
const char *category_id = pc_dyn->idname;
const char *category_id_draw = IFACE_(category_id);
const int category_width = BLI_rcti_size_y(rct) - (tab_v_pad_text * 2);
size_t category_draw_len = BLF_DRAW_STR_DUMMY_MAX;
2020-08-28 14:25:19 +10:00
#if 0
int category_width = BLF_width(fontid, category_id_draw, BLF_DRAW_STR_DUMMY_MAX);
#endif
const bool is_active = STREQ(category_id, category_id_active);
GPU_blend(GPU_BLEND_ALPHA);
#ifdef USE_FLAT_INACTIVE
if (is_active)
#endif
{
const bool use_flip_x = !is_left;
ui_panel_category_draw_tab(true,
rct->xmin,
rct->ymin,
rct->xmax,
rct->ymax,
tab_curve_radius - px,
roundboxtype,
true,
true,
use_flip_x,
NULL,
is_active ? theme_col_tab_active : theme_col_tab_inactive);
/* Tab outline. */
ui_panel_category_draw_tab(false,
rct->xmin - px_x_sign,
rct->ymin - px,
rct->xmax - px_x_sign,
rct->ymax + px,
tab_curve_radius,
roundboxtype,
true,
true,
use_flip_x,
NULL,
theme_col_tab_outline);
/* Tab highlight (3d look). */
ui_panel_category_draw_tab(false,
rct->xmin,
rct->ymin,
rct->xmax,
rct->ymax,
tab_curve_radius,
roundboxtype,
true,
false,
use_flip_x,
is_active ? theme_col_back : theme_col_tab_inactive,
is_active ? theme_col_tab_highlight :
theme_col_tab_highlight_inactive);
}
2020-08-28 14:25:19 +10:00
/* Tab black-line. */
if (!is_active) {
pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_I32, 2, GPU_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor3ubv(theme_col_tab_divider);
immRecti(pos, divider_xmin, rct->ymin - tab_v_pad, divider_xmax, rct->ymax + tab_v_pad);
immUnbindProgram();
}
if (do_scaletabs) {
category_draw_len = BLF_width_to_strlen(
fontid, category_id_draw, category_draw_len, category_width, NULL);
}
BLF_position(fontid, rct->xmax - text_v_ofs, rct->ymin + tab_v_pad_text, 0.0f);
2020-08-28 14:25:19 +10:00
/* Tab titles. */
2020-08-28 14:25:19 +10:00
/* Draw white shadow to give text more depth. */
BLF_color3ubv(fontid, theme_col_text);
2020-08-28 14:25:19 +10:00
/* Main tab title. */
BLF_draw(fontid, category_id_draw, category_draw_len);
GPU_blend(GPU_BLEND_NONE);
2020-08-28 14:25:19 +10:00
/* Tab black-line remaining (last tab). */
pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_I32, 2, GPU_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
if (pc_dyn->prev == NULL) {
immUniformColor3ubv(theme_col_tab_divider);
immRecti(pos, divider_xmin, rct->ymax + px, divider_xmax, v2d->mask.ymax);
}
if (pc_dyn->next == NULL) {
immUniformColor3ubv(theme_col_tab_divider);
immRecti(pos, divider_xmin, 0, divider_xmax, rct->ymin);
}
#ifdef USE_FLAT_INACTIVE
2020-08-28 14:25:19 +10:00
/* Draw line between inactive tabs. */
if (is_active == false && is_active_prev == false && pc_dyn->prev) {
immUniformColor3ubv(theme_col_tab_divider);
immRecti(pos,
v2d->mask.xmin + (category_tabs_width / 5),
rct->ymax + px,
(v2d->mask.xmin + category_tabs_width) - (category_tabs_width / 5),
rct->ymax + (px * 3));
}
is_active_prev = is_active;
#endif
immUnbindProgram();
/* Not essential, but allows events to be handled right up to the region edge (T38171). */
if (is_left) {
pc_dyn->rect.xmin = v2d->mask.xmin;
}
else {
pc_dyn->rect.xmax = v2d->mask.xmax;
}
}
GPU_line_smooth(false);
BLF_disable(fontid, BLF_ROTATION);
if (fstyle->kerning == 1) {
BLF_disable(fstyle->uifont_id, BLF_KERNING_DEFAULT);
}
#undef USE_FLAT_INACTIVE
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Panel Alignment
* \{ */
static int get_panel_size_y(const Panel *panel)
{
if (panel->type && (panel->type->flag & PNL_NO_HEADER)) {
return panel->sizey;
}
return PNL_HEADER + panel->sizey;
}
static int get_panel_real_size_y(const Panel *panel)
{
const int sizey = (panel->flag & PNL_CLOSED) ? 0 : panel->sizey;
if (panel->type && (panel->type->flag & PNL_NO_HEADER)) {
return sizey;
}
return PNL_HEADER + sizey;
}
int UI_panel_size_y(const Panel *panel)
{
return get_panel_real_size_y(panel);
}
2020-08-28 14:25:19 +10:00
/**
* This function is needed because #uiBlock and Panel itself don't
* change #Panel.sizey or location when closed.
*/
static int get_panel_real_ofsy(Panel *panel)
{
if (panel->flag & PNL_CLOSED) {
return panel->ofsy + panel->sizey;
}
return panel->ofsy;
}
bool UI_panel_is_dragging(const struct Panel *panel)
{
uiHandlePanelData *data = panel->activedata;
if (!data) {
return false;
}
return data->is_drag_drop;
}
/**
* \note about sorting:
* The #Panel.sortorder has a lower value for new panels being added.
* however, that only works to insert a single panel, when more new panels get
* added the coordinates of existing panels and the previously stored to-be-inserted
* panels do not match for sorting.
*/
static int find_highest_panel(const void *a, const void *b)
{
const Panel *panel_a = ((PanelSort *)a)->panel;
const Panel *panel_b = ((PanelSort *)b)->panel;
/* Stick uppermost header-less panels to the top of the region -
* prevent them from being sorted (multiple header-less panels have to be sorted though). */
if (panel_a->type->flag & PNL_NO_HEADER && panel_b->type->flag & PNL_NO_HEADER) {
2020-08-28 14:25:19 +10:00
/* Skip and check for `ofsy` and #Panel.sortorder below. */
}
if (panel_a->type->flag & PNL_NO_HEADER) {
return -1;
}
if (panel_b->type->flag & PNL_NO_HEADER) {
return 1;
}
if (panel_a->ofsy + panel_a->sizey < panel_b->ofsy + panel_b->sizey) {
return 1;
}
if (panel_a->ofsy + panel_a->sizey > panel_b->ofsy + panel_b->sizey) {
return -1;
}
if (panel_a->sortorder > panel_b->sortorder) {
return 1;
}
if (panel_a->sortorder < panel_b->sortorder) {
return -1;
}
return 0;
}
static int compare_panel(const void *a, const void *b)
{
const Panel *panel_a = ((PanelSort *)a)->panel;
const Panel *panel_b = ((PanelSort *)b)->panel;
if (panel_a->sortorder > panel_b->sortorder) {
return 1;
}
if (panel_a->sortorder < panel_b->sortorder) {
return -1;
}
return 0;
}
static void align_sub_panels(Panel *panel)
{
/* Position sub panels. */
int ofsy = panel->ofsy + panel->sizey - panel->blocksizey;
LISTBASE_FOREACH (Panel *, pachild, &panel->children) {
if (pachild->runtime_flag & PANEL_ACTIVE) {
pachild->ofsx = panel->ofsx;
pachild->ofsy = ofsy - get_panel_size_y(pachild);
ofsy -= get_panel_real_size_y(pachild);
if (pachild->children.first) {
align_sub_panels(pachild);
}
}
}
}
/**
* Calculate the position and order of panels as they are opened, closed, and dragged.
*/
static bool uiAlignPanelStep(ARegion *region, const float factor, const bool drag)
{
/* Count active panels. */
int active_panels_len = 0;
LISTBASE_FOREACH (Panel *, panel, &region->panels) {
if (panel->runtime_flag & PANEL_ACTIVE) {
/* These panels should have types since they are currently displayed to the user. */
BLI_assert(panel->type != NULL);
active_panels_len++;
2019-05-13 16:53:40 +10:00
}
}
if (active_panels_len == 0) {
return false;
}
/* Sort panels. */
PanelSort *panel_sort = MEM_mallocN(sizeof(PanelSort) * active_panels_len, __func__);
{
PanelSort *ps = panel_sort;
LISTBASE_FOREACH (Panel *, panel, &region->panels) {
if (panel->runtime_flag & PANEL_ACTIVE) {
ps->panel = panel;
ps++;
}
}
}
if (drag) {
/* While dragging, sort based on location and update #Panel.sortorder. */
qsort(panel_sort, active_panels_len, sizeof(PanelSort), find_highest_panel);
for (int i = 0; i < active_panels_len; i++) {
panel_sort[i].panel->sortorder = i;
}
}
else {
2020-08-28 14:25:19 +10:00
/* Otherwise use #Panel.sortorder. */
qsort(panel_sort, active_panels_len, sizeof(PanelSort), compare_panel);
}
/* X offset. */
const int region_offset_x = panel_region_offset_x_get(region);
for (int i = 0; i < active_panels_len; i++) {
PanelSort *ps = &panel_sort[i];
const bool use_box = ps->panel->type->flag & PNL_DRAW_BOX;
ps->panel->runtime.region_ofsx = region_offset_x;
ps->new_offset_x = region_offset_x + ((use_box) ? UI_PANEL_BOX_STYLE_MARGIN : 0);
}
/* Y offset. */
for (int i = 0, y = 0; i < active_panels_len; i++) {
PanelSort *ps = &panel_sort[i];
y -= get_panel_real_size_y(ps->panel);
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
const bool use_box = ps->panel->type->flag & PNL_DRAW_BOX;
if (use_box) {
y -= UI_PANEL_BOX_STYLE_MARGIN;
}
ps->new_offset_y = y;
/* The header still draws offset by the size of closed panels, so apply the offset here. */
if (ps->panel->flag & PNL_CLOSED) {
panel_sort[i].new_offset_y -= ps->panel->sizey;
}
}
/* Interpolate based on the input factor. */
bool changed = false;
for (int i = 0; i < active_panels_len; i++) {
PanelSort *ps = &panel_sort[i];
if (ps->panel->flag & PNL_SELECT) {
continue;
}
if (ps->new_offset_x != ps->panel->ofsx) {
const float x = interpf((float)ps->new_offset_x, (float)ps->panel->ofsx, factor);
ps->panel->ofsx = round_fl_to_int(x);
changed = true;
}
if (ps->new_offset_y != ps->panel->ofsy) {
const float y = interpf((float)ps->new_offset_y, (float)ps->panel->ofsy, factor);
ps->panel->ofsy = round_fl_to_int(y);
changed = true;
}
}
/* Set locations for tabbed and sub panels. */
LISTBASE_FOREACH (Panel *, panel, &region->panels) {
if (panel->runtime_flag & PANEL_ACTIVE) {
if (panel->children.first) {
align_sub_panels(panel);
}
}
}
MEM_freeN(panel_sort);
return changed;
}
static void ui_panels_size(ARegion *region, int *r_x, int *r_y)
{
int sizex = 0;
int sizey = 0;
/* Compute size taken up by panels, for setting in view2d. */
LISTBASE_FOREACH (Panel *, panel, &region->panels) {
if (panel->runtime_flag & PANEL_ACTIVE) {
const int pa_sizex = panel->ofsx + panel->sizex;
const int pa_sizey = get_panel_real_ofsy(panel);
sizex = max_ii(sizex, pa_sizex);
sizey = min_ii(sizey, pa_sizey);
}
}
if (sizex == 0) {
sizex = UI_PANEL_WIDTH;
}
if (sizey == 0) {
sizey = -UI_PANEL_WIDTH;
}
*r_x = sizex;
*r_y = sizey;
}
static void ui_do_animate(bContext *C, Panel *panel)
{
uiHandlePanelData *data = panel->activedata;
ARegion *region = CTX_wm_region(C);
float fac = (PIL_check_seconds_timer() - data->starttime) / ANIMATION_TIME;
fac = min_ff(sqrtf(fac), 1.0f);
/* For max 1 second, interpolate positions. */
if (uiAlignPanelStep(region, fac, false)) {
ED_region_tag_redraw(region);
}
else {
fac = 1.0f;
}
if (fac >= 1.0f) {
/* Store before data is freed. */
const bool is_drag_drop = data->is_drag_drop;
panel_activate_state(C, panel, PANEL_STATE_EXIT);
if (is_drag_drop) {
2020-08-28 14:25:19 +10:00
/* Note: doing this in #panel_activate_state would require removing `const` for context in
* many other places. */
reorder_instanced_panel_list(C, region, panel);
}
return;
}
}
static void panels_layout_begin_clear_flags(ListBase *lb)
{
LISTBASE_FOREACH (Panel *, panel, lb) {
/* Flags to copy over to the next layout pass. */
const short flag_copy = 0;
const bool was_active = panel->runtime_flag & PANEL_ACTIVE;
panel->runtime_flag &= flag_copy;
if (was_active) {
panel->runtime_flag |= PANEL_WAS_ACTIVE;
}
panels_layout_begin_clear_flags(&panel->children);
}
}
void UI_panels_begin(const bContext *UNUSED(C), ARegion *region)
{
/* Set all panels as inactive, so that at the end we know which ones were used. Also
2020-09-24 14:18:04 +10:00
* clear other flags so we know later that their values were set for the current redraw. */
panels_layout_begin_clear_flags(&region->panels);
}
void UI_panels_end(const bContext *C, ARegion *region, int *r_x, int *r_y)
{
ScrArea *area = CTX_wm_area(C);
region_panels_set_expansion_from_list_data(C, region);
/* Update panel expansion based on property search results. */
if (region->flag & RGN_FLAG_SEARCH_FILTER_UPDATE) {
/* Don't use the last update from the deactivation, or all the panels will be left closed. */
if (region->flag & RGN_FLAG_SEARCH_FILTER_ACTIVE) {
UI_panels_set_expansion_from_seach_filter(C, region);
set_panels_list_data_expand_flag(C, region);
}
}
/* Offset contents. */
LISTBASE_FOREACH (uiBlock *, block, &region->uiblocks) {
if (block->active && block->panel) {
ui_offset_panel_block(block);
}
}
/* Re-align, possibly with animation. */
Panel *panel;
if (panels_need_realign(area, region, &panel)) {
if (panel) {
panel_activate_state(C, panel, PANEL_STATE_ANIMATION);
}
else {
uiAlignPanelStep(region, 1.0, false);
}
}
/* Compute size taken up by panels. */
ui_panels_size(region, r_x, r_y);
}
/**
* Draw panels, selected (panels currently being dragged) on top.
*/
void UI_panels_draw(const bContext *C, ARegion *region)
{
/* Draw in reverse order, because #uiBlocks are added in reverse order
* and we need child panels to draw on top. */
LISTBASE_FOREACH_BACKWARD (uiBlock *, block, &region->uiblocks) {
if (block->active && block->panel && !(block->panel->flag & PNL_SELECT) &&
!UI_block_is_search_only(block)) {
UI_block_draw(C, block);
}
}
LISTBASE_FOREACH_BACKWARD (uiBlock *, block, &region->uiblocks) {
if (block->active && block->panel && (block->panel->flag & PNL_SELECT) &&
!UI_block_is_search_only(block)) {
UI_block_draw(C, block);
}
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Panel Dragging
* \{ */
#define DRAG_REGION_PAD (PNL_HEADER * 0.5)
static void ui_do_drag(const bContext *C, const wmEvent *event, Panel *panel)
{
uiHandlePanelData *data = panel->activedata;
ARegion *region = CTX_wm_region(C);
/* Keep the drag position in the region with a small pad to keep the panel visible. */
const int x = clamp_i(event->x, region->winrct.xmin, region->winrct.xmax + DRAG_REGION_PAD);
const int y = clamp_i(event->y, region->winrct.ymin, region->winrct.ymax + DRAG_REGION_PAD);
float dx = (float)(x - data->startx);
float dy = (float)(y - data->starty);
/* Adjust for region zoom. */
dx *= BLI_rctf_size_x(&region->v2d.cur) / (float)BLI_rcti_size_x(&region->winrct);
dy *= BLI_rctf_size_y(&region->v2d.cur) / (float)BLI_rcti_size_y(&region->winrct);
if (data->state == PANEL_STATE_DRAG_SCALE) {
panel->sizex = MAX2(data->startsizex + dx, UI_PANEL_MINX);
if (data->startsizey - dy < UI_PANEL_MINY) {
dy = -UI_PANEL_MINY + data->startsizey;
}
panel->sizey = data->startsizey - dy;
panel->ofsy = data->startofsy + dy;
}
else {
/* Reset the panel snapping, to allow dragging away from snapped edges. */
panel->snap = PNL_SNAP_NONE;
/* Add the movement of the view due to edge scrolling while dragging. */
dx += ((float)region->v2d.cur.xmin - data->start_cur_xmin);
dy += ((float)region->v2d.cur.ymin - data->start_cur_ymin);
panel->ofsx = data->startofsx + round_fl_to_int(dx);
panel->ofsy = data->startofsy + round_fl_to_int(dy);
uiAlignPanelStep(region, 0.2f, true);
}
ED_region_tag_redraw(region);
}
#undef DRAG_REGION_PAD
/** \} */
/* -------------------------------------------------------------------- */
/** \name Region Level Panel Interaction
* \{ */
static uiPanelMouseState ui_panel_mouse_state_get(const uiBlock *block,
const Panel *panel,
const int mx,
const int my)
{
if (!IN_RANGE((float)mx, block->rect.xmin, block->rect.xmax)) {
return PANEL_MOUSE_OUTSIDE;
}
if (IN_RANGE((float)my, block->rect.ymax, block->rect.ymax + PNL_HEADER)) {
return PANEL_MOUSE_INSIDE_HEADER;
}
if (!(panel->flag & PNL_CLOSED)) {
if (IN_RANGE((float)my, block->rect.ymin, block->rect.ymax + PNL_HEADER)) {
return PANEL_MOUSE_INSIDE_CONTENT;
}
}
return PANEL_MOUSE_OUTSIDE;
}
typedef struct uiPanelDragCollapseHandle {
bool was_first_open;
int xy_init[2];
} uiPanelDragCollapseHandle;
static void ui_panel_drag_collapse_handler_remove(bContext *UNUSED(C), void *userdata)
{
uiPanelDragCollapseHandle *dragcol_data = userdata;
MEM_freeN(dragcol_data);
}
static void ui_panel_drag_collapse(const bContext *C,
const uiPanelDragCollapseHandle *dragcol_data,
const int xy_dst[2])
{
ARegion *region = CTX_wm_region(C);
LISTBASE_FOREACH (uiBlock *, block, &region->uiblocks) {
float xy_a_block[2] = {UNPACK2(dragcol_data->xy_init)};
float xy_b_block[2] = {UNPACK2(xy_dst)};
Panel *panel = block->panel;
if (panel == NULL || (panel->type && (panel->type->flag & PNL_NO_HEADER))) {
continue;
}
const int oldflag = panel->flag;
/* Lock axis. */
xy_b_block[0] = dragcol_data->xy_init[0];
/* Use cursor coords in block space. */
ui_window_to_block_fl(region, block, &xy_a_block[0], &xy_a_block[1]);
ui_window_to_block_fl(region, block, &xy_b_block[0], &xy_b_block[1]);
2020-08-28 14:25:19 +10:00
/* Set up `rect` to match header size. */
rctf rect = block->rect;
rect.ymin = rect.ymax;
rect.ymax = rect.ymin + PNL_HEADER;
/* Touch all panels between last mouse coordinate and the current one. */
if (BLI_rctf_isect_segment(&rect, xy_a_block, xy_b_block)) {
/* Force panel to open or close. */
SET_FLAG_FROM_TEST(panel->flag, dragcol_data->was_first_open, PNL_CLOSED);
/* If panel->flag has changed this means a panel was opened/closed here. */
if (panel->flag != oldflag) {
panel_activate_state(C, panel, PANEL_STATE_ANIMATION);
}
}
}
/* Update the instanced panel data expand flags with the changes made here. */
set_panels_list_data_expand_flag(C, region);
}
/**
* Panel drag-collapse (modal handler).
* Clicking and dragging over panels toggles their collapse state based on the panel
* that was first dragged over. If it was open all affected panels including the initial
* one are closed and vice versa.
*/
static int ui_panel_drag_collapse_handler(bContext *C, const wmEvent *event, void *userdata)
{
wmWindow *win = CTX_wm_window(C);
uiPanelDragCollapseHandle *dragcol_data = userdata;
short retval = WM_UI_HANDLER_CONTINUE;
switch (event->type) {
case MOUSEMOVE:
ui_panel_drag_collapse(C, dragcol_data, &event->x);
retval = WM_UI_HANDLER_BREAK;
break;
case LEFTMOUSE:
if (event->val == KM_RELEASE) {
/* Done! */
WM_event_remove_ui_handler(&win->modalhandlers,
ui_panel_drag_collapse_handler,
ui_panel_drag_collapse_handler_remove,
dragcol_data,
true);
ui_panel_drag_collapse_handler_remove(C, dragcol_data);
}
/* Don't let any left-mouse event fall through! */
retval = WM_UI_HANDLER_BREAK;
break;
}
return retval;
}
static void ui_panel_drag_collapse_handler_add(const bContext *C, const bool was_open)
{
wmWindow *win = CTX_wm_window(C);
const wmEvent *event = win->eventstate;
uiPanelDragCollapseHandle *dragcol_data = MEM_mallocN(sizeof(*dragcol_data), __func__);
dragcol_data->was_first_open = was_open;
copy_v2_v2_int(dragcol_data->xy_init, &event->x);
WM_event_add_ui_handler(C,
&win->modalhandlers,
ui_panel_drag_collapse_handler,
ui_panel_drag_collapse_handler_remove,
dragcol_data,
0);
}
/**
* Supposing the block has a panel and isn't a menu, handle opening, closing, pinning, etc.
* Code currently assumes layout style for location of widgets
*
* \param mx: The mouse x coordinate, in panel space.
*/
static void ui_handle_panel_header(const bContext *C,
uiBlock *block,
const int mx,
short int event_type,
const short ctrl,
const short shift)
{
Panel *panel = block->panel;
ARegion *region = CTX_wm_region(C);
BLI_assert(panel->type != NULL);
BLI_assert(!(panel->type->flag & PNL_NO_HEADER));
const bool is_subpanel = (panel->type->parent != NULL);
const bool use_pin = UI_panel_category_is_visible(region) && !is_subpanel;
const bool show_pin = use_pin && (panel->flag & PNL_PIN);
const bool show_drag = !is_subpanel;
/* Handle panel pinning. */
if (use_pin && ELEM(event_type, EVT_RETKEY, EVT_PADENTER, LEFTMOUSE) && shift) {
panel->flag ^= PNL_PIN;
ED_region_tag_redraw(region);
return;
}
float expansion_area_xmax = block->rect.xmax;
if (show_drag) {
expansion_area_xmax -= (PNL_ICON * 1.5f);
}
if (show_pin) {
expansion_area_xmax -= PNL_ICON;
}
/* Collapse and expand panels. */
if (ELEM(event_type, EVT_RETKEY, EVT_PADENTER, EVT_AKEY) || mx < expansion_area_xmax) {
if (ctrl && !is_subpanel) {
/* For parent panels, collapse all other panels or toggle children. */
if (panel->flag & PNL_CLOSED || BLI_listbase_is_empty(&panel->children)) {
panels_collapse_all(region, panel);
/* Reset the view - we don't want to display a view without content. */
UI_view2d_offset(&region->v2d, 0.0f, 1.0f);
}
else {
/* If a panel has sub-panels and it's open, toggle the expansion
2020-08-28 14:25:19 +10:00
* of the sub-panels (based on the expansion of the first sub-panel). */
Panel *first_child = panel->children.first;
BLI_assert(first_child != NULL);
panel_set_flag_recursive(panel, PNL_CLOSED, !(first_child->flag & PNL_CLOSED));
panel->flag |= PNL_CLOSED;
}
}
if (panel->flag & PNL_CLOSED) {
panel->flag &= ~PNL_CLOSED;
/* Snap back up so full panel aligns with screen edge. */
if (panel->snap & PNL_SNAP_BOTTOM) {
panel->ofsy = 0;
}
if (event_type == LEFTMOUSE) {
ui_panel_drag_collapse_handler_add(C, false);
}
}
else {
/* Snap down to bottom screen edge. */
panel->flag |= PNL_CLOSED;
if (panel->snap & PNL_SNAP_BOTTOM) {
panel->ofsy = -panel->sizey;
}
if (event_type == LEFTMOUSE) {
ui_panel_drag_collapse_handler_add(C, true);
}
}
set_panels_list_data_expand_flag(C, region);
panel_activate_state(C, panel, PANEL_STATE_ANIMATION);
return;
}
/* Handle panel dragging. For now don't allow dragging in floating regions. */
if (show_drag && !(region->alignment == RGN_ALIGN_FLOAT)) {
const float drag_area_xmin = block->rect.xmax - (PNL_ICON * 1.5f);
const float drag_area_xmax = block->rect.xmax;
if (IN_RANGE(mx, drag_area_xmin, drag_area_xmax)) {
panel_activate_state(C, panel, PANEL_STATE_DRAG);
return;
}
}
/* Handle panel unpinning. */
if (show_pin) {
const float pin_area_xmin = expansion_area_xmax;
const float pin_area_xmax = pin_area_xmin + PNL_ICON;
if (IN_RANGE(mx, pin_area_xmin, pin_area_xmax)) {
panel->flag ^= PNL_PIN;
ED_region_tag_redraw(region);
return;
}
}
}
bool UI_panel_category_is_visible(const ARegion *region)
{
/* Check for more than one category. */
return region->panels_category.first &&
region->panels_category.first != region->panels_category.last;
}
PanelCategoryDyn *UI_panel_category_find(ARegion *region, const char *idname)
{
return BLI_findstring(&region->panels_category, idname, offsetof(PanelCategoryDyn, idname));
}
PanelCategoryStack *UI_panel_category_active_find(ARegion *region, const char *idname)
{
return BLI_findstring(
&region->panels_category_active, idname, offsetof(PanelCategoryStack, idname));
}
static void ui_panel_category_active_set(ARegion *region, const char *idname, bool fallback)
{
ListBase *lb = &region->panels_category_active;
PanelCategoryStack *pc_act = UI_panel_category_active_find(region, idname);
if (pc_act) {
BLI_remlink(lb, pc_act);
}
else {
pc_act = MEM_callocN(sizeof(PanelCategoryStack), __func__);
BLI_strncpy(pc_act->idname, idname, sizeof(pc_act->idname));
}
if (fallback) {
2020-08-28 14:25:19 +10:00
/* For fall-backs, add at the end so explicitly chosen categories have priority. */
BLI_addtail(lb, pc_act);
}
else {
BLI_addhead(lb, pc_act);
}
/* Validate all active panels. We could do this on load, they are harmless -
* but we should remove them somewhere.
* (Add-ons could define panels and gather cruft over time). */
{
PanelCategoryStack *pc_act_next;
/* intentionally skip first */
pc_act_next = pc_act->next;
while ((pc_act = pc_act_next)) {
pc_act_next = pc_act->next;
if (!BLI_findstring(
&region->type->paneltypes, pc_act->idname, offsetof(PanelType, category))) {
BLI_remlink(lb, pc_act);
MEM_freeN(pc_act);
}
}
}
}
void UI_panel_category_active_set(ARegion *region, const char *idname)
{
ui_panel_category_active_set(region, idname, false);
}
void UI_panel_category_active_set_default(ARegion *region, const char *idname)
{
if (!UI_panel_category_active_find(region, idname)) {
ui_panel_category_active_set(region, idname, true);
}
}
const char *UI_panel_category_active_get(ARegion *region, bool set_fallback)
{
LISTBASE_FOREACH (PanelCategoryStack *, pc_act, &region->panels_category_active) {
if (UI_panel_category_find(region, pc_act->idname)) {
return pc_act->idname;
}
}
if (set_fallback) {
PanelCategoryDyn *pc_dyn = region->panels_category.first;
if (pc_dyn) {
ui_panel_category_active_set(region, pc_dyn->idname, true);
return pc_dyn->idname;
}
}
return NULL;
}
PanelCategoryDyn *UI_panel_category_find_mouse_over_ex(ARegion *region, const int x, const int y)
{
LISTBASE_FOREACH (PanelCategoryDyn *, ptd, &region->panels_category) {
if (BLI_rcti_isect_pt(&ptd->rect, x, y)) {
return ptd;
}
}
return NULL;
}
PanelCategoryDyn *UI_panel_category_find_mouse_over(ARegion *region, const wmEvent *event)
{
return UI_panel_category_find_mouse_over_ex(region, event->mval[0], event->mval[1]);
}
void UI_panel_category_add(ARegion *region, const char *name)
{
PanelCategoryDyn *pc_dyn = MEM_callocN(sizeof(*pc_dyn), __func__);
BLI_addtail(&region->panels_category, pc_dyn);
BLI_strncpy(pc_dyn->idname, name, sizeof(pc_dyn->idname));
/* 'pc_dyn->rect' must be set on draw. */
}
void UI_panel_category_clear_all(ARegion *region)
{
BLI_freelistN(&region->panels_category);
}
static int ui_handle_panel_category_cycling(const wmEvent *event,
ARegion *region,
const uiBut *active_but)
{
const bool is_mousewheel = ELEM(event->type, WHEELUPMOUSE, WHEELDOWNMOUSE);
const bool inside_tabregion =
((RGN_ALIGN_ENUM_FROM_MASK(region->alignment) != RGN_ALIGN_RIGHT) ?
(event->mval[0] < ((PanelCategoryDyn *)region->panels_category.first)->rect.xmax) :
(event->mval[0] > ((PanelCategoryDyn *)region->panels_category.first)->rect.xmin));
/* If mouse is inside non-tab region, ctrl key is required. */
if (is_mousewheel && !event->ctrl && !inside_tabregion) {
return WM_UI_HANDLER_CONTINUE;
}
if (active_but && ui_but_supports_cycling(active_but)) {
/* Skip - exception to make cycling buttons using ctrl+mousewheel work in tabbed regions. */
}
else {
const char *category = UI_panel_category_active_get(region, false);
if (LIKELY(category)) {
PanelCategoryDyn *pc_dyn = UI_panel_category_find(region, category);
if (LIKELY(pc_dyn)) {
if (is_mousewheel) {
/* We can probably get rid of this and only allow ctrl-tabbing. */
pc_dyn = (event->type == WHEELDOWNMOUSE) ? pc_dyn->next : pc_dyn->prev;
}
else {
const bool backwards = event->shift;
pc_dyn = backwards ? pc_dyn->prev : pc_dyn->next;
if (!pc_dyn) {
/* Proper cyclic behavior, back to first/last category (only used for ctrl+tab). */
pc_dyn = backwards ? region->panels_category.last : region->panels_category.first;
}
}
if (pc_dyn) {
/* Intentionally don't reset scroll in this case,
* allowing for quick browsing between tabs. */
UI_panel_category_active_set(region, pc_dyn->idname);
ED_region_tag_redraw(region);
}
}
}
return WM_UI_HANDLER_BREAK;
}
return WM_UI_HANDLER_CONTINUE;
}
/**
2020-08-28 14:25:19 +10:00
* Handle region panel events like opening and closing panels, changing categories, etc.
*
2020-08-28 14:25:19 +10:00
* \note Could become a modal key-map.
*/
int ui_handler_panel_region(bContext *C,
const wmEvent *event,
ARegion *region,
const uiBut *active_but)
{
2020-08-28 14:25:19 +10:00
/* Mouse-move events are handled by separate handlers for dragging and drag collapsing. */
if (ELEM(event->type, MOUSEMOVE, INBETWEEN_MOUSEMOVE)) {
return WM_UI_HANDLER_CONTINUE;
}
/* We only use KM_PRESS events in this function, so it's simpler to return early. */
if (event->val != KM_PRESS) {
return WM_UI_HANDLER_CONTINUE;
}
2020-08-28 14:25:19 +10:00
/* Scroll-bars can overlap panels now, they have handling priority. */
if (UI_view2d_mouse_in_scrollers(region, &region->v2d, event->x, event->y)) {
return WM_UI_HANDLER_CONTINUE;
}
int retval = WM_UI_HANDLER_CONTINUE;
/* Handle category tabs. */
if (UI_panel_category_is_visible(region)) {
if (event->type == LEFTMOUSE) {
PanelCategoryDyn *pc_dyn = UI_panel_category_find_mouse_over(region, event);
if (pc_dyn) {
UI_panel_category_active_set(region, pc_dyn->idname);
ED_region_tag_redraw(region);
/* Reset scroll to the top (T38348). */
UI_view2d_offset(&region->v2d, -1.0f, 1.0f);
retval = WM_UI_HANDLER_BREAK;
}
}
else if ((event->type == EVT_TABKEY && event->ctrl) ||
ELEM(event->type, WHEELUPMOUSE, WHEELDOWNMOUSE)) {
/* Cycle tabs. */
retval = ui_handle_panel_category_cycling(event, region, active_but);
}
}
if (retval == WM_UI_HANDLER_BREAK) {
return retval;
}
const bool region_has_active_button = (ui_region_find_active_but(region) != NULL);
LISTBASE_FOREACH (uiBlock *, block, &region->uiblocks) {
Panel *panel = block->panel;
if (panel == NULL || panel->type == NULL) {
continue;
}
/* We can't expand or collapse panels without headers, they would disappear. */
if (panel->type->flag & PNL_NO_HEADER) {
continue;
}
int mx = event->x;
int my = event->y;
ui_window_to_block(region, block, &mx, &my);
const uiPanelMouseState mouse_state = ui_panel_mouse_state_get(block, panel, mx, my);
/* The panel collapse / expand key "A" is special as it takes priority over
* active button handling. */
if (ELEM(mouse_state, PANEL_MOUSE_INSIDE_CONTENT, PANEL_MOUSE_INSIDE_HEADER)) {
if (event->type == EVT_AKEY && !IS_EVENT_MOD(event, shift, ctrl, alt, oskey)) {
retval = WM_UI_HANDLER_BREAK;
ui_handle_panel_header(C, block, mx, event->type, event->ctrl, event->shift);
break;
}
}
/* Don't do any other panel handling with an active button. */
if (region_has_active_button) {
continue;
}
/* All mouse clicks inside panels should return in break, but continue handling
2020-08-28 14:25:19 +10:00
* in case there is a sub-panel header at the mouse location. */
if (event->type == LEFTMOUSE &&
ELEM(mouse_state, PANEL_MOUSE_INSIDE_CONTENT, PANEL_MOUSE_INSIDE_HEADER)) {
retval = WM_UI_HANDLER_BREAK;
}
if (mouse_state == PANEL_MOUSE_INSIDE_HEADER) {
if (ELEM(event->type, EVT_RETKEY, EVT_PADENTER, LEFTMOUSE)) {
retval = WM_UI_HANDLER_BREAK;
ui_handle_panel_header(C, block, mx, event->type, event->ctrl, event->shift);
}
else if (event->type == RIGHTMOUSE) {
retval = WM_UI_HANDLER_BREAK;
ui_popup_context_menu_for_panel(C, region, block->panel);
}
break;
}
}
return retval;
}
static void ui_panel_custom_data_set_recursive(Panel *panel, PointerRNA *custom_data)
{
panel->runtime.custom_data_ptr = custom_data;
LISTBASE_FOREACH (Panel *, child_panel, &panel->children) {
ui_panel_custom_data_set_recursive(child_panel, custom_data);
}
}
void UI_panel_custom_data_set(Panel *panel, PointerRNA *custom_data)
{
BLI_assert(panel->type != NULL);
2020-06-30 20:54:31 +10:00
/* Free the old custom data, which should be shared among all of the panel's sub-panels. */
if (panel->runtime.custom_data_ptr != NULL) {
MEM_freeN(panel->runtime.custom_data_ptr);
}
ui_panel_custom_data_set_recursive(panel, custom_data);
}
PointerRNA *UI_panel_custom_data_get(const Panel *panel)
{
return panel->runtime.custom_data_ptr;
}
PointerRNA *UI_region_panel_custom_data_under_cursor(const bContext *C, const wmEvent *event)
{
ARegion *region = CTX_wm_region(C);
Panel *panel = NULL;
LISTBASE_FOREACH (uiBlock *, block, &region->uiblocks) {
panel = block->panel;
if (panel == NULL) {
continue;
}
int mx = event->x;
int my = event->y;
ui_window_to_block(region, block, &mx, &my);
const int mouse_state = ui_panel_mouse_state_get(block, panel, mx, my);
if (ELEM(mouse_state, PANEL_MOUSE_INSIDE_CONTENT, PANEL_MOUSE_INSIDE_HEADER)) {
break;
}
}
if (panel == NULL) {
return NULL;
}
return UI_panel_custom_data_get(panel);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Window Level Modal Panel Interaction
* \{ */
/* Note, this is modal handler and should not swallow events for animation. */
static int ui_handler_panel(bContext *C, const wmEvent *event, void *userdata)
{
Panel *panel = userdata;
uiHandlePanelData *data = panel->activedata;
/* Verify if we can stop. */
if (event->type == LEFTMOUSE && event->val == KM_RELEASE) {
panel_activate_state(C, panel, PANEL_STATE_ANIMATION);
}
else if (event->type == MOUSEMOVE) {
if (data->state == PANEL_STATE_DRAG) {
ui_do_drag(C, event, panel);
}
}
else if (event->type == TIMER && event->customdata == data->animtimer) {
if (data->state == PANEL_STATE_ANIMATION) {
ui_do_animate(C, panel);
}
else if (data->state == PANEL_STATE_DRAG) {
ui_do_drag(C, event, panel);
}
}
data = panel->activedata;
if (data && data->state == PANEL_STATE_ANIMATION) {
return WM_UI_HANDLER_CONTINUE;
}
return WM_UI_HANDLER_BREAK;
}
static void ui_handler_remove_panel(bContext *C, void *userdata)
{
Panel *panel = userdata;
panel_activate_state(C, panel, PANEL_STATE_EXIT);
}
static void panel_activate_state(const bContext *C, Panel *panel, uiHandlePanelState state)
{
uiHandlePanelData *data = panel->activedata;
wmWindow *win = CTX_wm_window(C);
ARegion *region = CTX_wm_region(C);
if (data && data->state == state) {
return;
}
const bool was_drag_drop = (data && data->state == PANEL_STATE_DRAG);
2020-06-25 23:13:02 +10:00
/* Set selection state for the panel and its sub-panels, which need to know they are selected
* too so they can be drawn above their parent when it's dragged. */
if (state == PANEL_STATE_EXIT || state == PANEL_STATE_ANIMATION) {
panel_set_flag_recursive(panel, PNL_SELECT, false);
}
else {
panel_set_flag_recursive(panel, PNL_SELECT, true);
}
if (data && data->animtimer) {
WM_event_remove_timer(CTX_wm_manager(C), win, data->animtimer);
data->animtimer = NULL;
}
if (state == PANEL_STATE_EXIT) {
MEM_freeN(data);
panel->activedata = NULL;
WM_event_remove_ui_handler(
&win->modalhandlers, ui_handler_panel, ui_handler_remove_panel, panel, false);
}
else {
if (!data) {
data = MEM_callocN(sizeof(uiHandlePanelData), "uiHandlePanelData");
panel->activedata = data;
WM_event_add_ui_handler(
C, &win->modalhandlers, ui_handler_panel, ui_handler_remove_panel, panel, 0);
}
if (ELEM(state, PANEL_STATE_ANIMATION, PANEL_STATE_DRAG)) {
data->animtimer = WM_event_add_timer(CTX_wm_manager(C), win, TIMER, ANIMATION_INTERVAL);
}
/* Initiate edge panning during drags so we can move beyond the initial region view. */
if (state == PANEL_STATE_DRAG) {
wmOperatorType *ot = WM_operatortype_find("VIEW2D_OT_edge_pan", true);
ui_handle_afterfunc_add_operator(ot, WM_OP_INVOKE_DEFAULT, true);
}
data->state = state;
data->startx = win->eventstate->x;
data->starty = win->eventstate->y;
data->startofsx = panel->ofsx;
data->startofsy = panel->ofsy;
data->startsizex = panel->sizex;
data->startsizey = panel->sizey;
data->start_cur_xmin = region->v2d.cur.xmin;
data->start_cur_ymin = region->v2d.cur.ymin;
data->starttime = PIL_check_seconds_timer();
/* Remember drag drop state even when animating to the aligned position after dragging. */
data->is_drag_drop = was_drag_drop;
if (state == PANEL_STATE_DRAG) {
data->is_drag_drop = true;
}
}
ED_region_tag_redraw(region);
}
PanelType *UI_paneltype_find(int space_id, int region_id, const char *idname)
{
SpaceType *st = BKE_spacetype_from_id(space_id);
if (st) {
ARegionType *art = BKE_regiontype_from_id(st, region_id);
if (art) {
return BLI_findstring(&art->paneltypes, idname, offsetof(PanelType, idname));
}
}
return NULL;
}
/** \} */