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/*
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
* 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.
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
*/
/** \file
* \ingroup edinterface
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*/
#include <limits.h>
#include <math.h>
#include <stdlib.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "DNA_armature_types.h"
#include "DNA_screen_types.h"
#include "DNA_userdef_types.h"
#include "BLI_alloca.h"
#include "BLI_dynstr.h"
#include "BLI_listbase.h"
#include "BLI_math.h"
#include "BLI_rect.h"
#include "BLI_string.h"
#include "BLI_utildefines.h"
#include "BLT_translation.h"
2011-06-15 11:41:15 +00:00
#include "BKE_anim_data.h"
#include "BKE_armature.h"
#include "BKE_context.h"
#include "BKE_global.h"
#include "BKE_idprop.h"
#include "BKE_screen.h"
#include "RNA_access.h"
#include "UI_interface.h"
#include "WM_api.h"
#include "WM_types.h"
#include "interface_intern.h"
/* Show an icon button after each RNA button to use to quickly set keyframes,
* this is a way to display animation/driven/override status, see T54951. */
#define UI_PROP_DECORATE
/* Alternate draw mode where some buttons can use single icon width,
* giving more room for the text at the expense of nicely aligned text. */
#define UI_PROP_SEP_ICON_WIDTH_EXCEPTION
2019-09-06 16:12:47 +10:00
/* -------------------------------------------------------------------- */
/** \name Structs and Defines
* \{ */
#define UI_OPERATOR_ERROR_RET(_ot, _opname, return_statement) \
if (ot == NULL) { \
ui_item_disabled(layout, _opname); \
RNA_warning("'%s' unknown operator", _opname); \
return_statement; \
} \
(void)0
UI: Layout changes for new checkbox layout possibilities Follow-up to previous commit. Some examples: {F8473507} {F8473508} {F8473509} {F8473510} For more screenshots, please see D7430. We use column or row headings here to bring more structure, and to give the eye visual anchors which aid eye-scanning. The left-aligned checkboxes likewise help with this. And we keep the adherence to the center line, so the alignment matches up between the various buttons and controls. * Changes the property split percentage from 50/50% to 40/60%. This is needed to give enough space for the checkboxes. But in most cases this looks better anyway - see Transform panel. In some cases it simply fills out the available space more efficently. * Fix various hacks where we previously used manually defined splits. When we did this, the alignment was never quite right, and the layout code was a mess. * Adds column headings to many places where a list of checkboxes all share a common purpose or leading text. * Add checkbox + value configurations various places where a checkbox only serves to enable the value slider * Removes most uses of grid flow layout. The grid flow layouts combine poorly with column headings, and also they would mess alignment up badly. The grid flow layouts also often made buttons and controls jump around on the screen if you would just resize editors slightly, causing visual confusion, making users lose their place. The logic for at what time the list of items would re-flow was often flawed, jumping to multiple columns too fast or too late - and frankly, the grid flow layouts would often just look bad. Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7430 Reviewed by: Brecht Van Lommel, Pablo Vazquez. Most work here by William Reynish, few changes by Julian Eisel.
2020-04-17 16:54:03 +02:00
#define UI_ITEM_PROP_SEP_DIVIDE 0.4f
/* uiLayoutRoot */
typedef struct uiLayoutRoot {
struct uiLayoutRoot *next, *prev;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
int type;
int opcontext;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
int emw, emh;
int padding;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
uiMenuHandleFunc handlefunc;
void *argv;
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const uiStyle *style;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
uiBlock *block;
uiLayout *layout;
} uiLayoutRoot;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
/* Item */
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
typedef enum uiItemType {
ITEM_BUTTON,
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
ITEM_LAYOUT_ROW,
ITEM_LAYOUT_COLUMN,
ITEM_LAYOUT_COLUMN_FLOW,
ITEM_LAYOUT_ROW_FLOW,
ITEM_LAYOUT_GRID_FLOW,
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
ITEM_LAYOUT_BOX,
ITEM_LAYOUT_ABSOLUTE,
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
ITEM_LAYOUT_SPLIT,
ITEM_LAYOUT_OVERLAP,
ITEM_LAYOUT_RADIAL,
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
ITEM_LAYOUT_ROOT
#if 0
TEMPLATE_COLUMN_FLOW,
TEMPLATE_SPLIT,
TEMPLATE_BOX,
TEMPLATE_HEADER,
2019-04-16 16:40:47 +02:00
TEMPLATE_HEADER_ID,
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
#endif
} uiItemType;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
typedef struct uiItem {
void *next, *prev;
uiItemType type;
int flag;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
} uiItem;
enum {
UI_ITEM_AUTO_FIXED_SIZE = 1 << 0,
UI_ITEM_FIXED_SIZE = 1 << 1,
2017-07-27 10:27:29 +03:00
UI_ITEM_BOX_ITEM = 1 << 2, /* The item is "inside" a box item */
UI_ITEM_PROP_SEP = 1 << 3,
UI: Better split layout support for checkboxes Makes the following layout changes possible: {F8473498} {F8473499} {F8473502} The next commit will contain many layout changes to make good use of these new possibilities. The result should be more consistent, easier to read and should give a more organized impression. Additionally, it should be possible to replace many sub-panels with compacter layouts. Main changes: * Checkboxes now respect the property split layouts * Add support for row and column headers (i.e. `uiLayout.column(heading="Foo")`, `uiLayout.row(heading="Bar")`). If the first property added to this layout doesn't insert anything into the label split column, the heading is inserted there. Otherwise, it's inserted as own item. * Add support for manually inserting decorators for an existing item (`uiLayout.prop_decorator()`). That way layout creators can manually insert this, which was the only way I saw to support property split layouts with a checkbox before the actual property. {F8471883} * Autogenerated layouts for operator properties look bad if there are only checkboxes (which only use half the region width). So before creating the layout, we iterate over visible properties and disable split layout if all are booleans. I think this is fine, if needed we could also add layout hints to operators. * `uiTemplateOperatorPropertyButs()` now handles macros itself, the caller used to be responsible for this. Code that didn't handle these so far never used macros I think, so this change should be invisible. * Remove manual property split layout from autogenerated operator properties layout. * Padding of checkboxes is tweaked to make their label visually more connected to the checkboxes. * Support split layout for menus (should work for `uiLayout.menu()`, `.operator_menu_enum()`, `.prop_menu_enum()`, maybe more) Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7427 Reviewed by: Brecht Van Lommel, William Reynish, Pablo Vazques
2020-04-17 16:40:25 +02:00
UI_ITEM_INSIDE_PROP_SEP = 1 << 4,
/* Show an icon button next to each property (to set keyframes, show status).
* Enabled by default, depends on 'UI_ITEM_PROP_SEP'. */
UI: Better split layout support for checkboxes Makes the following layout changes possible: {F8473498} {F8473499} {F8473502} The next commit will contain many layout changes to make good use of these new possibilities. The result should be more consistent, easier to read and should give a more organized impression. Additionally, it should be possible to replace many sub-panels with compacter layouts. Main changes: * Checkboxes now respect the property split layouts * Add support for row and column headers (i.e. `uiLayout.column(heading="Foo")`, `uiLayout.row(heading="Bar")`). If the first property added to this layout doesn't insert anything into the label split column, the heading is inserted there. Otherwise, it's inserted as own item. * Add support for manually inserting decorators for an existing item (`uiLayout.prop_decorator()`). That way layout creators can manually insert this, which was the only way I saw to support property split layouts with a checkbox before the actual property. {F8471883} * Autogenerated layouts for operator properties look bad if there are only checkboxes (which only use half the region width). So before creating the layout, we iterate over visible properties and disable split layout if all are booleans. I think this is fine, if needed we could also add layout hints to operators. * `uiTemplateOperatorPropertyButs()` now handles macros itself, the caller used to be responsible for this. Code that didn't handle these so far never used macros I think, so this change should be invisible. * Remove manual property split layout from autogenerated operator properties layout. * Padding of checkboxes is tweaked to make their label visually more connected to the checkboxes. * Support split layout for menus (should work for `uiLayout.menu()`, `.operator_menu_enum()`, `.prop_menu_enum()`, maybe more) Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7427 Reviewed by: Brecht Van Lommel, William Reynish, Pablo Vazques
2020-04-17 16:40:25 +02:00
UI_ITEM_PROP_DECORATE = 1 << 5,
UI_ITEM_PROP_DECORATE_NO_PAD = 1 << 6,
};
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
typedef struct uiButtonItem {
uiItem item;
uiBut *but;
} uiButtonItem;
struct uiLayout {
uiItem item;
uiLayoutRoot *root;
bContextStore *context;
UI: Better split layout support for checkboxes Makes the following layout changes possible: {F8473498} {F8473499} {F8473502} The next commit will contain many layout changes to make good use of these new possibilities. The result should be more consistent, easier to read and should give a more organized impression. Additionally, it should be possible to replace many sub-panels with compacter layouts. Main changes: * Checkboxes now respect the property split layouts * Add support for row and column headers (i.e. `uiLayout.column(heading="Foo")`, `uiLayout.row(heading="Bar")`). If the first property added to this layout doesn't insert anything into the label split column, the heading is inserted there. Otherwise, it's inserted as own item. * Add support for manually inserting decorators for an existing item (`uiLayout.prop_decorator()`). That way layout creators can manually insert this, which was the only way I saw to support property split layouts with a checkbox before the actual property. {F8471883} * Autogenerated layouts for operator properties look bad if there are only checkboxes (which only use half the region width). So before creating the layout, we iterate over visible properties and disable split layout if all are booleans. I think this is fine, if needed we could also add layout hints to operators. * `uiTemplateOperatorPropertyButs()` now handles macros itself, the caller used to be responsible for this. Code that didn't handle these so far never used macros I think, so this change should be invisible. * Remove manual property split layout from autogenerated operator properties layout. * Padding of checkboxes is tweaked to make their label visually more connected to the checkboxes. * Support split layout for menus (should work for `uiLayout.menu()`, `.operator_menu_enum()`, `.prop_menu_enum()`, maybe more) Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7427 Reviewed by: Brecht Van Lommel, William Reynish, Pablo Vazques
2020-04-17 16:40:25 +02:00
uiLayout *parent;
ListBase items;
UI: Better split layout support for checkboxes Makes the following layout changes possible: {F8473498} {F8473499} {F8473502} The next commit will contain many layout changes to make good use of these new possibilities. The result should be more consistent, easier to read and should give a more organized impression. Additionally, it should be possible to replace many sub-panels with compacter layouts. Main changes: * Checkboxes now respect the property split layouts * Add support for row and column headers (i.e. `uiLayout.column(heading="Foo")`, `uiLayout.row(heading="Bar")`). If the first property added to this layout doesn't insert anything into the label split column, the heading is inserted there. Otherwise, it's inserted as own item. * Add support for manually inserting decorators for an existing item (`uiLayout.prop_decorator()`). That way layout creators can manually insert this, which was the only way I saw to support property split layouts with a checkbox before the actual property. {F8471883} * Autogenerated layouts for operator properties look bad if there are only checkboxes (which only use half the region width). So before creating the layout, we iterate over visible properties and disable split layout if all are booleans. I think this is fine, if needed we could also add layout hints to operators. * `uiTemplateOperatorPropertyButs()` now handles macros itself, the caller used to be responsible for this. Code that didn't handle these so far never used macros I think, so this change should be invisible. * Remove manual property split layout from autogenerated operator properties layout. * Padding of checkboxes is tweaked to make their label visually more connected to the checkboxes. * Support split layout for menus (should work for `uiLayout.menu()`, `.operator_menu_enum()`, `.prop_menu_enum()`, maybe more) Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7427 Reviewed by: Brecht Van Lommel, William Reynish, Pablo Vazques
2020-04-17 16:40:25 +02:00
char heading[UI_MAX_NAME_STR];
/** Sub layout to add child items, if not the layout itself. */
uiLayout *child_items_layout;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
int x, y, w, h;
float scale[2];
short space;
bool align;
bool active;
bool active_default;
bool activate_init;
bool enabled;
bool redalert;
bool keepaspect;
/** For layouts inside gridflow, they and their items shall never have a fixed maximal size. */
bool variable_size;
char alignment;
char emboss;
/** for fixed width or height to avoid UI size changes */
float units[2];
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
};
typedef struct uiLayoutItemFlow {
uiLayout litem;
int number;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
int totcol;
} uiLayoutItemFlow;
typedef struct uiLayoutItemGridFlow {
uiLayout litem;
/* Extra parameters */
bool row_major; /* Fill first row first, instead of filling first column first. */
bool even_columns; /* Same width for all columns. */
bool even_rows; /* Same height for all rows. */
/**
* - If positive, absolute fixed number of columns.
* - If 0, fully automatic (based on available width).
* - If negative, automatic but only generates number of columns/rows
* multiple of given (absolute) value.
*/
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int columns_len;
/* Pure internal runtime storage. */
int tot_items, tot_columns, tot_rows;
} uiLayoutItemGridFlow;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
typedef struct uiLayoutItemBx {
uiLayout litem;
uiBut *roundbox;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
} uiLayoutItemBx;
typedef struct uiLayoutItemSplit {
uiLayout litem;
float percentage;
} uiLayoutItemSplit;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
typedef struct uiLayoutItemRoot {
uiLayout litem;
} uiLayoutItemRoot;
2019-09-06 16:12:47 +10:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Item
* \{ */
static const char *ui_item_name_add_colon(const char *name, char namestr[UI_MAX_NAME_STR])
{
const int len = strlen(name);
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if (len != 0 && len + 1 < UI_MAX_NAME_STR) {
memcpy(namestr, name, len);
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namestr[len] = ':';
namestr[len + 1] = '\0';
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
return namestr;
}
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
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return name;
}
2017-02-25 13:18:41 +03:00
static int ui_item_fit(
int item, int pos, int all, int available, bool is_last, int alignment, float *extra_pixel)
{
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
/* available == 0 is unlimited */
if (ELEM(0, available, all)) {
return item;
}
if (all > available) {
/* contents is bigger than available space */
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if (is_last) {
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return available - pos;
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}
const float width = *extra_pixel + (item * available) / (float)all;
*extra_pixel = width - (int)width;
return (int)width;
}
/* contents is smaller or equal to available space */
if (alignment == UI_LAYOUT_ALIGN_EXPAND) {
if (is_last) {
return available - pos;
}
const float width = *extra_pixel + (item * available) / (float)all;
*extra_pixel = width - (int)width;
return (int)width;
}
return item;
}
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
/* variable button size in which direction? */
2012-03-30 01:51:25 +00:00
#define UI_ITEM_VARY_X 1
#define UI_ITEM_VARY_Y 2
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
static int ui_layout_vary_direction(uiLayout *layout)
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
{
return ((ELEM(layout->root->type, UI_LAYOUT_HEADER, UI_LAYOUT_PIEMENU) ||
2018-11-21 06:21:58 +11:00
(layout->alignment != UI_LAYOUT_ALIGN_EXPAND)) ?
UI_ITEM_VARY_X :
UI_ITEM_VARY_Y);
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
}
static bool ui_layout_variable_size(uiLayout *layout)
{
2019-06-16 13:37:21 +10:00
/* Note that this code is probably a bit flakey, we'd probably want to know whether it's
* variable in X and/or Y, etc. But for now it mimics previous one,
2019-06-16 13:37:21 +10:00
* with addition of variable flag set for children of grid-flow layouts. */
return ui_layout_vary_direction(layout) == UI_ITEM_VARY_X || layout->variable_size;
}
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
/* estimated size of text + icon */
static int ui_text_icon_width(uiLayout *layout, const char *name, int icon, bool compact)
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
{
const int unit_x = UI_UNIT_X * (layout->scale[0] ? layout->scale[0] : 1.0f);
2019-03-25 10:15:20 +11:00
if (icon && !name[0]) {
return unit_x; /* icon only */
2019-03-25 10:15:20 +11:00
}
if (ui_layout_variable_size(layout)) {
if (!icon && !name[0]) {
return unit_x; /* No icon or name. */
}
if (layout->alignment != UI_LAYOUT_ALIGN_EXPAND) {
layout->item.flag |= UI_ITEM_FIXED_SIZE;
}
const uiFontStyle *fstyle = UI_FSTYLE_WIDGET;
float margin = compact ? 1.25 : 1.50;
if (icon) {
/* It may seem odd that the icon only adds (unit_x / 4)
* but taking margins into account its fine, except
* in compact mode a bit more margin is required. */
margin += compact ? 0.35 : 0.25;
}
return UI_fontstyle_string_width(fstyle, name) + (unit_x * margin);
}
return unit_x * 10;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
}
static void ui_item_size(uiItem *item, int *r_w, int *r_h)
{
if (item->type == ITEM_BUTTON) {
2012-03-30 01:51:25 +00:00
uiButtonItem *bitem = (uiButtonItem *)item;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
2019-03-25 10:15:20 +11:00
if (r_w) {
*r_w = BLI_rctf_size_x(&bitem->but->rect);
}
if (r_h) {
*r_h = BLI_rctf_size_y(&bitem->but->rect);
}
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
}
else {
2012-03-30 01:51:25 +00:00
uiLayout *litem = (uiLayout *)item;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
2019-03-25 10:15:20 +11:00
if (r_w) {
*r_w = litem->w;
}
if (r_h) {
*r_h = litem->h;
}
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
}
}
static void ui_item_offset(uiItem *item, int *r_x, int *r_y)
{
if (item->type == ITEM_BUTTON) {
2012-03-30 01:51:25 +00:00
uiButtonItem *bitem = (uiButtonItem *)item;
2019-03-25 10:15:20 +11:00
if (r_x) {
*r_x = bitem->but->rect.xmin;
}
if (r_y) {
*r_y = bitem->but->rect.ymin;
}
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
}
else {
2019-03-25 10:15:20 +11:00
if (r_x) {
*r_x = 0;
}
if (r_y) {
*r_y = 0;
}
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
}
}
static void ui_item_position(uiItem *item, int x, int y, int w, int h)
{
if (item->type == ITEM_BUTTON) {
2012-03-30 01:51:25 +00:00
uiButtonItem *bitem = (uiButtonItem *)item;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
bitem->but->rect.xmin = x;
bitem->but->rect.ymin = y;
bitem->but->rect.xmax = x + w;
bitem->but->rect.ymax = y + h;
ui_but_update(bitem->but); /* for strlen */
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
}
else {
2012-03-30 01:51:25 +00:00
uiLayout *litem = (uiLayout *)item;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
2012-03-30 01:51:25 +00:00
litem->x = x;
litem->y = y + h;
litem->w = w;
litem->h = h;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
}
}
2017-02-25 13:18:41 +03:00
static void ui_item_move(uiItem *item, int delta_xmin, int delta_xmax)
{
if (item->type == ITEM_BUTTON) {
uiButtonItem *bitem = (uiButtonItem *)item;
bitem->but->rect.xmin += delta_xmin;
bitem->but->rect.xmax += delta_xmax;
2017-02-25 13:18:41 +03:00
ui_but_update(bitem->but); /* for strlen */
}
else {
uiLayout *litem = (uiLayout *)item;
2019-03-25 10:15:20 +11:00
if (delta_xmin > 0) {
2017-02-25 13:18:41 +03:00
litem->x += delta_xmin;
2019-03-25 10:15:20 +11:00
}
else {
2017-02-25 13:18:41 +03:00
litem->w += delta_xmax;
2019-03-25 10:15:20 +11:00
}
2017-02-25 13:18:41 +03:00
}
}
2019-09-06 16:12:47 +10:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Special RNA Items
* \{ */
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
int uiLayoutGetLocalDir(const uiLayout *layout)
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
{
2012-03-30 01:51:25 +00:00
switch (layout->item.type) {
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
case ITEM_LAYOUT_ROW:
case ITEM_LAYOUT_ROOT:
case ITEM_LAYOUT_OVERLAP:
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
return UI_LAYOUT_HORIZONTAL;
case ITEM_LAYOUT_COLUMN:
case ITEM_LAYOUT_COLUMN_FLOW:
case ITEM_LAYOUT_GRID_FLOW:
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
case ITEM_LAYOUT_SPLIT:
case ITEM_LAYOUT_ABSOLUTE:
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
case ITEM_LAYOUT_BOX:
default:
return UI_LAYOUT_VERTICAL;
}
}
static uiLayout *ui_item_local_sublayout(uiLayout *test, uiLayout *layout, bool align)
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
{
uiLayout *sub;
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if (uiLayoutGetLocalDir(test) == UI_LAYOUT_HORIZONTAL) {
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sub = uiLayoutRow(layout, align);
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}
else {
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sub = uiLayoutColumn(layout, align);
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}
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sub->space = 0;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
return sub;
}
static void ui_layer_but_cb(bContext *C, void *arg_but, void *arg_index)
{
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wmWindow *win = CTX_wm_window(C);
uiBut *but = arg_but;
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PointerRNA *ptr = &but->rnapoin;
PropertyRNA *prop = but->rnaprop;
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int index = POINTER_AS_INT(arg_index);
const int shift = win->eventstate->shift;
const int len = RNA_property_array_length(ptr, prop);
if (!shift) {
RNA_property_boolean_set_index(ptr, prop, index, true);
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for (int i = 0; i < len; i++) {
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if (i != index) {
RNA_property_boolean_set_index(ptr, prop, i, 0);
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}
}
RNA_property_update(C, ptr, prop);
LISTBASE_FOREACH (uiBut *, cbut, &but->block->buttons) {
ui_but_update(cbut);
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}
}
}
/* create buttons for an item with an RNA array */
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static void ui_item_array(uiLayout *layout,
uiBlock *block,
const char *name,
int icon,
PointerRNA *ptr,
PropertyRNA *prop,
int len,
int x,
int y,
int w,
int UNUSED(h),
bool expand,
bool slider,
int toggle,
bool icon_only,
bool compact,
bool show_text)
{
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const uiStyle *style = layout->root->style;
/* retrieve type and subtype */
const PropertyType type = RNA_property_type(prop);
const PropertySubType subtype = RNA_property_subtype(prop);
uiLayout *sub = ui_item_local_sublayout(layout, layout, 1);
UI_block_layout_set_current(block, sub);
/* create label */
if (name[0] && show_text) {
uiDefBut(block, UI_BTYPE_LABEL, 0, name, 0, 0, w, UI_UNIT_Y, NULL, 0.0, 0.0, 0, 0, "");
}
/* create buttons */
if (type == PROP_BOOLEAN && ELEM(subtype, PROP_LAYER, PROP_LAYER_MEMBER)) {
/* special check for layer layout */
const int cols = (len >= 20) ? 2 : 1;
const int colbuts = len / (2 * cols);
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uint layer_used = 0;
uint layer_active = 0;
UI_block_layout_set_current(block, uiLayoutAbsolute(layout, false));
const int butw = UI_UNIT_X * 0.75;
const int buth = UI_UNIT_X * 0.75;
if (ptr->type == &RNA_Armature) {
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bArmature *arm = ptr->data;
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layer_used = arm->layer_used;
if (arm->edbo) {
if (arm->act_edbone) {
layer_active |= arm->act_edbone->layer;
}
}
else {
if (arm->act_bone) {
layer_active |= arm->act_bone->layer;
}
}
}
for (int b = 0; b < cols; b++) {
UI_block_align_begin(block);
for (int a = 0; a < colbuts; a++) {
const int layer_num = a + b * colbuts;
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const uint layer_flag = (1u << layer_num);
if (layer_used & layer_flag) {
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if (layer_active & layer_flag) {
icon = ICON_LAYER_ACTIVE;
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}
else {
icon = ICON_LAYER_USED;
}
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}
else {
icon = ICON_BLANK1;
}
uiBut *but = uiDefAutoButR(
block, ptr, prop, layer_num, "", icon, x + butw * a, y + buth, butw, buth);
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if (subtype == PROP_LAYER_MEMBER) {
UI_but_func_set(but, ui_layer_but_cb, but, POINTER_FROM_INT(layer_num));
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}
}
for (int a = 0; a < colbuts; a++) {
const int layer_num = a + len / 2 + b * colbuts;
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const uint layer_flag = (1u << layer_num);
if (layer_used & layer_flag) {
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if (layer_active & layer_flag) {
icon = ICON_LAYER_ACTIVE;
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}
else {
icon = ICON_LAYER_USED;
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}
}
else {
icon = ICON_BLANK1;
}
uiBut *but = uiDefAutoButR(
block, ptr, prop, layer_num, "", icon, x + butw * a, y, butw, buth);
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if (subtype == PROP_LAYER_MEMBER) {
UI_but_func_set(but, ui_layer_but_cb, but, POINTER_FROM_INT(layer_num));
}
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}
UI_block_align_end(block);
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x += colbuts * butw + style->buttonspacex;
}
}
else if (subtype == PROP_MATRIX) {
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int totdim, dim_size[3]; /* 3 == RNA_MAX_ARRAY_DIMENSION */
int row, col;
UI_block_layout_set_current(block, uiLayoutAbsolute(layout, true));
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totdim = RNA_property_array_dimension(ptr, prop, dim_size);
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if (totdim != 2) {
/* Only 2D matrices supported in UI so far. */
return;
}
2010-01-06 01:41:00 +00:00
w /= dim_size[0];
/* h /= dim_size[1]; */ /* UNUSED */
for (int a = 0; a < len; a++) {
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col = a % dim_size[0];
row = a / dim_size[0];
uiBut *but = uiDefAutoButR(block,
ptr,
prop,
a,
"",
ICON_NONE,
x + w * col,
y + (dim_size[1] * UI_UNIT_Y) - (row * UI_UNIT_Y),
w,
UI_UNIT_Y);
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if (slider && but->type == UI_BTYPE_NUM) {
uiButNumber *number_but = (uiButNumber *)but;
but->a1 = number_but->step_size;
but = ui_but_change_type(but, UI_BTYPE_NUM_SLIDER);
}
}
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}
else if (subtype == PROP_DIRECTION && !expand) {
uiDefButR_prop(block,
UI_BTYPE_UNITVEC,
0,
name,
x,
y,
UI_UNIT_X * 3,
UI_UNIT_Y * 3,
ptr,
prop,
-1,
0,
0,
-1,
-1,
NULL);
}
else {
/* note, this block of code is a bit arbitrary and has just been made
* to work with common cases, but may need to be re-worked */
/* special case, boolean array in a menu, this could be used in a more generic way too */
if (ELEM(subtype, PROP_COLOR, PROP_COLOR_GAMMA) && !expand && ELEM(len, 3, 4)) {
uiDefAutoButR(block, ptr, prop, -1, "", ICON_NONE, 0, 0, w, UI_UNIT_Y);
}
else {
/* even if 'expand' is fale, expanding anyway */
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
/* layout for known array subtypes */
2012-03-30 01:51:25 +00:00
char str[3] = {'\0'};
if (!icon_only && show_text) {
if (type != PROP_BOOLEAN) {
2012-03-30 01:51:25 +00:00
str[1] = ':';
}
}
/* show checkboxes for rna on a non-emboss block (menu for eg) */
bool *boolarr = NULL;
if (type == PROP_BOOLEAN &&
ELEM(layout->root->block->emboss, UI_EMBOSS_NONE, UI_EMBOSS_PULLDOWN)) {
boolarr = MEM_callocN(sizeof(bool) * len, __func__);
RNA_property_boolean_get_array(ptr, prop, boolarr);
}
const char *str_buf = show_text ? str : "";
for (int a = 0; a < len; a++) {
if (!icon_only && show_text) {
UI: New Global Top-Bar (WIP) == Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2018-04-20 17:14:03 +02:00
str[0] = RNA_property_array_item_char(prop, a);
}
if (boolarr) {
icon = boolarr[a] ? ICON_CHECKBOX_HLT : ICON_CHECKBOX_DEHLT;
}
const int width_item = ((compact && type == PROP_BOOLEAN) ?
min_ii(w, ui_text_icon_width(layout, str_buf, icon, false)) :
w);
uiBut *but = uiDefAutoButR(
block, ptr, prop, a, str_buf, icon, 0, 0, width_item, UI_UNIT_Y);
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if (slider && but->type == UI_BTYPE_NUM) {
uiButNumber *number_but = (uiButNumber *)but;
but->a1 = number_but->step_size;
but = ui_but_change_type(but, UI_BTYPE_NUM_SLIDER);
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}
if ((toggle == 1) && but->type == UI_BTYPE_CHECKBOX) {
but->type = UI_BTYPE_TOGGLE;
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}
if ((a == 0) && (subtype == PROP_AXISANGLE)) {
UI_but_unit_type_set(but, PROP_UNIT_ROTATION);
}
}
if (boolarr) {
MEM_freeN(boolarr);
}
}
}
UI_block_layout_set_current(block, layout);
}
static void ui_item_enum_expand_handle(bContext *C, void *arg1, void *arg2)
{
wmWindow *win = CTX_wm_window(C);
if (!win->eventstate->shift) {
uiBut *but = (uiBut *)arg1;
const int enum_value = POINTER_AS_INT(arg2);
int current_value = RNA_property_enum_get(&but->rnapoin, but->rnaprop);
if (!(current_value & enum_value)) {
current_value = enum_value;
}
else {
current_value &= enum_value;
}
RNA_property_enum_set(&but->rnapoin, but->rnaprop, current_value);
}
}
2019-04-18 13:59:59 +02:00
/**
* Draw a single enum button, a utility for #ui_item_enum_expand_exec
*/
static void ui_item_enum_expand_elem_exec(uiLayout *layout,
uiBlock *block,
PointerRNA *ptr,
PropertyRNA *prop,
const char *uiname,
2019-04-18 13:59:59 +02:00
const int h,
const eButType but_type,
const bool icon_only,
const EnumPropertyItem *item,
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const bool is_first)
{
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const char *name = (!uiname || uiname[0]) ? item->name : "";
const int icon = item->icon;
const int value = item->value;
const int itemw = ui_text_icon_width(block->curlayout, icon_only ? "" : name, icon, 0);
2019-04-18 13:59:59 +02:00
uiBut *but;
if (icon && name[0] && !icon_only) {
but = uiDefIconTextButR_prop(
block, but_type, 0, icon, name, 0, 0, itemw, h, ptr, prop, -1, 0, value, -1, -1, NULL);
}
else if (icon) {
2019-04-18 13:59:59 +02:00
const int w = (is_first) ? itemw : ceilf(itemw - U.pixelsize);
but = uiDefIconButR_prop(
block, but_type, 0, icon, 0, 0, w, h, ptr, prop, -1, 0, value, -1, -1, NULL);
}
else {
but = uiDefButR_prop(
block, but_type, 0, name, 0, 0, itemw, h, ptr, prop, -1, 0, value, -1, -1, NULL);
}
if (RNA_property_flag(prop) & PROP_ENUM_FLAG) {
/* If this is set, assert since we're clobbering someone elses callback. */
/* Buttons get their block's func by default, so we cannot assert in that case either. */
BLI_assert(ELEM(but->func, NULL, block->func));
UI_but_func_set(but, ui_item_enum_expand_handle, but, POINTER_FROM_INT(value));
}
if (uiLayoutGetLocalDir(layout) != UI_LAYOUT_HORIZONTAL) {
but->drawflag |= UI_BUT_TEXT_LEFT;
}
/* Allow quick, inaccurate swipe motions to switch tabs
2019-04-18 13:59:59 +02:00
* (no need to keep cursor over them). */
if (but_type == UI_BTYPE_TAB) {
but->flag |= UI_BUT_DRAG_LOCK;
}
}
static void ui_item_enum_expand_exec(uiLayout *layout,
2015-05-05 03:13:47 +10:00
uiBlock *block,
PointerRNA *ptr,
PropertyRNA *prop,
const char *uiname,
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const int h,
const eButType but_type,
const bool icon_only)
{
2019-04-17 08:44:38 +02:00
/* XXX: The way this function currently handles uiname parameter
* is insane and inconsistent with general UI API:
*
* - uiname is the *enum property* label.
* - when it is NULL or empty, we do not draw *enum items* labels,
* this doubles the icon_only parameter.
* - we *never* draw (i.e. really use) the enum label uiname, it is just used as a mere flag!
*
* Unfortunately, fixing this implies an API "soft break", so better to defer it for later... :/
* - mont29
*/
BLI_assert(RNA_property_type(prop) == PROP_ENUM);
const bool radial = (layout->root->type == UI_LAYOUT_PIEMENU);
bool free;
const EnumPropertyItem *item_array;
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if (radial) {
RNA_property_enum_items_gettexted_all(block->evil_C, ptr, prop, &item_array, NULL, &free);
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}
else {
RNA_property_enum_items_gettexted(block->evil_C, ptr, prop, &item_array, NULL, &free);
2019-03-25 10:15:20 +11:00
}
/* we dont want nested rows, cols in menus */
uiLayout *layout_radial = NULL;
if (radial) {
if (layout->root->layout == layout) {
layout_radial = uiLayoutRadial(layout);
UI_block_layout_set_current(block, layout_radial);
}
else {
if (layout->item.type == ITEM_LAYOUT_RADIAL) {
layout_radial = layout;
}
UI_block_layout_set_current(block, layout);
}
}
else if (ELEM(layout->item.type, ITEM_LAYOUT_GRID_FLOW, ITEM_LAYOUT_COLUMN_FLOW) ||
layout->root->type == UI_LAYOUT_MENU) {
UI_block_layout_set_current(block, layout);
}
else {
UI_block_layout_set_current(block, ui_item_local_sublayout(layout, layout, 1));
}
for (const EnumPropertyItem *item = item_array; item->identifier; item++) {
const bool is_first = item == item_array;
if (!item->identifier[0]) {
const EnumPropertyItem *next_item = item + 1;
/* Separate items, potentially with a label. */
if (next_item->identifier) {
/* Item without identifier but with name:
* Add group label for the following items. */
if (item->name) {
if (!is_first) {
uiItemS(block->curlayout);
}
UI: Preferences Redesign Part 2 (Part 1 was 00963afc14978b) Does the following changes visible to users: * Use panels and sub-panels for more structured & logical grouping * Re-organized options more logically than before (see images in D4148) * Use flow layout (single column by default). * New layout uses horizontal margin if there's enough space. * Change size of Preferences window to suit new layout. * Move keymap related options from "Input" into own section. * Own, left-bottom aligned region for Save Preferences button. * Adjustments of names, tooltips & icons. * Move buttons from header into the main region (except editor switch). * Hide Preferences header when opened in temporary window. * Use full area width for header. * Don't use slider but regular number widget for UI scale. * Gray out animation player path option if player isn't "Custom" Internal changes: * Rearrange RNA properties to match changed UI structure. * Introduces new "EXECUTE" region type, see reasoning in D3982. * Changes to panel layout and AZone code for dynamic panel region. * Bumps subversion and does versioning for new regions. RNA changes are documented in the release notes: https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/Python_API/Preferences_API Design & implementation mostly done by @billreynish and myself. I recommend checking out the screenshots posted by William: https://developer.blender.org/D4148#93787 Reviewed By: brecht Maniphest Tasks: T54115 Differential Revision: https://developer.blender.org/D4148
2019-01-04 21:40:16 +01:00
uiItemL(block->curlayout, item->name, item->icon);
}
else if (radial && layout_radial) {
uiItemS(layout_radial);
}
else {
uiItemS(block->curlayout);
}
}
continue;
}
ui_item_enum_expand_elem_exec(
layout, block, ptr, prop, uiname, h, but_type, icon_only, item, is_first);
}
UI_block_layout_set_current(block, layout);
if (free) {
MEM_freeN((void *)item_array);
}
}
static void ui_item_enum_expand(uiLayout *layout,
uiBlock *block,
PointerRNA *ptr,
PropertyRNA *prop,
const char *uiname,
2019-04-18 13:59:59 +02:00
const int h,
const bool icon_only)
{
ui_item_enum_expand_exec(layout, block, ptr, prop, uiname, h, UI_BTYPE_ROW, icon_only);
}
static void ui_item_enum_expand_tabs(uiLayout *layout,
bContext *C,
uiBlock *block,
PointerRNA *ptr,
PropertyRNA *prop,
PointerRNA *ptr_highlight,
PropertyRNA *prop_highlight,
const char *uiname,
2019-04-18 13:59:59 +02:00
const int h,
const bool icon_only)
{
uiBut *last = block->buttons.last;
ui_item_enum_expand_exec(layout, block, ptr, prop, uiname, h, UI_BTYPE_TAB, icon_only);
BLI_assert(last != block->buttons.last);
for (uiBut *tab = last ? last->next : block->buttons.first; tab; tab = tab->next) {
UI_but_drawflag_enable(tab, ui_but_align_opposite_to_area_align_get(CTX_wm_region(C)));
}
const bool use_custom_highlight = (prop_highlight != NULL);
if (use_custom_highlight) {
const int highlight_array_len = RNA_property_array_length(ptr_highlight, prop_highlight);
bool *highlight_array = alloca(sizeof(bool) * highlight_array_len);
RNA_property_boolean_get_array(ptr_highlight, prop_highlight, highlight_array);
int i = 0;
for (uiBut *tab_but = last ? last->next : block->buttons.first;
(tab_but != NULL) && (i < highlight_array_len);
tab_but = tab_but->next, i++) {
SET_FLAG_FROM_TEST(tab_but->flag, !highlight_array[i], UI_BUT_INACTIVE);
}
}
}
/* callback for keymap item change button */
static void ui_keymap_but_cb(bContext *UNUSED(C), void *but_v, void *UNUSED(key_v))
{
2012-03-30 01:51:25 +00:00
uiBut *but = but_v;
RNA_boolean_set(&but->rnapoin, "shift", (but->modifier_key & KM_SHIFT) != 0);
RNA_boolean_set(&but->rnapoin, "ctrl", (but->modifier_key & KM_CTRL) != 0);
RNA_boolean_set(&but->rnapoin, "alt", (but->modifier_key & KM_ALT) != 0);
RNA_boolean_set(&but->rnapoin, "oskey", (but->modifier_key & KM_OSKEY) != 0);
}
UI: New Global Top-Bar (WIP) == Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2018-04-20 17:14:03 +02:00
/**
* Create label + button for RNA property
*
* \param w_hint: For varying width layout, this becomes the label width.
* Otherwise it's used to fit both items into it.
2019-03-19 15:17:46 +11:00
*/
UI: New Global Top-Bar (WIP) == Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2018-04-20 17:14:03 +02:00
static uiBut *ui_item_with_label(uiLayout *layout,
uiBlock *block,
const char *name,
int icon,
PointerRNA *ptr,
PropertyRNA *prop,
int index,
int x,
int y,
int w_hint,
int h,
int flag)
{
uiLayout *sub = layout;
UI: New Global Top-Bar (WIP) == Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2018-04-20 17:14:03 +02:00
int prop_but_width = w_hint;
#ifdef UI_PROP_DECORATE
uiLayout *layout_prop_decorate = NULL;
const bool use_prop_sep = ((layout->item.flag & UI_ITEM_PROP_SEP) != 0);
const bool use_prop_decorate = use_prop_sep && (layout->item.flag & UI_ITEM_PROP_DECORATE) &&
(layout->item.flag & UI_ITEM_PROP_DECORATE_NO_PAD) == 0;
#endif
const bool is_keymapitem_ptr = RNA_struct_is_a(ptr->type, &RNA_KeyMapItem);
2020-10-03 19:01:12 +02:00
if ((flag & flag & UI_ITEM_R_FULL_EVENT) && !is_keymapitem_ptr) {
RNA_warning("Data is not a keymap item struct: %s. Ignoring 'full_event' option.",
RNA_struct_identifier(ptr->type));
}
UI_block_layout_set_current(block, layout);
/* Only add new row if more than 1 item will be added. */
if (name[0]
#ifdef UI_PROP_DECORATE
|| use_prop_decorate
#endif
) {
/* Also avoid setting 'align' if possible. Set the space to zero instead as aligning a large
* number of labels can end up aligning thousands of buttons when displaying key-map search (a
* heavy operation), see: T78636. */
sub = uiLayoutRow(layout, layout->align);
sub->space = 0;
}
if (name[0]) {
#ifdef UI_PROP_DECORATE
if (use_prop_sep) {
layout_prop_decorate = uiItemL_respect_property_split(layout, name, 0);
UI: New Global Top-Bar (WIP) == Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2018-04-20 17:14:03 +02:00
}
else
#endif
{
int w_label;
if (ui_layout_variable_size(layout)) {
/* w_hint is width for label in this case.
* Use a default width for property button(s) */
prop_but_width = UI_UNIT_X * 5;
w_label = w_hint;
}
else {
w_label = w_hint / 3;
}
uiDefBut(block, UI_BTYPE_LABEL, 0, name, x, y, w_label, h, NULL, 0.0, 0.0, 0, 0, "");
}
UI: New Global Top-Bar (WIP) == Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2018-04-20 17:14:03 +02:00
}
const PropertyType type = RNA_property_type(prop);
const PropertySubType subtype = RNA_property_subtype(prop);
uiBut *but;
2020-11-06 12:30:59 +11:00
if (ELEM(subtype, PROP_FILEPATH, PROP_DIRPATH)) {
UI_block_layout_set_current(block, uiLayoutRow(sub, true));
but = uiDefAutoButR(block, ptr, prop, index, "", icon, x, y, prop_but_width - UI_UNIT_X, h);
/* BUTTONS_OT_file_browse calls UI_context_active_but_prop_get_filebrowser */
uiDefIconButO(block,
UI_BTYPE_BUT,
subtype == PROP_DIRPATH ? "BUTTONS_OT_directory_browse" :
"BUTTONS_OT_file_browse",
WM_OP_INVOKE_DEFAULT,
ICON_FILEBROWSER,
2018-07-01 19:57:31 +02:00
x,
y,
UI_UNIT_X,
h,
NULL);
}
else if (flag & UI_ITEM_R_EVENT) {
UI: New Global Top-Bar (WIP) == Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2018-04-20 17:14:03 +02:00
but = uiDefButR_prop(block,
UI_BTYPE_KEY_EVENT,
0,
name,
x,
y,
prop_but_width,
h,
ptr,
prop,
index,
0,
0,
-1,
-1,
NULL);
}
else if ((flag & UI_ITEM_R_FULL_EVENT) && is_keymapitem_ptr) {
char buf[128];
WM_keymap_item_to_string(ptr->data, false, buf, sizeof(buf));
but = uiDefButR_prop(block,
UI_BTYPE_HOTKEY_EVENT,
0,
buf,
x,
y,
prop_but_width,
h,
ptr,
prop,
0,
0,
0,
-1,
-1,
NULL);
UI_but_func_set(but, ui_keymap_but_cb, but, NULL);
if (flag & UI_ITEM_R_IMMEDIATE) {
UI_but_flag_enable(but, UI_BUT_IMMEDIATE);
}
}
UI: New Global Top-Bar (WIP) == Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2018-04-20 17:14:03 +02:00
else {
const char *str = (type == PROP_ENUM && !(flag & UI_ITEM_R_ICON_ONLY)) ? NULL : "";
2018-07-01 20:15:21 +02:00
but = uiDefAutoButR(block, ptr, prop, index, str, icon, x, y, prop_but_width, h);
UI: New Global Top-Bar (WIP) == Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2018-04-20 17:14:03 +02:00
}
#ifdef UI_PROP_DECORATE
/* Only for alignment. */
if (use_prop_decorate) { /* Note that sep flag may have been unset meanwhile. */
uiItemL(layout_prop_decorate ? layout_prop_decorate : sub, NULL, ICON_BLANK1);
}
#endif /* UI_PROP_DECORATE */
UI_block_layout_set_current(block, layout);
return but;
}
void UI_context_active_but_prop_get_filebrowser(const bContext *C,
PointerRNA *r_ptr,
PropertyRNA **r_prop,
bool *r_is_undo,
bool *r_is_userdef)
{
ARegion *region = CTX_wm_menu(C) ? CTX_wm_menu(C) : CTX_wm_region(C);
uiBut *prevbut = NULL;
memset(r_ptr, 0, sizeof(*r_ptr));
*r_prop = NULL;
*r_is_undo = false;
*r_is_userdef = false;
if (!region) {
return;
2019-03-25 10:15:20 +11:00
}
LISTBASE_FOREACH (uiBlock *, block, &region->uiblocks) {
LISTBASE_FOREACH (uiBut *, but, &block->buttons) {
if (but && but->rnapoin.data) {
if (RNA_property_type(but->rnaprop) == PROP_STRING) {
prevbut = but;
}
}
/* find the button before the active one */
if ((but->flag & UI_BUT_LAST_ACTIVE) && prevbut) {
*r_ptr = prevbut->rnapoin;
*r_prop = prevbut->rnaprop;
*r_is_undo = (prevbut->flag & UI_BUT_UNDO) != 0;
*r_is_userdef = UI_but_is_userdef(prevbut);
return;
}
}
}
}
2019-09-06 16:12:47 +10:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Button Items
* \{ */
/**
* Update a buttons tip with an enum's description if possible.
*/
static void ui_but_tip_from_enum_item(uiBut *but, const EnumPropertyItem *item)
{
if (but->tip == NULL || but->tip[0] == '\0') {
if (item->description && item->description[0] &&
!(but->optype && but->optype->get_description)) {
but->tip = item->description;
}
}
}
/* disabled item */
static void ui_item_disabled(uiLayout *layout, const char *name)
{
2012-03-30 01:51:25 +00:00
uiBlock *block = layout->root->block;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
UI_block_layout_set_current(block, layout);
2019-03-25 10:15:20 +11:00
if (!name) {
2012-03-30 01:51:25 +00:00
name = "";
2019-03-25 10:15:20 +11:00
}
const int w = ui_text_icon_width(layout, name, 0, 0);
uiBut *but = uiDefBut(
block, UI_BTYPE_LABEL, 0, name, 0, 0, w, UI_UNIT_Y, NULL, 0.0, 0.0, 0, 0, "");
UI_but_disable(but, "");
}
/**
* Operator Item
* \param r_opptr: Optional, initialize with operator properties when not NULL.
* Will always be written to even in the case of errors.
*/
static uiBut *uiItemFullO_ptr_ex(uiLayout *layout,
wmOperatorType *ot,
const char *name,
int icon,
IDProperty *properties,
int context,
int flag,
PointerRNA *r_opptr)
{
/* Take care to fill 'r_opptr' whatever happens. */
2012-03-30 01:51:25 +00:00
uiBlock *block = layout->root->block;
if (!name) {
2019-03-25 10:15:20 +11:00
if (ot && ot->srna && (flag & UI_ITEM_R_ICON_ONLY) == 0) {
name = WM_operatortype_name(ot, NULL);
2019-03-25 10:15:20 +11:00
}
else {
name = "";
}
}
2019-03-25 10:15:20 +11:00
if (layout->root->type == UI_LAYOUT_MENU && !icon) {
2012-03-30 01:51:25 +00:00
icon = ICON_BLANK1;
2019-03-25 10:15:20 +11:00
}
UI_block_layout_set_current(block, layout);
ui_block_new_button_group(block, 0);
const int w = ui_text_icon_width(layout, name, icon, 0);
const int prev_emboss = layout->emboss;
2018-05-13 14:10:05 +02:00
if (flag & UI_ITEM_R_NO_BG) {
layout->emboss = UI_EMBOSS_NONE;
2018-05-13 14:10:05 +02:00
}
/* create the button */
uiBut *but;
if (icon) {
if (name[0]) {
but = uiDefIconTextButO_ptr(
block, UI_BTYPE_BUT, ot, context, icon, name, 0, 0, w, UI_UNIT_Y, NULL);
}
else {
but = uiDefIconButO_ptr(block, UI_BTYPE_BUT, ot, context, icon, 0, 0, w, UI_UNIT_Y, NULL);
}
}
else {
but = uiDefButO_ptr(block, UI_BTYPE_BUT, ot, context, name, 0, 0, w, UI_UNIT_Y, NULL);
}
BLI_assert(but->optype != NULL);
2018-05-13 14:10:05 +02:00
if (flag & UI_ITEM_R_NO_BG) {
layout->emboss = prev_emboss;
2018-05-13 14:10:05 +02:00
}
if (flag & UI_ITEM_O_DEPRESS) {
but->flag |= UI_SELECT_DRAW;
}
if (flag & UI_ITEM_R_ICON_ONLY) {
UI_but_drawflag_disable(but, UI_BUT_ICON_LEFT);
}
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if (layout->redalert) {
UI_but_flag_enable(but, UI_BUT_REDALERT);
2019-03-25 10:15:20 +11:00
}
if (layout->active_default) {
UI_but_flag_enable(but, UI_BUT_ACTIVE_DEFAULT);
}
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
/* assign properties */
if (properties || r_opptr) {
PointerRNA *opptr = UI_but_operator_ptr_get(but);
if (properties) {
2012-03-30 01:51:25 +00:00
opptr->data = properties;
}
else {
const IDPropertyTemplate val = {0};
2012-03-30 01:51:25 +00:00
opptr->data = IDP_New(IDP_GROUP, &val, "wmOperatorProperties");
}
if (r_opptr) {
*r_opptr = *opptr;
}
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
}
return but;
}
static void ui_item_menu_hold(struct bContext *C, ARegion *butregion, uiBut *but)
{
uiPopupMenu *pup = UI_popup_menu_begin(C, "", ICON_NONE);
uiLayout *layout = UI_popup_menu_layout(pup);
uiBlock *block = layout->root->block;
UI_popup_menu_but_set(pup, butregion, but);
block->flag |= UI_BLOCK_POPUP_HOLD;
block->flag |= UI_BLOCK_IS_FLIP;
char direction = UI_DIR_DOWN;
if (!but->drawstr[0]) {
switch (RGN_ALIGN_ENUM_FROM_MASK(butregion->alignment)) {
case RGN_ALIGN_LEFT:
direction = UI_DIR_RIGHT;
break;
case RGN_ALIGN_RIGHT:
direction = UI_DIR_LEFT;
break;
case RGN_ALIGN_BOTTOM:
direction = UI_DIR_UP;
break;
default:
direction = UI_DIR_DOWN;
break;
}
}
UI_block_direction_set(block, direction);
const char *menu_id = but->hold_argN;
MenuType *mt = WM_menutype_find(menu_id, true);
if (mt) {
uiLayoutSetContextFromBut(layout, but);
UI_menutype_draw(C, mt, layout);
}
else {
uiItemL(layout, "Menu Missing:", ICON_NONE);
uiItemL(layout, menu_id, ICON_NONE);
}
UI_popup_menu_end(C, pup);
}
void uiItemFullO_ptr(uiLayout *layout,
wmOperatorType *ot,
const char *name,
int icon,
IDProperty *properties,
int context,
int flag,
PointerRNA *r_opptr)
{
uiItemFullO_ptr_ex(layout, ot, name, icon, properties, context, flag, r_opptr);
}
void uiItemFullOMenuHold_ptr(uiLayout *layout,
wmOperatorType *ot,
const char *name,
int icon,
IDProperty *properties,
int context,
int flag,
const char *menu_id,
PointerRNA *r_opptr)
{
uiBut *but = uiItemFullO_ptr_ex(layout, ot, name, icon, properties, context, flag, r_opptr);
UI_but_func_hold_set(but, ui_item_menu_hold, BLI_strdup(menu_id));
}
void uiItemFullO(uiLayout *layout,
const char *opname,
const char *name,
int icon,
IDProperty *properties,
int context,
int flag,
PointerRNA *r_opptr)
{
wmOperatorType *ot = WM_operatortype_find(opname, 0); /* print error next */
UI_OPERATOR_ERROR_RET(ot, opname, {
if (r_opptr) {
*r_opptr = PointerRNA_NULL;
}
return;
});
uiItemFullO_ptr(layout, ot, name, icon, properties, context, flag, r_opptr);
}
static const char *ui_menu_enumpropname(uiLayout *layout,
PointerRNA *ptr,
PropertyRNA *prop,
int retval)
{
bool free;
const EnumPropertyItem *item;
RNA_property_enum_items(layout->root->block->evil_C, ptr, prop, &item, NULL, &free);
const char *name;
if (RNA_enum_name(item, retval, &name)) {
name = CTX_IFACE_(RNA_property_translation_context(prop), name);
}
else {
name = "";
}
if (free) {
MEM_freeN((void *)item);
}
return name;
}
void uiItemEnumO_ptr(uiLayout *layout,
wmOperatorType *ot,
const char *name,
int icon,
const char *propname,
int value)
{
PointerRNA ptr;
WM_operator_properties_create_ptr(&ptr, ot);
PropertyRNA *prop = RNA_struct_find_property(&ptr, propname);
if (prop == NULL) {
RNA_warning("%s.%s not found", RNA_struct_identifier(ptr.type), propname);
return;
}
RNA_property_enum_set(&ptr, prop, value);
2019-03-25 10:15:20 +11:00
if (!name) {
name = ui_menu_enumpropname(layout, &ptr, prop, value);
}
uiItemFullO_ptr(layout, ot, name, icon, ptr.data, layout->root->opcontext, 0, NULL);
}
void uiItemEnumO(uiLayout *layout,
const char *opname,
const char *name,
int icon,
const char *propname,
int value)
{
wmOperatorType *ot = WM_operatortype_find(opname, 0); /* print error next */
if (ot) {
uiItemEnumO_ptr(layout, ot, name, icon, propname, value);
}
else {
ui_item_disabled(layout, opname);
RNA_warning("unknown operator '%s'", opname);
}
}
BLI_INLINE bool ui_layout_is_radial(const uiLayout *layout)
{
return (layout->item.type == ITEM_LAYOUT_RADIAL) ||
((layout->item.type == ITEM_LAYOUT_ROOT) && (layout->root->type == UI_LAYOUT_PIEMENU));
}
/**
* Create ui items for enum items in \a item_array.
*
* A version of #uiItemsFullEnumO that takes pre-calculated item array.
*/
void uiItemsFullEnumO_items(uiLayout *layout,
wmOperatorType *ot,
PointerRNA ptr,
PropertyRNA *prop,
IDProperty *properties,
int context,
int flag,
const EnumPropertyItem *item_array,
int totitem)
{
const char *propname = RNA_property_identifier(prop);
if (RNA_property_type(prop) != PROP_ENUM) {
RNA_warning("%s.%s, not an enum type", RNA_struct_identifier(ptr.type), propname);
return;
}
uiLayout *target, *split = NULL;
uiBlock *block = layout->root->block;
const bool radial = ui_layout_is_radial(layout);
if (radial) {
target = uiLayoutRadial(layout);
}
else if ((uiLayoutGetLocalDir(layout) == UI_LAYOUT_HORIZONTAL) && (flag & UI_ITEM_R_ICON_ONLY)) {
target = layout;
UI_block_layout_set_current(block, target);
/* Add a blank button to the beginning of the row. */
uiDefIconBut(block,
UI_BTYPE_LABEL,
0,
ICON_BLANK1,
0,
0,
1.25f * UI_UNIT_X,
UI_UNIT_Y,
NULL,
0,
0,
0,
0,
NULL);
}
else {
split = uiLayoutSplit(layout, 0.0f, false);
target = uiLayoutColumn(split, layout->align);
}
bool last_iter = false;
const EnumPropertyItem *item = item_array;
for (int i = 1; item->identifier && !last_iter; i++, item++) {
/* handle oversized pies */
if (radial && (totitem > PIE_MAX_ITEMS) && (i >= PIE_MAX_ITEMS)) {
if (item->name) { /* only visible items */
const EnumPropertyItem *tmp;
/* Check if there are more visible items for the next level. If not, we don't
* add a new level and add the remaining item instead of the 'more' button. */
2019-03-25 10:15:20 +11:00
for (tmp = item + 1; tmp->identifier; tmp++) {
if (tmp->name) {
break;
}
2019-03-25 10:15:20 +11:00
}
if (tmp->identifier) { /* only true if loop above found item and did early-exit */
ui_pie_menu_level_create(
block, ot, propname, properties, item_array, totitem, context, flag);
/* break since rest of items is handled in new pie level */
break;
}
last_iter = true;
}
else {
continue;
}
}
if (item->identifier[0]) {
PointerRNA tptr;
WM_operator_properties_create_ptr(&tptr, ot);
if (properties) {
if (tptr.data) {
IDP_FreeProperty(tptr.data);
}
tptr.data = IDP_CopyProperty(properties);
}
RNA_property_enum_set(&tptr, prop, item->value);
uiItemFullO_ptr(target,
ot,
(flag & UI_ITEM_R_ICON_ONLY) ? NULL : item->name,
item->icon,
tptr.data,
context,
flag,
NULL);
ui_but_tip_from_enum_item(block->buttons.last, item);
}
else {
if (item->name) {
if (item != item_array && !radial && split != NULL) {
target = uiLayoutColumn(split, layout->align);
/* inconsistent, but menus with labels do not look good flipped */
block->flag |= UI_BLOCK_NO_FLIP;
}
uiBut *but;
if (item->icon || radial) {
uiItemL(target, item->name, item->icon);
but = block->buttons.last;
}
else {
/* Do not use uiItemL here, as our root layout is a menu one,
* it will add a fake blank icon! */
2018-07-01 19:57:31 +02:00
but = uiDefBut(block,
UI_BTYPE_LABEL,
0,
item->name,
0,
0,
UI_UNIT_X * 5,
UI_UNIT_Y,
NULL,
0.0,
0.0,
0,
0,
"");
uiItemS(target);
}
ui_but_tip_from_enum_item(but, item);
}
else {
if (radial) {
/* invisible dummy button to ensure all items are
* always at the same position */
uiItemS(target);
}
else {
/* XXX bug here, columns draw bottom item badly */
uiItemS(target);
}
}
}
}
}
2015-05-05 03:13:47 +10:00
void uiItemsFullEnumO(uiLayout *layout,
const char *opname,
const char *propname,
IDProperty *properties,
int context,
int flag)
{
wmOperatorType *ot = WM_operatortype_find(opname, 0); /* print error next */
if (!ot || !ot->srna) {
ui_item_disabled(layout, opname);
RNA_warning("%s '%s'", ot ? "unknown operator" : "operator missing srna", opname);
return;
}
PointerRNA ptr;
WM_operator_properties_create_ptr(&ptr, ot);
/* so the context is passed to itemf functions (some need it) */
WM_operator_properties_sanitize(&ptr, false);
PropertyRNA *prop = RNA_struct_find_property(&ptr, propname);
/* don't let bad properties slip through */
BLI_assert((prop == NULL) || (RNA_property_type(prop) == PROP_ENUM));
uiBlock *block = layout->root->block;
if (prop && RNA_property_type(prop) == PROP_ENUM) {
const EnumPropertyItem *item_array = NULL;
int totitem;
bool free;
if (ui_layout_is_radial(layout)) {
2019-04-17 08:44:38 +02:00
/* XXX: While "_all()" guarantees spatial stability,
* it's bad when an enum has > 8 items total,
* but only a small subset will ever be shown at once
* (e.g. Mode Switch menu, after the introduction of GP editing modes).
*/
#if 0
RNA_property_enum_items_gettexted_all(
block->evil_C, &ptr, prop, &item_array, &totitem, &free);
#else
RNA_property_enum_items_gettexted(block->evil_C, &ptr, prop, &item_array, &totitem, &free);
#endif
}
else {
RNA_property_enum_items_gettexted(block->evil_C, &ptr, prop, &item_array, &totitem, &free);
}
/* add items */
uiItemsFullEnumO_items(layout, ot, ptr, prop, properties, context, flag, item_array, totitem);
if (free) {
MEM_freeN((void *)item_array);
}
/* intentionally don't touch UI_BLOCK_IS_FLIP here,
* we don't know the context this is called in */
}
else if (prop && RNA_property_type(prop) != PROP_ENUM) {
RNA_warning("%s.%s, not an enum type", RNA_struct_identifier(ptr.type), propname);
return;
}
else {
RNA_warning("%s.%s not found", RNA_struct_identifier(ptr.type), propname);
return;
}
}
void uiItemsEnumO(uiLayout *layout, const char *opname, const char *propname)
{
uiItemsFullEnumO(layout, opname, propname, NULL, layout->root->opcontext, 0);
}
/* for use in cases where we have */
void uiItemEnumO_value(uiLayout *layout,
const char *name,
int icon,
const char *opname,
const char *propname,
int value)
{
wmOperatorType *ot = WM_operatortype_find(opname, 0); /* print error next */
2015-02-07 04:33:48 +11:00
UI_OPERATOR_ERROR_RET(ot, opname, return );
PointerRNA ptr;
WM_operator_properties_create_ptr(&ptr, ot);
/* enum lookup */
PropertyRNA *prop = RNA_struct_find_property(&ptr, propname);
if (prop == NULL) {
RNA_warning("%s.%s not found", RNA_struct_identifier(ptr.type), propname);
return;
}
RNA_property_enum_set(&ptr, prop, value);
/* same as uiItemEnumO */
2019-03-25 10:15:20 +11:00
if (!name) {
name = ui_menu_enumpropname(layout, &ptr, prop, value);
2019-03-25 10:15:20 +11:00
}
uiItemFullO_ptr(layout, ot, name, icon, ptr.data, layout->root->opcontext, 0, NULL);
}
void uiItemEnumO_string(uiLayout *layout,
const char *name,
int icon,
const char *opname,
const char *propname,
const char *value_str)
{
wmOperatorType *ot = WM_operatortype_find(opname, 0); /* print error next */
2015-02-07 04:33:48 +11:00
UI_OPERATOR_ERROR_RET(ot, opname, return );
PointerRNA ptr;
WM_operator_properties_create_ptr(&ptr, ot);
PropertyRNA *prop = RNA_struct_find_property(&ptr, propname);
if (prop == NULL) {
RNA_warning("%s.%s not found", RNA_struct_identifier(ptr.type), propname);
return;
}
/* enum lookup */
/* no need for translations here */
const EnumPropertyItem *item;
bool free;
RNA_property_enum_items(layout->root->block->evil_C, &ptr, prop, &item, NULL, &free);
int value;
if (item == NULL || RNA_enum_value_from_id(item, value_str, &value) == 0) {
if (free) {
MEM_freeN((void *)item);
}
RNA_warning("%s.%s, enum %s not found", RNA_struct_identifier(ptr.type), propname, value_str);
return;
}
if (free) {
MEM_freeN((void *)item);
}
RNA_property_enum_set(&ptr, prop, value);
/* same as uiItemEnumO */
2019-03-25 10:15:20 +11:00
if (!name) {
name = ui_menu_enumpropname(layout, &ptr, prop, value);
2019-03-25 10:15:20 +11:00
}
uiItemFullO_ptr(layout, ot, name, icon, ptr.data, layout->root->opcontext, 0, NULL);
}
void uiItemBooleanO(uiLayout *layout,
const char *name,
int icon,
const char *opname,
const char *propname,
int value)
{
wmOperatorType *ot = WM_operatortype_find(opname, 0); /* print error next */
2015-02-07 04:33:48 +11:00
UI_OPERATOR_ERROR_RET(ot, opname, return );
PointerRNA ptr;
WM_operator_properties_create_ptr(&ptr, ot);
RNA_boolean_set(&ptr, propname, value);
uiItemFullO_ptr(layout, ot, name, icon, ptr.data, layout->root->opcontext, 0, NULL);
}
void uiItemIntO(uiLayout *layout,
const char *name,
int icon,
const char *opname,
const char *propname,
int value)
{
wmOperatorType *ot = WM_operatortype_find(opname, 0); /* print error next */
2015-02-07 04:33:48 +11:00
UI_OPERATOR_ERROR_RET(ot, opname, return );
PointerRNA ptr;
WM_operator_properties_create_ptr(&ptr, ot);
RNA_int_set(&ptr, propname, value);
uiItemFullO_ptr(layout, ot, name, icon, ptr.data, layout->root->opcontext, 0, NULL);
}
void uiItemFloatO(uiLayout *layout,
const char *name,
int icon,
const char *opname,
const char *propname,
float value)
{
wmOperatorType *ot = WM_operatortype_find(opname, 0); /* print error next */
2015-02-07 04:33:48 +11:00
UI_OPERATOR_ERROR_RET(ot, opname, return );
PointerRNA ptr;
WM_operator_properties_create_ptr(&ptr, ot);
RNA_float_set(&ptr, propname, value);
uiItemFullO_ptr(layout, ot, name, icon, ptr.data, layout->root->opcontext, 0, NULL);
}
void uiItemStringO(uiLayout *layout,
const char *name,
int icon,
const char *opname,
const char *propname,
const char *value)
{
wmOperatorType *ot = WM_operatortype_find(opname, 0); /* print error next */
2015-02-07 04:33:48 +11:00
UI_OPERATOR_ERROR_RET(ot, opname, return );
PointerRNA ptr;
WM_operator_properties_create_ptr(&ptr, ot);
RNA_string_set(&ptr, propname, value);
uiItemFullO_ptr(layout, ot, name, icon, ptr.data, layout->root->opcontext, 0, NULL);
}
void uiItemO(uiLayout *layout, const char *name, int icon, const char *opname)
{
uiItemFullO(layout, opname, name, icon, NULL, layout->root->opcontext, 0, NULL);
}
/* RNA property items */
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
2015-05-05 03:13:47 +10:00
static void ui_item_rna_size(uiLayout *layout,
UI: New Global Top-Bar (WIP) == Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2018-04-20 17:14:03 +02:00
const char *name,
int icon,
PointerRNA *ptr,
PropertyRNA *prop,
int index,
bool icon_only,
bool compact,
int *r_w,
int *r_h)
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
{
int w = 0, h;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
/* arbitrary extended width by type */
PropertyType type = RNA_property_type(prop);
PropertySubType subtype = RNA_property_subtype(prop);
const int len = RNA_property_array_length(ptr, prop);
bool is_checkbox_only = false;
if (!name[0] && !icon_only) {
if (ELEM(type, PROP_STRING, PROP_POINTER)) {
name = "non-empty text";
}
else if (type == PROP_BOOLEAN) {
UI: Better split layout support for checkboxes Makes the following layout changes possible: {F8473498} {F8473499} {F8473502} The next commit will contain many layout changes to make good use of these new possibilities. The result should be more consistent, easier to read and should give a more organized impression. Additionally, it should be possible to replace many sub-panels with compacter layouts. Main changes: * Checkboxes now respect the property split layouts * Add support for row and column headers (i.e. `uiLayout.column(heading="Foo")`, `uiLayout.row(heading="Bar")`). If the first property added to this layout doesn't insert anything into the label split column, the heading is inserted there. Otherwise, it's inserted as own item. * Add support for manually inserting decorators for an existing item (`uiLayout.prop_decorator()`). That way layout creators can manually insert this, which was the only way I saw to support property split layouts with a checkbox before the actual property. {F8471883} * Autogenerated layouts for operator properties look bad if there are only checkboxes (which only use half the region width). So before creating the layout, we iterate over visible properties and disable split layout if all are booleans. I think this is fine, if needed we could also add layout hints to operators. * `uiTemplateOperatorPropertyButs()` now handles macros itself, the caller used to be responsible for this. Code that didn't handle these so far never used macros I think, so this change should be invisible. * Remove manual property split layout from autogenerated operator properties layout. * Padding of checkboxes is tweaked to make their label visually more connected to the checkboxes. * Support split layout for menus (should work for `uiLayout.menu()`, `.operator_menu_enum()`, `.prop_menu_enum()`, maybe more) Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7427 Reviewed by: Brecht Van Lommel, William Reynish, Pablo Vazques
2020-04-17 16:40:25 +02:00
if (icon == ICON_NONE) {
/* Exception for checkboxes, they need a little less space to align nicely. */
is_checkbox_only = true;
}
icon = ICON_DOT;
}
else if (type == PROP_ENUM) {
/* Find the longest enum item name, instead of using a dummy text! */
const EnumPropertyItem *item_array;
bool free;
RNA_property_enum_items_gettexted(
layout->root->block->evil_C, ptr, prop, &item_array, NULL, &free);
for (const EnumPropertyItem *item = item_array; item->identifier; item++) {
if (item->identifier[0]) {
UI: New Global Top-Bar (WIP) == Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2018-04-20 17:14:03 +02:00
w = max_ii(w, ui_text_icon_width(layout, item->name, item->icon, compact));
}
}
if (free) {
MEM_freeN((void *)item_array);
}
}
}
if (!w) {
if (type == PROP_ENUM && icon_only) {
UI: New Global Top-Bar (WIP) == Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2018-04-20 17:14:03 +02:00
w = ui_text_icon_width(layout, "", ICON_BLANK1, compact);
2019-03-25 10:15:20 +11:00
if (index != RNA_ENUM_VALUE) {
w += 0.6f * UI_UNIT_X;
2019-03-25 10:15:20 +11:00
}
}
else {
UI: New Global Top-Bar (WIP) == Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2018-04-20 17:14:03 +02:00
/* not compact for float/int buttons, looks too squashed */
w = ui_text_icon_width(
layout, name, icon, ELEM(type, PROP_FLOAT, PROP_INT) ? false : compact);
}
}
2012-03-30 01:51:25 +00:00
h = UI_UNIT_Y;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
/* increase height for arrays */
if (index == RNA_NO_INDEX && len > 0) {
2019-03-25 10:15:20 +11:00
if (!name[0] && icon == ICON_NONE) {
2012-03-30 01:51:25 +00:00
h = 0;
2019-03-25 10:15:20 +11:00
}
if (layout->item.flag & UI_ITEM_PROP_SEP) {
h = 0;
2019-03-25 10:15:20 +11:00
}
if (ELEM(subtype, PROP_LAYER, PROP_LAYER_MEMBER)) {
2012-03-30 01:51:25 +00:00
h += 2 * UI_UNIT_Y;
2019-03-25 10:15:20 +11:00
}
else if (subtype == PROP_MATRIX) {
h += ceilf(sqrtf(len)) * UI_UNIT_Y;
2019-03-25 10:15:20 +11:00
}
else {
2012-03-30 01:51:25 +00:00
h += len * UI_UNIT_Y;
}
2019-03-25 10:15:20 +11:00
}
/* Increase width requirement if in a variable size layout. */
if (ui_layout_variable_size(layout)) {
2019-03-25 10:15:20 +11:00
if (type == PROP_BOOLEAN && name[0]) {
2012-03-30 01:51:25 +00:00
w += UI_UNIT_X / 5;
2019-03-25 10:15:20 +11:00
}
UI: Better split layout support for checkboxes Makes the following layout changes possible: {F8473498} {F8473499} {F8473502} The next commit will contain many layout changes to make good use of these new possibilities. The result should be more consistent, easier to read and should give a more organized impression. Additionally, it should be possible to replace many sub-panels with compacter layouts. Main changes: * Checkboxes now respect the property split layouts * Add support for row and column headers (i.e. `uiLayout.column(heading="Foo")`, `uiLayout.row(heading="Bar")`). If the first property added to this layout doesn't insert anything into the label split column, the heading is inserted there. Otherwise, it's inserted as own item. * Add support for manually inserting decorators for an existing item (`uiLayout.prop_decorator()`). That way layout creators can manually insert this, which was the only way I saw to support property split layouts with a checkbox before the actual property. {F8471883} * Autogenerated layouts for operator properties look bad if there are only checkboxes (which only use half the region width). So before creating the layout, we iterate over visible properties and disable split layout if all are booleans. I think this is fine, if needed we could also add layout hints to operators. * `uiTemplateOperatorPropertyButs()` now handles macros itself, the caller used to be responsible for this. Code that didn't handle these so far never used macros I think, so this change should be invisible. * Remove manual property split layout from autogenerated operator properties layout. * Padding of checkboxes is tweaked to make their label visually more connected to the checkboxes. * Support split layout for menus (should work for `uiLayout.menu()`, `.operator_menu_enum()`, `.prop_menu_enum()`, maybe more) Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7427 Reviewed by: Brecht Van Lommel, William Reynish, Pablo Vazques
2020-04-17 16:40:25 +02:00
else if (is_checkbox_only) {
w -= UI_UNIT_X / 4;
}
2019-03-25 10:15:20 +11:00
else if (type == PROP_ENUM && !icon_only) {
2012-03-30 01:51:25 +00:00
w += UI_UNIT_X / 4;
2019-03-25 10:15:20 +11:00
}
2020-11-06 12:30:59 +11:00
else if (ELEM(type, PROP_FLOAT, PROP_INT)) {
2012-03-30 01:51:25 +00:00
w += UI_UNIT_X * 3;
}
2019-03-25 10:15:20 +11:00
}
2012-03-30 01:51:25 +00:00
*r_w = w;
*r_h = h;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
}
static bool ui_item_rna_is_expand(PropertyRNA *prop, int index, int item_flag)
{
const bool is_array = RNA_property_array_check(prop);
const int subtype = RNA_property_subtype(prop);
return is_array && (index == RNA_NO_INDEX) &&
((item_flag & UI_ITEM_R_EXPAND) ||
!ELEM(subtype, PROP_COLOR, PROP_COLOR_GAMMA, PROP_DIRECTION));
}
UI: Better split layout support for checkboxes Makes the following layout changes possible: {F8473498} {F8473499} {F8473502} The next commit will contain many layout changes to make good use of these new possibilities. The result should be more consistent, easier to read and should give a more organized impression. Additionally, it should be possible to replace many sub-panels with compacter layouts. Main changes: * Checkboxes now respect the property split layouts * Add support for row and column headers (i.e. `uiLayout.column(heading="Foo")`, `uiLayout.row(heading="Bar")`). If the first property added to this layout doesn't insert anything into the label split column, the heading is inserted there. Otherwise, it's inserted as own item. * Add support for manually inserting decorators for an existing item (`uiLayout.prop_decorator()`). That way layout creators can manually insert this, which was the only way I saw to support property split layouts with a checkbox before the actual property. {F8471883} * Autogenerated layouts for operator properties look bad if there are only checkboxes (which only use half the region width). So before creating the layout, we iterate over visible properties and disable split layout if all are booleans. I think this is fine, if needed we could also add layout hints to operators. * `uiTemplateOperatorPropertyButs()` now handles macros itself, the caller used to be responsible for this. Code that didn't handle these so far never used macros I think, so this change should be invisible. * Remove manual property split layout from autogenerated operator properties layout. * Padding of checkboxes is tweaked to make their label visually more connected to the checkboxes. * Support split layout for menus (should work for `uiLayout.menu()`, `.operator_menu_enum()`, `.prop_menu_enum()`, maybe more) Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7427 Reviewed by: Brecht Van Lommel, William Reynish, Pablo Vazques
2020-04-17 16:40:25 +02:00
/**
* Find first layout ancestor (or self) with a heading set.
*
* \returns the layout to add the heading to as fallback (i.e. if it can't be placed in a split
* layout). Its #uiLayout.heading member can be cleared to mark the heading as added (so
* it's not added multiple times). Returns a pointer to the heading
*/
static uiLayout *ui_layout_heading_find(uiLayout *cur_layout)
{
for (uiLayout *parent = cur_layout; parent; parent = parent->parent) {
if (parent->heading[0]) {
return parent;
}
}
return NULL;
}
static void ui_layout_heading_label_add(uiLayout *layout,
uiLayout *heading_layout,
bool right_align,
bool respect_prop_split)
{
const int prev_alignment = layout->alignment;
if (right_align) {
uiLayoutSetAlignment(layout, UI_LAYOUT_ALIGN_RIGHT);
}
if (respect_prop_split) {
uiItemL_respect_property_split(layout, heading_layout->heading, ICON_NONE);
}
else {
uiItemL(layout, heading_layout->heading, ICON_NONE);
}
/* After adding the heading label, we have to mark it somehow as added, so it's not added again
* for other items in this layout. For now just clear it. */
heading_layout->heading[0] = '\0';
layout->alignment = prev_alignment;
}
/**
* Hack to add further items in a row into the second part of the split layout, so the label part
* keeps a fixed size.
* \return The layout to place further items in for the split layout.
*/
static uiLayout *ui_item_prop_split_layout_hack(uiLayout *layout_parent, uiLayout *layout_split)
{
UI: Better split layout support for checkboxes Makes the following layout changes possible: {F8473498} {F8473499} {F8473502} The next commit will contain many layout changes to make good use of these new possibilities. The result should be more consistent, easier to read and should give a more organized impression. Additionally, it should be possible to replace many sub-panels with compacter layouts. Main changes: * Checkboxes now respect the property split layouts * Add support for row and column headers (i.e. `uiLayout.column(heading="Foo")`, `uiLayout.row(heading="Bar")`). If the first property added to this layout doesn't insert anything into the label split column, the heading is inserted there. Otherwise, it's inserted as own item. * Add support for manually inserting decorators for an existing item (`uiLayout.prop_decorator()`). That way layout creators can manually insert this, which was the only way I saw to support property split layouts with a checkbox before the actual property. {F8471883} * Autogenerated layouts for operator properties look bad if there are only checkboxes (which only use half the region width). So before creating the layout, we iterate over visible properties and disable split layout if all are booleans. I think this is fine, if needed we could also add layout hints to operators. * `uiTemplateOperatorPropertyButs()` now handles macros itself, the caller used to be responsible for this. Code that didn't handle these so far never used macros I think, so this change should be invisible. * Remove manual property split layout from autogenerated operator properties layout. * Padding of checkboxes is tweaked to make their label visually more connected to the checkboxes. * Support split layout for menus (should work for `uiLayout.menu()`, `.operator_menu_enum()`, `.prop_menu_enum()`, maybe more) Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7427 Reviewed by: Brecht Van Lommel, William Reynish, Pablo Vazques
2020-04-17 16:40:25 +02:00
/* Tag item as using property split layout, this is inherited to children so they can get special
* treatment if needed. */
layout_parent->item.flag |= UI_ITEM_INSIDE_PROP_SEP;
if (layout_parent->item.type == ITEM_LAYOUT_ROW) {
UI: Better split layout support for checkboxes Makes the following layout changes possible: {F8473498} {F8473499} {F8473502} The next commit will contain many layout changes to make good use of these new possibilities. The result should be more consistent, easier to read and should give a more organized impression. Additionally, it should be possible to replace many sub-panels with compacter layouts. Main changes: * Checkboxes now respect the property split layouts * Add support for row and column headers (i.e. `uiLayout.column(heading="Foo")`, `uiLayout.row(heading="Bar")`). If the first property added to this layout doesn't insert anything into the label split column, the heading is inserted there. Otherwise, it's inserted as own item. * Add support for manually inserting decorators for an existing item (`uiLayout.prop_decorator()`). That way layout creators can manually insert this, which was the only way I saw to support property split layouts with a checkbox before the actual property. {F8471883} * Autogenerated layouts for operator properties look bad if there are only checkboxes (which only use half the region width). So before creating the layout, we iterate over visible properties and disable split layout if all are booleans. I think this is fine, if needed we could also add layout hints to operators. * `uiTemplateOperatorPropertyButs()` now handles macros itself, the caller used to be responsible for this. Code that didn't handle these so far never used macros I think, so this change should be invisible. * Remove manual property split layout from autogenerated operator properties layout. * Padding of checkboxes is tweaked to make their label visually more connected to the checkboxes. * Support split layout for menus (should work for `uiLayout.menu()`, `.operator_menu_enum()`, `.prop_menu_enum()`, maybe more) Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7427 Reviewed by: Brecht Van Lommel, William Reynish, Pablo Vazques
2020-04-17 16:40:25 +02:00
/* Prevent further splits within the row. */
uiLayoutSetPropSep(layout_parent, false);
layout_parent->child_items_layout = uiLayoutRow(layout_split, true);
return layout_parent->child_items_layout;
}
return layout_split;
}
void uiItemFullR(uiLayout *layout,
PointerRNA *ptr,
PropertyRNA *prop,
int index,
int value,
int flag,
const char *name,
int icon)
{
2012-03-30 01:51:25 +00:00
uiBlock *block = layout->root->block;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
char namestr[UI_MAX_NAME_STR];
const bool use_prop_sep = ((layout->item.flag & UI_ITEM_PROP_SEP) != 0);
UI: Better split layout support for checkboxes Makes the following layout changes possible: {F8473498} {F8473499} {F8473502} The next commit will contain many layout changes to make good use of these new possibilities. The result should be more consistent, easier to read and should give a more organized impression. Additionally, it should be possible to replace many sub-panels with compacter layouts. Main changes: * Checkboxes now respect the property split layouts * Add support for row and column headers (i.e. `uiLayout.column(heading="Foo")`, `uiLayout.row(heading="Bar")`). If the first property added to this layout doesn't insert anything into the label split column, the heading is inserted there. Otherwise, it's inserted as own item. * Add support for manually inserting decorators for an existing item (`uiLayout.prop_decorator()`). That way layout creators can manually insert this, which was the only way I saw to support property split layouts with a checkbox before the actual property. {F8471883} * Autogenerated layouts for operator properties look bad if there are only checkboxes (which only use half the region width). So before creating the layout, we iterate over visible properties and disable split layout if all are booleans. I think this is fine, if needed we could also add layout hints to operators. * `uiTemplateOperatorPropertyButs()` now handles macros itself, the caller used to be responsible for this. Code that didn't handle these so far never used macros I think, so this change should be invisible. * Remove manual property split layout from autogenerated operator properties layout. * Padding of checkboxes is tweaked to make their label visually more connected to the checkboxes. * Support split layout for menus (should work for `uiLayout.menu()`, `.operator_menu_enum()`, `.prop_menu_enum()`, maybe more) Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7427 Reviewed by: Brecht Van Lommel, William Reynish, Pablo Vazques
2020-04-17 16:40:25 +02:00
const bool inside_prop_sep = ((layout->item.flag & UI_ITEM_INSIDE_PROP_SEP) != 0);
/* Columns can define a heading to insert. If the first item added to a split layout doesn't have
* a label to display in the first column, the heading is inserted there. Otherwise it's inserted
* as a new row before the first item. */
uiLayout *heading_layout = ui_layout_heading_find(layout);
/* Although checkboxes use the split layout, they are an exception and should only place their
* label in the second column, to not make that almost empty.
*
* Keep using 'use_prop_sep' instead of disabling it entirely because
* we need the ability to have decorators still. */
2019-03-23 00:01:00 +11:00
bool use_prop_sep_split_label = use_prop_sep;
bool use_split_empty_name = (flag & UI_ITEM_R_SPLIT_EMPTY_NAME);
#ifdef UI_PROP_DECORATE
struct {
bool use_prop_decorate;
int len;
uiLayout *layout;
uiBut *but;
} ui_decorate = {
.use_prop_decorate = (((layout->item.flag & UI_ITEM_PROP_DECORATE) != 0) && use_prop_sep),
};
#endif /* UI_PROP_DECORATE */
UI_block_layout_set_current(block, layout);
ui_block_new_button_group(block, 0);
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
/* retrieve info */
const PropertyType type = RNA_property_type(prop);
const bool is_array = RNA_property_array_check(prop);
const int len = (is_array) ? RNA_property_array_length(ptr, prop) : 0;
const bool icon_only = (flag & UI_ITEM_R_ICON_ONLY) != 0;
/* Boolean with -1 to signify that the value depends on the presence of an icon. */
const int toggle = ((flag & UI_ITEM_R_TOGGLE) ? 1 : ((flag & UI_ITEM_R_ICON_NEVER) ? 0 : -1));
const bool no_icon = (toggle == 0);
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
/* set name and icon */
if (!name) {
if (!icon_only) {
name = RNA_property_ui_name(prop);
}
else {
name = "";
}
}
if (type != PROP_BOOLEAN) {
flag &= ~UI_ITEM_R_CHECKBOX_INVERT;
}
if (flag & UI_ITEM_R_ICON_ONLY) {
/* pass */
}
else if (ELEM(type, PROP_INT, PROP_FLOAT, PROP_STRING, PROP_POINTER)) {
if (use_prop_sep == false) {
name = ui_item_name_add_colon(name, namestr);
}
}
else if (type == PROP_BOOLEAN && is_array && index == RNA_NO_INDEX) {
if (use_prop_sep == false) {
name = ui_item_name_add_colon(name, namestr);
}
}
else if (type == PROP_ENUM && index != RNA_ENUM_VALUE) {
UI: New Global Top-Bar (WIP) == Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2018-04-20 17:14:03 +02:00
if (flag & UI_ITEM_R_COMPACT) {
name = "";
}
else {
if (use_prop_sep == false) {
name = ui_item_name_add_colon(name, namestr);
}
UI: New Global Top-Bar (WIP) == Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2018-04-20 17:14:03 +02:00
}
}
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
if (no_icon == false) {
if (icon == ICON_NONE) {
icon = RNA_property_ui_icon(prop);
}
/* Menus and pie-menus don't show checkbox without this. */
if ((layout->root->type == UI_LAYOUT_MENU) ||
/* Use checkboxes only as a fallback in pie-menu's, when no icon is defined. */
((layout->root->type == UI_LAYOUT_PIEMENU) && (icon == ICON_NONE))) {
const int prop_flag = RNA_property_flag(prop);
if (type == PROP_BOOLEAN) {
if ((is_array == false) || (index != RNA_NO_INDEX)) {
if (prop_flag & PROP_ICONS_CONSECUTIVE) {
icon = ICON_CHECKBOX_DEHLT; /* but->iconadd will set to correct icon */
}
else if (is_array) {
icon = (RNA_property_boolean_get_index(ptr, prop, index)) ? ICON_CHECKBOX_HLT :
ICON_CHECKBOX_DEHLT;
}
else {
icon = (RNA_property_boolean_get(ptr, prop)) ? ICON_CHECKBOX_HLT : ICON_CHECKBOX_DEHLT;
}
}
}
else if (type == PROP_ENUM) {
if (index == RNA_ENUM_VALUE) {
const int enum_value = RNA_property_enum_get(ptr, prop);
if (prop_flag & PROP_ICONS_CONSECUTIVE) {
icon = ICON_CHECKBOX_DEHLT; /* but->iconadd will set to correct icon */
}
else if (prop_flag & PROP_ENUM_FLAG) {
icon = (enum_value & value) ? ICON_CHECKBOX_HLT : ICON_CHECKBOX_DEHLT;
}
else {
icon = (enum_value == value) ? ICON_CHECKBOX_HLT : ICON_CHECKBOX_DEHLT;
}
}
}
}
}
#ifdef UI_PROP_SEP_ICON_WIDTH_EXCEPTION
if (use_prop_sep) {
if (type == PROP_BOOLEAN && (icon == ICON_NONE) && !icon_only) {
use_prop_sep_split_label = false;
2020-05-09 17:15:25 +10:00
/* For check-boxes we make an exception: We allow showing them in a split row even without
UI: Better split layout support for checkboxes Makes the following layout changes possible: {F8473498} {F8473499} {F8473502} The next commit will contain many layout changes to make good use of these new possibilities. The result should be more consistent, easier to read and should give a more organized impression. Additionally, it should be possible to replace many sub-panels with compacter layouts. Main changes: * Checkboxes now respect the property split layouts * Add support for row and column headers (i.e. `uiLayout.column(heading="Foo")`, `uiLayout.row(heading="Bar")`). If the first property added to this layout doesn't insert anything into the label split column, the heading is inserted there. Otherwise, it's inserted as own item. * Add support for manually inserting decorators for an existing item (`uiLayout.prop_decorator()`). That way layout creators can manually insert this, which was the only way I saw to support property split layouts with a checkbox before the actual property. {F8471883} * Autogenerated layouts for operator properties look bad if there are only checkboxes (which only use half the region width). So before creating the layout, we iterate over visible properties and disable split layout if all are booleans. I think this is fine, if needed we could also add layout hints to operators. * `uiTemplateOperatorPropertyButs()` now handles macros itself, the caller used to be responsible for this. Code that didn't handle these so far never used macros I think, so this change should be invisible. * Remove manual property split layout from autogenerated operator properties layout. * Padding of checkboxes is tweaked to make their label visually more connected to the checkboxes. * Support split layout for menus (should work for `uiLayout.menu()`, `.operator_menu_enum()`, `.prop_menu_enum()`, maybe more) Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7427 Reviewed by: Brecht Van Lommel, William Reynish, Pablo Vazques
2020-04-17 16:40:25 +02:00
* label. It typically relates to its neighbor items, so no need for an extra label. */
use_split_empty_name = true;
}
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
}
#endif
if ((type == PROP_ENUM) && (RNA_property_flag(prop) & PROP_ENUM_FLAG)) {
flag |= UI_ITEM_R_EXPAND;
}
const bool slider = (flag & UI_ITEM_R_SLIDER) != 0;
const bool expand = (flag & UI_ITEM_R_EXPAND) != 0;
const bool no_bg = (flag & UI_ITEM_R_NO_BG) != 0;
const bool compact = (flag & UI_ITEM_R_COMPACT) != 0;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
/* get size */
int w, h;
UI: New Global Top-Bar (WIP) == Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2018-04-20 17:14:03 +02:00
ui_item_rna_size(layout, name, icon, ptr, prop, index, icon_only, compact, &w, &h);
const int prev_emboss = layout->emboss;
2018-05-13 14:10:05 +02:00
if (no_bg) {
layout->emboss = UI_EMBOSS_NONE;
2018-05-13 14:10:05 +02:00
}
uiBut *but = NULL;
/* Split the label / property. */
uiLayout *layout_parent = layout;
UI: Better split layout support for checkboxes Makes the following layout changes possible: {F8473498} {F8473499} {F8473502} The next commit will contain many layout changes to make good use of these new possibilities. The result should be more consistent, easier to read and should give a more organized impression. Additionally, it should be possible to replace many sub-panels with compacter layouts. Main changes: * Checkboxes now respect the property split layouts * Add support for row and column headers (i.e. `uiLayout.column(heading="Foo")`, `uiLayout.row(heading="Bar")`). If the first property added to this layout doesn't insert anything into the label split column, the heading is inserted there. Otherwise, it's inserted as own item. * Add support for manually inserting decorators for an existing item (`uiLayout.prop_decorator()`). That way layout creators can manually insert this, which was the only way I saw to support property split layouts with a checkbox before the actual property. {F8471883} * Autogenerated layouts for operator properties look bad if there are only checkboxes (which only use half the region width). So before creating the layout, we iterate over visible properties and disable split layout if all are booleans. I think this is fine, if needed we could also add layout hints to operators. * `uiTemplateOperatorPropertyButs()` now handles macros itself, the caller used to be responsible for this. Code that didn't handle these so far never used macros I think, so this change should be invisible. * Remove manual property split layout from autogenerated operator properties layout. * Padding of checkboxes is tweaked to make their label visually more connected to the checkboxes. * Support split layout for menus (should work for `uiLayout.menu()`, `.operator_menu_enum()`, `.prop_menu_enum()`, maybe more) Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7427 Reviewed by: Brecht Van Lommel, William Reynish, Pablo Vazques
2020-04-17 16:40:25 +02:00
if (use_prop_sep) {
uiLayout *layout_row = NULL;
#ifdef UI_PROP_DECORATE
if (ui_decorate.use_prop_decorate) {
layout_row = uiLayoutRow(layout, true);
layout_row->space = 0;
ui_decorate.len = max_ii(1, len);
}
#endif /* UI_PROP_DECORATE */
if ((name[0] == '\0') && !use_split_empty_name) {
/* Ensure we get a column when text is not set. */
layout = uiLayoutColumn(layout_row ? layout_row : layout, true);
layout->space = 0;
UI: Better split layout support for checkboxes Makes the following layout changes possible: {F8473498} {F8473499} {F8473502} The next commit will contain many layout changes to make good use of these new possibilities. The result should be more consistent, easier to read and should give a more organized impression. Additionally, it should be possible to replace many sub-panels with compacter layouts. Main changes: * Checkboxes now respect the property split layouts * Add support for row and column headers (i.e. `uiLayout.column(heading="Foo")`, `uiLayout.row(heading="Bar")`). If the first property added to this layout doesn't insert anything into the label split column, the heading is inserted there. Otherwise, it's inserted as own item. * Add support for manually inserting decorators for an existing item (`uiLayout.prop_decorator()`). That way layout creators can manually insert this, which was the only way I saw to support property split layouts with a checkbox before the actual property. {F8471883} * Autogenerated layouts for operator properties look bad if there are only checkboxes (which only use half the region width). So before creating the layout, we iterate over visible properties and disable split layout if all are booleans. I think this is fine, if needed we could also add layout hints to operators. * `uiTemplateOperatorPropertyButs()` now handles macros itself, the caller used to be responsible for this. Code that didn't handle these so far never used macros I think, so this change should be invisible. * Remove manual property split layout from autogenerated operator properties layout. * Padding of checkboxes is tweaked to make their label visually more connected to the checkboxes. * Support split layout for menus (should work for `uiLayout.menu()`, `.operator_menu_enum()`, `.prop_menu_enum()`, maybe more) Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7427 Reviewed by: Brecht Van Lommel, William Reynish, Pablo Vazques
2020-04-17 16:40:25 +02:00
if (heading_layout) {
ui_layout_heading_label_add(layout, heading_layout, false, false);
}
}
else {
uiLayout *layout_split = uiLayoutSplit(
layout_row ? layout_row : layout, UI_ITEM_PROP_SEP_DIVIDE, true);
UI: Better split layout support for checkboxes Makes the following layout changes possible: {F8473498} {F8473499} {F8473502} The next commit will contain many layout changes to make good use of these new possibilities. The result should be more consistent, easier to read and should give a more organized impression. Additionally, it should be possible to replace many sub-panels with compacter layouts. Main changes: * Checkboxes now respect the property split layouts * Add support for row and column headers (i.e. `uiLayout.column(heading="Foo")`, `uiLayout.row(heading="Bar")`). If the first property added to this layout doesn't insert anything into the label split column, the heading is inserted there. Otherwise, it's inserted as own item. * Add support for manually inserting decorators for an existing item (`uiLayout.prop_decorator()`). That way layout creators can manually insert this, which was the only way I saw to support property split layouts with a checkbox before the actual property. {F8471883} * Autogenerated layouts for operator properties look bad if there are only checkboxes (which only use half the region width). So before creating the layout, we iterate over visible properties and disable split layout if all are booleans. I think this is fine, if needed we could also add layout hints to operators. * `uiTemplateOperatorPropertyButs()` now handles macros itself, the caller used to be responsible for this. Code that didn't handle these so far never used macros I think, so this change should be invisible. * Remove manual property split layout from autogenerated operator properties layout. * Padding of checkboxes is tweaked to make their label visually more connected to the checkboxes. * Support split layout for menus (should work for `uiLayout.menu()`, `.operator_menu_enum()`, `.prop_menu_enum()`, maybe more) Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7427 Reviewed by: Brecht Van Lommel, William Reynish, Pablo Vazques
2020-04-17 16:40:25 +02:00
bool label_added = false;
uiLayout *layout_sub = uiLayoutColumn(layout_split, true);
layout_sub->space = 0;
UI: Better split layout support for checkboxes Makes the following layout changes possible: {F8473498} {F8473499} {F8473502} The next commit will contain many layout changes to make good use of these new possibilities. The result should be more consistent, easier to read and should give a more organized impression. Additionally, it should be possible to replace many sub-panels with compacter layouts. Main changes: * Checkboxes now respect the property split layouts * Add support for row and column headers (i.e. `uiLayout.column(heading="Foo")`, `uiLayout.row(heading="Bar")`). If the first property added to this layout doesn't insert anything into the label split column, the heading is inserted there. Otherwise, it's inserted as own item. * Add support for manually inserting decorators for an existing item (`uiLayout.prop_decorator()`). That way layout creators can manually insert this, which was the only way I saw to support property split layouts with a checkbox before the actual property. {F8471883} * Autogenerated layouts for operator properties look bad if there are only checkboxes (which only use half the region width). So before creating the layout, we iterate over visible properties and disable split layout if all are booleans. I think this is fine, if needed we could also add layout hints to operators. * `uiTemplateOperatorPropertyButs()` now handles macros itself, the caller used to be responsible for this. Code that didn't handle these so far never used macros I think, so this change should be invisible. * Remove manual property split layout from autogenerated operator properties layout. * Padding of checkboxes is tweaked to make their label visually more connected to the checkboxes. * Support split layout for menus (should work for `uiLayout.menu()`, `.operator_menu_enum()`, `.prop_menu_enum()`, maybe more) Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7427 Reviewed by: Brecht Van Lommel, William Reynish, Pablo Vazques
2020-04-17 16:40:25 +02:00
if (!use_prop_sep_split_label) {
/* Pass */
}
else if (ui_item_rna_is_expand(prop, index, flag)) {
char name_with_suffix[UI_MAX_DRAW_STR + 2];
char str[2] = {'\0'};
for (int a = 0; a < len; a++) {
str[0] = RNA_property_array_item_char(prop, a);
const bool use_prefix = (a == 0 && name && name[0]);
if (use_prefix) {
char *s = name_with_suffix;
s += STRNCPY_RLEN(name_with_suffix, name);
*s++ = ' ';
*s++ = str[0];
*s++ = '\0';
}
but = uiDefBut(block,
UI_BTYPE_LABEL,
0,
use_prefix ? name_with_suffix : str,
0,
0,
w,
UI_UNIT_Y,
NULL,
0.0,
0.0,
0,
0,
"");
but->drawflag |= UI_BUT_TEXT_RIGHT;
but->drawflag &= ~UI_BUT_TEXT_LEFT;
UI: Better split layout support for checkboxes Makes the following layout changes possible: {F8473498} {F8473499} {F8473502} The next commit will contain many layout changes to make good use of these new possibilities. The result should be more consistent, easier to read and should give a more organized impression. Additionally, it should be possible to replace many sub-panels with compacter layouts. Main changes: * Checkboxes now respect the property split layouts * Add support for row and column headers (i.e. `uiLayout.column(heading="Foo")`, `uiLayout.row(heading="Bar")`). If the first property added to this layout doesn't insert anything into the label split column, the heading is inserted there. Otherwise, it's inserted as own item. * Add support for manually inserting decorators for an existing item (`uiLayout.prop_decorator()`). That way layout creators can manually insert this, which was the only way I saw to support property split layouts with a checkbox before the actual property. {F8471883} * Autogenerated layouts for operator properties look bad if there are only checkboxes (which only use half the region width). So before creating the layout, we iterate over visible properties and disable split layout if all are booleans. I think this is fine, if needed we could also add layout hints to operators. * `uiTemplateOperatorPropertyButs()` now handles macros itself, the caller used to be responsible for this. Code that didn't handle these so far never used macros I think, so this change should be invisible. * Remove manual property split layout from autogenerated operator properties layout. * Padding of checkboxes is tweaked to make their label visually more connected to the checkboxes. * Support split layout for menus (should work for `uiLayout.menu()`, `.operator_menu_enum()`, `.prop_menu_enum()`, maybe more) Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7427 Reviewed by: Brecht Van Lommel, William Reynish, Pablo Vazques
2020-04-17 16:40:25 +02:00
label_added = true;
}
}
else {
if (name) {
but = uiDefBut(
block, UI_BTYPE_LABEL, 0, name, 0, 0, w, UI_UNIT_Y, NULL, 0.0, 0.0, 0, 0, "");
but->drawflag |= UI_BUT_TEXT_RIGHT;
but->drawflag &= ~UI_BUT_TEXT_LEFT;
UI: Better split layout support for checkboxes Makes the following layout changes possible: {F8473498} {F8473499} {F8473502} The next commit will contain many layout changes to make good use of these new possibilities. The result should be more consistent, easier to read and should give a more organized impression. Additionally, it should be possible to replace many sub-panels with compacter layouts. Main changes: * Checkboxes now respect the property split layouts * Add support for row and column headers (i.e. `uiLayout.column(heading="Foo")`, `uiLayout.row(heading="Bar")`). If the first property added to this layout doesn't insert anything into the label split column, the heading is inserted there. Otherwise, it's inserted as own item. * Add support for manually inserting decorators for an existing item (`uiLayout.prop_decorator()`). That way layout creators can manually insert this, which was the only way I saw to support property split layouts with a checkbox before the actual property. {F8471883} * Autogenerated layouts for operator properties look bad if there are only checkboxes (which only use half the region width). So before creating the layout, we iterate over visible properties and disable split layout if all are booleans. I think this is fine, if needed we could also add layout hints to operators. * `uiTemplateOperatorPropertyButs()` now handles macros itself, the caller used to be responsible for this. Code that didn't handle these so far never used macros I think, so this change should be invisible. * Remove manual property split layout from autogenerated operator properties layout. * Padding of checkboxes is tweaked to make their label visually more connected to the checkboxes. * Support split layout for menus (should work for `uiLayout.menu()`, `.operator_menu_enum()`, `.prop_menu_enum()`, maybe more) Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7427 Reviewed by: Brecht Van Lommel, William Reynish, Pablo Vazques
2020-04-17 16:40:25 +02:00
label_added = true;
}
}
UI: Better split layout support for checkboxes Makes the following layout changes possible: {F8473498} {F8473499} {F8473502} The next commit will contain many layout changes to make good use of these new possibilities. The result should be more consistent, easier to read and should give a more organized impression. Additionally, it should be possible to replace many sub-panels with compacter layouts. Main changes: * Checkboxes now respect the property split layouts * Add support for row and column headers (i.e. `uiLayout.column(heading="Foo")`, `uiLayout.row(heading="Bar")`). If the first property added to this layout doesn't insert anything into the label split column, the heading is inserted there. Otherwise, it's inserted as own item. * Add support for manually inserting decorators for an existing item (`uiLayout.prop_decorator()`). That way layout creators can manually insert this, which was the only way I saw to support property split layouts with a checkbox before the actual property. {F8471883} * Autogenerated layouts for operator properties look bad if there are only checkboxes (which only use half the region width). So before creating the layout, we iterate over visible properties and disable split layout if all are booleans. I think this is fine, if needed we could also add layout hints to operators. * `uiTemplateOperatorPropertyButs()` now handles macros itself, the caller used to be responsible for this. Code that didn't handle these so far never used macros I think, so this change should be invisible. * Remove manual property split layout from autogenerated operator properties layout. * Padding of checkboxes is tweaked to make their label visually more connected to the checkboxes. * Support split layout for menus (should work for `uiLayout.menu()`, `.operator_menu_enum()`, `.prop_menu_enum()`, maybe more) Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7427 Reviewed by: Brecht Van Lommel, William Reynish, Pablo Vazques
2020-04-17 16:40:25 +02:00
if (!label_added && heading_layout) {
ui_layout_heading_label_add(layout_sub, heading_layout, true, false);
}
UI: Better split layout support for checkboxes Makes the following layout changes possible: {F8473498} {F8473499} {F8473502} The next commit will contain many layout changes to make good use of these new possibilities. The result should be more consistent, easier to read and should give a more organized impression. Additionally, it should be possible to replace many sub-panels with compacter layouts. Main changes: * Checkboxes now respect the property split layouts * Add support for row and column headers (i.e. `uiLayout.column(heading="Foo")`, `uiLayout.row(heading="Bar")`). If the first property added to this layout doesn't insert anything into the label split column, the heading is inserted there. Otherwise, it's inserted as own item. * Add support for manually inserting decorators for an existing item (`uiLayout.prop_decorator()`). That way layout creators can manually insert this, which was the only way I saw to support property split layouts with a checkbox before the actual property. {F8471883} * Autogenerated layouts for operator properties look bad if there are only checkboxes (which only use half the region width). So before creating the layout, we iterate over visible properties and disable split layout if all are booleans. I think this is fine, if needed we could also add layout hints to operators. * `uiTemplateOperatorPropertyButs()` now handles macros itself, the caller used to be responsible for this. Code that didn't handle these so far never used macros I think, so this change should be invisible. * Remove manual property split layout from autogenerated operator properties layout. * Padding of checkboxes is tweaked to make their label visually more connected to the checkboxes. * Support split layout for menus (should work for `uiLayout.menu()`, `.operator_menu_enum()`, `.prop_menu_enum()`, maybe more) Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7427 Reviewed by: Brecht Van Lommel, William Reynish, Pablo Vazques
2020-04-17 16:40:25 +02:00
layout_split = ui_item_prop_split_layout_hack(layout_parent, layout_split);
/* Watch out! We can only write into the new layout now. */
if ((type == PROP_ENUM) && (flag & UI_ITEM_R_EXPAND)) {
/* Expanded enums each have their own name. */
/* Often expanded enum's are better arranged into a row,
* so check the existing layout. */
if (uiLayoutGetLocalDir(layout) == UI_LAYOUT_HORIZONTAL) {
layout = uiLayoutRow(layout_split, true);
}
else {
layout = uiLayoutColumn(layout_split, true);
}
}
else {
UI: Better split layout support for checkboxes Makes the following layout changes possible: {F8473498} {F8473499} {F8473502} The next commit will contain many layout changes to make good use of these new possibilities. The result should be more consistent, easier to read and should give a more organized impression. Additionally, it should be possible to replace many sub-panels with compacter layouts. Main changes: * Checkboxes now respect the property split layouts * Add support for row and column headers (i.e. `uiLayout.column(heading="Foo")`, `uiLayout.row(heading="Bar")`). If the first property added to this layout doesn't insert anything into the label split column, the heading is inserted there. Otherwise, it's inserted as own item. * Add support for manually inserting decorators for an existing item (`uiLayout.prop_decorator()`). That way layout creators can manually insert this, which was the only way I saw to support property split layouts with a checkbox before the actual property. {F8471883} * Autogenerated layouts for operator properties look bad if there are only checkboxes (which only use half the region width). So before creating the layout, we iterate over visible properties and disable split layout if all are booleans. I think this is fine, if needed we could also add layout hints to operators. * `uiTemplateOperatorPropertyButs()` now handles macros itself, the caller used to be responsible for this. Code that didn't handle these so far never used macros I think, so this change should be invisible. * Remove manual property split layout from autogenerated operator properties layout. * Padding of checkboxes is tweaked to make their label visually more connected to the checkboxes. * Support split layout for menus (should work for `uiLayout.menu()`, `.operator_menu_enum()`, `.prop_menu_enum()`, maybe more) Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7427 Reviewed by: Brecht Van Lommel, William Reynish, Pablo Vazques
2020-04-17 16:40:25 +02:00
if (use_prop_sep_split_label) {
name = "";
}
layout = uiLayoutColumn(layout_split, true);
}
layout->space = 0;
}
#ifdef UI_PROP_DECORATE
if (ui_decorate.use_prop_decorate) {
ui_decorate.layout = uiLayoutColumn(layout_row, true);
ui_decorate.layout->space = 0;
UI_block_layout_set_current(block, layout);
ui_decorate.but = block->buttons.last;
/* Clear after. */
layout->item.flag |= UI_ITEM_PROP_DECORATE_NO_PAD;
}
#endif /* UI_PROP_DECORATE */
}
/* End split. */
UI: Better split layout support for checkboxes Makes the following layout changes possible: {F8473498} {F8473499} {F8473502} The next commit will contain many layout changes to make good use of these new possibilities. The result should be more consistent, easier to read and should give a more organized impression. Additionally, it should be possible to replace many sub-panels with compacter layouts. Main changes: * Checkboxes now respect the property split layouts * Add support for row and column headers (i.e. `uiLayout.column(heading="Foo")`, `uiLayout.row(heading="Bar")`). If the first property added to this layout doesn't insert anything into the label split column, the heading is inserted there. Otherwise, it's inserted as own item. * Add support for manually inserting decorators for an existing item (`uiLayout.prop_decorator()`). That way layout creators can manually insert this, which was the only way I saw to support property split layouts with a checkbox before the actual property. {F8471883} * Autogenerated layouts for operator properties look bad if there are only checkboxes (which only use half the region width). So before creating the layout, we iterate over visible properties and disable split layout if all are booleans. I think this is fine, if needed we could also add layout hints to operators. * `uiTemplateOperatorPropertyButs()` now handles macros itself, the caller used to be responsible for this. Code that didn't handle these so far never used macros I think, so this change should be invisible. * Remove manual property split layout from autogenerated operator properties layout. * Padding of checkboxes is tweaked to make their label visually more connected to the checkboxes. * Support split layout for menus (should work for `uiLayout.menu()`, `.operator_menu_enum()`, `.prop_menu_enum()`, maybe more) Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7427 Reviewed by: Brecht Van Lommel, William Reynish, Pablo Vazques
2020-04-17 16:40:25 +02:00
else if (heading_layout) {
/* Could not add heading to split layout, fallback to inserting it to the layout with the
* heading itself. */
ui_layout_heading_label_add(heading_layout, heading_layout, false, false);
}
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
/* array property */
if (index == RNA_NO_INDEX && is_array) {
UI: Better split layout support for checkboxes Makes the following layout changes possible: {F8473498} {F8473499} {F8473502} The next commit will contain many layout changes to make good use of these new possibilities. The result should be more consistent, easier to read and should give a more organized impression. Additionally, it should be possible to replace many sub-panels with compacter layouts. Main changes: * Checkboxes now respect the property split layouts * Add support for row and column headers (i.e. `uiLayout.column(heading="Foo")`, `uiLayout.row(heading="Bar")`). If the first property added to this layout doesn't insert anything into the label split column, the heading is inserted there. Otherwise, it's inserted as own item. * Add support for manually inserting decorators for an existing item (`uiLayout.prop_decorator()`). That way layout creators can manually insert this, which was the only way I saw to support property split layouts with a checkbox before the actual property. {F8471883} * Autogenerated layouts for operator properties look bad if there are only checkboxes (which only use half the region width). So before creating the layout, we iterate over visible properties and disable split layout if all are booleans. I think this is fine, if needed we could also add layout hints to operators. * `uiTemplateOperatorPropertyButs()` now handles macros itself, the caller used to be responsible for this. Code that didn't handle these so far never used macros I think, so this change should be invisible. * Remove manual property split layout from autogenerated operator properties layout. * Padding of checkboxes is tweaked to make their label visually more connected to the checkboxes. * Support split layout for menus (should work for `uiLayout.menu()`, `.operator_menu_enum()`, `.prop_menu_enum()`, maybe more) Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7427 Reviewed by: Brecht Van Lommel, William Reynish, Pablo Vazques
2020-04-17 16:40:25 +02:00
if (inside_prop_sep) {
/* Within a split row, add array items to a column so they match the column layout of
* previous items (e.g. transform vector with lock icon for each item). */
layout = uiLayoutColumn(layout, true);
}
UI: New Global Top-Bar (WIP) == Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2018-04-20 17:14:03 +02:00
ui_item_array(layout,
block,
name,
icon,
ptr,
prop,
len,
0,
0,
w,
h,
2019-03-23 00:01:00 +11:00
expand,
slider,
toggle,
icon_only,
compact,
!use_prop_sep_split_label);
}
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
/* enum item */
else if (type == PROP_ENUM && index == RNA_ENUM_VALUE) {
2019-03-25 10:15:20 +11:00
if (icon && name[0] && !icon_only) {
uiDefIconTextButR_prop(
block, UI_BTYPE_ROW, 0, icon, name, 0, 0, w, h, ptr, prop, -1, 0, value, -1, -1, NULL);
2019-03-25 10:15:20 +11:00
}
else if (icon) {
uiDefIconButR_prop(
block, UI_BTYPE_ROW, 0, icon, 0, 0, w, h, ptr, prop, -1, 0, value, -1, -1, NULL);
2019-03-25 10:15:20 +11:00
}
else {
uiDefButR_prop(
block, UI_BTYPE_ROW, 0, name, 0, 0, w, h, ptr, prop, -1, 0, value, -1, -1, NULL);
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
}
}
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
/* expanded enum */
else if (type == PROP_ENUM && expand) {
ui_item_enum_expand(layout, block, ptr, prop, name, h, icon_only);
}
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
/* property with separate label */
2020-11-06 12:51:49 +11:00
else if (ELEM(type, PROP_ENUM, PROP_STRING, PROP_POINTER)) {
2012-03-30 01:51:25 +00:00
but = ui_item_with_label(layout, block, name, icon, ptr, prop, index, 0, 0, w, h, flag);
but = ui_but_add_search(but, ptr, prop, NULL, NULL);
2019-03-25 10:15:20 +11:00
if (layout->redalert) {
UI_but_flag_enable(but, UI_BUT_REDALERT);
2019-03-25 10:15:20 +11:00
}
2019-03-25 10:15:20 +11:00
if (layout->activate_init) {
UI_but_flag_enable(but, UI_BUT_ACTIVATE_ON_INIT);
}
}
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
/* single button */
else {
but = uiDefAutoButR(block, ptr, prop, index, name, icon, 0, 0, w, h);
2019-03-25 10:15:20 +11:00
if (slider && but->type == UI_BTYPE_NUM) {
uiButNumber *num_but = (uiButNumber *)but;
but->a1 = num_but->step_size;
but = ui_but_change_type(but, UI_BTYPE_NUM_SLIDER);
2019-03-25 10:15:20 +11:00
}
if (flag & UI_ITEM_R_CHECKBOX_INVERT) {
if (ELEM(but->type,
UI_BTYPE_CHECKBOX,
UI_BTYPE_CHECKBOX_N,
UI_BTYPE_ICON_TOGGLE,
UI_BTYPE_ICON_TOGGLE_N)) {
but->drawflag |= UI_BUT_CHECKBOX_INVERT;
}
}
if ((toggle == 1) && but->type == UI_BTYPE_CHECKBOX) {
but->type = UI_BTYPE_TOGGLE;
2019-03-25 10:15:20 +11:00
}
2019-03-25 10:15:20 +11:00
if (layout->redalert) {
UI_but_flag_enable(but, UI_BUT_REDALERT);
2019-03-25 10:15:20 +11:00
}
2019-03-25 10:15:20 +11:00
if (layout->activate_init) {
UI_but_flag_enable(but, UI_BUT_ACTIVATE_ON_INIT);
2019-03-25 10:15:20 +11:00
}
}
/* The resulting button may have the icon set since boolean button drawing
* is being 'helpful' and adding an icon for us.
* In this case we want the ability not to have an icon.
*
* We could pass an argument not to set the icon to begin with however this is the one case
* the functionality is needed. */
if (but && no_icon) {
if ((icon == ICON_NONE) && (but->icon != ICON_NONE)) {
ui_def_but_icon_clear(but);
}
}
/* Mark non-embossed textfields inside a listbox. */
if (but && (block->flag & UI_BLOCK_LIST_ITEM) && (but->type == UI_BTYPE_TEXT) &&
(but->emboss & UI_EMBOSS_NONE)) {
UI_but_flag_enable(but, UI_BUT_LIST_ITEM);
}
#ifdef UI_PROP_DECORATE
if (ui_decorate.use_prop_decorate) {
uiBut *but_decorate = ui_decorate.but ? ui_decorate.but->next : block->buttons.first;
UI: Better split layout support for checkboxes Makes the following layout changes possible: {F8473498} {F8473499} {F8473502} The next commit will contain many layout changes to make good use of these new possibilities. The result should be more consistent, easier to read and should give a more organized impression. Additionally, it should be possible to replace many sub-panels with compacter layouts. Main changes: * Checkboxes now respect the property split layouts * Add support for row and column headers (i.e. `uiLayout.column(heading="Foo")`, `uiLayout.row(heading="Bar")`). If the first property added to this layout doesn't insert anything into the label split column, the heading is inserted there. Otherwise, it's inserted as own item. * Add support for manually inserting decorators for an existing item (`uiLayout.prop_decorator()`). That way layout creators can manually insert this, which was the only way I saw to support property split layouts with a checkbox before the actual property. {F8471883} * Autogenerated layouts for operator properties look bad if there are only checkboxes (which only use half the region width). So before creating the layout, we iterate over visible properties and disable split layout if all are booleans. I think this is fine, if needed we could also add layout hints to operators. * `uiTemplateOperatorPropertyButs()` now handles macros itself, the caller used to be responsible for this. Code that didn't handle these so far never used macros I think, so this change should be invisible. * Remove manual property split layout from autogenerated operator properties layout. * Padding of checkboxes is tweaked to make their label visually more connected to the checkboxes. * Support split layout for menus (should work for `uiLayout.menu()`, `.operator_menu_enum()`, `.prop_menu_enum()`, maybe more) Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7427 Reviewed by: Brecht Van Lommel, William Reynish, Pablo Vazques
2020-04-17 16:40:25 +02:00
const bool use_blank_decorator = (flag & UI_ITEM_R_FORCE_BLANK_DECORATE);
uiLayout *layout_col = uiLayoutColumn(ui_decorate.layout, false);
layout_col->space = 0;
layout_col->emboss = UI_EMBOSS_NONE;
UI: Better split layout support for checkboxes Makes the following layout changes possible: {F8473498} {F8473499} {F8473502} The next commit will contain many layout changes to make good use of these new possibilities. The result should be more consistent, easier to read and should give a more organized impression. Additionally, it should be possible to replace many sub-panels with compacter layouts. Main changes: * Checkboxes now respect the property split layouts * Add support for row and column headers (i.e. `uiLayout.column(heading="Foo")`, `uiLayout.row(heading="Bar")`). If the first property added to this layout doesn't insert anything into the label split column, the heading is inserted there. Otherwise, it's inserted as own item. * Add support for manually inserting decorators for an existing item (`uiLayout.prop_decorator()`). That way layout creators can manually insert this, which was the only way I saw to support property split layouts with a checkbox before the actual property. {F8471883} * Autogenerated layouts for operator properties look bad if there are only checkboxes (which only use half the region width). So before creating the layout, we iterate over visible properties and disable split layout if all are booleans. I think this is fine, if needed we could also add layout hints to operators. * `uiTemplateOperatorPropertyButs()` now handles macros itself, the caller used to be responsible for this. Code that didn't handle these so far never used macros I think, so this change should be invisible. * Remove manual property split layout from autogenerated operator properties layout. * Padding of checkboxes is tweaked to make their label visually more connected to the checkboxes. * Support split layout for menus (should work for `uiLayout.menu()`, `.operator_menu_enum()`, `.prop_menu_enum()`, maybe more) Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7427 Reviewed by: Brecht Van Lommel, William Reynish, Pablo Vazques
2020-04-17 16:40:25 +02:00
int i;
for (i = 0; i < ui_decorate.len && but_decorate; i++) {
UI: Better split layout support for checkboxes Makes the following layout changes possible: {F8473498} {F8473499} {F8473502} The next commit will contain many layout changes to make good use of these new possibilities. The result should be more consistent, easier to read and should give a more organized impression. Additionally, it should be possible to replace many sub-panels with compacter layouts. Main changes: * Checkboxes now respect the property split layouts * Add support for row and column headers (i.e. `uiLayout.column(heading="Foo")`, `uiLayout.row(heading="Bar")`). If the first property added to this layout doesn't insert anything into the label split column, the heading is inserted there. Otherwise, it's inserted as own item. * Add support for manually inserting decorators for an existing item (`uiLayout.prop_decorator()`). That way layout creators can manually insert this, which was the only way I saw to support property split layouts with a checkbox before the actual property. {F8471883} * Autogenerated layouts for operator properties look bad if there are only checkboxes (which only use half the region width). So before creating the layout, we iterate over visible properties and disable split layout if all are booleans. I think this is fine, if needed we could also add layout hints to operators. * `uiTemplateOperatorPropertyButs()` now handles macros itself, the caller used to be responsible for this. Code that didn't handle these so far never used macros I think, so this change should be invisible. * Remove manual property split layout from autogenerated operator properties layout. * Padding of checkboxes is tweaked to make their label visually more connected to the checkboxes. * Support split layout for menus (should work for `uiLayout.menu()`, `.operator_menu_enum()`, `.prop_menu_enum()`, maybe more) Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7427 Reviewed by: Brecht Van Lommel, William Reynish, Pablo Vazques
2020-04-17 16:40:25 +02:00
PointerRNA *ptr_dec = use_blank_decorator ? NULL : &but_decorate->rnapoin;
PropertyRNA *prop_dec = use_blank_decorator ? NULL : but_decorate->rnaprop;
/* The icons are set in 'ui_but_anim_flag' */
UI: Better split layout support for checkboxes Makes the following layout changes possible: {F8473498} {F8473499} {F8473502} The next commit will contain many layout changes to make good use of these new possibilities. The result should be more consistent, easier to read and should give a more organized impression. Additionally, it should be possible to replace many sub-panels with compacter layouts. Main changes: * Checkboxes now respect the property split layouts * Add support for row and column headers (i.e. `uiLayout.column(heading="Foo")`, `uiLayout.row(heading="Bar")`). If the first property added to this layout doesn't insert anything into the label split column, the heading is inserted there. Otherwise, it's inserted as own item. * Add support for manually inserting decorators for an existing item (`uiLayout.prop_decorator()`). That way layout creators can manually insert this, which was the only way I saw to support property split layouts with a checkbox before the actual property. {F8471883} * Autogenerated layouts for operator properties look bad if there are only checkboxes (which only use half the region width). So before creating the layout, we iterate over visible properties and disable split layout if all are booleans. I think this is fine, if needed we could also add layout hints to operators. * `uiTemplateOperatorPropertyButs()` now handles macros itself, the caller used to be responsible for this. Code that didn't handle these so far never used macros I think, so this change should be invisible. * Remove manual property split layout from autogenerated operator properties layout. * Padding of checkboxes is tweaked to make their label visually more connected to the checkboxes. * Support split layout for menus (should work for `uiLayout.menu()`, `.operator_menu_enum()`, `.prop_menu_enum()`, maybe more) Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7427 Reviewed by: Brecht Van Lommel, William Reynish, Pablo Vazques
2020-04-17 16:40:25 +02:00
uiItemDecoratorR_prop(layout_col, ptr_dec, prop_dec, but_decorate->rnaindex);
but = block->buttons.last;
/* Order the decorator after the button we decorate, this is used so we can always
* do a quick lookup. */
BLI_remlink(&block->buttons, but);
BLI_insertlinkafter(&block->buttons, but_decorate, but);
but_decorate = but->next;
}
BLI_assert(ELEM(i, 1, ui_decorate.len));
layout->item.flag &= ~UI_ITEM_PROP_DECORATE_NO_PAD;
}
#endif /* UI_PROP_DECORATE */
2018-05-13 14:10:05 +02:00
if (no_bg) {
layout->emboss = prev_emboss;
2018-05-13 14:10:05 +02:00
}
/* ensure text isn't added to icon_only buttons */
if (but && icon_only) {
BLI_assert(but->str[0] == '\0');
}
}
void uiItemR(
uiLayout *layout, PointerRNA *ptr, const char *propname, int flag, const char *name, int icon)
{
2012-03-30 01:51:25 +00:00
PropertyRNA *prop = RNA_struct_find_property(ptr, propname);
if (!prop) {
ui_item_disabled(layout, propname);
RNA_warning("property not found: %s.%s", RNA_struct_identifier(ptr->type), propname);
return;
}
uiItemFullR(layout, ptr, prop, RNA_NO_INDEX, 0, flag, name, icon);
}
/**
* Use a wrapper function since re-implementing all the logic in this function would be messy.
*/
void uiItemFullR_with_popover(uiLayout *layout,
PointerRNA *ptr,
PropertyRNA *prop,
int index,
int value,
int flag,
const char *name,
int icon,
const char *panel_type)
{
uiBlock *block = layout->root->block;
uiBut *but = block->buttons.last;
uiItemFullR(layout, ptr, prop, index, value, flag, name, icon);
but = but->next;
while (but) {
if (but->rnaprop == prop && ELEM(but->type, UI_BTYPE_MENU, UI_BTYPE_COLOR)) {
ui_but_rna_menu_convert_to_panel_type(but, panel_type);
break;
}
but = but->next;
}
2019-03-25 19:08:02 +11:00
if (but == NULL) {
const char *propname = RNA_property_identifier(prop);
ui_item_disabled(layout, panel_type);
RNA_warning("property could not use a popover: %s.%s (%s)",
RNA_struct_identifier(ptr->type),
propname,
panel_type);
}
}
void uiItemFullR_with_menu(uiLayout *layout,
PointerRNA *ptr,
PropertyRNA *prop,
int index,
int value,
int flag,
const char *name,
int icon,
const char *menu_type)
{
uiBlock *block = layout->root->block;
uiBut *but = block->buttons.last;
uiItemFullR(layout, ptr, prop, index, value, flag, name, icon);
but = but->next;
while (but) {
if (but->rnaprop == prop && but->type == UI_BTYPE_MENU) {
ui_but_rna_menu_convert_to_menu_type(but, menu_type);
break;
}
but = but->next;
}
if (but == NULL) {
const char *propname = RNA_property_identifier(prop);
ui_item_disabled(layout, menu_type);
RNA_warning("property could not use a menu: %s.%s (%s)",
RNA_struct_identifier(ptr->type),
propname,
menu_type);
}
}
void uiItemEnumR_prop(uiLayout *layout,
const char *name,
int icon,
struct PointerRNA *ptr,
PropertyRNA *prop,
int value)
{
if (RNA_property_type(prop) != PROP_ENUM) {
const char *propname = RNA_property_identifier(prop);
ui_item_disabled(layout, propname);
RNA_warning("property not an enum: %s.%s", RNA_struct_identifier(ptr->type), propname);
return;
}
uiItemFullR(layout, ptr, prop, RNA_ENUM_VALUE, value, 0, name, icon);
}
void uiItemEnumR(uiLayout *layout,
const char *name,
int icon,
struct PointerRNA *ptr,
const char *propname,
int value)
{
2012-03-30 01:51:25 +00:00
PropertyRNA *prop = RNA_struct_find_property(ptr, propname);
if (prop == NULL) {
ui_item_disabled(layout, propname);
RNA_warning("property not found: %s.%s", RNA_struct_identifier(ptr->type), propname);
return;
}
uiItemFullR(layout, ptr, prop, RNA_ENUM_VALUE, value, 0, name, icon);
}
void uiItemEnumR_string_prop(uiLayout *layout,
struct PointerRNA *ptr,
PropertyRNA *prop,
const char *value,
const char *name,
int icon)
{
if (UNLIKELY(RNA_property_type(prop) != PROP_ENUM)) {
const char *propname = RNA_property_identifier(prop);
ui_item_disabled(layout, propname);
RNA_warning("not an enum property: %s.%s", RNA_struct_identifier(ptr->type), propname);
return;
}
const EnumPropertyItem *item;
bool free;
RNA_property_enum_items(layout->root->block->evil_C, ptr, prop, &item, NULL, &free);
int ivalue;
if (!RNA_enum_value_from_id(item, value, &ivalue)) {
const char *propname = RNA_property_identifier(prop);
if (free) {
MEM_freeN((void *)item);
}
ui_item_disabled(layout, propname);
RNA_warning("enum property value not found: %s", value);
return;
}
for (int a = 0; item[a].identifier; a++) {
if (item[a].identifier[0] == '\0') {
/* Skip enum item separators. */
continue;
}
if (item[a].value == ivalue) {
const char *item_name = name ?
name :
CTX_IFACE_(RNA_property_translation_context(prop), item[a].name);
const int flag = item_name[0] ? 0 : UI_ITEM_R_ICON_ONLY;
uiItemFullR(
layout, ptr, prop, RNA_ENUM_VALUE, ivalue, flag, item_name, icon ? icon : item[a].icon);
break;
}
}
if (free) {
MEM_freeN((void *)item);
}
}
void uiItemEnumR_string(uiLayout *layout,
struct PointerRNA *ptr,
const char *propname,
const char *value,
const char *name,
int icon)
{
PropertyRNA *prop = RNA_struct_find_property(ptr, propname);
if (UNLIKELY(prop == NULL)) {
ui_item_disabled(layout, propname);
RNA_warning("enum property not found: %s.%s", RNA_struct_identifier(ptr->type), propname);
return;
}
uiItemEnumR_string_prop(layout, ptr, prop, value, name, icon);
}
void uiItemsEnumR(uiLayout *layout, struct PointerRNA *ptr, const char *propname)
{
2012-03-30 01:51:25 +00:00
uiBlock *block = layout->root->block;
PropertyRNA *prop = RNA_struct_find_property(ptr, propname);
if (!prop) {
ui_item_disabled(layout, propname);
RNA_warning("enum property not found: %s.%s", RNA_struct_identifier(ptr->type), propname);
return;
}
if (RNA_property_type(prop) != PROP_ENUM) {
RNA_warning("not an enum property: %s.%s", RNA_struct_identifier(ptr->type), propname);
return;
}
uiLayout *split = uiLayoutSplit(layout, 0.0f, false);
uiLayout *column = uiLayoutColumn(split, false);
int totitem;
const EnumPropertyItem *item;
bool free;
RNA_property_enum_items_gettexted(block->evil_C, ptr, prop, &item, &totitem, &free);
2020-09-09 18:41:07 +02:00
for (int i = 0; i < totitem; i++) {
if (item[i].identifier[0]) {
uiItemEnumR_prop(column, item[i].name, item[i].icon, ptr, prop, item[i].value);
ui_but_tip_from_enum_item(block->buttons.last, &item[i]);
}
else {
if (item[i].name) {
if (i != 0) {
column = uiLayoutColumn(split, false);
/* inconsistent, but menus with labels do not look good flipped */
block->flag |= UI_BLOCK_NO_FLIP;
2019-03-25 10:15:20 +11:00
}
uiItemL(column, item[i].name, ICON_NONE);
uiBut *bt = block->buttons.last;
bt->drawflag = UI_BUT_TEXT_LEFT;
ui_but_tip_from_enum_item(bt, &item[i]);
}
else {
uiItemS(column);
}
}
}
if (free) {
MEM_freeN((void *)item);
}
/* intentionally don't touch UI_BLOCK_IS_FLIP here,
* we don't know the context this is called in */
}
/* Pointer RNA button with search */
2019-03-25 12:19:55 +11:00
static void search_id_collection(StructRNA *ptype, PointerRNA *r_ptr, PropertyRNA **r_prop)
{
/* look for collection property in Main */
/* Note: using global Main is OK-ish here, UI shall not access other Mains anyay... */
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RNA_main_pointer_create(G_MAIN, r_ptr);
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*r_prop = NULL;
2019-03-25 12:19:55 +11:00
RNA_STRUCT_BEGIN (r_ptr, iprop) {
/* if it's a collection and has same pointer type, we've got it */
if (RNA_property_type(iprop) == PROP_COLLECTION) {
StructRNA *srna = RNA_property_pointer_type(r_ptr, iprop);
if (ptype == srna) {
2019-03-25 12:19:55 +11:00
*r_prop = iprop;
break;
}
}
}
RNA_STRUCT_END;
}
static void ui_rna_collection_search_arg_free_fn(void *ptr)
{
uiRNACollectionSearch *coll_search = ptr;
UI_butstore_free(coll_search->butstore_block, coll_search->butstore);
MEM_freeN(ptr);
}
/**
* \note May reallocate \a but, so the possibly new address is returned.
*/
uiBut *ui_but_add_search(
uiBut *but, PointerRNA *ptr, PropertyRNA *prop, PointerRNA *searchptr, PropertyRNA *searchprop)
{
/* for ID's we do automatic lookup */
PointerRNA sptr;
if (!searchprop) {
if (RNA_property_type(prop) == PROP_POINTER) {
StructRNA *ptype = RNA_property_pointer_type(ptr, prop);
search_id_collection(ptype, &sptr, &searchprop);
2012-03-30 01:51:25 +00:00
searchptr = &sptr;
}
}
/* turn button into search button */
if (searchprop) {
uiRNACollectionSearch *coll_search = MEM_mallocN(sizeof(*coll_search), __func__);
uiButSearch *search_but;
but = ui_but_change_type(but, UI_BTYPE_SEARCH_MENU);
search_but = (uiButSearch *)but;
search_but->rnasearchpoin = *searchptr;
search_but->rnasearchprop = searchprop;
but->hardmax = MAX2(but->hardmax, 256.0f);
but->drawflag |= UI_BUT_ICON_LEFT | UI_BUT_TEXT_LEFT;
if (RNA_property_is_unlink(prop)) {
but->flag |= UI_BUT_VALUE_CLEAR;
}
coll_search->target_ptr = *ptr;
coll_search->target_prop = prop;
coll_search->search_ptr = *searchptr;
coll_search->search_prop = searchprop;
coll_search->search_but = but;
coll_search->butstore_block = but->block;
coll_search->butstore = UI_butstore_create(coll_search->butstore_block);
UI_butstore_register(coll_search->butstore, &coll_search->search_but);
if (RNA_property_type(prop) == PROP_ENUM) {
/* XXX, this will have a menu string,
* but in this case we just want the text */
but->str[0] = 0;
}
UI_but_func_search_set(but,
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ui_searchbox_create_generic,
ui_rna_collection_search_update_fn,
coll_search,
ui_rna_collection_search_arg_free_fn,
NULL,
NULL);
}
else if (but->type == UI_BTYPE_SEARCH_MENU) {
/* In case we fail to find proper searchprop,
* so other code might have already set but->type to search menu... */
but->flag |= UI_BUT_DISABLED;
}
return but;
}
void uiItemPointerR_prop(uiLayout *layout,
PointerRNA *ptr,
PropertyRNA *prop,
PointerRNA *searchptr,
PropertyRNA *searchprop,
const char *name,
int icon)
{
const bool use_prop_sep = ((layout->item.flag & UI_ITEM_PROP_SEP) != 0);
ui_block_new_button_group(uiLayoutGetBlock(layout), 0);
const PropertyType type = RNA_property_type(prop);
if (!ELEM(type, PROP_POINTER, PROP_STRING, PROP_ENUM)) {
RNA_warning("Property %s.%s must be a pointer, string or enum",
RNA_struct_identifier(ptr->type),
RNA_property_identifier(prop));
return;
}
if (RNA_property_type(searchprop) != PROP_COLLECTION) {
RNA_warning("search collection property is not a collection type: %s.%s",
RNA_struct_identifier(searchptr->type),
RNA_property_identifier(searchprop));
return;
}
/* get icon & name */
2012-03-30 01:51:25 +00:00
if (icon == ICON_NONE) {
StructRNA *icontype;
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if (type == PROP_POINTER) {
2012-03-30 01:51:25 +00:00
icontype = RNA_property_pointer_type(ptr, prop);
2019-03-25 10:15:20 +11:00
}
else {
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icontype = RNA_property_pointer_type(searchptr, searchprop);
2019-03-25 10:15:20 +11:00
}
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icon = RNA_struct_ui_icon(icontype);
}
2019-03-25 10:15:20 +11:00
if (!name) {
2012-03-30 01:51:25 +00:00
name = RNA_property_ui_name(prop);
2019-03-25 10:15:20 +11:00
}
char namestr[UI_MAX_NAME_STR];
if (use_prop_sep == false) {
name = ui_item_name_add_colon(name, namestr);
}
/* create button */
uiBlock *block = uiLayoutGetBlock(layout);
int w, h;
UI: New Global Top-Bar (WIP) == Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2018-04-20 17:14:03 +02:00
ui_item_rna_size(layout, name, icon, ptr, prop, 0, 0, false, &w, &h);
w += UI_UNIT_X; /* X icon needs more space */
uiBut *but = ui_item_with_label(layout, block, name, icon, ptr, prop, 0, 0, 0, w, h, 0);
ui_but_add_search(but, ptr, prop, searchptr, searchprop);
}
void uiItemPointerR(uiLayout *layout,
PointerRNA *ptr,
const char *propname,
PointerRNA *searchptr,
const char *searchpropname,
const char *name,
int icon)
{
/* validate arguments */
PropertyRNA *prop = RNA_struct_find_property(ptr, propname);
if (!prop) {
RNA_warning("property not found: %s.%s", RNA_struct_identifier(ptr->type), propname);
return;
}
PropertyRNA *searchprop = RNA_struct_find_property(searchptr, searchpropname);
if (!searchprop) {
RNA_warning("search collection property not found: %s.%s",
RNA_struct_identifier(searchptr->type),
searchpropname);
return;
}
uiItemPointerR_prop(layout, ptr, prop, searchptr, searchprop, name, icon);
}
/* menu item */
void ui_item_menutype_func(bContext *C, uiLayout *layout, void *arg_mt)
{
2012-03-30 01:51:25 +00:00
MenuType *mt = (MenuType *)arg_mt;
UI_menutype_draw(C, mt, layout);
/* menus are created flipped (from event handling pov) */
layout->root->block->flag ^= UI_BLOCK_IS_FLIP;
}
void ui_item_paneltype_func(bContext *C, uiLayout *layout, void *arg_pt)
{
PanelType *pt = (PanelType *)arg_pt;
UI_paneltype_draw(C, pt, layout);
/* panels are created flipped (from event handling pov) */
layout->root->block->flag ^= UI_BLOCK_IS_FLIP;
}
2015-05-05 03:13:47 +10:00
static uiBut *ui_item_menu(uiLayout *layout,
const char *name,
int icon,
uiMenuCreateFunc func,
void *arg,
void *argN,
const char *tip,
bool force_menu)
{
2012-03-30 01:51:25 +00:00
uiBlock *block = layout->root->block;
UI: Better split layout support for checkboxes Makes the following layout changes possible: {F8473498} {F8473499} {F8473502} The next commit will contain many layout changes to make good use of these new possibilities. The result should be more consistent, easier to read and should give a more organized impression. Additionally, it should be possible to replace many sub-panels with compacter layouts. Main changes: * Checkboxes now respect the property split layouts * Add support for row and column headers (i.e. `uiLayout.column(heading="Foo")`, `uiLayout.row(heading="Bar")`). If the first property added to this layout doesn't insert anything into the label split column, the heading is inserted there. Otherwise, it's inserted as own item. * Add support for manually inserting decorators for an existing item (`uiLayout.prop_decorator()`). That way layout creators can manually insert this, which was the only way I saw to support property split layouts with a checkbox before the actual property. {F8471883} * Autogenerated layouts for operator properties look bad if there are only checkboxes (which only use half the region width). So before creating the layout, we iterate over visible properties and disable split layout if all are booleans. I think this is fine, if needed we could also add layout hints to operators. * `uiTemplateOperatorPropertyButs()` now handles macros itself, the caller used to be responsible for this. Code that didn't handle these so far never used macros I think, so this change should be invisible. * Remove manual property split layout from autogenerated operator properties layout. * Padding of checkboxes is tweaked to make their label visually more connected to the checkboxes. * Support split layout for menus (should work for `uiLayout.menu()`, `.operator_menu_enum()`, `.prop_menu_enum()`, maybe more) Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7427 Reviewed by: Brecht Van Lommel, William Reynish, Pablo Vazques
2020-04-17 16:40:25 +02:00
uiLayout *heading_layout = ui_layout_heading_find(layout);
UI_block_layout_set_current(block, layout);
ui_block_new_button_group(block, 0);
2019-03-25 10:15:20 +11:00
if (!name) {
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name = "";
2019-03-25 10:15:20 +11:00
}
if (layout->root->type == UI_LAYOUT_MENU && !icon) {
2012-03-30 01:51:25 +00:00
icon = ICON_BLANK1;
2019-03-25 10:15:20 +11:00
}
int w = ui_text_icon_width(layout, name, icon, 1);
int h = UI_UNIT_Y;
if (layout->root->type == UI_LAYOUT_HEADER) { /* ugly .. */
2018-06-13 11:57:09 +02:00
if (icon == ICON_NONE && force_menu) {
/* pass */
}
else if (force_menu) {
w += 0.6f * UI_UNIT_X;
}
else {
if (name[0]) {
2018-06-13 11:10:32 +02:00
w -= UI_UNIT_X / 2;
}
}
}
UI: Better split layout support for checkboxes Makes the following layout changes possible: {F8473498} {F8473499} {F8473502} The next commit will contain many layout changes to make good use of these new possibilities. The result should be more consistent, easier to read and should give a more organized impression. Additionally, it should be possible to replace many sub-panels with compacter layouts. Main changes: * Checkboxes now respect the property split layouts * Add support for row and column headers (i.e. `uiLayout.column(heading="Foo")`, `uiLayout.row(heading="Bar")`). If the first property added to this layout doesn't insert anything into the label split column, the heading is inserted there. Otherwise, it's inserted as own item. * Add support for manually inserting decorators for an existing item (`uiLayout.prop_decorator()`). That way layout creators can manually insert this, which was the only way I saw to support property split layouts with a checkbox before the actual property. {F8471883} * Autogenerated layouts for operator properties look bad if there are only checkboxes (which only use half the region width). So before creating the layout, we iterate over visible properties and disable split layout if all are booleans. I think this is fine, if needed we could also add layout hints to operators. * `uiTemplateOperatorPropertyButs()` now handles macros itself, the caller used to be responsible for this. Code that didn't handle these so far never used macros I think, so this change should be invisible. * Remove manual property split layout from autogenerated operator properties layout. * Padding of checkboxes is tweaked to make their label visually more connected to the checkboxes. * Support split layout for menus (should work for `uiLayout.menu()`, `.operator_menu_enum()`, `.prop_menu_enum()`, maybe more) Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7427 Reviewed by: Brecht Van Lommel, William Reynish, Pablo Vazques
2020-04-17 16:40:25 +02:00
if (heading_layout) {
ui_layout_heading_label_add(layout, heading_layout, true, true);
}
uiBut *but;
if (name[0] && icon) {
but = uiDefIconTextMenuBut(block, func, arg, icon, name, 0, 0, w, h, tip);
}
else if (icon) {
but = uiDefIconMenuBut(block, func, arg, icon, 0, 0, w, h, tip);
if (force_menu && name[0]) {
UI_but_drawflag_enable(but, UI_BUT_ICON_LEFT);
}
}
else {
but = uiDefMenuBut(block, func, arg, name, 0, 0, w, h, tip);
}
if (argN) {
/* ugly .. */
if (arg != argN) {
but->poin = (char *)but;
}
2012-03-30 01:51:25 +00:00
but->func_argN = argN;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
}
if (ELEM(layout->root->type, UI_LAYOUT_PANEL, UI_LAYOUT_TOOLBAR) ||
2020-09-16 15:28:02 +10:00
/* We never want a drop-down in menu! */
(force_menu && layout->root->type != UI_LAYOUT_MENU)) {
UI_but_type_set_menu_from_pulldown(but);
}
return but;
}
void uiItemM_ptr(uiLayout *layout, MenuType *mt, const char *name, int icon)
{
if (!name) {
name = CTX_IFACE_(mt->translation_context, mt->label);
}
2019-03-25 10:15:20 +11:00
if (layout->root->type == UI_LAYOUT_MENU && !icon) {
2012-03-30 01:51:25 +00:00
icon = ICON_BLANK1;
2019-03-25 10:15:20 +11:00
}
ui_item_menu(layout,
name,
icon,
ui_item_menutype_func,
mt,
NULL,
mt->description ? TIP_(mt->description) : "",
false);
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
}
void uiItemM(uiLayout *layout, const char *menuname, const char *name, int icon)
{
MenuType *mt = WM_menutype_find(menuname, false);
if (mt == NULL) {
RNA_warning("not found %s", menuname);
return;
}
uiItemM_ptr(layout, mt, name, icon);
}
void uiItemMContents(uiLayout *layout, const char *menuname)
{
MenuType *mt = WM_menutype_find(menuname, false);
if (mt == NULL) {
RNA_warning("not found %s", menuname);
return;
}
uiBlock *block = layout->root->block;
bContext *C = block->evil_C;
UI_menutype_draw(C, mt, layout);
}
UI: Better split layout support for checkboxes Makes the following layout changes possible: {F8473498} {F8473499} {F8473502} The next commit will contain many layout changes to make good use of these new possibilities. The result should be more consistent, easier to read and should give a more organized impression. Additionally, it should be possible to replace many sub-panels with compacter layouts. Main changes: * Checkboxes now respect the property split layouts * Add support for row and column headers (i.e. `uiLayout.column(heading="Foo")`, `uiLayout.row(heading="Bar")`). If the first property added to this layout doesn't insert anything into the label split column, the heading is inserted there. Otherwise, it's inserted as own item. * Add support for manually inserting decorators for an existing item (`uiLayout.prop_decorator()`). That way layout creators can manually insert this, which was the only way I saw to support property split layouts with a checkbox before the actual property. {F8471883} * Autogenerated layouts for operator properties look bad if there are only checkboxes (which only use half the region width). So before creating the layout, we iterate over visible properties and disable split layout if all are booleans. I think this is fine, if needed we could also add layout hints to operators. * `uiTemplateOperatorPropertyButs()` now handles macros itself, the caller used to be responsible for this. Code that didn't handle these so far never used macros I think, so this change should be invisible. * Remove manual property split layout from autogenerated operator properties layout. * Padding of checkboxes is tweaked to make their label visually more connected to the checkboxes. * Support split layout for menus (should work for `uiLayout.menu()`, `.operator_menu_enum()`, `.prop_menu_enum()`, maybe more) Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7427 Reviewed by: Brecht Van Lommel, William Reynish, Pablo Vazques
2020-04-17 16:40:25 +02:00
/**
* Insert a decorator item for a button with the same property as \a prop.
* To force inserting a blank dummy element, NULL can be passed for \a ptr and \a prop.
*/
void uiItemDecoratorR_prop(uiLayout *layout, PointerRNA *ptr, PropertyRNA *prop, int index)
{
uiBlock *block = layout->root->block;
UI: Better split layout support for checkboxes Makes the following layout changes possible: {F8473498} {F8473499} {F8473502} The next commit will contain many layout changes to make good use of these new possibilities. The result should be more consistent, easier to read and should give a more organized impression. Additionally, it should be possible to replace many sub-panels with compacter layouts. Main changes: * Checkboxes now respect the property split layouts * Add support for row and column headers (i.e. `uiLayout.column(heading="Foo")`, `uiLayout.row(heading="Bar")`). If the first property added to this layout doesn't insert anything into the label split column, the heading is inserted there. Otherwise, it's inserted as own item. * Add support for manually inserting decorators for an existing item (`uiLayout.prop_decorator()`). That way layout creators can manually insert this, which was the only way I saw to support property split layouts with a checkbox before the actual property. {F8471883} * Autogenerated layouts for operator properties look bad if there are only checkboxes (which only use half the region width). So before creating the layout, we iterate over visible properties and disable split layout if all are booleans. I think this is fine, if needed we could also add layout hints to operators. * `uiTemplateOperatorPropertyButs()` now handles macros itself, the caller used to be responsible for this. Code that didn't handle these so far never used macros I think, so this change should be invisible. * Remove manual property split layout from autogenerated operator properties layout. * Padding of checkboxes is tweaked to make their label visually more connected to the checkboxes. * Support split layout for menus (should work for `uiLayout.menu()`, `.operator_menu_enum()`, `.prop_menu_enum()`, maybe more) Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7427 Reviewed by: Brecht Van Lommel, William Reynish, Pablo Vazques
2020-04-17 16:40:25 +02:00
UI_block_layout_set_current(block, layout);
uiLayout *col = uiLayoutColumn(layout, false);
col->space = 0;
col->emboss = UI_EMBOSS_NONE;
UI: Better split layout support for checkboxes Makes the following layout changes possible: {F8473498} {F8473499} {F8473502} The next commit will contain many layout changes to make good use of these new possibilities. The result should be more consistent, easier to read and should give a more organized impression. Additionally, it should be possible to replace many sub-panels with compacter layouts. Main changes: * Checkboxes now respect the property split layouts * Add support for row and column headers (i.e. `uiLayout.column(heading="Foo")`, `uiLayout.row(heading="Bar")`). If the first property added to this layout doesn't insert anything into the label split column, the heading is inserted there. Otherwise, it's inserted as own item. * Add support for manually inserting decorators for an existing item (`uiLayout.prop_decorator()`). That way layout creators can manually insert this, which was the only way I saw to support property split layouts with a checkbox before the actual property. {F8471883} * Autogenerated layouts for operator properties look bad if there are only checkboxes (which only use half the region width). So before creating the layout, we iterate over visible properties and disable split layout if all are booleans. I think this is fine, if needed we could also add layout hints to operators. * `uiTemplateOperatorPropertyButs()` now handles macros itself, the caller used to be responsible for this. Code that didn't handle these so far never used macros I think, so this change should be invisible. * Remove manual property split layout from autogenerated operator properties layout. * Padding of checkboxes is tweaked to make their label visually more connected to the checkboxes. * Support split layout for menus (should work for `uiLayout.menu()`, `.operator_menu_enum()`, `.prop_menu_enum()`, maybe more) Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7427 Reviewed by: Brecht Van Lommel, William Reynish, Pablo Vazques
2020-04-17 16:40:25 +02:00
if (ELEM(NULL, ptr, prop) || !RNA_property_animateable(ptr, prop)) {
uiBut *but = uiDefIconBut(block,
UI_BTYPE_DECORATOR,
0,
ICON_BLANK1,
0,
0,
UI_UNIT_X,
UI_UNIT_Y,
NULL,
0.0,
0.0,
0.0,
0.0,
"");
but->flag |= UI_BUT_DISABLED;
return;
UI: Better split layout support for checkboxes Makes the following layout changes possible: {F8473498} {F8473499} {F8473502} The next commit will contain many layout changes to make good use of these new possibilities. The result should be more consistent, easier to read and should give a more organized impression. Additionally, it should be possible to replace many sub-panels with compacter layouts. Main changes: * Checkboxes now respect the property split layouts * Add support for row and column headers (i.e. `uiLayout.column(heading="Foo")`, `uiLayout.row(heading="Bar")`). If the first property added to this layout doesn't insert anything into the label split column, the heading is inserted there. Otherwise, it's inserted as own item. * Add support for manually inserting decorators for an existing item (`uiLayout.prop_decorator()`). That way layout creators can manually insert this, which was the only way I saw to support property split layouts with a checkbox before the actual property. {F8471883} * Autogenerated layouts for operator properties look bad if there are only checkboxes (which only use half the region width). So before creating the layout, we iterate over visible properties and disable split layout if all are booleans. I think this is fine, if needed we could also add layout hints to operators. * `uiTemplateOperatorPropertyButs()` now handles macros itself, the caller used to be responsible for this. Code that didn't handle these so far never used macros I think, so this change should be invisible. * Remove manual property split layout from autogenerated operator properties layout. * Padding of checkboxes is tweaked to make their label visually more connected to the checkboxes. * Support split layout for menus (should work for `uiLayout.menu()`, `.operator_menu_enum()`, `.prop_menu_enum()`, maybe more) Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7427 Reviewed by: Brecht Van Lommel, William Reynish, Pablo Vazques
2020-04-17 16:40:25 +02:00
}
const bool is_expand = ui_item_rna_is_expand(prop, index, 0);
const bool is_array = RNA_property_array_check(prop);
/* Loop for the array-case, but only do in case of an expanded array. */
for (int i = 0; i < (is_expand ? RNA_property_array_length(ptr, prop) : 1); i++) {
uiButDecorator *decorator_but = (uiButDecorator *)uiDefIconBut(block,
UI_BTYPE_DECORATOR,
0,
ICON_DOT,
0,
0,
UI_UNIT_X,
UI_UNIT_Y,
NULL,
0.0,
0.0,
0.0,
0.0,
TIP_("Animate property"));
UI_but_func_set(&decorator_but->but, ui_but_anim_decorate_cb, decorator_but, NULL);
decorator_but->but.flag |= UI_BUT_UNDO | UI_BUT_DRAG_LOCK;
/* Reusing RNA search members, setting actual RNA data has many side-effects. */
decorator_but->rnapoin = *ptr;
decorator_but->rnaprop = prop;
/* ui_def_but_rna() sets non-array buttons to have a RNA index of 0. */
decorator_but->rnaindex = (!is_array || is_expand) ? i : index;
UI: Better split layout support for checkboxes Makes the following layout changes possible: {F8473498} {F8473499} {F8473502} The next commit will contain many layout changes to make good use of these new possibilities. The result should be more consistent, easier to read and should give a more organized impression. Additionally, it should be possible to replace many sub-panels with compacter layouts. Main changes: * Checkboxes now respect the property split layouts * Add support for row and column headers (i.e. `uiLayout.column(heading="Foo")`, `uiLayout.row(heading="Bar")`). If the first property added to this layout doesn't insert anything into the label split column, the heading is inserted there. Otherwise, it's inserted as own item. * Add support for manually inserting decorators for an existing item (`uiLayout.prop_decorator()`). That way layout creators can manually insert this, which was the only way I saw to support property split layouts with a checkbox before the actual property. {F8471883} * Autogenerated layouts for operator properties look bad if there are only checkboxes (which only use half the region width). So before creating the layout, we iterate over visible properties and disable split layout if all are booleans. I think this is fine, if needed we could also add layout hints to operators. * `uiTemplateOperatorPropertyButs()` now handles macros itself, the caller used to be responsible for this. Code that didn't handle these so far never used macros I think, so this change should be invisible. * Remove manual property split layout from autogenerated operator properties layout. * Padding of checkboxes is tweaked to make their label visually more connected to the checkboxes. * Support split layout for menus (should work for `uiLayout.menu()`, `.operator_menu_enum()`, `.prop_menu_enum()`, maybe more) Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7427 Reviewed by: Brecht Van Lommel, William Reynish, Pablo Vazques
2020-04-17 16:40:25 +02:00
}
}
/**
* Insert a decorator item for a button with the same property as \a prop.
* To force inserting a blank dummy element, NULL can be passed for \a ptr and \a propname.
*/
UI: Better split layout support for checkboxes Makes the following layout changes possible: {F8473498} {F8473499} {F8473502} The next commit will contain many layout changes to make good use of these new possibilities. The result should be more consistent, easier to read and should give a more organized impression. Additionally, it should be possible to replace many sub-panels with compacter layouts. Main changes: * Checkboxes now respect the property split layouts * Add support for row and column headers (i.e. `uiLayout.column(heading="Foo")`, `uiLayout.row(heading="Bar")`). If the first property added to this layout doesn't insert anything into the label split column, the heading is inserted there. Otherwise, it's inserted as own item. * Add support for manually inserting decorators for an existing item (`uiLayout.prop_decorator()`). That way layout creators can manually insert this, which was the only way I saw to support property split layouts with a checkbox before the actual property. {F8471883} * Autogenerated layouts for operator properties look bad if there are only checkboxes (which only use half the region width). So before creating the layout, we iterate over visible properties and disable split layout if all are booleans. I think this is fine, if needed we could also add layout hints to operators. * `uiTemplateOperatorPropertyButs()` now handles macros itself, the caller used to be responsible for this. Code that didn't handle these so far never used macros I think, so this change should be invisible. * Remove manual property split layout from autogenerated operator properties layout. * Padding of checkboxes is tweaked to make their label visually more connected to the checkboxes. * Support split layout for menus (should work for `uiLayout.menu()`, `.operator_menu_enum()`, `.prop_menu_enum()`, maybe more) Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7427 Reviewed by: Brecht Van Lommel, William Reynish, Pablo Vazques
2020-04-17 16:40:25 +02:00
void uiItemDecoratorR(uiLayout *layout, PointerRNA *ptr, const char *propname, int index)
{
PropertyRNA *prop = NULL;
UI: Better split layout support for checkboxes Makes the following layout changes possible: {F8473498} {F8473499} {F8473502} The next commit will contain many layout changes to make good use of these new possibilities. The result should be more consistent, easier to read and should give a more organized impression. Additionally, it should be possible to replace many sub-panels with compacter layouts. Main changes: * Checkboxes now respect the property split layouts * Add support for row and column headers (i.e. `uiLayout.column(heading="Foo")`, `uiLayout.row(heading="Bar")`). If the first property added to this layout doesn't insert anything into the label split column, the heading is inserted there. Otherwise, it's inserted as own item. * Add support for manually inserting decorators for an existing item (`uiLayout.prop_decorator()`). That way layout creators can manually insert this, which was the only way I saw to support property split layouts with a checkbox before the actual property. {F8471883} * Autogenerated layouts for operator properties look bad if there are only checkboxes (which only use half the region width). So before creating the layout, we iterate over visible properties and disable split layout if all are booleans. I think this is fine, if needed we could also add layout hints to operators. * `uiTemplateOperatorPropertyButs()` now handles macros itself, the caller used to be responsible for this. Code that didn't handle these so far never used macros I think, so this change should be invisible. * Remove manual property split layout from autogenerated operator properties layout. * Padding of checkboxes is tweaked to make their label visually more connected to the checkboxes. * Support split layout for menus (should work for `uiLayout.menu()`, `.operator_menu_enum()`, `.prop_menu_enum()`, maybe more) Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7427 Reviewed by: Brecht Van Lommel, William Reynish, Pablo Vazques
2020-04-17 16:40:25 +02:00
if (ptr && propname) {
/* validate arguments */
prop = RNA_struct_find_property(ptr, propname);
if (!prop) {
ui_item_disabled(layout, propname);
RNA_warning("property not found: %s.%s", RNA_struct_identifier(ptr->type), propname);
return;
}
UI: Better split layout support for checkboxes Makes the following layout changes possible: {F8473498} {F8473499} {F8473502} The next commit will contain many layout changes to make good use of these new possibilities. The result should be more consistent, easier to read and should give a more organized impression. Additionally, it should be possible to replace many sub-panels with compacter layouts. Main changes: * Checkboxes now respect the property split layouts * Add support for row and column headers (i.e. `uiLayout.column(heading="Foo")`, `uiLayout.row(heading="Bar")`). If the first property added to this layout doesn't insert anything into the label split column, the heading is inserted there. Otherwise, it's inserted as own item. * Add support for manually inserting decorators for an existing item (`uiLayout.prop_decorator()`). That way layout creators can manually insert this, which was the only way I saw to support property split layouts with a checkbox before the actual property. {F8471883} * Autogenerated layouts for operator properties look bad if there are only checkboxes (which only use half the region width). So before creating the layout, we iterate over visible properties and disable split layout if all are booleans. I think this is fine, if needed we could also add layout hints to operators. * `uiTemplateOperatorPropertyButs()` now handles macros itself, the caller used to be responsible for this. Code that didn't handle these so far never used macros I think, so this change should be invisible. * Remove manual property split layout from autogenerated operator properties layout. * Padding of checkboxes is tweaked to make their label visually more connected to the checkboxes. * Support split layout for menus (should work for `uiLayout.menu()`, `.operator_menu_enum()`, `.prop_menu_enum()`, maybe more) Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7427 Reviewed by: Brecht Van Lommel, William Reynish, Pablo Vazques
2020-04-17 16:40:25 +02:00
}
/* ptr and prop are allowed to be NULL here. */
UI: Better split layout support for checkboxes Makes the following layout changes possible: {F8473498} {F8473499} {F8473502} The next commit will contain many layout changes to make good use of these new possibilities. The result should be more consistent, easier to read and should give a more organized impression. Additionally, it should be possible to replace many sub-panels with compacter layouts. Main changes: * Checkboxes now respect the property split layouts * Add support for row and column headers (i.e. `uiLayout.column(heading="Foo")`, `uiLayout.row(heading="Bar")`). If the first property added to this layout doesn't insert anything into the label split column, the heading is inserted there. Otherwise, it's inserted as own item. * Add support for manually inserting decorators for an existing item (`uiLayout.prop_decorator()`). That way layout creators can manually insert this, which was the only way I saw to support property split layouts with a checkbox before the actual property. {F8471883} * Autogenerated layouts for operator properties look bad if there are only checkboxes (which only use half the region width). So before creating the layout, we iterate over visible properties and disable split layout if all are booleans. I think this is fine, if needed we could also add layout hints to operators. * `uiTemplateOperatorPropertyButs()` now handles macros itself, the caller used to be responsible for this. Code that didn't handle these so far never used macros I think, so this change should be invisible. * Remove manual property split layout from autogenerated operator properties layout. * Padding of checkboxes is tweaked to make their label visually more connected to the checkboxes. * Support split layout for menus (should work for `uiLayout.menu()`, `.operator_menu_enum()`, `.prop_menu_enum()`, maybe more) Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7427 Reviewed by: Brecht Van Lommel, William Reynish, Pablo Vazques
2020-04-17 16:40:25 +02:00
uiItemDecoratorR_prop(layout, ptr, prop, index);
}
/* popover */
void uiItemPopoverPanel_ptr(
uiLayout *layout, bContext *C, PanelType *pt, const char *name, int icon)
{
if (!name) {
name = CTX_IFACE_(pt->translation_context, pt->label);
}
if (layout->root->type == UI_LAYOUT_MENU && !icon) {
icon = ICON_BLANK1;
}
const bool ok = (pt->poll == NULL) || pt->poll(C, pt);
if (ok && (pt->draw_header != NULL)) {
layout = uiLayoutRow(layout, true);
Panel panel = {
.type = pt,
.layout = layout,
.flag = PNL_POPOVER,
};
pt->draw_header(C, &panel);
}
uiBut *but = ui_item_menu(layout, name, icon, ui_item_paneltype_func, pt, NULL, NULL, true);
but->type = UI_BTYPE_POPOVER;
if (!ok) {
but->flag |= UI_BUT_DISABLED;
}
}
void uiItemPopoverPanel(
uiLayout *layout, bContext *C, const char *panel_type, const char *name, int icon)
{
PanelType *pt = WM_paneltype_find(panel_type, true);
if (pt == NULL) {
RNA_warning("Panel type not found '%s'", panel_type);
return;
}
uiItemPopoverPanel_ptr(layout, C, pt, name, icon);
}
void uiItemPopoverPanelFromGroup(uiLayout *layout,
bContext *C,
int space_id,
int region_id,
const char *context,
const char *category)
{
SpaceType *st = BKE_spacetype_from_id(space_id);
if (st == NULL) {
RNA_warning("space type not found %d", space_id);
return;
}
ARegionType *art = BKE_regiontype_from_id(st, region_id);
if (art == NULL) {
RNA_warning("region type not found %d", region_id);
return;
}
LISTBASE_FOREACH (PanelType *, pt, &art->paneltypes) {
/* Causes too many panels, check context. */
if (pt->parent_id[0] == '\0') {
if (/* (*context == '\0') || */ STREQ(pt->context, context)) {
if ((*category == '\0') || STREQ(pt->category, category)) {
if (pt->poll == NULL || pt->poll(C, pt)) {
uiItemPopoverPanel_ptr(layout, C, pt, NULL, ICON_NONE);
}
}
}
}
}
}
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
/* label item */
static uiBut *uiItemL_(uiLayout *layout, const char *name, int icon)
{
2012-03-30 01:51:25 +00:00
uiBlock *block = layout->root->block;
UI_block_layout_set_current(block, layout);
ui_block_new_button_group(block, 0);
2019-03-25 10:15:20 +11:00
if (!name) {
2012-03-30 01:51:25 +00:00
name = "";
2019-03-25 10:15:20 +11:00
}
if (layout->root->type == UI_LAYOUT_MENU && !icon) {
2012-03-30 01:51:25 +00:00
icon = ICON_BLANK1;
2019-03-25 10:15:20 +11:00
}
const int w = ui_text_icon_width(layout, name, icon, 0);
uiBut *but;
2018-09-19 08:34:41 +10:00
if (icon && name[0]) {
but = uiDefIconTextBut(
block, UI_BTYPE_LABEL, 0, icon, name, 0, 0, w, UI_UNIT_Y, NULL, 0.0, 0.0, 0, 0, NULL);
}
else if (icon) {
but = uiDefIconBut(
block, UI_BTYPE_LABEL, 0, icon, 0, 0, w, UI_UNIT_Y, NULL, 0.0, 0.0, 0, 0, NULL);
}
else {
but = uiDefBut(block, UI_BTYPE_LABEL, 0, name, 0, 0, w, UI_UNIT_Y, NULL, 0.0, 0.0, 0, 0, NULL);
}
/* to compensate for string size padding in ui_text_icon_width,
* make text aligned right if the layout is aligned right.
*/
if (uiLayoutGetAlignment(layout) == UI_LAYOUT_ALIGN_RIGHT) {
but->drawflag &= ~UI_BUT_TEXT_LEFT; /* default, needs to be unset */
but->drawflag |= UI_BUT_TEXT_RIGHT;
}
/* Mark as a label inside a listbox. */
if (block->flag & UI_BLOCK_LIST_ITEM) {
but->flag |= UI_BUT_LIST_ITEM;
}
if (layout->redalert) {
UI_but_flag_enable(but, UI_BUT_REDALERT);
}
Drag and drop 2.5 integration! Finally, slashdot regulars can use Blender too now! :) ** Drag works as follows: - drag-able items are defined by the standard interface ui toolkit - each button can get this feature, via uiButSetDragXXX(but, ...). There are calls to define drag-able images, ID blocks, RNA paths, file paths, and so on. By default you drag an icon, exceptionally an ImBuf - Drag items are registered centrally in the WM, it allows more drag items simultaneous too, but not implemented ** Drop works as follows: - On mouse release, and if drag items exist in the WM, it converts the mouse event to an EVT_DROP type. This event then gets the full drag info as customdata - drop regions are defined with WM_dropbox_add(), similar to keymaps you can make a "drop map" this way, which become 'drop map handlers' in the queues. - next to that the UI kit handles some common button types (like accepting ID or names) to be catching a drop event too. - Every "drop box" has two callbacks: - poll() = check if the event drag data is relevant for this box - copy() = fill in custom properties in the dropbox to initialize an operator - The dropbox handler then calls its standard Operator with its dropbox properties. ** Currently implemented Drag items: - ID icons in browse buttons - ID icons in context menu of properties region - ID icons in outliner and rna viewer - FileBrowser icons - FileBrowser preview images Drag-able icons are subtly visualized by making them brighter a bit on mouse-over. In case the icon is a button or UI element too (most cases), the drag-able feature will make the item react to mouse-release instead of mouse-press. Drop options: - UI buttons: ID and text buttons (paste name) - View3d: Object ID drop copies object - View3d: Material ID drop assigns to object under cursor - View3d: Image ID drop assigns to object UV texture under cursor - Sequencer: Path drop will add either Image or Movie strip - Image window: Path drop will open image ** Drag and drop Notes: - Dropping into another Blender window (from same application) works too. I've added code that passes on mousemoves and clicks to other windows, without activating them though. This does make using multi-window Blender a bit friendler. - Dropping a file path to an image, is not the same as dropping an Image ID... keep this in mind. Sequencer for example wants paths to be dropped, textures in 3d window wants an Image ID. - Although drop boxes could be defined via Python, I suggest they're part of the UI and editor design (= how we want an editor to work), and not default offered configurable like keymaps. - At the moment only one item can be dragged at a time. This is for several reasons.... For one, Blender doesn't have a well defined uniform way to define "what is selected" (files, outliner items, etc). Secondly there's potential conflicts on what todo when you drop mixed drag sets on spots. All undefined stuff... nice for later. - Example to bypass the above: a collection of images that form a strip, should be represented in filewindow as a single sequence anyway. This then will fit well and gets handled neatly by design. - Another option to check is to allow multiple options per drop... it could show the operator as a sort of menu, allowing arrow or scrollwheel to choose. For time being I'd prefer to try to design a singular drop though, just offer only one drop action per data type on given spots. - What does work already, but a tad slow, is to use a function that detects an object (type) under cursor, so a drag item's option can be further refined (like drop object on object = parent). (disabled) ** More notes - Added saving for Region layouts (like split points for toolbar) - Label buttons now handle mouse over - File list: added full path entry for drop feature. - Filesel bugfix: wm_operator_exec() got called there and fully handled, while WM event code tried same. Added new OPERATOR_HANDLED flag for this. Maybe python needs it too? - Cocoa: added window move event, so multi-win setups work OK (didnt save). - Interface_handlers.c: removed win->active - Severe area copy bug: area handlers were not set to NULL - Filesel bugfix: next/prev folder list was not copied on area copies ** Leftover todos - Cocoa windows seem to hang on cases still... needs check - Cocoa 'draw overlap' swap doesn't work - Cocoa window loses focus permanently on using Spotlight (for these reasons, makefile building has Carbon as default atm) - ListView templates in UI cannot become dragged yet, needs review... it consists of two overlapping UI elements, preventing handling icon clicks. - There's already Ghost library code to handle dropping from OS into Blender window. I've noticed this code is unfinished for Macs, but seems to be complete for Windows. Needs test... currently, an external drop event will print in console when succesfully delivered to Blender's WM.
2010-01-26 18:18:21 +00:00
return but;
}
void uiItemL_ex(
uiLayout *layout, const char *name, int icon, const bool highlight, const bool redalert)
{
uiBut *but = uiItemL_(layout, name, icon);
if (highlight) {
/* TODO: add another flag for this. */
UI_but_flag_enable(but, UI_SELECT_DRAW);
}
if (redalert) {
UI_but_flag_enable(but, UI_BUT_REDALERT);
}
}
void uiItemL(uiLayout *layout, const char *name, int icon)
Drag and drop 2.5 integration! Finally, slashdot regulars can use Blender too now! :) ** Drag works as follows: - drag-able items are defined by the standard interface ui toolkit - each button can get this feature, via uiButSetDragXXX(but, ...). There are calls to define drag-able images, ID blocks, RNA paths, file paths, and so on. By default you drag an icon, exceptionally an ImBuf - Drag items are registered centrally in the WM, it allows more drag items simultaneous too, but not implemented ** Drop works as follows: - On mouse release, and if drag items exist in the WM, it converts the mouse event to an EVT_DROP type. This event then gets the full drag info as customdata - drop regions are defined with WM_dropbox_add(), similar to keymaps you can make a "drop map" this way, which become 'drop map handlers' in the queues. - next to that the UI kit handles some common button types (like accepting ID or names) to be catching a drop event too. - Every "drop box" has two callbacks: - poll() = check if the event drag data is relevant for this box - copy() = fill in custom properties in the dropbox to initialize an operator - The dropbox handler then calls its standard Operator with its dropbox properties. ** Currently implemented Drag items: - ID icons in browse buttons - ID icons in context menu of properties region - ID icons in outliner and rna viewer - FileBrowser icons - FileBrowser preview images Drag-able icons are subtly visualized by making them brighter a bit on mouse-over. In case the icon is a button or UI element too (most cases), the drag-able feature will make the item react to mouse-release instead of mouse-press. Drop options: - UI buttons: ID and text buttons (paste name) - View3d: Object ID drop copies object - View3d: Material ID drop assigns to object under cursor - View3d: Image ID drop assigns to object UV texture under cursor - Sequencer: Path drop will add either Image or Movie strip - Image window: Path drop will open image ** Drag and drop Notes: - Dropping into another Blender window (from same application) works too. I've added code that passes on mousemoves and clicks to other windows, without activating them though. This does make using multi-window Blender a bit friendler. - Dropping a file path to an image, is not the same as dropping an Image ID... keep this in mind. Sequencer for example wants paths to be dropped, textures in 3d window wants an Image ID. - Although drop boxes could be defined via Python, I suggest they're part of the UI and editor design (= how we want an editor to work), and not default offered configurable like keymaps. - At the moment only one item can be dragged at a time. This is for several reasons.... For one, Blender doesn't have a well defined uniform way to define "what is selected" (files, outliner items, etc). Secondly there's potential conflicts on what todo when you drop mixed drag sets on spots. All undefined stuff... nice for later. - Example to bypass the above: a collection of images that form a strip, should be represented in filewindow as a single sequence anyway. This then will fit well and gets handled neatly by design. - Another option to check is to allow multiple options per drop... it could show the operator as a sort of menu, allowing arrow or scrollwheel to choose. For time being I'd prefer to try to design a singular drop though, just offer only one drop action per data type on given spots. - What does work already, but a tad slow, is to use a function that detects an object (type) under cursor, so a drag item's option can be further refined (like drop object on object = parent). (disabled) ** More notes - Added saving for Region layouts (like split points for toolbar) - Label buttons now handle mouse over - File list: added full path entry for drop feature. - Filesel bugfix: wm_operator_exec() got called there and fully handled, while WM event code tried same. Added new OPERATOR_HANDLED flag for this. Maybe python needs it too? - Cocoa: added window move event, so multi-win setups work OK (didnt save). - Interface_handlers.c: removed win->active - Severe area copy bug: area handlers were not set to NULL - Filesel bugfix: next/prev folder list was not copied on area copies ** Leftover todos - Cocoa windows seem to hang on cases still... needs check - Cocoa 'draw overlap' swap doesn't work - Cocoa window loses focus permanently on using Spotlight (for these reasons, makefile building has Carbon as default atm) - ListView templates in UI cannot become dragged yet, needs review... it consists of two overlapping UI elements, preventing handling icon clicks. - There's already Ghost library code to handle dropping from OS into Blender window. I've noticed this code is unfinished for Macs, but seems to be complete for Windows. Needs test... currently, an external drop event will print in console when succesfully delivered to Blender's WM.
2010-01-26 18:18:21 +00:00
{
uiItemL_(layout, name, icon);
}
/**
* Normally, we handle the split layout in #uiItemFullR(), but there are other cases where the
* logic is needed. Ideally, #uiItemFullR() could just call this, but it currently has too many
* special needs.
*/
uiPropertySplitWrapper uiItemPropertySplitWrapperCreate(uiLayout *parent_layout)
{
uiPropertySplitWrapper split_wrapper = {NULL};
uiLayout *layout_row = uiLayoutRow(parent_layout, true);
uiLayout *layout_split = uiLayoutSplit(layout_row, UI_ITEM_PROP_SEP_DIVIDE, true);
UI: Better split layout support for checkboxes Makes the following layout changes possible: {F8473498} {F8473499} {F8473502} The next commit will contain many layout changes to make good use of these new possibilities. The result should be more consistent, easier to read and should give a more organized impression. Additionally, it should be possible to replace many sub-panels with compacter layouts. Main changes: * Checkboxes now respect the property split layouts * Add support for row and column headers (i.e. `uiLayout.column(heading="Foo")`, `uiLayout.row(heading="Bar")`). If the first property added to this layout doesn't insert anything into the label split column, the heading is inserted there. Otherwise, it's inserted as own item. * Add support for manually inserting decorators for an existing item (`uiLayout.prop_decorator()`). That way layout creators can manually insert this, which was the only way I saw to support property split layouts with a checkbox before the actual property. {F8471883} * Autogenerated layouts for operator properties look bad if there are only checkboxes (which only use half the region width). So before creating the layout, we iterate over visible properties and disable split layout if all are booleans. I think this is fine, if needed we could also add layout hints to operators. * `uiTemplateOperatorPropertyButs()` now handles macros itself, the caller used to be responsible for this. Code that didn't handle these so far never used macros I think, so this change should be invisible. * Remove manual property split layout from autogenerated operator properties layout. * Padding of checkboxes is tweaked to make their label visually more connected to the checkboxes. * Support split layout for menus (should work for `uiLayout.menu()`, `.operator_menu_enum()`, `.prop_menu_enum()`, maybe more) Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7427 Reviewed by: Brecht Van Lommel, William Reynish, Pablo Vazques
2020-04-17 16:40:25 +02:00
split_wrapper.label_column = uiLayoutColumn(layout_split, true);
split_wrapper.label_column->alignment = UI_LAYOUT_ALIGN_RIGHT;
split_wrapper.property_row = ui_item_prop_split_layout_hack(parent_layout, layout_split);
split_wrapper.decorate_column = uiLayoutColumn(layout_row, true);
return split_wrapper;
}
/*
* Helper to add a label and creates a property split layout if needed.
*/
uiLayout *uiItemL_respect_property_split(uiLayout *layout, const char *text, int icon)
{
if (layout->item.flag & UI_ITEM_PROP_SEP) {
uiBlock *block = uiLayoutGetBlock(layout);
const uiPropertySplitWrapper split_wrapper = uiItemPropertySplitWrapperCreate(layout);
/* Further items added to 'layout' will automatically be added to split_wrapper.property_row */
uiItemL_(split_wrapper.label_column, text, icon);
UI_block_layout_set_current(block, split_wrapper.property_row);
return split_wrapper.decorate_column;
}
char namestr[UI_MAX_NAME_STR];
if (text) {
text = ui_item_name_add_colon(text, namestr);
}
uiItemL_(layout, text, icon);
return layout;
}
void uiItemLDrag(uiLayout *layout, PointerRNA *ptr, const char *name, int icon)
Drag and drop 2.5 integration! Finally, slashdot regulars can use Blender too now! :) ** Drag works as follows: - drag-able items are defined by the standard interface ui toolkit - each button can get this feature, via uiButSetDragXXX(but, ...). There are calls to define drag-able images, ID blocks, RNA paths, file paths, and so on. By default you drag an icon, exceptionally an ImBuf - Drag items are registered centrally in the WM, it allows more drag items simultaneous too, but not implemented ** Drop works as follows: - On mouse release, and if drag items exist in the WM, it converts the mouse event to an EVT_DROP type. This event then gets the full drag info as customdata - drop regions are defined with WM_dropbox_add(), similar to keymaps you can make a "drop map" this way, which become 'drop map handlers' in the queues. - next to that the UI kit handles some common button types (like accepting ID or names) to be catching a drop event too. - Every "drop box" has two callbacks: - poll() = check if the event drag data is relevant for this box - copy() = fill in custom properties in the dropbox to initialize an operator - The dropbox handler then calls its standard Operator with its dropbox properties. ** Currently implemented Drag items: - ID icons in browse buttons - ID icons in context menu of properties region - ID icons in outliner and rna viewer - FileBrowser icons - FileBrowser preview images Drag-able icons are subtly visualized by making them brighter a bit on mouse-over. In case the icon is a button or UI element too (most cases), the drag-able feature will make the item react to mouse-release instead of mouse-press. Drop options: - UI buttons: ID and text buttons (paste name) - View3d: Object ID drop copies object - View3d: Material ID drop assigns to object under cursor - View3d: Image ID drop assigns to object UV texture under cursor - Sequencer: Path drop will add either Image or Movie strip - Image window: Path drop will open image ** Drag and drop Notes: - Dropping into another Blender window (from same application) works too. I've added code that passes on mousemoves and clicks to other windows, without activating them though. This does make using multi-window Blender a bit friendler. - Dropping a file path to an image, is not the same as dropping an Image ID... keep this in mind. Sequencer for example wants paths to be dropped, textures in 3d window wants an Image ID. - Although drop boxes could be defined via Python, I suggest they're part of the UI and editor design (= how we want an editor to work), and not default offered configurable like keymaps. - At the moment only one item can be dragged at a time. This is for several reasons.... For one, Blender doesn't have a well defined uniform way to define "what is selected" (files, outliner items, etc). Secondly there's potential conflicts on what todo when you drop mixed drag sets on spots. All undefined stuff... nice for later. - Example to bypass the above: a collection of images that form a strip, should be represented in filewindow as a single sequence anyway. This then will fit well and gets handled neatly by design. - Another option to check is to allow multiple options per drop... it could show the operator as a sort of menu, allowing arrow or scrollwheel to choose. For time being I'd prefer to try to design a singular drop though, just offer only one drop action per data type on given spots. - What does work already, but a tad slow, is to use a function that detects an object (type) under cursor, so a drag item's option can be further refined (like drop object on object = parent). (disabled) ** More notes - Added saving for Region layouts (like split points for toolbar) - Label buttons now handle mouse over - File list: added full path entry for drop feature. - Filesel bugfix: wm_operator_exec() got called there and fully handled, while WM event code tried same. Added new OPERATOR_HANDLED flag for this. Maybe python needs it too? - Cocoa: added window move event, so multi-win setups work OK (didnt save). - Interface_handlers.c: removed win->active - Severe area copy bug: area handlers were not set to NULL - Filesel bugfix: next/prev folder list was not copied on area copies ** Leftover todos - Cocoa windows seem to hang on cases still... needs check - Cocoa 'draw overlap' swap doesn't work - Cocoa window loses focus permanently on using Spotlight (for these reasons, makefile building has Carbon as default atm) - ListView templates in UI cannot become dragged yet, needs review... it consists of two overlapping UI elements, preventing handling icon clicks. - There's already Ghost library code to handle dropping from OS into Blender window. I've noticed this code is unfinished for Macs, but seems to be complete for Windows. Needs test... currently, an external drop event will print in console when succesfully delivered to Blender's WM.
2010-01-26 18:18:21 +00:00
{
2012-03-30 01:51:25 +00:00
uiBut *but = uiItemL_(layout, name, icon);
Drag and drop 2.5 integration! Finally, slashdot regulars can use Blender too now! :) ** Drag works as follows: - drag-able items are defined by the standard interface ui toolkit - each button can get this feature, via uiButSetDragXXX(but, ...). There are calls to define drag-able images, ID blocks, RNA paths, file paths, and so on. By default you drag an icon, exceptionally an ImBuf - Drag items are registered centrally in the WM, it allows more drag items simultaneous too, but not implemented ** Drop works as follows: - On mouse release, and if drag items exist in the WM, it converts the mouse event to an EVT_DROP type. This event then gets the full drag info as customdata - drop regions are defined with WM_dropbox_add(), similar to keymaps you can make a "drop map" this way, which become 'drop map handlers' in the queues. - next to that the UI kit handles some common button types (like accepting ID or names) to be catching a drop event too. - Every "drop box" has two callbacks: - poll() = check if the event drag data is relevant for this box - copy() = fill in custom properties in the dropbox to initialize an operator - The dropbox handler then calls its standard Operator with its dropbox properties. ** Currently implemented Drag items: - ID icons in browse buttons - ID icons in context menu of properties region - ID icons in outliner and rna viewer - FileBrowser icons - FileBrowser preview images Drag-able icons are subtly visualized by making them brighter a bit on mouse-over. In case the icon is a button or UI element too (most cases), the drag-able feature will make the item react to mouse-release instead of mouse-press. Drop options: - UI buttons: ID and text buttons (paste name) - View3d: Object ID drop copies object - View3d: Material ID drop assigns to object under cursor - View3d: Image ID drop assigns to object UV texture under cursor - Sequencer: Path drop will add either Image or Movie strip - Image window: Path drop will open image ** Drag and drop Notes: - Dropping into another Blender window (from same application) works too. I've added code that passes on mousemoves and clicks to other windows, without activating them though. This does make using multi-window Blender a bit friendler. - Dropping a file path to an image, is not the same as dropping an Image ID... keep this in mind. Sequencer for example wants paths to be dropped, textures in 3d window wants an Image ID. - Although drop boxes could be defined via Python, I suggest they're part of the UI and editor design (= how we want an editor to work), and not default offered configurable like keymaps. - At the moment only one item can be dragged at a time. This is for several reasons.... For one, Blender doesn't have a well defined uniform way to define "what is selected" (files, outliner items, etc). Secondly there's potential conflicts on what todo when you drop mixed drag sets on spots. All undefined stuff... nice for later. - Example to bypass the above: a collection of images that form a strip, should be represented in filewindow as a single sequence anyway. This then will fit well and gets handled neatly by design. - Another option to check is to allow multiple options per drop... it could show the operator as a sort of menu, allowing arrow or scrollwheel to choose. For time being I'd prefer to try to design a singular drop though, just offer only one drop action per data type on given spots. - What does work already, but a tad slow, is to use a function that detects an object (type) under cursor, so a drag item's option can be further refined (like drop object on object = parent). (disabled) ** More notes - Added saving for Region layouts (like split points for toolbar) - Label buttons now handle mouse over - File list: added full path entry for drop feature. - Filesel bugfix: wm_operator_exec() got called there and fully handled, while WM event code tried same. Added new OPERATOR_HANDLED flag for this. Maybe python needs it too? - Cocoa: added window move event, so multi-win setups work OK (didnt save). - Interface_handlers.c: removed win->active - Severe area copy bug: area handlers were not set to NULL - Filesel bugfix: next/prev folder list was not copied on area copies ** Leftover todos - Cocoa windows seem to hang on cases still... needs check - Cocoa 'draw overlap' swap doesn't work - Cocoa window loses focus permanently on using Spotlight (for these reasons, makefile building has Carbon as default atm) - ListView templates in UI cannot become dragged yet, needs review... it consists of two overlapping UI elements, preventing handling icon clicks. - There's already Ghost library code to handle dropping from OS into Blender window. I've noticed this code is unfinished for Macs, but seems to be complete for Windows. Needs test... currently, an external drop event will print in console when succesfully delivered to Blender's WM.
2010-01-26 18:18:21 +00:00
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if (ptr && ptr->type) {
if (RNA_struct_is_ID(ptr->type)) {
UI_but_drag_set_id(but, ptr->owner_id);
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}
}
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
}
/* value item */
void uiItemV(uiLayout *layout, const char *name, int icon, int argval)
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
{
/* label */
2012-03-30 01:51:25 +00:00
uiBlock *block = layout->root->block;
int *retvalue = (block->handle) ? &block->handle->retvalue : NULL;
UI_block_layout_set_current(block, layout);
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if (!name) {
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name = "";
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}
if (layout->root->type == UI_LAYOUT_MENU && !icon) {
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icon = ICON_BLANK1;
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}
const int w = ui_text_icon_width(layout, name, icon, 0);
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if (icon && name[0]) {
uiDefIconTextButI(block,
UI_BTYPE_BUT,
argval,
icon,
name,
0,
0,
w,
UI_UNIT_Y,
retvalue,
0.0,
0.0,
0,
-1,
"");
2019-03-25 10:15:20 +11:00
}
else if (icon) {
uiDefIconButI(
block, UI_BTYPE_BUT, argval, icon, 0, 0, w, UI_UNIT_Y, retvalue, 0.0, 0.0, 0, -1, "");
2019-03-25 10:15:20 +11:00
}
else {
uiDefButI(
block, UI_BTYPE_BUT, argval, name, 0, 0, w, UI_UNIT_Y, retvalue, 0.0, 0.0, 0, -1, "");
2019-03-25 10:15:20 +11:00
}
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
}
/* separator item */
void uiItemS_ex(uiLayout *layout, float factor)
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
{
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uiBlock *block = layout->root->block;
const bool is_menu = ui_block_is_menu(block);
if (is_menu && !UI_block_can_add_separator(block)) {
return;
}
int space = (is_menu) ? 0.45f * UI_UNIT_X : 0.3f * UI_UNIT_X;
space *= factor;
UI_block_layout_set_current(block, layout);
uiDefBut(block,
(is_menu) ? UI_BTYPE_SEPR_LINE : UI_BTYPE_SEPR,
0,
"",
0,
0,
space,
space,
NULL,
0.0,
0.0,
0,
0,
"");
}
/* separator item */
void uiItemS(uiLayout *layout)
{
uiItemS_ex(layout, 1.0f);
}
/* Flexible spacing. */
void uiItemSpacer(uiLayout *layout)
{
uiBlock *block = layout->root->block;
const bool is_popup = ui_block_is_popup_any(block);
if (is_popup) {
printf("Error: separator_spacer() not supported in popups.\n");
return;
}
if (block->direction & UI_DIR_RIGHT) {
printf("Error: separator_spacer() only supported in horizontal blocks.\n");
return;
}
UI_block_layout_set_current(block, layout);
uiDefBut(block,
UI_BTYPE_SEPR_SPACER,
0,
"",
0,
0,
0.3f * UI_UNIT_X,
UI_UNIT_Y,
NULL,
0.0,
0.0,
0,
0,
"");
}
/* level items */
void uiItemMenuF(uiLayout *layout, const char *name, int icon, uiMenuCreateFunc func, void *arg)
{
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if (!func) {
return;
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}
ui_item_menu(layout, name, icon, func, arg, NULL, "", false);
}
/**
* Version of #uiItemMenuF that free's `argN`.
*/
void uiItemMenuFN(uiLayout *layout, const char *name, int icon, uiMenuCreateFunc func, void *argN)
{
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if (!func) {
return;
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}
/* Second 'argN' only ensures it gets freed. */
ui_item_menu(layout, name, icon, func, argN, argN, "", false);
}
typedef struct MenuItemLevel {
int opcontext;
2012-03-18 07:38:51 +00:00
/* don't use pointers to the strings because python can dynamically
* allocate strings and free before the menu draws, see T27304. */
char opname[OP_MAX_TYPENAME];
char propname[MAX_IDPROP_NAME];
PointerRNA rnapoin;
} MenuItemLevel;
static void menu_item_enum_opname_menu(bContext *UNUSED(C), uiLayout *layout, void *arg)
{
2012-03-30 01:51:25 +00:00
MenuItemLevel *lvl = (MenuItemLevel *)(((uiBut *)arg)->func_argN);
uiLayoutSetOperatorContext(layout, lvl->opcontext);
uiItemsEnumO(layout, lvl->opname, lvl->propname);
layout->root->block->flag |= UI_BLOCK_IS_FLIP;
/* override default, needed since this was assumed pre 2.70 */
UI_block_direction_set(layout->root->block, UI_DIR_DOWN);
}
2017-10-31 12:44:41 +11:00
void uiItemMenuEnumO_ptr(uiLayout *layout,
bContext *C,
wmOperatorType *ot,
const char *propname,
const char *name,
int icon)
{
2017-10-31 12:44:41 +11:00
/* Caller must check */
BLI_assert(ot->srna != NULL);
if (name == NULL) {
name = WM_operatortype_name(ot, NULL);
}
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if (layout->root->type == UI_LAYOUT_MENU && !icon) {
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icon = ICON_BLANK1;
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}
MenuItemLevel *lvl = MEM_callocN(sizeof(MenuItemLevel), "MenuItemLevel");
2017-10-31 12:44:41 +11:00
BLI_strncpy(lvl->opname, ot->idname, sizeof(lvl->opname));
BLI_strncpy(lvl->propname, propname, sizeof(lvl->propname));
2012-03-30 01:51:25 +00:00
lvl->opcontext = layout->root->opcontext;
uiBut *but = ui_item_menu(layout, name, icon, menu_item_enum_opname_menu, NULL, lvl, NULL, true);
/* add hotkey here, lower UI code can't detect it */
if ((layout->root->block->flag & UI_BLOCK_LOOP) && (ot->prop && ot->invoke)) {
char keybuf[128];
if (WM_key_event_operator_string(
2018-11-21 06:21:58 +11:00
C, ot->idname, layout->root->opcontext, NULL, false, keybuf, sizeof(keybuf))) {
ui_but_add_shortcut(but, keybuf, false);
}
}
}
2017-10-31 12:44:41 +11:00
void uiItemMenuEnumO(uiLayout *layout,
bContext *C,
const char *opname,
const char *propname,
const char *name,
int icon)
{
wmOperatorType *ot = WM_operatortype_find(opname, 0); /* print error next */
UI_OPERATOR_ERROR_RET(ot, opname, return );
if (!ot->srna) {
ui_item_disabled(layout, opname);
RNA_warning("operator missing srna '%s'", opname);
return;
}
uiItemMenuEnumO_ptr(layout, C, ot, propname, name, icon);
}
static void menu_item_enum_rna_menu(bContext *UNUSED(C), uiLayout *layout, void *arg)
{
2012-03-30 01:51:25 +00:00
MenuItemLevel *lvl = (MenuItemLevel *)(((uiBut *)arg)->func_argN);
uiLayoutSetOperatorContext(layout, lvl->opcontext);
uiItemsEnumR(layout, &lvl->rnapoin, lvl->propname);
layout->root->block->flag |= UI_BLOCK_IS_FLIP;
}
void uiItemMenuEnumR_prop(
uiLayout *layout, struct PointerRNA *ptr, PropertyRNA *prop, const char *name, int icon)
{
MenuItemLevel *lvl;
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if (!name) {
2012-03-30 01:51:25 +00:00
name = RNA_property_ui_name(prop);
2019-03-25 10:15:20 +11:00
}
if (layout->root->type == UI_LAYOUT_MENU && !icon) {
2012-03-30 01:51:25 +00:00
icon = ICON_BLANK1;
2019-03-25 10:15:20 +11:00
}
2012-03-30 01:51:25 +00:00
lvl = MEM_callocN(sizeof(MenuItemLevel), "MenuItemLevel");
lvl->rnapoin = *ptr;
BLI_strncpy(lvl->propname, RNA_property_identifier(prop), sizeof(lvl->propname));
2012-03-30 01:51:25 +00:00
lvl->opcontext = layout->root->opcontext;
ui_item_menu(layout,
name,
icon,
menu_item_enum_rna_menu,
NULL,
lvl,
RNA_property_description(prop),
false);
}
void uiItemMenuEnumR(
uiLayout *layout, struct PointerRNA *ptr, const char *propname, const char *name, int icon)
{
PropertyRNA *prop = RNA_struct_find_property(ptr, propname);
if (!prop) {
ui_item_disabled(layout, propname);
RNA_warning("property not found: %s.%s", RNA_struct_identifier(ptr->type), propname);
return;
}
uiItemMenuEnumR_prop(layout, ptr, prop, name, icon);
}
void uiItemTabsEnumR_prop(uiLayout *layout,
bContext *C,
PointerRNA *ptr,
PropertyRNA *prop,
PointerRNA *ptr_highlight,
PropertyRNA *prop_highlight,
bool icon_only)
{
uiBlock *block = layout->root->block;
UI_block_layout_set_current(block, layout);
ui_item_enum_expand_tabs(
layout, C, block, ptr, prop, ptr_highlight, prop_highlight, NULL, UI_UNIT_Y, icon_only);
}
2019-09-06 16:12:47 +10:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Layout Items
* \{ */
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
/* single-row layout */
static void ui_litem_estimate_row(uiLayout *litem)
{
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
int itemw, itemh;
bool min_size_flag = true;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
2012-03-30 01:51:25 +00:00
litem->w = 0;
litem->h = 0;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
LISTBASE_FOREACH (uiItem *, item, &litem->items) {
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
ui_item_size(item, &itemw, &itemh);
min_size_flag = min_size_flag && (item->flag & UI_ITEM_FIXED_SIZE);
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
litem->w += itemw;
2012-03-30 01:51:25 +00:00
litem->h = MAX2(itemh, litem->h);
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
2019-03-25 10:15:20 +11:00
if (item->next) {
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
litem->w += litem->space;
2019-03-25 10:15:20 +11:00
}
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
}
if (min_size_flag) {
litem->item.flag |= UI_ITEM_FIXED_SIZE;
}
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
}
static int ui_litem_min_width(int itemw)
{
2012-03-30 01:51:25 +00:00
return MIN2(2 * UI_UNIT_X, itemw);
}
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
static void ui_litem_layout_row(uiLayout *litem)
{
uiItem *last_free_item = NULL;
int x, y, w, tot, totw, neww, newtotw, itemw, minw, itemh, offset;
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int fixedw, freew, fixedx, freex, flag = 0, lastw = 0;
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float extra_pixel;
/* x = litem->x; */ /* UNUSED */
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y = litem->y;
w = litem->w;
totw = 0;
tot = 0;
LISTBASE_FOREACH (uiItem *, item, &litem->items) {
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
ui_item_size(item, &itemw, &itemh);
totw += itemw;
tot++;
}
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if (totw == 0) {
return;
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}
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if (w != 0) {
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w -= (tot - 1) * litem->space;
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}
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fixedw = 0;
/* keep clamping items to fixed minimum size until all are done */
do {
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freew = 0;
x = 0;
flag = 0;
newtotw = totw;
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extra_pixel = 0.0f;
LISTBASE_FOREACH (uiItem *, item, &litem->items) {
if (item->flag & UI_ITEM_AUTO_FIXED_SIZE) {
continue;
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}
ui_item_size(item, &itemw, &itemh);
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minw = ui_litem_min_width(itemw);
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if (w - lastw > 0) {
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neww = ui_item_fit(itemw, x, totw, w - lastw, !item->next, litem->alignment, &extra_pixel);
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}
else {
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neww = 0; /* no space left, all will need clamping to minimum size */
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}
x += neww;
bool min_flag = item->flag & UI_ITEM_FIXED_SIZE;
/* ignore min flag for rows with right or center alignment */
if (item->type != ITEM_BUTTON &&
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ELEM(((uiLayout *)item)->alignment, UI_LAYOUT_ALIGN_RIGHT, UI_LAYOUT_ALIGN_CENTER) &&
litem->alignment == UI_LAYOUT_ALIGN_EXPAND &&
((uiItem *)litem)->flag & UI_ITEM_FIXED_SIZE) {
min_flag = false;
}
if ((neww < minw || min_flag) && w != 0) {
/* fixed size */
item->flag |= UI_ITEM_AUTO_FIXED_SIZE;
if (item->type != ITEM_BUTTON && item->flag & UI_ITEM_FIXED_SIZE) {
minw = itemw;
}
fixedw += minw;
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flag = 1;
newtotw -= itemw;
}
else {
/* keep free size */
item->flag &= ~UI_ITEM_AUTO_FIXED_SIZE;
freew += itemw;
}
}
totw = newtotw;
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lastw = fixedw;
} while (flag);
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freex = 0;
fixedx = 0;
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extra_pixel = 0.0f;
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x = litem->x;
LISTBASE_FOREACH (uiItem *, item, &litem->items) {
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
ui_item_size(item, &itemw, &itemh);
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minw = ui_litem_min_width(itemw);
if (item->flag & UI_ITEM_AUTO_FIXED_SIZE) {
/* fixed minimum size items */
if (item->type != ITEM_BUTTON && item->flag & UI_ITEM_FIXED_SIZE) {
minw = itemw;
}
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itemw = ui_item_fit(
minw, fixedx, fixedw, min_ii(w, fixedw), !item->next, litem->alignment, &extra_pixel);
fixedx += itemw;
}
else {
/* free size item */
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itemw = ui_item_fit(
itemw, freex, freew, w - fixedw, !item->next, litem->alignment, &extra_pixel);
freex += itemw;
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last_free_item = item;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
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}
/* align right/center */
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offset = 0;
if (litem->alignment == UI_LAYOUT_ALIGN_RIGHT) {
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if (freew + fixedw > 0 && freew + fixedw < w) {
offset = w - (fixedw + freew);
}
}
else if (litem->alignment == UI_LAYOUT_ALIGN_CENTER) {
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if (freew + fixedw > 0 && freew + fixedw < w) {
offset = (w - (fixedw + freew)) / 2;
}
}
/* position item */
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ui_item_position(item, x + offset, y - itemh, itemw, itemh);
x += itemw;
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if (item->next) {
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
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x += litem->space;
}
}
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/* add extra pixel */
uiItem *last_item = litem->items.last;
extra_pixel = litem->w - (x - litem->x);
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if (extra_pixel > 0 && litem->alignment == UI_LAYOUT_ALIGN_EXPAND && last_free_item &&
last_item && last_item->flag & UI_ITEM_AUTO_FIXED_SIZE) {
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ui_item_move(last_free_item, 0, extra_pixel);
for (uiItem *item = last_free_item->next; item; item = item->next) {
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ui_item_move(item, extra_pixel, extra_pixel);
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}
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}
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litem->w = x - litem->x;
litem->h = litem->y - y;
litem->x = x;
litem->y = y;
}
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
/* single-column layout */
static void ui_litem_estimate_column(uiLayout *litem, bool is_box)
{
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
int itemw, itemh;
2017-03-28 00:07:31 +03:00
bool min_size_flag = true;
2012-03-30 01:51:25 +00:00
litem->w = 0;
litem->h = 0;
LISTBASE_FOREACH (uiItem *, item, &litem->items) {
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
ui_item_size(item, &itemw, &itemh);
min_size_flag = min_size_flag && (item->flag & UI_ITEM_FIXED_SIZE);
2017-03-28 00:07:31 +03:00
2012-03-30 01:51:25 +00:00
litem->w = MAX2(litem->w, itemw);
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
litem->h += itemh;
2019-03-25 10:15:20 +11:00
if (item->next && (!is_box || item != litem->items.first)) {
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
litem->h += litem->space;
2019-03-25 10:15:20 +11:00
}
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
}
2017-03-28 00:07:31 +03:00
if (min_size_flag) {
litem->item.flag |= UI_ITEM_FIXED_SIZE;
2017-03-28 00:07:31 +03:00
}
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
}
static void ui_litem_layout_column(uiLayout *litem, bool is_box, bool is_menu)
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
{
int itemw, itemh, x, y;
2012-03-30 01:51:25 +00:00
x = litem->x;
y = litem->y;
LISTBASE_FOREACH (uiItem *, item, &litem->items) {
ui_item_size(item, &itemw, &itemh);
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
y -= itemh;
ui_item_position(item, x, y, is_menu ? itemw : litem->w, itemh);
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
2019-03-25 10:15:20 +11:00
if (item->next && (!is_box || item != litem->items.first)) {
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
y -= litem->space;
2019-03-25 10:15:20 +11:00
}
2017-07-27 10:27:29 +03:00
2017-07-27 11:44:51 +02:00
if (is_box) {
2017-07-27 10:27:29 +03:00
item->flag |= UI_ITEM_BOX_ITEM;
2017-07-27 11:44:51 +02:00
}
}
2012-03-30 01:51:25 +00:00
litem->h = litem->y - y;
litem->x = x;
litem->y = y;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
}
/* calculates the angle of a specified button in a radial menu,
* stores a float vector in unit circle */
static RadialDirection ui_get_radialbut_vec(float vec[2], short itemnum)
{
RadialDirection dir;
if (itemnum >= PIE_MAX_ITEMS) {
itemnum %= PIE_MAX_ITEMS;
printf("Warning: Pie menus with more than %i items are currently unsupported\n",
PIE_MAX_ITEMS);
}
dir = ui_radial_dir_order[itemnum];
ui_but_pie_dir(dir, vec);
return dir;
}
static bool ui_item_is_radial_displayable(uiItem *item)
{
2019-03-25 10:15:20 +11:00
if ((item->type == ITEM_BUTTON) && (((uiButtonItem *)item)->but->type == UI_BTYPE_LABEL)) {
return false;
2019-03-25 10:15:20 +11:00
}
return true;
}
static bool ui_item_is_radial_drawable(uiButtonItem *bitem)
{
2019-03-25 10:15:20 +11:00
if (ELEM(bitem->but->type, UI_BTYPE_SEPR, UI_BTYPE_SEPR_LINE, UI_BTYPE_SEPR_SPACER)) {
return false;
2019-03-25 10:15:20 +11:00
}
return true;
}
static void ui_litem_layout_radial(uiLayout *litem)
{
int itemh, itemw, x, y;
int itemnum = 0;
int totitems = 0;
/* For the radial layout we will use Matt Ebb's design
* for radiation, see http://mattebb.com/weblog/radiation/
* also the old code at http://developer.blender.org/T5103
*/
const int pie_radius = U.pie_menu_radius * UI_DPI_FAC;
x = litem->x;
y = litem->y;
2016-03-05 09:09:05 +11:00
int minx = x, miny = y, maxx = x, maxy = y;
/* first count total items */
LISTBASE_FOREACH (uiItem *, item, &litem->items) {
totitems++;
2019-03-25 10:15:20 +11:00
}
2019-03-25 10:15:20 +11:00
if (totitems < 5) {
litem->root->block->pie_data.flags |= UI_PIE_DEGREES_RANGE_LARGE;
2019-03-25 10:15:20 +11:00
}
LISTBASE_FOREACH (uiItem *, item, &litem->items) {
/* not all button types are drawn in a radial menu, do filtering here */
if (ui_item_is_radial_displayable(item)) {
RadialDirection dir;
float vec[2];
float factor[2];
dir = ui_get_radialbut_vec(vec, itemnum);
factor[0] = (vec[0] > 0.01f) ? 0.0f : ((vec[0] < -0.01f) ? -1.0f : -0.5f);
factor[1] = (vec[1] > 0.99f) ? 0.0f : ((vec[1] < -0.99f) ? -1.0f : -0.5f);
itemnum++;
if (item->type == ITEM_BUTTON) {
uiButtonItem *bitem = (uiButtonItem *)item;
bitem->but->pie_dir = dir;
/* scale the buttons */
bitem->but->rect.ymax *= 1.5f;
/* add a little bit more here to include number */
bitem->but->rect.xmax += 1.5f * UI_UNIT_X;
/* enable drawing as pie item if supported by widget */
if (ui_item_is_radial_drawable(bitem)) {
bitem->but->emboss = UI_EMBOSS_RADIAL;
bitem->but->drawflag |= UI_BUT_ICON_LEFT;
}
}
ui_item_size(item, &itemw, &itemh);
ui_item_position(item,
x + vec[0] * pie_radius + factor[0] * itemw,
y + vec[1] * pie_radius + factor[1] * itemh,
itemw,
itemh);
minx = min_ii(minx, x + vec[0] * pie_radius - itemw / 2);
maxx = max_ii(maxx, x + vec[0] * pie_radius + itemw / 2);
miny = min_ii(miny, y + vec[1] * pie_radius - itemh / 2);
maxy = max_ii(maxy, y + vec[1] * pie_radius + itemh / 2);
}
}
litem->x = minx;
litem->y = miny;
litem->w = maxx - minx;
litem->h = maxy - miny;
}
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
/* root layout */
static void ui_litem_estimate_root(uiLayout *UNUSED(litem))
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
{
/* nothing to do */
}
static void ui_litem_layout_root_radial(uiLayout *litem)
{
/* first item is pie menu title, align on center of menu */
uiItem *item = litem->items.first;
if (item->type == ITEM_BUTTON) {
int itemh, itemw, x, y;
x = litem->x;
y = litem->y;
ui_item_size(item, &itemw, &itemh);
ui_item_position(
item, x - itemw / 2, y + U.dpi_fac * (U.pie_menu_threshold + 9.0f), itemw, itemh);
}
}
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
static void ui_litem_layout_root(uiLayout *litem)
{
2019-03-25 10:15:20 +11:00
if (litem->root->type == UI_LAYOUT_HEADER) {
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
ui_litem_layout_row(litem);
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}
else if (litem->root->type == UI_LAYOUT_PIEMENU) {
ui_litem_layout_root_radial(litem);
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}
else if (litem->root->type == UI_LAYOUT_MENU) {
ui_litem_layout_column(litem, false, true);
}
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else {
ui_litem_layout_column(litem, false, false);
2019-03-25 10:15:20 +11:00
}
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
}
/* box layout */
static void ui_litem_estimate_box(uiLayout *litem)
{
2020-03-15 17:32:25 +11:00
const uiStyle *style = litem->root->style;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
ui_litem_estimate_column(litem, true);
int boxspace = style->boxspace;
if (litem->root->type == UI_LAYOUT_HEADER) {
boxspace = 0;
}
litem->w += 2 * boxspace;
litem->h += 2 * boxspace;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
}
static void ui_litem_layout_box(uiLayout *litem)
{
2012-03-30 01:51:25 +00:00
uiLayoutItemBx *box = (uiLayoutItemBx *)litem;
2020-03-15 17:32:25 +11:00
const uiStyle *style = litem->root->style;
uiBut *but;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
int w, h;
int boxspace = style->boxspace;
if (litem->root->type == UI_LAYOUT_HEADER) {
boxspace = 0;
}
2012-03-30 01:51:25 +00:00
w = litem->w;
h = litem->h;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
litem->x += boxspace;
litem->y -= boxspace;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
2019-03-25 10:15:20 +11:00
if (w != 0) {
litem->w -= 2 * boxspace;
2019-03-25 10:15:20 +11:00
}
if (h != 0) {
litem->h -= 2 * boxspace;
2019-03-25 10:15:20 +11:00
}
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
ui_litem_layout_column(litem, true, false);
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
litem->x -= boxspace;
litem->y -= boxspace;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
2019-03-25 10:15:20 +11:00
if (w != 0) {
litem->w += 2 * boxspace;
2019-03-25 10:15:20 +11:00
}
if (h != 0) {
litem->h += 2 * boxspace;
2019-03-25 10:15:20 +11:00
}
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
/* roundbox around the sublayout */
2012-03-30 01:51:25 +00:00
but = box->roundbox;
but->rect.xmin = litem->x;
but->rect.ymin = litem->y;
but->rect.xmax = litem->x + litem->w;
but->rect.ymax = litem->y + litem->h;
}
/* multi-column layout, automatically flowing to the next */
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
static void ui_litem_estimate_column_flow(uiLayout *litem)
{
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const uiStyle *style = litem->root->style;
2012-03-30 01:51:25 +00:00
uiLayoutItemFlow *flow = (uiLayoutItemFlow *)litem;
int col, x, y, emh, emy, miny, itemw, itemh, maxw = 0;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
int toth, totitem;
/* compute max needed width and total height */
2012-03-30 01:51:25 +00:00
toth = 0;
totitem = 0;
LISTBASE_FOREACH (uiItem *, item, &litem->items) {
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
ui_item_size(item, &itemw, &itemh);
2012-03-30 01:51:25 +00:00
maxw = MAX2(maxw, itemw);
toth += itemh;
totitem++;
}
if (flow->number <= 0) {
/* auto compute number of columns, not very good */
if (maxw == 0) {
2012-03-30 01:51:25 +00:00
flow->totcol = 1;
return;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
}
2012-10-24 05:06:40 +00:00
flow->totcol = max_ii(litem->root->emw / maxw, 1);
flow->totcol = min_ii(flow->totcol, totitem);
}
else {
2012-03-30 01:51:25 +00:00
flow->totcol = flow->number;
}
/* compute sizes */
2012-03-30 01:51:25 +00:00
x = 0;
y = 0;
emy = 0;
miny = 0;
2012-03-30 01:51:25 +00:00
maxw = 0;
emh = toth / flow->totcol;
/* create column per column */
2012-03-30 01:51:25 +00:00
col = 0;
LISTBASE_FOREACH (uiItem *, item, &litem->items) {
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
ui_item_size(item, &itemw, &itemh);
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
y -= itemh + style->buttonspacey;
miny = min_ii(miny, y);
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
emy -= itemh;
maxw = max_ii(itemw, maxw);
/* decide to go to next one */
2012-03-30 01:51:25 +00:00
if (col < flow->totcol - 1 && emy <= -emh) {
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
x += maxw + litem->space;
2012-03-30 01:51:25 +00:00
maxw = 0;
y = 0;
emy = 0; /* need to reset height again for next column */
col++;
}
}
2012-03-30 01:51:25 +00:00
litem->w = x;
litem->h = litem->y - miny;
}
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
static void ui_litem_layout_column_flow(uiLayout *litem)
{
2020-03-15 17:32:25 +11:00
const uiStyle *style = litem->root->style;
2012-03-30 01:51:25 +00:00
uiLayoutItemFlow *flow = (uiLayoutItemFlow *)litem;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
int col, x, y, w, emh, emy, miny, itemw, itemh;
int toth, totitem;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
/* compute max needed width and total height */
2012-03-30 01:51:25 +00:00
toth = 0;
totitem = 0;
LISTBASE_FOREACH (uiItem *, item, &litem->items) {
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
ui_item_size(item, &itemw, &itemh);
toth += itemh;
totitem++;
}
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
/* compute sizes */
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x = litem->x;
y = litem->y;
emy = 0;
miny = 0;
2012-03-30 01:51:25 +00:00
w = litem->w - (flow->totcol - 1) * style->columnspace;
emh = toth / flow->totcol;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
/* create column per column */
2012-03-30 01:51:25 +00:00
col = 0;
w = (litem->w - (flow->totcol - 1) * style->columnspace) / flow->totcol;
LISTBASE_FOREACH (uiItem *, item, &litem->items) {
ui_item_size(item, &itemw, &itemh);
itemw = (litem->alignment == UI_LAYOUT_ALIGN_EXPAND) ? w : min_ii(w, itemw);
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
y -= itemh;
emy -= itemh;
ui_item_position(item, x, y, itemw, itemh);
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
y -= style->buttonspacey;
2012-10-24 05:06:40 +00:00
miny = min_ii(miny, y);
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
/* decide to go to next one */
2012-03-30 01:51:25 +00:00
if (col < flow->totcol - 1 && emy <= -emh) {
x += w + style->columnspace;
2012-03-30 01:51:25 +00:00
y = litem->y;
emy = 0; /* need to reset height again for next column */
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
col++;
const int remaining_width = litem->w - (x - litem->x);
const int remaining_width_between_columns = (flow->totcol - col - 1) * style->columnspace;
const int remaining_columns = flow->totcol - col;
w = (remaining_width - remaining_width_between_columns) / remaining_columns;
}
}
2012-03-30 01:51:25 +00:00
litem->h = litem->y - miny;
litem->x = x;
litem->y = miny;
}
/* multi-column and multi-row layout. */
typedef struct UILayoutGridFlowInput {
2018-09-27 15:49:59 +02:00
/* General layout control settings. */
const bool row_major : 1; /* Fill rows before columns */
const bool even_columns : 1; /* All columns will have same width. */
const bool even_rows : 1; /* All rows will have same height. */
const int space_x; /* Space between columns. */
const int space_y; /* Space between rows. */
/* Real data about current position and size of this layout item
* (either estimated, or final values). */
const int litem_w; /* Layout item width. */
const int litem_x; /* Layout item X position. */
const int litem_y; /* Layout item Y position. */
/* Actual number of columns and rows to generate (computed from first pass usually). */
const int tot_columns; /* Number of columns. */
const int tot_rows; /* Number of rows. */
} UILayoutGridFlowInput;
typedef struct UILayoutGridFlowOutput {
int *tot_items; /* Total number of items in this grid layout. */
/* Width / X pos data. */
float *global_avg_w; /* Computed average width of the columns. */
int *cos_x_array; /* Computed X coordinate of each column. */
int *widths_array; /* Computed width of each column. */
int *tot_w; /* Computed total width. */
/* Height / Y pos data. */
int *global_max_h; /* Computed height of the tallest item in the grid. */
int *cos_y_array; /* Computed Y coordinate of each column. */
int *heights_array; /* Computed height of each column. */
int *tot_h; /* Computed total height. */
} UILayoutGridFlowOutput;
static void ui_litem_grid_flow_compute(ListBase *items,
UILayoutGridFlowInput *parameters,
UILayoutGridFlowOutput *results)
{
float tot_w = 0.0f, tot_h = 0.0f;
float global_avg_w = 0.0f, global_totweight_w = 0.0f;
int global_max_h = 0;
float *avg_w = NULL, *totweight_w = NULL;
int *max_h = NULL;
BLI_assert(
parameters->tot_columns != 0 ||
(results->cos_x_array == NULL && results->widths_array == NULL && results->tot_w == NULL));
BLI_assert(
parameters->tot_rows != 0 ||
(results->cos_y_array == NULL && results->heights_array == NULL && results->tot_h == NULL));
if (results->tot_items) {
*results->tot_items = 0;
}
if (items->first == NULL) {
if (results->global_avg_w) {
*results->global_avg_w = 0.0f;
}
if (results->global_max_h) {
*results->global_max_h = 0;
}
return;
}
if (parameters->tot_columns != 0) {
avg_w = BLI_array_alloca(avg_w, parameters->tot_columns);
totweight_w = BLI_array_alloca(totweight_w, parameters->tot_columns);
memset(avg_w, 0, sizeof(*avg_w) * parameters->tot_columns);
memset(totweight_w, 0, sizeof(*totweight_w) * parameters->tot_columns);
}
if (parameters->tot_rows != 0) {
max_h = BLI_array_alloca(max_h, parameters->tot_rows);
memset(max_h, 0, sizeof(*max_h) * parameters->tot_rows);
}
int i = 0;
LISTBASE_FOREACH (uiItem *, item, items) {
int item_w, item_h;
ui_item_size(item, &item_w, &item_h);
global_avg_w += (float)(item_w * item_w);
global_totweight_w += (float)item_w;
global_max_h = max_ii(global_max_h, item_h);
if (parameters->tot_rows != 0 && parameters->tot_columns != 0) {
const int index_col = parameters->row_major ? i % parameters->tot_columns :
i / parameters->tot_rows;
const int index_row = parameters->row_major ? i / parameters->tot_columns :
i % parameters->tot_rows;
avg_w[index_col] += (float)(item_w * item_w);
totweight_w[index_col] += (float)item_w;
max_h[index_row] = max_ii(max_h[index_row], item_h);
}
if (results->tot_items) {
(*results->tot_items)++;
}
i++;
}
/* Finalize computing of column average sizes */
global_avg_w /= global_totweight_w;
if (parameters->tot_columns != 0) {
for (i = 0; i < parameters->tot_columns; i++) {
avg_w[i] /= totweight_w[i];
tot_w += avg_w[i];
}
if (parameters->even_columns) {
tot_w = ceilf(global_avg_w) * parameters->tot_columns;
}
}
/* Finalize computing of rows max sizes */
if (parameters->tot_rows != 0) {
for (i = 0; i < parameters->tot_rows; i++) {
tot_h += max_h[i];
}
if (parameters->even_rows) {
tot_h = global_max_h * parameters->tot_columns;
}
}
/* Compute positions and sizes of all cells. */
if (results->cos_x_array != NULL && results->widths_array != NULL) {
/* We enlarge/narrow columns evenly to match available width. */
const float wfac = (float)(parameters->litem_w -
(parameters->tot_columns - 1) * parameters->space_x) /
tot_w;
for (int col = 0; col < parameters->tot_columns; col++) {
2018-06-14 22:44:53 +02:00
results->cos_x_array[col] = (col ? results->cos_x_array[col - 1] +
results->widths_array[col - 1] + parameters->space_x :
parameters->litem_x);
if (parameters->even_columns) {
2018-06-14 22:44:53 +02:00
/* (< remaining width > - < space between remaining columns >) / < remaining columns > */
results->widths_array[col] = (((parameters->litem_w -
(results->cos_x_array[col] - parameters->litem_x)) -
(parameters->tot_columns - col - 1) * parameters->space_x) /
(parameters->tot_columns - col));
}
else if (col == parameters->tot_columns - 1) {
/* Last column copes width rounding errors... */
results->widths_array[col] = parameters->litem_w -
(results->cos_x_array[col] - parameters->litem_x);
}
else {
results->widths_array[col] = (int)(avg_w[col] * wfac);
}
}
}
if (results->cos_y_array != NULL && results->heights_array != NULL) {
for (int row = 0; row < parameters->tot_rows; row++) {
if (parameters->even_rows) {
results->heights_array[row] = global_max_h;
}
else {
results->heights_array[row] = max_h[row];
}
2018-06-14 22:44:53 +02:00
results->cos_y_array[row] = (row ? results->cos_y_array[row - 1] - parameters->space_y -
results->heights_array[row] :
parameters->litem_y - results->heights_array[row]);
}
}
if (results->global_avg_w) {
*results->global_avg_w = global_avg_w;
}
if (results->global_max_h) {
*results->global_max_h = global_max_h;
}
if (results->tot_w) {
*results->tot_w = (int)tot_w + parameters->space_x * (parameters->tot_columns - 1);
}
if (results->tot_h) {
*results->tot_h = tot_h + parameters->space_y * (parameters->tot_rows - 1);
}
}
static void ui_litem_estimate_grid_flow(uiLayout *litem)
{
2020-03-15 17:32:25 +11:00
const uiStyle *style = litem->root->style;
uiLayoutItemGridFlow *gflow = (uiLayoutItemGridFlow *)litem;
const int space_x = style->columnspace;
const int space_y = style->buttonspacey;
/* Estimate average needed width and height per item. */
{
float avg_w;
int max_h;
ui_litem_grid_flow_compute(&litem->items,
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&((UILayoutGridFlowInput){
.row_major = gflow->row_major,
.even_columns = gflow->even_columns,
.even_rows = gflow->even_rows,
.litem_w = litem->w,
.litem_x = litem->x,
.litem_y = litem->y,
.space_x = space_x,
.space_y = space_y,
2018-06-26 08:35:35 +02:00
}),
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&((UILayoutGridFlowOutput){
.tot_items = &gflow->tot_items,
.global_avg_w = &avg_w,
.global_max_h = &max_h,
2018-06-26 08:35:35 +02:00
}));
if (gflow->tot_items == 0) {
litem->w = litem->h = 0;
gflow->tot_columns = gflow->tot_rows = 0;
return;
}
2019-04-17 08:44:38 +02:00
/* Even in varying column width case,
* we fix our columns number from weighted average width of items,
* a proper solving of required width would be too costly,
* and this should give reasonably good results in all reasonable cases. */
2018-07-01 09:23:51 +02:00
if (gflow->columns_len > 0) {
gflow->tot_columns = gflow->columns_len;
}
else {
if (avg_w == 0.0f) {
gflow->tot_columns = 1;
}
else {
gflow->tot_columns = min_ii(max_ii((int)(litem->w / avg_w), 1), gflow->tot_items);
}
}
gflow->tot_rows = (int)ceilf((float)gflow->tot_items / gflow->tot_columns);
/* Try to tweak number of columns and rows to get better filling of last column or row,
* and apply 'modulo' value to number of columns or rows.
* Note that modulo does not prevent ending with fewer columns/rows than modulo, if mandatory
* to avoid empty column/row. */
{
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const int modulo = (gflow->columns_len < -1) ? -gflow->columns_len : 0;
const int step = modulo ? modulo : 1;
if (gflow->row_major) {
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/* Adjust number of columns to be multiple of given modulo. */
if (modulo && gflow->tot_columns % modulo != 0 && gflow->tot_columns > modulo) {
gflow->tot_columns = gflow->tot_columns - (gflow->tot_columns % modulo);
}
/* Find smallest number of columns conserving computed optimal number of rows. */
for (gflow->tot_rows = (int)ceilf((float)gflow->tot_items / gflow->tot_columns);
(gflow->tot_columns - step) > 0 &&
(int)ceilf((float)gflow->tot_items / (gflow->tot_columns - step)) <= gflow->tot_rows;
gflow->tot_columns -= step) {
/* pass */
}
}
else {
2018-09-27 15:49:59 +02:00
/* Adjust number of rows to be multiple of given modulo. */
if (modulo && gflow->tot_rows % modulo != 0) {
gflow->tot_rows = min_ii(gflow->tot_rows + modulo - (gflow->tot_rows % modulo),
gflow->tot_items);
}
/* Find smallest number of rows conserving computed optimal number of columns. */
for (gflow->tot_columns = (int)ceilf((float)gflow->tot_items / gflow->tot_rows);
(gflow->tot_rows - step) > 0 &&
(int)ceilf((float)gflow->tot_items / (gflow->tot_rows - step)) <= gflow->tot_columns;
gflow->tot_rows -= step) {
/* pass */
}
}
}
/* Set evenly-spaced axes size
* (quick optimization in case we have even columns and rows). */
if (gflow->even_columns && gflow->even_rows) {
litem->w = (int)(gflow->tot_columns * avg_w) + space_x * (gflow->tot_columns - 1);
litem->h = (int)(gflow->tot_rows * max_h) + space_y * (gflow->tot_rows - 1);
return;
}
}
/* Now that we have our final number of columns and rows,
* we can compute actual needed space for non-evenly sized axes. */
{
int tot_w, tot_h;
ui_litem_grid_flow_compute(&litem->items,
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&((UILayoutGridFlowInput){
.row_major = gflow->row_major,
.even_columns = gflow->even_columns,
.even_rows = gflow->even_rows,
.litem_w = litem->w,
.litem_x = litem->x,
.litem_y = litem->y,
.space_x = space_x,
.space_y = space_y,
.tot_columns = gflow->tot_columns,
.tot_rows = gflow->tot_rows,
2018-06-26 08:35:35 +02:00
}),
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&((UILayoutGridFlowOutput){
.tot_w = &tot_w,
.tot_h = &tot_h,
2018-06-26 08:35:35 +02:00
}));
litem->w = tot_w;
litem->h = tot_h;
}
}
static void ui_litem_layout_grid_flow(uiLayout *litem)
{
2020-03-15 17:32:25 +11:00
const uiStyle *style = litem->root->style;
uiLayoutItemGridFlow *gflow = (uiLayoutItemGridFlow *)litem;
if (gflow->tot_items == 0) {
litem->w = litem->h = 0;
return;
}
BLI_assert(gflow->tot_columns > 0);
BLI_assert(gflow->tot_rows > 0);
const int space_x = style->columnspace;
const int space_y = style->buttonspacey;
int *widths = BLI_array_alloca(widths, gflow->tot_columns);
int *heights = BLI_array_alloca(heights, gflow->tot_rows);
int *cos_x = BLI_array_alloca(cos_x, gflow->tot_columns);
int *cos_y = BLI_array_alloca(cos_y, gflow->tot_rows);
/* This time we directly compute coordinates and sizes of all cells. */
ui_litem_grid_flow_compute(&litem->items,
2018-06-14 22:44:53 +02:00
&((UILayoutGridFlowInput){
.row_major = gflow->row_major,
.even_columns = gflow->even_columns,
.even_rows = gflow->even_rows,
.litem_w = litem->w,
.litem_x = litem->x,
.litem_y = litem->y,
.space_x = space_x,
.space_y = space_y,
.tot_columns = gflow->tot_columns,
.tot_rows = gflow->tot_rows,
2018-06-26 08:35:35 +02:00
}),
2018-06-14 22:44:53 +02:00
&((UILayoutGridFlowOutput){
.cos_x_array = cos_x,
.cos_y_array = cos_y,
.widths_array = widths,
.heights_array = heights,
2018-06-26 08:35:35 +02:00
}));
int i;
LISTBASE_FOREACH_INDEX (uiItem *, item, &litem->items, i) {
const int col = gflow->row_major ? i % gflow->tot_columns : i / gflow->tot_rows;
const int row = gflow->row_major ? i / gflow->tot_columns : i % gflow->tot_rows;
int item_w, item_h;
ui_item_size(item, &item_w, &item_h);
const int w = widths[col];
const int h = heights[row];
item_w = (litem->alignment == UI_LAYOUT_ALIGN_EXPAND) ? w : min_ii(w, item_w);
item_h = (litem->alignment == UI_LAYOUT_ALIGN_EXPAND) ? h : min_ii(h, item_h);
ui_item_position(item, cos_x[col], cos_y[row], item_w, item_h);
}
litem->h = litem->y - cos_y[gflow->tot_rows - 1];
litem->x = (cos_x[gflow->tot_columns - 1] - litem->x) + widths[gflow->tot_columns - 1];
litem->y = litem->y - litem->h;
}
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
/* free layout */
static void ui_litem_estimate_absolute(uiLayout *litem)
{
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
int itemx, itemy, itemw, itemh, minx, miny;
2012-03-30 01:51:25 +00:00
minx = 1e6;
miny = 1e6;
litem->w = 0;
litem->h = 0;
LISTBASE_FOREACH (uiItem *, item, &litem->items) {
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
ui_item_offset(item, &itemx, &itemy);
ui_item_size(item, &itemw, &itemh);
2012-10-24 05:06:40 +00:00
minx = min_ii(minx, itemx);
miny = min_ii(miny, itemy);
2012-03-30 01:51:25 +00:00
litem->w = MAX2(litem->w, itemx + itemw);
litem->h = MAX2(litem->h, itemy + itemh);
}
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
litem->w -= minx;
litem->h -= miny;
}
static void ui_litem_layout_absolute(uiLayout *litem)
{
2012-03-30 01:51:25 +00:00
float scalex = 1.0f, scaley = 1.0f;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
int x, y, newx, newy, itemx, itemy, itemh, itemw, minx, miny, totw, toth;
2012-03-30 01:51:25 +00:00
minx = 1e6;
miny = 1e6;
totw = 0;
toth = 0;
LISTBASE_FOREACH (uiItem *, item, &litem->items) {
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
ui_item_offset(item, &itemx, &itemy);
ui_item_size(item, &itemw, &itemh);
2012-10-24 05:06:40 +00:00
minx = min_ii(minx, itemx);
miny = min_ii(miny, itemy);
2012-10-24 05:06:40 +00:00
totw = max_ii(totw, itemx + itemw);
toth = max_ii(toth, itemy + itemh);
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
}
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
totw -= minx;
toth -= miny;
2019-03-25 10:15:20 +11:00
if (litem->w && totw > 0) {
2012-03-30 01:51:25 +00:00
scalex = (float)litem->w / (float)totw;
2019-03-25 10:15:20 +11:00
}
if (litem->h && toth > 0) {
2012-03-30 01:51:25 +00:00
scaley = (float)litem->h / (float)toth;
2019-03-25 10:15:20 +11:00
}
2012-03-30 01:51:25 +00:00
x = litem->x;
y = litem->y - scaley * toth;
LISTBASE_FOREACH (uiItem *, item, &litem->items) {
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
ui_item_offset(item, &itemx, &itemy);
ui_item_size(item, &itemw, &itemh);
if (scalex != 1.0f) {
2012-03-30 01:51:25 +00:00
newx = (itemx - minx) * scalex;
itemw = (itemx - minx + itemw) * scalex - newx;
itemx = minx + newx;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
}
if (scaley != 1.0f) {
2012-03-30 01:51:25 +00:00
newy = (itemy - miny) * scaley;
itemh = (itemy - miny + itemh) * scaley - newy;
itemy = miny + newy;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
}
2012-03-30 01:51:25 +00:00
ui_item_position(item, x + itemx - minx, y + itemy - miny, itemw, itemh);
}
2012-03-30 01:51:25 +00:00
litem->w = scalex * totw;
litem->h = litem->y - y;
litem->x = x + litem->w;
litem->y = y;
}
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
/* split layout */
static void ui_litem_estimate_split(uiLayout *litem)
{
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
ui_litem_estimate_row(litem);
litem->item.flag &= ~UI_ITEM_FIXED_SIZE;
}
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
static void ui_litem_layout_split(uiLayout *litem)
{
2012-03-30 01:51:25 +00:00
uiLayoutItemSplit *split = (uiLayoutItemSplit *)litem;
float percentage, extra_pixel = 0.0f;
const int tot = BLI_listbase_count(&litem->items);
2012-03-30 01:51:25 +00:00
int itemh, x, y, w, colw = 0;
2019-03-25 10:15:20 +11:00
if (tot == 0) {
return;
2019-03-25 10:15:20 +11:00
}
2012-03-30 01:51:25 +00:00
x = litem->x;
y = litem->y;
2012-03-30 01:51:25 +00:00
percentage = (split->percentage == 0.0f) ? 1.0f / (float)tot : split->percentage;
2012-03-30 01:51:25 +00:00
w = (litem->w - (tot - 1) * litem->space);
colw = w * percentage;
colw = MAX2(colw, 0);
LISTBASE_FOREACH (uiItem *, item, &litem->items) {
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
ui_item_size(item, NULL, &itemh);
2012-03-30 01:51:25 +00:00
ui_item_position(item, x, y - itemh, colw, itemh);
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
x += colw;
if (item->next) {
const float width = extra_pixel + (w - (int)(w * percentage)) / ((float)tot - 1);
extra_pixel = width - (int)width;
colw = (int)width;
2012-03-30 01:51:25 +00:00
colw = MAX2(colw, 0);
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
x += litem->space;
}
}
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
2012-03-30 01:51:25 +00:00
litem->w = x - litem->x;
litem->h = litem->y - y;
litem->x = x;
litem->y = y;
}
/* overlap layout */
static void ui_litem_estimate_overlap(uiLayout *litem)
{
int itemw, itemh;
2012-03-30 01:51:25 +00:00
litem->w = 0;
litem->h = 0;
LISTBASE_FOREACH (uiItem *, item, &litem->items) {
ui_item_size(item, &itemw, &itemh);
2012-03-30 01:51:25 +00:00
litem->w = MAX2(itemw, litem->w);
litem->h = MAX2(itemh, litem->h);
}
}
static void ui_litem_layout_overlap(uiLayout *litem)
{
int itemw, itemh, x, y;
2012-03-30 01:51:25 +00:00
x = litem->x;
y = litem->y;
LISTBASE_FOREACH (uiItem *, item, &litem->items) {
ui_item_size(item, &itemw, &itemh);
2012-03-30 01:51:25 +00:00
ui_item_position(item, x, y - itemh, litem->w, itemh);
2012-03-30 01:51:25 +00:00
litem->h = MAX2(litem->h, itemh);
}
2012-03-30 01:51:25 +00:00
litem->x = x;
litem->y = y - litem->h;
}
static void ui_litem_init_from_parent(uiLayout *litem, uiLayout *layout, int align)
{
2012-03-30 01:51:25 +00:00
litem->root = layout->root;
litem->align = align;
/* Children of gridflow layout shall never have "ideal big size" returned as estimated size. */
litem->variable_size = layout->variable_size || layout->item.type == ITEM_LAYOUT_GRID_FLOW;
litem->active = true;
litem->enabled = true;
2012-03-30 01:51:25 +00:00
litem->context = layout->context;
litem->redalert = layout->redalert;
litem->w = layout->w;
litem->emboss = layout->emboss;
UI: Better split layout support for checkboxes Makes the following layout changes possible: {F8473498} {F8473499} {F8473502} The next commit will contain many layout changes to make good use of these new possibilities. The result should be more consistent, easier to read and should give a more organized impression. Additionally, it should be possible to replace many sub-panels with compacter layouts. Main changes: * Checkboxes now respect the property split layouts * Add support for row and column headers (i.e. `uiLayout.column(heading="Foo")`, `uiLayout.row(heading="Bar")`). If the first property added to this layout doesn't insert anything into the label split column, the heading is inserted there. Otherwise, it's inserted as own item. * Add support for manually inserting decorators for an existing item (`uiLayout.prop_decorator()`). That way layout creators can manually insert this, which was the only way I saw to support property split layouts with a checkbox before the actual property. {F8471883} * Autogenerated layouts for operator properties look bad if there are only checkboxes (which only use half the region width). So before creating the layout, we iterate over visible properties and disable split layout if all are booleans. I think this is fine, if needed we could also add layout hints to operators. * `uiTemplateOperatorPropertyButs()` now handles macros itself, the caller used to be responsible for this. Code that didn't handle these so far never used macros I think, so this change should be invisible. * Remove manual property split layout from autogenerated operator properties layout. * Padding of checkboxes is tweaked to make their label visually more connected to the checkboxes. * Support split layout for menus (should work for `uiLayout.menu()`, `.operator_menu_enum()`, `.prop_menu_enum()`, maybe more) Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7427 Reviewed by: Brecht Van Lommel, William Reynish, Pablo Vazques
2020-04-17 16:40:25 +02:00
litem->item.flag = (layout->item.flag &
(UI_ITEM_PROP_SEP | UI_ITEM_PROP_DECORATE | UI_ITEM_INSIDE_PROP_SEP));
if (layout->child_items_layout) {
BLI_addtail(&layout->child_items_layout->items, litem);
UI: Better split layout support for checkboxes Makes the following layout changes possible: {F8473498} {F8473499} {F8473502} The next commit will contain many layout changes to make good use of these new possibilities. The result should be more consistent, easier to read and should give a more organized impression. Additionally, it should be possible to replace many sub-panels with compacter layouts. Main changes: * Checkboxes now respect the property split layouts * Add support for row and column headers (i.e. `uiLayout.column(heading="Foo")`, `uiLayout.row(heading="Bar")`). If the first property added to this layout doesn't insert anything into the label split column, the heading is inserted there. Otherwise, it's inserted as own item. * Add support for manually inserting decorators for an existing item (`uiLayout.prop_decorator()`). That way layout creators can manually insert this, which was the only way I saw to support property split layouts with a checkbox before the actual property. {F8471883} * Autogenerated layouts for operator properties look bad if there are only checkboxes (which only use half the region width). So before creating the layout, we iterate over visible properties and disable split layout if all are booleans. I think this is fine, if needed we could also add layout hints to operators. * `uiTemplateOperatorPropertyButs()` now handles macros itself, the caller used to be responsible for this. Code that didn't handle these so far never used macros I think, so this change should be invisible. * Remove manual property split layout from autogenerated operator properties layout. * Padding of checkboxes is tweaked to make their label visually more connected to the checkboxes. * Support split layout for menus (should work for `uiLayout.menu()`, `.operator_menu_enum()`, `.prop_menu_enum()`, maybe more) Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7427 Reviewed by: Brecht Van Lommel, William Reynish, Pablo Vazques
2020-04-17 16:40:25 +02:00
litem->parent = layout->child_items_layout;
}
else {
BLI_addtail(&layout->items, litem);
UI: Better split layout support for checkboxes Makes the following layout changes possible: {F8473498} {F8473499} {F8473502} The next commit will contain many layout changes to make good use of these new possibilities. The result should be more consistent, easier to read and should give a more organized impression. Additionally, it should be possible to replace many sub-panels with compacter layouts. Main changes: * Checkboxes now respect the property split layouts * Add support for row and column headers (i.e. `uiLayout.column(heading="Foo")`, `uiLayout.row(heading="Bar")`). If the first property added to this layout doesn't insert anything into the label split column, the heading is inserted there. Otherwise, it's inserted as own item. * Add support for manually inserting decorators for an existing item (`uiLayout.prop_decorator()`). That way layout creators can manually insert this, which was the only way I saw to support property split layouts with a checkbox before the actual property. {F8471883} * Autogenerated layouts for operator properties look bad if there are only checkboxes (which only use half the region width). So before creating the layout, we iterate over visible properties and disable split layout if all are booleans. I think this is fine, if needed we could also add layout hints to operators. * `uiTemplateOperatorPropertyButs()` now handles macros itself, the caller used to be responsible for this. Code that didn't handle these so far never used macros I think, so this change should be invisible. * Remove manual property split layout from autogenerated operator properties layout. * Padding of checkboxes is tweaked to make their label visually more connected to the checkboxes. * Support split layout for menus (should work for `uiLayout.menu()`, `.operator_menu_enum()`, `.prop_menu_enum()`, maybe more) Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7427 Reviewed by: Brecht Van Lommel, William Reynish, Pablo Vazques
2020-04-17 16:40:25 +02:00
litem->parent = layout;
}
}
static void ui_layout_heading_set(uiLayout *layout, const char *heading)
{
BLI_assert(layout->heading[0] == '\0');
if (heading) {
STRNCPY(layout->heading, heading);
}
}
/* layout create functions */
2018-07-01 16:22:06 +02:00
uiLayout *uiLayoutRow(uiLayout *layout, bool align)
{
uiLayout *litem;
litem = MEM_callocN(sizeof(uiLayout), "uiLayoutRow");
ui_litem_init_from_parent(litem, layout, align);
litem->item.type = ITEM_LAYOUT_ROW;
litem->space = (align) ? 0 : layout->root->style->buttonspacex;
UI_block_layout_set_current(layout->root->block, litem);
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
return litem;
}
UI: Better split layout support for checkboxes Makes the following layout changes possible: {F8473498} {F8473499} {F8473502} The next commit will contain many layout changes to make good use of these new possibilities. The result should be more consistent, easier to read and should give a more organized impression. Additionally, it should be possible to replace many sub-panels with compacter layouts. Main changes: * Checkboxes now respect the property split layouts * Add support for row and column headers (i.e. `uiLayout.column(heading="Foo")`, `uiLayout.row(heading="Bar")`). If the first property added to this layout doesn't insert anything into the label split column, the heading is inserted there. Otherwise, it's inserted as own item. * Add support for manually inserting decorators for an existing item (`uiLayout.prop_decorator()`). That way layout creators can manually insert this, which was the only way I saw to support property split layouts with a checkbox before the actual property. {F8471883} * Autogenerated layouts for operator properties look bad if there are only checkboxes (which only use half the region width). So before creating the layout, we iterate over visible properties and disable split layout if all are booleans. I think this is fine, if needed we could also add layout hints to operators. * `uiTemplateOperatorPropertyButs()` now handles macros itself, the caller used to be responsible for this. Code that didn't handle these so far never used macros I think, so this change should be invisible. * Remove manual property split layout from autogenerated operator properties layout. * Padding of checkboxes is tweaked to make their label visually more connected to the checkboxes. * Support split layout for menus (should work for `uiLayout.menu()`, `.operator_menu_enum()`, `.prop_menu_enum()`, maybe more) Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7427 Reviewed by: Brecht Van Lommel, William Reynish, Pablo Vazques
2020-04-17 16:40:25 +02:00
/**
* See #uiLayoutColumnWithHeading().
*/
uiLayout *uiLayoutRowWithHeading(uiLayout *layout, bool align, const char *heading)
{
uiLayout *litem = uiLayoutRow(layout, align);
ui_layout_heading_set(litem, heading);
return litem;
}
uiLayout *uiLayoutColumn(uiLayout *layout, bool align)
{
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
uiLayout *litem;
2012-03-30 01:51:25 +00:00
litem = MEM_callocN(sizeof(uiLayout), "uiLayoutColumn");
ui_litem_init_from_parent(litem, layout, align);
2012-03-30 01:51:25 +00:00
litem->item.type = ITEM_LAYOUT_COLUMN;
litem->space = (align) ? 0 : layout->root->style->buttonspacey;
UI_block_layout_set_current(layout->root->block, litem);
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
return litem;
}
UI: Better split layout support for checkboxes Makes the following layout changes possible: {F8473498} {F8473499} {F8473502} The next commit will contain many layout changes to make good use of these new possibilities. The result should be more consistent, easier to read and should give a more organized impression. Additionally, it should be possible to replace many sub-panels with compacter layouts. Main changes: * Checkboxes now respect the property split layouts * Add support for row and column headers (i.e. `uiLayout.column(heading="Foo")`, `uiLayout.row(heading="Bar")`). If the first property added to this layout doesn't insert anything into the label split column, the heading is inserted there. Otherwise, it's inserted as own item. * Add support for manually inserting decorators for an existing item (`uiLayout.prop_decorator()`). That way layout creators can manually insert this, which was the only way I saw to support property split layouts with a checkbox before the actual property. {F8471883} * Autogenerated layouts for operator properties look bad if there are only checkboxes (which only use half the region width). So before creating the layout, we iterate over visible properties and disable split layout if all are booleans. I think this is fine, if needed we could also add layout hints to operators. * `uiTemplateOperatorPropertyButs()` now handles macros itself, the caller used to be responsible for this. Code that didn't handle these so far never used macros I think, so this change should be invisible. * Remove manual property split layout from autogenerated operator properties layout. * Padding of checkboxes is tweaked to make their label visually more connected to the checkboxes. * Support split layout for menus (should work for `uiLayout.menu()`, `.operator_menu_enum()`, `.prop_menu_enum()`, maybe more) Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7427 Reviewed by: Brecht Van Lommel, William Reynish, Pablo Vazques
2020-04-17 16:40:25 +02:00
/**
* Variant of #uiLayoutColumn() that sets a heading label for the layout if the first item is
* added through #uiItemFullR(). If split layout is used and the item has no string to add to the
* first split-column, the heading is added there instead. Otherwise the heading inserted with a
* new row.
*/
uiLayout *uiLayoutColumnWithHeading(uiLayout *layout, bool align, const char *heading)
{
uiLayout *litem = uiLayoutColumn(layout, align);
ui_layout_heading_set(litem, heading);
return litem;
}
uiLayout *uiLayoutColumnFlow(uiLayout *layout, int number, bool align)
{
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
uiLayoutItemFlow *flow;
2012-03-30 01:51:25 +00:00
flow = MEM_callocN(sizeof(uiLayoutItemFlow), "uiLayoutItemFlow");
ui_litem_init_from_parent(&flow->litem, layout, align);
2012-03-30 01:51:25 +00:00
flow->litem.item.type = ITEM_LAYOUT_COLUMN_FLOW;
flow->litem.space = (flow->litem.align) ? 0 : layout->root->style->columnspace;
flow->number = number;
UI_block_layout_set_current(layout->root->block, &flow->litem);
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
return &flow->litem;
}
uiLayout *uiLayoutGridFlow(uiLayout *layout,
2018-07-01 16:22:06 +02:00
bool row_major,
int columns_len,
bool even_columns,
bool even_rows,
bool align)
{
uiLayoutItemGridFlow *flow;
flow = MEM_callocN(sizeof(uiLayoutItemGridFlow), __func__);
flow->litem.item.type = ITEM_LAYOUT_GRID_FLOW;
ui_litem_init_from_parent(&flow->litem, layout, align);
flow->litem.space = (flow->litem.align) ? 0 : layout->root->style->columnspace;
flow->row_major = row_major;
2018-07-01 09:23:51 +02:00
flow->columns_len = columns_len;
flow->even_columns = even_columns;
flow->even_rows = even_rows;
UI_block_layout_set_current(layout->root->block, &flow->litem);
return &flow->litem;
}
static uiLayoutItemBx *ui_layout_box(uiLayout *layout, int type)
{
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
uiLayoutItemBx *box;
2012-03-30 01:51:25 +00:00
box = MEM_callocN(sizeof(uiLayoutItemBx), "uiLayoutItemBx");
ui_litem_init_from_parent(&box->litem, layout, false);
2012-03-30 01:51:25 +00:00
box->litem.item.type = ITEM_LAYOUT_BOX;
box->litem.space = layout->root->style->columnspace;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
UI_block_layout_set_current(layout->root->block, &box->litem);
2012-03-30 01:51:25 +00:00
box->roundbox = uiDefBut(layout->root->block, type, 0, "", 0, 0, 0, 0, NULL, 0.0, 0.0, 0, 0, "");
return box;
}
uiLayout *uiLayoutRadial(uiLayout *layout)
{
uiLayout *litem;
/* radial layouts are only valid for radial menus */
2019-03-25 10:15:20 +11:00
if (layout->root->type != UI_LAYOUT_PIEMENU) {
return ui_item_local_sublayout(layout, layout, 0);
2019-03-25 10:15:20 +11:00
}
/* only one radial wheel per root layout is allowed, so check and return that, if it exists */
LISTBASE_FOREACH (uiItem *, item, &layout->root->layout->items) {
litem = (uiLayout *)item;
if (litem->item.type == ITEM_LAYOUT_RADIAL) {
UI_block_layout_set_current(layout->root->block, litem);
return litem;
}
}
litem = MEM_callocN(sizeof(uiLayout), "uiLayoutRadial");
ui_litem_init_from_parent(litem, layout, false);
litem->item.type = ITEM_LAYOUT_RADIAL;
UI_block_layout_set_current(layout->root->block, litem);
return litem;
}
uiLayout *uiLayoutBox(uiLayout *layout)
{
return (uiLayout *)ui_layout_box(layout, UI_BTYPE_ROUNDBOX);
}
2015-05-31 14:20:03 +10:00
/**
2019-04-17 08:44:38 +02:00
* Check all buttons defined in this layout,
* and set any button flagged as UI_BUT_LIST_ITEM as active/selected.
* Needed to handle correctly text colors of active (selected) list item.
*/
void ui_layout_list_set_labels_active(uiLayout *layout)
{
LISTBASE_FOREACH (uiButtonItem *, bitem, &layout->items) {
if (bitem->item.type != ITEM_BUTTON) {
ui_layout_list_set_labels_active((uiLayout *)(&bitem->item));
}
else if (bitem->but->flag & UI_BUT_LIST_ITEM) {
UI_but_flag_enable(bitem->but, UI_SELECT);
}
}
}
2015-05-05 03:13:47 +10:00
uiLayout *uiLayoutListBox(uiLayout *layout,
uiList *ui_list,
PointerRNA *actptr,
PropertyRNA *actprop)
{
uiLayoutItemBx *box = ui_layout_box(layout, UI_BTYPE_LISTBOX);
2012-03-30 01:51:25 +00:00
uiBut *but = box->roundbox;
2012-12-28 10:32:49 +00:00
but->custom_data = ui_list;
This commit frees list ui items from their dependencies to Panel, and hence from all the limitations this implied (mostly, the "only one list per panel" one). It introduces a new (py-extendable and registrable) RNA type, UIList (roughly similar to Panel one), which currently contains only "standard" list's scroll pos and size (but may be expended to include e.g. some filtering data, etc.). This now makes lists completely independent from Panels! This UIList has a draw_item callback which allows to customize items' drawing from python, that all addons can now use. Incidentally, this also greatly simplifies the C code of this widget, as we do not code any "special case" here anymore! To make all this work, other changes were also necessary: * Now all buttons (uiBut struct) have a 'custom_data' void pointer, used currently to store the uiList struct associated with a given uiLayoutListBox. * DynamicPaintSurface now exposes a new bool, use_color_preview (readonly), saying whether that surface has some 3D view preview data or not. * UILayout class has now four new (static) functions, to get the actual icon of any RNA object (important e.g. with materials or textures), and to get an enum item's UI name, description and icon. * UILayout's label() func now takes an optional 'icon_value' integer parameter, which if not zero will override the 'icon' one (mandatory to use "custom" icons as generated for material/texture/... previews). Note: not sure whether we should add that one to all UILayout's prop funcs? Note: will update addons using template list asap.
2012-12-28 09:20:16 +00:00
2012-03-30 01:51:25 +00:00
but->rnapoin = *actptr;
but->rnaprop = actprop;
/* only for the undo string */
if (but->flag & UI_BUT_UNDO) {
but->tip = RNA_property_description(actprop);
}
2012-03-30 01:51:25 +00:00
return (uiLayout *)box;
}
uiLayout *uiLayoutAbsolute(uiLayout *layout, bool align)
{
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
uiLayout *litem;
2012-03-30 01:51:25 +00:00
litem = MEM_callocN(sizeof(uiLayout), "uiLayoutAbsolute");
ui_litem_init_from_parent(litem, layout, align);
2012-03-30 01:51:25 +00:00
litem->item.type = ITEM_LAYOUT_ABSOLUTE;
UI_block_layout_set_current(layout->root->block, litem);
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
return litem;
}
uiBlock *uiLayoutAbsoluteBlock(uiLayout *layout)
{
uiBlock *block;
2012-03-30 01:51:25 +00:00
block = uiLayoutGetBlock(layout);
uiLayoutAbsolute(layout, false);
return block;
}
uiLayout *uiLayoutOverlap(uiLayout *layout)
{
uiLayout *litem;
2012-03-30 01:51:25 +00:00
litem = MEM_callocN(sizeof(uiLayout), "uiLayoutOverlap");
ui_litem_init_from_parent(litem, layout, false);
2012-03-30 01:51:25 +00:00
litem->item.type = ITEM_LAYOUT_OVERLAP;
UI_block_layout_set_current(layout->root->block, litem);
return litem;
}
uiLayout *uiLayoutSplit(uiLayout *layout, float percentage, bool align)
{
uiLayoutItemSplit *split;
2012-03-30 01:51:25 +00:00
split = MEM_callocN(sizeof(uiLayoutItemSplit), "uiLayoutItemSplit");
ui_litem_init_from_parent(&split->litem, layout, align);
2012-03-30 01:51:25 +00:00
split->litem.item.type = ITEM_LAYOUT_SPLIT;
split->litem.space = layout->root->style->columnspace;
split->percentage = percentage;
UI_block_layout_set_current(layout->root->block, &split->litem);
return &split->litem;
}
void uiLayoutSetActive(uiLayout *layout, bool active)
{
2012-03-30 01:51:25 +00:00
layout->active = active;
}
void uiLayoutSetActiveDefault(uiLayout *layout, bool active_default)
{
layout->active_default = active_default;
}
void uiLayoutSetActivateInit(uiLayout *layout, bool activate_init)
{
layout->activate_init = activate_init;
}
void uiLayoutSetEnabled(uiLayout *layout, bool enabled)
{
2012-03-30 01:51:25 +00:00
layout->enabled = enabled;
}
void uiLayoutSetRedAlert(uiLayout *layout, bool redalert)
{
2012-03-30 01:51:25 +00:00
layout->redalert = redalert;
}
void uiLayoutSetKeepAspect(uiLayout *layout, bool keepaspect)
{
2012-03-30 01:51:25 +00:00
layout->keepaspect = keepaspect;
}
void uiLayoutSetAlignment(uiLayout *layout, char alignment)
{
2012-03-30 01:51:25 +00:00
layout->alignment = alignment;
}
void uiLayoutSetScaleX(uiLayout *layout, float scale)
{
2012-03-30 01:51:25 +00:00
layout->scale[0] = scale;
}
void uiLayoutSetScaleY(uiLayout *layout, float scale)
{
2012-03-30 01:51:25 +00:00
layout->scale[1] = scale;
}
void uiLayoutSetUnitsX(uiLayout *layout, float unit)
{
layout->units[0] = unit;
}
void uiLayoutSetUnitsY(uiLayout *layout, float unit)
{
layout->units[1] = unit;
}
void uiLayoutSetEmboss(uiLayout *layout, char emboss)
{
layout->emboss = emboss;
}
bool uiLayoutGetPropSep(uiLayout *layout)
{
return (layout->item.flag & UI_ITEM_PROP_SEP) != 0;
}
void uiLayoutSetPropSep(uiLayout *layout, bool is_sep)
{
SET_FLAG_FROM_TEST(layout->item.flag, is_sep, UI_ITEM_PROP_SEP);
}
bool uiLayoutGetPropDecorate(uiLayout *layout)
{
return (layout->item.flag & UI_ITEM_PROP_DECORATE) != 0;
}
void uiLayoutSetPropDecorate(uiLayout *layout, bool is_sep)
{
SET_FLAG_FROM_TEST(layout->item.flag, is_sep, UI_ITEM_PROP_DECORATE);
}
bool uiLayoutGetActive(uiLayout *layout)
{
return layout->active;
}
bool uiLayoutGetActiveDefault(uiLayout *layout)
{
return layout->active_default;
}
bool uiLayoutGetActivateInit(uiLayout *layout)
{
return layout->activate_init;
}
bool uiLayoutGetEnabled(uiLayout *layout)
{
return layout->enabled;
}
bool uiLayoutGetRedAlert(uiLayout *layout)
{
return layout->redalert;
}
bool uiLayoutGetKeepAspect(uiLayout *layout)
{
return layout->keepaspect;
}
int uiLayoutGetAlignment(uiLayout *layout)
{
return layout->alignment;
}
int uiLayoutGetWidth(uiLayout *layout)
{
return layout->w;
}
float uiLayoutGetScaleX(uiLayout *layout)
{
return layout->scale[0];
}
float uiLayoutGetScaleY(uiLayout *layout)
{
return layout->scale[1];
}
float uiLayoutGetUnitsX(uiLayout *layout)
{
return layout->units[0];
}
float uiLayoutGetUnitsY(uiLayout *layout)
{
return layout->units[1];
}
int uiLayoutGetEmboss(uiLayout *layout)
{
if (layout->emboss == UI_EMBOSS_UNDEFINED) {
return layout->root->block->emboss;
}
return layout->emboss;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Block Layout Search Filtering
* \{ */
/* Disabled for performance reasons, but this could be turned on in the future. */
// #define PROPERTY_SEARCH_USE_TOOLTIPS
static bool block_search_panel_label_matches(const uiBlock *block, const char *search_string)
{
if ((block->panel != NULL) && (block->panel->type != NULL)) {
if (BLI_strcasestr(block->panel->type->label, search_string)) {
return true;
}
}
return false;
}
/**
* Returns true if a button or the data / operator it represents matches the search filter.
*/
static bool button_matches_search_filter(uiBut *but, const char *search_filter)
{
/* Do the shorter checks first for better performance in case there is a match. */
if (BLI_strcasestr(but->str, search_filter)) {
return true;
}
if (but->optype != NULL) {
if (BLI_strcasestr(but->optype->name, search_filter)) {
return true;
}
}
if (but->rnaprop != NULL) {
if (BLI_strcasestr(RNA_property_ui_name(but->rnaprop), search_filter)) {
return true;
}
#ifdef PROPERTY_SEARCH_USE_TOOLTIPS
if (BLI_strcasestr(RNA_property_description(but->rnaprop), search_filter)) {
return true;
}
#endif
2020-09-16 15:28:02 +10:00
/* Search through labels of enum property items if they are in a drop-down menu.
* Unfortunately we have no #bContext here so we cannot search through RNA enums
* with dynamic entries (or "itemf" functions) which require context. */
if (but->type == UI_BTYPE_MENU) {
PointerRNA *ptr = &but->rnapoin;
PropertyRNA *enum_prop = but->rnaprop;
int items_len;
const EnumPropertyItem *items_array = NULL;
bool free;
RNA_property_enum_items_gettexted(NULL, ptr, enum_prop, &items_array, &items_len, &free);
if (items_array == NULL) {
return false;
}
for (int i = 0; i < items_len; i++) {
/* Check for NULL name field which enums use for separators. */
if (items_array[i].name == NULL) {
continue;
}
if (BLI_strcasestr(items_array[i].name, search_filter)) {
return true;
}
}
if (free) {
MEM_freeN((EnumPropertyItem *)items_array);
}
}
}
return false;
}
/**
* Test for a search result within a specific button group.
*/
static bool button_group_has_search_match(uiButtonGroup *button_group, const char *search_filter)
{
LISTBASE_FOREACH (LinkData *, link, &button_group->buttons) {
uiBut *but = link->data;
if (button_matches_search_filter(but, search_filter)) {
return true;
}
}
return false;
}
/**
* Apply the search filter, tagging all buttons with whether they match or not.
* Tag every button in the group as a result if any button in the group matches.
*
* \note It would be great to return early here if we found a match, but because
* the results may be visible we have to continue searching the entire block.
*
* \return True if the block has any search results.
*/
static bool block_search_filter_tag_buttons(uiBlock *block, const char *search_filter)
{
bool has_result = false;
LISTBASE_FOREACH (uiButtonGroup *, button_group, &block->button_groups) {
if (button_group_has_search_match(button_group, search_filter)) {
has_result = true;
}
else {
LISTBASE_FOREACH (LinkData *, link, &button_group->buttons) {
uiBut *but = link->data;
but->flag |= UI_SEARCH_FILTER_NO_MATCH;
}
}
}
return has_result;
}
/**
* Apply property search behavior, setting panel flags and deactivating buttons that don't match.
*
* \note Must not be run after #UI_block_layout_resolve.
*/
bool UI_block_apply_search_filter(uiBlock *block, const char *search_filter)
{
if (search_filter == NULL || search_filter[0] == '\0') {
return false;
}
Panel *panel = block->panel;
if (panel != NULL && panel->type->flag & PANEL_TYPE_NO_SEARCH) {
/* Panels for active blocks should always have a type, otherwise they wouldn't be created. */
BLI_assert(block->panel->type != NULL);
if (panel->type->flag & PANEL_TYPE_NO_SEARCH) {
return false;
}
}
const bool panel_label_matches = block_search_panel_label_matches(block, search_filter);
const bool has_result = (panel_label_matches) ?
true :
block_search_filter_tag_buttons(block, search_filter);
if (panel != NULL) {
if (has_result) {
ui_panel_tag_search_filter_match(block->panel);
}
}
return has_result;
}
2019-09-06 16:12:47 +10:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Layout
* \{ */
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
static void ui_item_scale(uiLayout *litem, const float scale[2])
{
int x, y, w, h;
LISTBASE_FOREACH_BACKWARD (uiItem *, item, &litem->items) {
2018-06-26 11:57:22 +02:00
if (item->type != ITEM_BUTTON) {
uiLayout *subitem = (uiLayout *)item;
ui_item_scale(subitem, scale);
}
ui_item_size(item, &w, &h);
ui_item_offset(item, &x, &y);
if (scale[0] != 0.0f) {
x *= scale[0];
w *= scale[0];
}
if (scale[1] != 0.0f) {
y *= scale[1];
h *= scale[1];
}
ui_item_position(item, x, y, w, h);
}
}
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
static void ui_item_estimate(uiItem *item)
{
if (item->type != ITEM_BUTTON) {
2012-03-30 01:51:25 +00:00
uiLayout *litem = (uiLayout *)item;
LISTBASE_FOREACH (uiItem *, subitem, &litem->items) {
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
ui_item_estimate(subitem);
2019-03-25 10:15:20 +11:00
}
if (BLI_listbase_is_empty(&litem->items)) {
litem->w = 0;
litem->h = 0;
return;
}
2019-03-25 10:15:20 +11:00
if (litem->scale[0] != 0.0f || litem->scale[1] != 0.0f) {
ui_item_scale(litem, litem->scale);
2019-03-25 10:15:20 +11:00
}
2012-03-30 01:51:25 +00:00
switch (litem->item.type) {
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
case ITEM_LAYOUT_COLUMN:
ui_litem_estimate_column(litem, false);
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
break;
case ITEM_LAYOUT_COLUMN_FLOW:
ui_litem_estimate_column_flow(litem);
break;
case ITEM_LAYOUT_GRID_FLOW:
ui_litem_estimate_grid_flow(litem);
break;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
case ITEM_LAYOUT_ROW:
ui_litem_estimate_row(litem);
break;
case ITEM_LAYOUT_BOX:
ui_litem_estimate_box(litem);
break;
case ITEM_LAYOUT_ROOT:
ui_litem_estimate_root(litem);
break;
case ITEM_LAYOUT_ABSOLUTE:
ui_litem_estimate_absolute(litem);
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
break;
case ITEM_LAYOUT_SPLIT:
ui_litem_estimate_split(litem);
break;
case ITEM_LAYOUT_OVERLAP:
ui_litem_estimate_overlap(litem);
break;
default:
break;
}
/* Force fixed size. */
if (litem->units[0] > 0) {
litem->w = UI_UNIT_X * litem->units[0];
}
if (litem->units[1] > 0) {
litem->h = UI_UNIT_Y * litem->units[1];
}
}
}
static void ui_item_align(uiLayout *litem, short nr)
{
uiButtonItem *bitem;
uiLayoutItemBx *box;
LISTBASE_FOREACH_BACKWARD (uiItem *, item, &litem->items) {
if (item->type == ITEM_BUTTON) {
2012-03-30 01:51:25 +00:00
bitem = (uiButtonItem *)item;
#ifndef USE_UIBUT_SPATIAL_ALIGN
if (ui_but_can_align(bitem->but))
#endif
2015-11-07 17:36:10 +11:00
{
if (!bitem->but->alignnr) {
2012-03-30 01:51:25 +00:00
bitem->but->alignnr = nr;
2015-11-07 17:36:10 +11:00
}
}
}
2012-10-07 09:48:59 +00:00
else if (item->type == ITEM_LAYOUT_ABSOLUTE) {
/* pass */
}
else if (item->type == ITEM_LAYOUT_OVERLAP) {
/* pass */
}
else if (item->type == ITEM_LAYOUT_BOX) {
2012-03-30 01:51:25 +00:00
box = (uiLayoutItemBx *)item;
if (!box->roundbox->alignnr) {
box->roundbox->alignnr = nr;
}
}
else if (((uiLayout *)item)->align) {
2012-03-30 01:51:25 +00:00
ui_item_align((uiLayout *)item, nr);
}
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
}
}
static void ui_item_flag(uiLayout *litem, int flag)
{
uiButtonItem *bitem;
LISTBASE_FOREACH_BACKWARD (uiItem *, item, &litem->items) {
if (item->type == ITEM_BUTTON) {
2012-03-30 01:51:25 +00:00
bitem = (uiButtonItem *)item;
bitem->but->flag |= flag;
}
else {
2012-03-30 01:51:25 +00:00
ui_item_flag((uiLayout *)item, flag);
}
}
}
static void ui_item_layout(uiItem *item)
{
if (item->type != ITEM_BUTTON) {
2012-03-30 01:51:25 +00:00
uiLayout *litem = (uiLayout *)item;
2019-03-25 10:15:20 +11:00
if (BLI_listbase_is_empty(&litem->items)) {
return;
2019-03-25 10:15:20 +11:00
}
2019-03-25 10:15:20 +11:00
if (litem->align) {
ui_item_align(litem, ++litem->root->block->alignnr);
2019-03-25 10:15:20 +11:00
}
if (!litem->active) {
ui_item_flag(litem, UI_BUT_INACTIVE);
2019-03-25 10:15:20 +11:00
}
if (!litem->enabled) {
ui_item_flag(litem, UI_BUT_DISABLED);
2019-03-25 10:15:20 +11:00
}
2012-03-30 01:51:25 +00:00
switch (litem->item.type) {
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
case ITEM_LAYOUT_COLUMN:
ui_litem_layout_column(litem, false, false);
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
break;
case ITEM_LAYOUT_COLUMN_FLOW:
ui_litem_layout_column_flow(litem);
break;
case ITEM_LAYOUT_GRID_FLOW:
ui_litem_layout_grid_flow(litem);
break;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
case ITEM_LAYOUT_ROW:
ui_litem_layout_row(litem);
break;
case ITEM_LAYOUT_BOX:
ui_litem_layout_box(litem);
break;
case ITEM_LAYOUT_ROOT:
ui_litem_layout_root(litem);
break;
case ITEM_LAYOUT_ABSOLUTE:
ui_litem_layout_absolute(litem);
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
break;
case ITEM_LAYOUT_SPLIT:
ui_litem_layout_split(litem);
break;
case ITEM_LAYOUT_OVERLAP:
ui_litem_layout_overlap(litem);
break;
case ITEM_LAYOUT_RADIAL:
ui_litem_layout_radial(litem);
break;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
default:
break;
}
LISTBASE_FOREACH (uiItem *, subitem, &litem->items) {
2017-07-27 11:44:51 +02:00
if (item->flag & UI_ITEM_BOX_ITEM) {
2017-07-27 10:27:29 +03:00
subitem->flag |= UI_ITEM_BOX_ITEM;
2017-07-27 11:44:51 +02:00
}
ui_item_layout(subitem);
2017-07-27 10:27:29 +03:00
}
2017-07-27 11:44:51 +02:00
}
else {
2017-07-27 10:27:29 +03:00
if (item->flag & UI_ITEM_BOX_ITEM) {
uiButtonItem *bitem = (uiButtonItem *)item;
bitem->but->drawflag |= UI_BUT_BOX_ITEM;
}
}
}
2019-03-25 12:19:55 +11:00
static void ui_layout_end(uiBlock *block, uiLayout *layout, int *r_x, int *r_y)
{
2019-03-25 10:15:20 +11:00
if (layout->root->handlefunc) {
UI_block_func_handle_set(block, layout->root->handlefunc, layout->root->argv);
2019-03-25 10:15:20 +11:00
}
ui_item_estimate(&layout->item);
ui_item_layout(&layout->item);
2019-03-25 12:19:55 +11:00
if (r_x) {
*r_x = layout->x;
2019-03-25 10:15:20 +11:00
}
2019-03-25 12:19:55 +11:00
if (r_y) {
*r_y = layout->y;
2019-03-25 10:15:20 +11:00
}
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
}
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
static void ui_layout_free(uiLayout *layout)
{
LISTBASE_FOREACH_MUTABLE (uiItem *, item, &layout->items) {
2019-03-25 10:15:20 +11:00
if (item->type == ITEM_BUTTON) {
uiButtonItem *bitem = (uiButtonItem *)item;
bitem->but->layout = NULL;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
MEM_freeN(item);
2019-03-25 10:15:20 +11:00
}
else {
2012-03-30 01:51:25 +00:00
ui_layout_free((uiLayout *)item);
2019-03-25 10:15:20 +11:00
}
}
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
MEM_freeN(layout);
}
static void ui_layout_add_padding_button(uiLayoutRoot *root)
{
if (root->padding) {
/* add an invisible button for padding */
uiBlock *block = root->block;
uiLayout *prev_layout = block->curlayout;
block->curlayout = root->layout;
uiDefBut(
block, UI_BTYPE_SEPR, 0, "", 0, 0, root->padding, root->padding, NULL, 0.0, 0.0, 0, 0, "");
block->curlayout = prev_layout;
}
}
2020-03-15 17:32:25 +11:00
uiLayout *UI_block_layout(uiBlock *block,
int dir,
int type,
int x,
int y,
int size,
int em,
int padding,
const uiStyle *style)
{
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
uiLayout *layout;
uiLayoutRoot *root;
2012-03-30 01:51:25 +00:00
root = MEM_callocN(sizeof(uiLayoutRoot), "uiLayoutRoot");
root->type = type;
root->style = style;
root->block = block;
root->padding = padding;
2012-03-30 01:51:25 +00:00
root->opcontext = WM_OP_INVOKE_REGION_WIN;
2012-03-30 01:51:25 +00:00
layout = MEM_callocN(sizeof(uiLayout), "uiLayout");
layout->item.type = (type == UI_LAYOUT_VERT_BAR) ? ITEM_LAYOUT_COLUMN : ITEM_LAYOUT_ROOT;
/* Only used when 'UI_ITEM_PROP_SEP' is set. */
layout->item.flag = UI_ITEM_PROP_DECORATE;
2012-03-30 01:51:25 +00:00
layout->x = x;
layout->y = y;
layout->root = root;
layout->space = style->templatespace;
layout->active = 1;
layout->enabled = 1;
layout->context = NULL;
layout->emboss = UI_EMBOSS_UNDEFINED;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
2020-11-06 12:30:59 +11:00
if (ELEM(type, UI_LAYOUT_MENU, UI_LAYOUT_PIEMENU)) {
2012-03-30 01:51:25 +00:00
layout->space = 0;
2019-03-25 10:15:20 +11:00
}
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
if (dir == UI_LAYOUT_HORIZONTAL) {
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layout->h = size;
layout->root->emh = em * UI_UNIT_Y;
}
else {
2012-03-30 01:51:25 +00:00
layout->w = size;
layout->root->emw = em * UI_UNIT_X;
}
2012-03-30 01:51:25 +00:00
block->curlayout = layout;
root->layout = layout;
BLI_addtail(&block->layouts, root);
ui_layout_add_padding_button(root);
return layout;
}
uiBlock *uiLayoutGetBlock(uiLayout *layout)
{
return layout->root->block;
}
int uiLayoutGetOperatorContext(uiLayout *layout)
{
return layout->root->opcontext;
}
void UI_block_layout_set_current(uiBlock *block, uiLayout *layout)
{
2012-03-30 01:51:25 +00:00
block->curlayout = layout;
}
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
void ui_layout_add_but(uiLayout *layout, uiBut *but)
{
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
uiButtonItem *bitem;
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bitem = MEM_callocN(sizeof(uiButtonItem), "uiButtonItem");
bitem->item.type = ITEM_BUTTON;
bitem->but = but;
int w, h;
ui_item_size((uiItem *)bitem, &w, &h);
/* XXX uiBut hasn't scaled yet
* we can flag the button as not expandable, depending on its size */
if (w <= 2 * UI_UNIT_X && (!but->str || but->str[0] == '\0')) {
bitem->item.flag |= UI_ITEM_FIXED_SIZE;
}
if (layout->child_items_layout) {
BLI_addtail(&layout->child_items_layout->items, bitem);
}
else {
BLI_addtail(&layout->items, bitem);
}
but->layout = layout;
if (layout->context) {
2012-03-30 01:51:25 +00:00
but->context = layout->context;
but->context->used = true;
}
if (layout->emboss != UI_EMBOSS_UNDEFINED) {
but->emboss = layout->emboss;
}
ui_button_group_add_but(uiLayoutGetBlock(layout), but);
}
bool ui_layout_replace_but_ptr(uiLayout *layout, const void *old_but_ptr, uiBut *new_but)
{
ListBase *child_list = layout->child_items_layout ? &layout->child_items_layout->items :
&layout->items;
LISTBASE_FOREACH (uiItem *, item, child_list) {
if (item->type == ITEM_BUTTON) {
uiButtonItem *bitem = (uiButtonItem *)item;
if (bitem->but == old_but_ptr) {
bitem->but = new_but;
return true;
}
}
else {
if (ui_layout_replace_but_ptr((uiLayout *)item, old_but_ptr, new_but)) {
return true;
}
}
}
return false;
}
void uiLayoutSetFixedSize(uiLayout *layout, bool fixed_size)
{
if (fixed_size) {
layout->item.flag |= UI_ITEM_FIXED_SIZE;
}
else {
layout->item.flag &= ~UI_ITEM_FIXED_SIZE;
}
}
bool uiLayoutGetFixedSize(uiLayout *layout)
{
return (layout->item.flag & UI_ITEM_FIXED_SIZE) != 0;
}
void uiLayoutSetOperatorContext(uiLayout *layout, int opcontext)
{
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layout->root->opcontext = opcontext;
}
void uiLayoutSetFunc(uiLayout *layout, uiMenuHandleFunc handlefunc, void *argv)
{
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layout->root->handlefunc = handlefunc;
layout->root->argv = argv;
}
/**
* Used for property search when the layout process needs to be cancelled in order to avoid
* computing the locations for buttons, but the layout items created while adding the buttons
* must still be freed.
*/
void UI_block_layout_free(uiBlock *block)
{
LISTBASE_FOREACH_MUTABLE (uiLayoutRoot *, root, &block->layouts) {
ui_layout_free(root->layout);
MEM_freeN(root);
}
}
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void UI_block_layout_resolve(uiBlock *block, int *r_x, int *r_y)
{
BLI_assert(block->active);
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if (r_x) {
*r_x = 0;
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}
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if (r_y) {
*r_y = 0;
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}
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block->curlayout = NULL;
LISTBASE_FOREACH_MUTABLE (uiLayoutRoot *, root, &block->layouts) {
ui_layout_add_padding_button(root);
/* NULL in advance so we don't interfere when adding button */
2019-03-25 12:19:55 +11:00
ui_layout_end(block, root->layout, r_x, r_y);
ui_layout_free(root->layout);
MEM_freeN(root);
}
BLI_listbase_clear(&block->layouts);
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
/* XXX silly trick, interface_templates.c doesn't get linked
* because it's not used by other files in this module? */
{
UI_template_fix_linking();
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
}
}
void uiLayoutSetContextPointer(uiLayout *layout, const char *name, PointerRNA *ptr)
{
2012-03-30 01:51:25 +00:00
uiBlock *block = layout->root->block;
layout->context = CTX_store_add(&block->contexts, name, ptr);
}
void uiLayoutContextCopy(uiLayout *layout, bContextStore *context)
{
2012-05-08 18:29:02 +00:00
uiBlock *block = layout->root->block;
layout->context = CTX_store_add_all(&block->contexts, context);
}
void uiLayoutSetContextFromBut(uiLayout *layout, uiBut *but)
{
if (but->opptr) {
uiLayoutSetContextPointer(layout, "button_operator", but->opptr);
}
if (but->rnapoin.data && but->rnaprop) {
/* TODO: index could be supported as well */
PointerRNA ptr_prop;
RNA_pointer_create(NULL, &RNA_Property, but->rnaprop, &ptr_prop);
uiLayoutSetContextPointer(layout, "button_prop", &ptr_prop);
uiLayoutSetContextPointer(layout, "button_pointer", &but->rnapoin);
}
}
/* this is a bit of a hack but best keep it in one place at least */
wmOperatorType *UI_but_operatortype_get_from_enum_menu(uiBut *but, PropertyRNA **r_prop)
{
if (r_prop != NULL) {
*r_prop = NULL;
}
if (but->menu_create_func == menu_item_enum_opname_menu) {
MenuItemLevel *lvl = but->func_argN;
wmOperatorType *ot = WM_operatortype_find(lvl->opname, false);
if ((ot != NULL) && (r_prop != NULL)) {
*r_prop = RNA_struct_type_find_property(ot->srna, lvl->propname);
}
return ot;
}
return NULL;
}
/* this is a bit of a hack but best keep it in one place at least */
MenuType *UI_but_menutype_get(uiBut *but)
{
if (but->menu_create_func == ui_item_menutype_func) {
return (MenuType *)but->poin;
}
return NULL;
}
/* this is a bit of a hack but best keep it in one place at least */
PanelType *UI_but_paneltype_get(uiBut *but)
{
if (but->menu_create_func == ui_item_paneltype_func) {
return (PanelType *)but->poin;
}
return NULL;
}
void UI_menutype_draw(bContext *C, MenuType *mt, struct uiLayout *layout)
{
Menu menu = {
.layout = layout,
.type = mt,
};
if (G.debug & G_DEBUG_WM) {
printf("%s: opening menu \"%s\"\n", __func__, mt->idname);
}
if (layout->context) {
CTX_store_set(C, layout->context);
}
mt->draw(C, &menu);
if (layout->context) {
CTX_store_set(C, NULL);
}
}
static bool ui_layout_has_panel_label(const uiLayout *layout, const PanelType *pt)
{
LISTBASE_FOREACH (uiItem *, subitem, &layout->items) {
if (subitem->type == ITEM_BUTTON) {
uiButtonItem *bitem = (uiButtonItem *)subitem;
if (!(bitem->but->flag & UI_HIDDEN) && STREQ(bitem->but->str, pt->label)) {
return true;
}
}
else {
uiLayout *litem = (uiLayout *)subitem;
if (ui_layout_has_panel_label(litem, pt)) {
return true;
}
}
}
return false;
}
static void ui_paneltype_draw_impl(bContext *C, PanelType *pt, uiLayout *layout, bool show_header)
{
Panel *panel = MEM_callocN(sizeof(Panel), "popover panel");
panel->type = pt;
panel->flag = PNL_POPOVER;
uiLayout *last_item = layout->items.last;
/* Draw main panel. */
if (show_header) {
uiLayout *row = uiLayoutRow(layout, false);
if (pt->draw_header) {
panel->layout = row;
pt->draw_header(C, panel);
panel->layout = NULL;
}
/* draw_header() is often used to add a checkbox to the header. If we add the label like below
* the label is disconnected from the checkbox, adding a weird looking gap. As workaround, let
* the checkbox add the label instead. */
if (!ui_layout_has_panel_label(row, pt)) {
uiItemL(row, CTX_IFACE_(pt->translation_context, pt->label), ICON_NONE);
}
}
panel->layout = layout;
pt->draw(C, panel);
panel->layout = NULL;
BLI_assert(panel->runtime.custom_data_ptr == NULL);
MEM_freeN(panel);
/* Draw child panels. */
LISTBASE_FOREACH (LinkData *, link, &pt->children) {
PanelType *child_pt = link->data;
if (child_pt->poll == NULL || child_pt->poll(C, child_pt)) {
/* Add space if something was added to the layout. */
if (last_item != layout->items.last) {
uiItemS(layout);
last_item = layout->items.last;
}
uiLayout *col = uiLayoutColumn(layout, false);
ui_paneltype_draw_impl(C, child_pt, col, true);
}
}
}
/**
* Used for popup panels only.
*/
void UI_paneltype_draw(bContext *C, PanelType *pt, uiLayout *layout)
{
if (layout->context) {
CTX_store_set(C, layout->context);
}
ui_paneltype_draw_impl(C, pt, layout, false);
if (layout->context) {
CTX_store_set(C, NULL);
}
}
2019-09-06 16:12:47 +10:00
/** \} */
/* -------------------------------------------------------------------- */
2020-09-06 01:45:38 +10:00
/** \name Layout (Debugging/Introspection)
*
* Serialize the layout as a Python compatible dictionary,
*
* \note Proper string escaping isn't used,
* triple quotes are used to prevent single quotes from interfering with Python syntax.
* If we want this to be fool-proof, we would need full Python compatible string escape support.
* As we don't use triple quotes in the UI it's good-enough in practice.
* \{ */
static void ui_layout_introspect_button(DynStr *ds, uiButtonItem *bitem)
{
uiBut *but = bitem->but;
BLI_dynstr_appendf(ds, "'type':%d, ", (int)but->type);
BLI_dynstr_appendf(ds, "'draw_string':'''%s''', ", but->drawstr);
/* Not exactly needed, rna has this. */
BLI_dynstr_appendf(ds, "'tip':'''%s''', ", but->tip ? but->tip : "");
if (but->optype) {
char *opstr = WM_operator_pystring_ex(
but->block->evil_C, NULL, false, true, but->optype, but->opptr);
BLI_dynstr_appendf(ds, "'operator':'''%s''', ", opstr ? opstr : "");
MEM_freeN(opstr);
}
{
PropertyRNA *prop = NULL;
wmOperatorType *ot = UI_but_operatortype_get_from_enum_menu(but, &prop);
if (ot) {
char *opstr = WM_operator_pystring_ex(but->block->evil_C, NULL, false, true, ot, NULL);
BLI_dynstr_appendf(ds, "'operator':'''%s''', ", opstr ? opstr : "");
BLI_dynstr_appendf(ds, "'property':'''%s''', ", prop ? RNA_property_identifier(prop) : "");
MEM_freeN(opstr);
}
}
if (but->rnaprop) {
BLI_dynstr_appendf(ds,
"'rna':'%s.%s[%d]', ",
RNA_struct_identifier(but->rnapoin.type),
RNA_property_identifier(but->rnaprop),
but->rnaindex);
}
}
static void ui_layout_introspect_items(DynStr *ds, ListBase *lb)
{
uiItem *item;
BLI_dynstr_append(ds, "[");
for (item = lb->first; item; item = item->next) {
BLI_dynstr_append(ds, "{");
#define CASE_ITEM(id) \
case id: { \
const char *id_str = STRINGIFY(id); \
BLI_dynstr_append(ds, "'type': '"); \
/* Skip 'ITEM_'. */ \
BLI_dynstr_append(ds, id_str + 5); \
BLI_dynstr_append(ds, "', "); \
break; \
} \
((void)0)
switch (item->type) {
CASE_ITEM(ITEM_BUTTON);
CASE_ITEM(ITEM_LAYOUT_ROW);
CASE_ITEM(ITEM_LAYOUT_COLUMN);
CASE_ITEM(ITEM_LAYOUT_COLUMN_FLOW);
CASE_ITEM(ITEM_LAYOUT_ROW_FLOW);
CASE_ITEM(ITEM_LAYOUT_BOX);
CASE_ITEM(ITEM_LAYOUT_ABSOLUTE);
CASE_ITEM(ITEM_LAYOUT_SPLIT);
CASE_ITEM(ITEM_LAYOUT_OVERLAP);
CASE_ITEM(ITEM_LAYOUT_ROOT);
CASE_ITEM(ITEM_LAYOUT_GRID_FLOW);
CASE_ITEM(ITEM_LAYOUT_RADIAL);
}
#undef CASE_ITEM
switch (item->type) {
case ITEM_BUTTON:
ui_layout_introspect_button(ds, (uiButtonItem *)item);
break;
default:
BLI_dynstr_append(ds, "'items':");
ui_layout_introspect_items(ds, &((uiLayout *)item)->items);
break;
}
BLI_dynstr_append(ds, "}");
if (item != lb->last) {
BLI_dynstr_append(ds, ", ");
}
}
/* Don't use a comma here as it's not needed and
* causes the result to evaluate to a tuple of 1. */
BLI_dynstr_append(ds, "]");
}
/**
* Evaluate layout items as a Python dictionary.
*/
const char *UI_layout_introspect(uiLayout *layout)
{
DynStr *ds = BLI_dynstr_new();
uiLayout layout_copy = *layout;
layout_copy.item.next = NULL;
layout_copy.item.prev = NULL;
ListBase layout_dummy_list = {&layout_copy, &layout_copy};
ui_layout_introspect_items(ds, &layout_dummy_list);
const char *result = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
return result;
}
/** \} */