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/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
2010-02-12 13:34:04 +00:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*/
/** \file
* \ingroup edinterface
2011-02-27 20:29:51 +00:00
*/
/* a full doc with API notes can be found in
* bf-blender/trunk/blender/doc/guides/interface_API.txt */
#include <ctype.h>
#include <math.h>
#include <stdlib.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "PIL_time.h"
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_utildefines.h"
#include "BLT_translation.h"
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
#include "DNA_screen_types.h"
#include "DNA_userdef_types.h"
#include "BKE_context.h"
#include "BKE_screen.h"
#include "BLF_api.h"
#include "WM_api.h"
#include "WM_types.h"
#include "ED_screen.h"
#include "UI_interface.h"
#include "UI_interface_icons.h"
#include "UI_resources.h"
#include "UI_view2d.h"
#include "GPU_batch_presets.h"
#include "GPU_immediate.h"
#include "GPU_matrix.h"
#include "GPU_state.h"
#include "interface_intern.h"
/*********************** defines and structs ************************/
#define ANIMATION_TIME 0.30
#define ANIMATION_INTERVAL 0.02
#define PNL_LAST_ADDED 1
#define PNL_ACTIVE 2
#define PNL_WAS_ACTIVE 4
#define PNL_ANIM_ALIGN 8
#define PNL_NEW_ADDED 16
#define PNL_FIRST 32
/* only show pin header button for pinned panels */
#define USE_PIN_HIDDEN
/* the state of the mouse position relative to the panel */
typedef enum uiPanelMouseState {
PANEL_MOUSE_OUTSIDE, /* mouse is not in the panel */
PANEL_MOUSE_INSIDE_CONTENT, /* mouse is in the actual panel content */
PANEL_MOUSE_INSIDE_HEADER, /* mouse is in the panel header */
PANEL_MOUSE_INSIDE_SCALE, /* mouse is inside panel scale widget */
} uiPanelMouseState;
typedef enum uiHandlePanelState {
PANEL_STATE_DRAG,
PANEL_STATE_DRAG_SCALE,
PANEL_STATE_WAIT_UNTAB,
PANEL_STATE_ANIMATION,
PANEL_STATE_EXIT,
} uiHandlePanelState;
typedef struct uiHandlePanelData {
uiHandlePanelState state;
/* animation */
wmTimer *animtimer;
double starttime;
/* dragging */
bool is_drag_drop;
int startx, starty;
int startofsx, startofsy;
int startsizex, startsizey;
float start_cur_xmin, start_cur_ymin;
} uiHandlePanelData;
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
typedef struct PanelSort {
Panel *panel, *orig;
} PanelSort;
static int get_panel_real_size_y(const Panel *panel);
static void panel_activate_state(const bContext *C, Panel *panel, uiHandlePanelState state);
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
static int compare_panel(const void *a1, const void *a2);
static bool panel_type_context_poll(ARegion *region,
const PanelType *panel_type,
const char *context);
static void panel_title_color_get(bool show_background, uchar color[4])
{
if (show_background) {
UI_GetThemeColor4ubv(TH_TITLE, color);
}
else {
/* Use menu colors for floating panels. */
bTheme *btheme = UI_GetTheme();
const uiWidgetColors *wcol = &btheme->tui.wcol_menu_back;
copy_v4_v4_uchar(color, (const uchar *)wcol->text);
}
}
/*********************** space specific code ************************/
/* temporary code to remove all sbuts stuff from panel code */
/* SpaceProperties.align */
typedef enum eSpaceButtons_Align {
BUT_HORIZONTAL = 0,
BUT_VERTICAL = 1,
BUT_AUTO = 2,
} eSpaceButtons_Align;
static int panel_aligned(const ScrArea *area, const ARegion *region)
{
if (area->spacetype == SPACE_PROPERTIES && region->regiontype == RGN_TYPE_WINDOW) {
return BUT_VERTICAL;
}
if (area->spacetype == SPACE_USERPREF && region->regiontype == RGN_TYPE_WINDOW) {
return BUT_VERTICAL;
}
if (area->spacetype == SPACE_FILE && region->regiontype == RGN_TYPE_CHANNELS) {
return BUT_VERTICAL;
}
if (area->spacetype == SPACE_IMAGE && region->regiontype == RGN_TYPE_PREVIEW) {
return BUT_VERTICAL;
}
if (ELEM(region->regiontype,
RGN_TYPE_UI,
RGN_TYPE_TOOLS,
RGN_TYPE_TOOL_PROPS,
RGN_TYPE_HUD,
RGN_TYPE_NAV_BAR,
RGN_TYPE_EXECUTE)) {
return BUT_VERTICAL;
}
return 0;
}
static bool panel_active_animation_changed(ListBase *lb, Panel **pa_animation, bool *no_animation)
{
LISTBASE_FOREACH (Panel *, panel, lb) {
/* Detect panel active flag changes. */
if (!(panel->type && panel->type->parent)) {
if ((panel->runtime_flag & PNL_WAS_ACTIVE) && !(panel->runtime_flag & PNL_ACTIVE)) {
return true;
}
if (!(panel->runtime_flag & PNL_WAS_ACTIVE) && (panel->runtime_flag & PNL_ACTIVE)) {
return true;
}
}
if ((panel->runtime_flag & PNL_ACTIVE) && !(panel->flag & PNL_CLOSED)) {
if (panel_active_animation_changed(&panel->children, pa_animation, no_animation)) {
return true;
}
}
/* Detect animation. */
if (panel->activedata) {
uiHandlePanelData *data = panel->activedata;
if (data->state == PANEL_STATE_ANIMATION) {
*pa_animation = panel;
}
else {
/* Don't animate while handling other interaction. */
*no_animation = true;
}
}
if ((panel->runtime_flag & PNL_ANIM_ALIGN) && !(*pa_animation)) {
*pa_animation = panel;
}
}
return false;
}
static bool panels_need_realign(ScrArea *area, ARegion *region, Panel **r_panel_animation)
{
*r_panel_animation = NULL;
if (area->spacetype == SPACE_PROPERTIES && region->regiontype == RGN_TYPE_WINDOW) {
SpaceProperties *sbuts = area->spacedata.first;
if (sbuts->mainbo != sbuts->mainb) {
return true;
}
}
else if (area->spacetype == SPACE_IMAGE && region->regiontype == RGN_TYPE_PREVIEW) {
return true;
}
else if (area->spacetype == SPACE_FILE && region->regiontype == RGN_TYPE_CHANNELS) {
return true;
}
/* Detect if a panel was added or removed. */
Panel *panel_animation = NULL;
bool no_animation = false;
if (panel_active_animation_changed(&region->panels, &panel_animation, &no_animation)) {
return true;
}
/* Detect panel marked for animation, if we're not already animating. */
if (panel_animation) {
if (!no_animation) {
*r_panel_animation = panel_animation;
}
return true;
}
return false;
}
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
/********* Functions for instanced panels. ***********/
static Panel *UI_panel_add_instanced_ex(ScrArea *area,
ARegion *region,
ListBase *panels,
PanelType *panel_type,
int list_index,
PointerRNA *custom_data)
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
{
Panel *panel = MEM_callocN(sizeof(Panel), "instanced panel");
panel->type = panel_type;
BLI_strncpy(panel->panelname, panel_type->idname, sizeof(panel->panelname));
panel->runtime.list_index = list_index;
panel->runtime.custom_data_ptr = custom_data;
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
/* Add the panel's children too. Although they aren't instanced panels, we can still use this
* function to create them, as UI_panel_begin does other things we don't need to do. */
LISTBASE_FOREACH (LinkData *, child, &panel_type->children) {
PanelType *child_type = child->data;
UI_panel_add_instanced_ex(area, region, &panel->children, child_type, list_index, custom_data);
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
}
/* Make sure the panel is added to the end of the display-order as well. This is needed for
* loading existing files.
*
* Note: We could use special behavior to place it after the panel that starts the list of
* instanced panels, but that would add complexity that isn't needed for now. */
int max_sortorder = 0;
LISTBASE_FOREACH (Panel *, existing_panel, panels) {
if (existing_panel->sortorder > max_sortorder) {
max_sortorder = existing_panel->sortorder;
}
}
panel->sortorder = max_sortorder + 1;
BLI_addtail(panels, panel);
return panel;
}
/**
* Called in situations where panels need to be added dynamically rather than having only one panel
* corresponding to each PanelType.
*/
Panel *UI_panel_add_instanced(ScrArea *area,
ARegion *region,
ListBase *panels,
char *panel_idname,
int list_index,
PointerRNA *custom_data)
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
{
ARegionType *region_type = region->type;
PanelType *panel_type = BLI_findstring(
&region_type->paneltypes, panel_idname, offsetof(PanelType, idname));
if (panel_type == NULL) {
printf("Panel type '%s' not found.\n", panel_idname);
return NULL;
}
return UI_panel_add_instanced_ex(area, region, panels, panel_type, list_index, custom_data);
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
}
/**
* Find a unique key to append to the idname for the lookup to the panel's #uiBlock. Needed for
* instanced panels, where there can be multiple with the same type and idname.
*/
void UI_list_panel_unique_str(Panel *panel, char *r_name)
{
snprintf(r_name, LIST_PANEL_UNIQUE_STR_LEN, "%d", panel->runtime.list_index);
}
/**
* Remove the #uiBlock corresponding to a panel. The lookup is needed because panels don't store
* a reference to their corresponding #uiBlock.
*/
static void panel_free_block(const bContext *C, ARegion *region, Panel *panel)
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
{
BLI_assert(panel->type);
char block_name[BKE_ST_MAXNAME + LIST_PANEL_UNIQUE_STR_LEN];
strncpy(block_name, panel->type->idname, BKE_ST_MAXNAME);
char unique_panel_str[LIST_PANEL_UNIQUE_STR_LEN];
UI_list_panel_unique_str(panel, unique_panel_str);
strncat(block_name, unique_panel_str, LIST_PANEL_UNIQUE_STR_LEN);
LISTBASE_FOREACH (uiBlock *, block, &region->uiblocks) {
if (STREQ(block->name, block_name)) {
BLI_remlink(&region->uiblocks, block);
UI_block_free(C, block);
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
break; /* Only delete one block for this panel. */
}
}
}
/**
* Free a panel and it's children. Custom data is shared by the panel and its children
* and is freed by #UI_panels_free_instanced.
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
*
* \note The only panels that should need to be deleted at runtime are panels with the
* #PNL_INSTANCED flag set.
*/
static void panel_delete(const bContext *C, ARegion *region, ListBase *panels, Panel *panel)
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
{
/* Recursively delete children. */
LISTBASE_FOREACH_MUTABLE (Panel *, child, &panel->children) {
panel_delete(C, region, &panel->children, child);
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
}
BLI_freelistN(&panel->children);
panel_free_block(C, region, panel);
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
BLI_remlink(panels, panel);
if (panel->activedata) {
MEM_freeN(panel->activedata);
}
MEM_freeN(panel);
}
/**
* Remove instanced panels from the region's panel list.
*
* \note Can be called with NULL \a C, but it should be avoided because
* handlers might not be removed.
*/
2020-08-12 12:59:19 -04:00
void UI_panels_free_instanced(const bContext *C, ARegion *region)
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
{
/* Delete panels with the instanced flag. */
LISTBASE_FOREACH_MUTABLE (Panel *, panel, &region->panels) {
if ((panel->type != NULL) && (panel->type->flag & PNL_INSTANCED)) {
/* Make sure the panel's handler is removed before deleting it. */
if (C != NULL && panel->activedata != NULL) {
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
panel_activate_state(C, panel, PANEL_STATE_EXIT);
}
/* Free panel's custom data. */
if (panel->runtime.custom_data_ptr != NULL) {
MEM_freeN(panel->runtime.custom_data_ptr);
}
2020-06-30 20:54:31 +10:00
/* Free the panel and its sub-panels. */
panel_delete(C, region, &region->panels, panel);
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
}
}
}
/**
* Check if the instanced panels in the region's panels correspond to the list of data the panels
* represent. Returns false if the panels have been reordered or if the types from the list data
* don't match in any way.
*
* \param data: The list of data to check against the instanced panels.
2020-05-28 16:42:31 +10:00
* \param panel_idname_func: Function to find the panel type idname for each item in the data list.
* For a readability and generality, this lookup happens separately for each type of panel list.
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
*/
bool UI_panel_list_matches_data(ARegion *region,
ListBase *data,
uiListPanelIDFromDataFunc panel_idname_func)
{
/* Check for NULL data. */
int data_len = 0;
Link *data_link = NULL;
if (data == NULL) {
data_len = 0;
data_link = NULL;
}
else {
data_len = BLI_listbase_count(data);
data_link = data->first;
}
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
int i = 0;
LISTBASE_FOREACH (Panel *, panel, &region->panels) {
if (panel->type != NULL && panel->type->flag & PNL_INSTANCED) {
/* The panels were reordered by drag and drop. */
if (panel->flag & PNL_INSTANCED_LIST_ORDER_CHANGED) {
return false;
}
/* We reached the last data item before the last instanced panel. */
if (data_link == NULL) {
return false;
}
/* Check if the panel type matches the panel type from the data item. */
char panel_idname[MAX_NAME];
panel_idname_func(data_link, panel_idname);
if (!STREQ(panel_idname, panel->type->idname)) {
return false;
}
data_link = data_link->next;
i++;
}
}
/* If we didn't make it to the last list item, the panel list isn't complete. */
if (i != data_len) {
return false;
}
return true;
}
static void reorder_instanced_panel_list(bContext *C, ARegion *region, Panel *drag_panel)
{
/* Without a type we cannot access the reorder callback. */
if (drag_panel->type == NULL) {
return;
}
/* Don't reorder if this instanced panel doesn't support drag and drop reordering. */
if (drag_panel->type->reorder == NULL) {
return;
}
char *context = NULL;
if (!UI_panel_category_is_visible(region)) {
context = drag_panel->type->context;
}
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
/* Find how many instanced panels with this context string. */
int list_panels_len = 0;
LISTBASE_FOREACH (Panel *, panel, &region->panels) {
if (panel->type) {
if (panel->type->flag & PNL_INSTANCED) {
if (panel_type_context_poll(region, panel->type, context)) {
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
list_panels_len++;
}
}
}
}
/* Sort the matching instanced panels by their display order. */
PanelSort *panel_sort = MEM_callocN(list_panels_len * sizeof(*panel_sort), "instancedpanelsort");
PanelSort *sort_index = panel_sort;
LISTBASE_FOREACH (Panel *, panel, &region->panels) {
if (panel->type) {
if (panel->type->flag & PNL_INSTANCED) {
if (panel_type_context_poll(region, panel->type, context)) {
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
sort_index->panel = MEM_dupallocN(panel);
sort_index->orig = panel;
sort_index++;
}
}
}
}
qsort(panel_sort, list_panels_len, sizeof(*panel_sort), compare_panel);
/* Find how many of those panels are above this panel. */
int move_to_index = 0;
for (; move_to_index < list_panels_len; move_to_index++) {
if (panel_sort[move_to_index].orig == drag_panel) {
break;
}
}
/* Free panel sort array. */
int i = 0;
for (sort_index = panel_sort; i < list_panels_len; i++, sort_index++) {
MEM_freeN(sort_index->panel);
}
MEM_freeN(panel_sort);
/* Don't reorder the panel didn't change order after being dropped. */
if (move_to_index == drag_panel->runtime.list_index) {
return;
}
/* Set the bit to tell the interface to instanced the list. */
drag_panel->flag |= PNL_INSTANCED_LIST_ORDER_CHANGED;
/* Finally, move this panel's list item to the new index in its list. */
drag_panel->type->reorder(C, drag_panel, move_to_index);
}
/**
* Recursive implementation for #UI_panel_set_expand_from_list_data.
*
2020-06-25 23:13:02 +10:00
* \return Whether the closed flag for the panel or any sub-panels changed.
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
*/
static bool panel_set_expand_from_list_data_recursive(Panel *panel, short flag, short *flag_index)
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
{
bool open = (flag & (1 << *flag_index));
bool changed = (open == (bool)(panel->flag & PNL_CLOSEDY));
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
if (open) {
panel->flag &= ~PNL_CLOSEDY;
}
else {
panel->flag |= PNL_CLOSEDY;
}
LISTBASE_FOREACH (Panel *, child, &panel->children) {
*flag_index = *flag_index + 1;
changed |= panel_set_expand_from_list_data_recursive(child, flag, flag_index);
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
}
return changed;
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
}
/**
2020-06-25 23:13:02 +10:00
* Set the expansion of the panel and its sub-panels from the flag stored by the list data
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
* corresponding to this panel. The flag has expansion stored in each bit in depth first
* order.
*/
void UI_panel_set_expand_from_list_data(const bContext *C, Panel *panel)
{
BLI_assert(panel->type != NULL);
BLI_assert(panel->type->flag & PNL_INSTANCED);
if (panel->type->get_list_data_expand_flag == NULL) {
/* Instanced panel doesn't support loading expansion. */
return;
}
short expand_flag = panel->type->get_list_data_expand_flag(C, panel);
short flag_index = 0;
/* Start panel animation if the open state was changed. */
if (panel_set_expand_from_list_data_recursive(panel, expand_flag, &flag_index)) {
panel_activate_state(C, panel, PANEL_STATE_ANIMATION);
}
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
}
/**
* Recursive implementation for #set_panels_list_data_expand_flag.
*/
static void get_panel_expand_flag(Panel *panel, short *flag, short *flag_index)
{
bool open = !(panel->flag & PNL_CLOSEDY);
if (open) {
*flag |= (1 << *flag_index);
}
else {
*flag &= ~(1 << *flag_index);
}
LISTBASE_FOREACH (Panel *, child, &panel->children) {
*flag_index = *flag_index + 1;
get_panel_expand_flag(child, flag, flag_index);
}
}
/**
* Call the callback to store the panel and subpanel expansion settings in the list item that
* corresponds to this panel.
*
* \note This needs to iterate through all of the regions panels because the panel with changed
* expansion could have been the subpanel of a instanced panel, meaning it might not know
* which list item it corresponds to.
*/
static void set_panels_list_data_expand_flag(const bContext *C, ARegion *region)
{
LISTBASE_FOREACH (Panel *, panel, &region->panels) {
PanelType *panel_type = panel->type;
if (panel_type == NULL) {
continue;
}
/* Check for #PNL_ACTIVE so we only set the expand flag for active panels. */
if (panel_type->flag & PNL_INSTANCED && panel->runtime_flag & PNL_ACTIVE) {
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
short expand_flag = 0; /* Initialize to quite complaining compiler, value not used. */
short flag_index = 0;
get_panel_expand_flag(panel, &expand_flag, &flag_index);
if (panel->type->set_list_data_expand_flag) {
panel->type->set_list_data_expand_flag(C, panel, expand_flag);
}
}
}
}
/****************************** panels ******************************/
/**
2020-06-25 23:13:02 +10:00
* Set flag state for a panel and its sub-panels.
*
* \return True if this function changed any of the flags, false if it didn't.
*/
static bool panel_set_flag_recursive(Panel *panel, int flag, bool value)
{
short flag_original = panel->flag;
SET_FLAG_FROM_TEST(panel->flag, value, flag);
bool changed = (flag_original != panel->flag);
LISTBASE_FOREACH (Panel *, child, &panel->children) {
changed |= panel_set_flag_recursive(child, flag, value);
}
return changed;
}
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
static void panels_collapse_all(const bContext *C,
ScrArea *area,
ARegion *region,
const Panel *from_panel)
{
const bool has_category_tabs = UI_panel_category_is_visible(region);
const char *category = has_category_tabs ? UI_panel_category_active_get(region, false) : NULL;
const int flag = ((panel_aligned(area, region) == BUT_HORIZONTAL) ? PNL_CLOSEDX : PNL_CLOSEDY);
const PanelType *from_pt = from_panel->type;
LISTBASE_FOREACH (Panel *, panel, &region->panels) {
PanelType *pt = panel->type;
/* close panels with headers in the same context */
if (pt && from_pt && !(pt->flag & PNL_NO_HEADER)) {
if (!pt->context[0] || !from_pt->context[0] || STREQ(pt->context, from_pt->context)) {
if ((panel->flag & PNL_PIN) || !category || !pt->category[0] ||
STREQ(pt->category, category)) {
panel->flag &= ~PNL_CLOSED;
panel->flag |= flag;
}
}
}
}
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
set_panels_list_data_expand_flag(C, region);
}
static bool panel_type_context_poll(ARegion *region,
const PanelType *panel_type,
const char *context)
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
{
if (UI_panel_category_is_visible(region)) {
return STREQ(panel_type->category, UI_panel_category_active_get(region, false));
}
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
if (panel_type->context[0] && STREQ(panel_type->context, context)) {
return true;
}
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
return false;
}
Panel *UI_panel_find_by_type(ListBase *lb, PanelType *pt)
{
const char *idname = pt->idname;
LISTBASE_FOREACH (Panel *, panel, lb) {
if (STREQLEN(panel->panelname, idname, sizeof(panel->panelname))) {
return panel;
}
}
return NULL;
}
/**
* \note \a panel should be return value from #UI_panel_find_by_type and can be NULL.
*/
Panel *UI_panel_begin(ScrArea *area,
ARegion *region,
ListBase *lb,
uiBlock *block,
PanelType *pt,
Panel *panel,
bool *r_open)
{
Panel *panel_last;
const char *drawname = CTX_IFACE_(pt->translation_context, pt->label);
const char *idname = pt->idname;
const bool newpanel = (panel == NULL);
int align = panel_aligned(area, region);
if (!newpanel) {
panel->type = pt;
}
else {
/* new panel */
panel = MEM_callocN(sizeof(Panel), "new panel");
panel->type = pt;
BLI_strncpy(panel->panelname, idname, sizeof(panel->panelname));
if (pt->flag & PNL_DEFAULT_CLOSED) {
if (align == BUT_VERTICAL) {
panel->flag |= PNL_CLOSEDY;
}
else {
panel->flag |= PNL_CLOSEDX;
}
}
panel->ofsx = 0;
panel->ofsy = 0;
panel->sizex = 0;
panel->sizey = 0;
panel->blocksizex = 0;
panel->blocksizey = 0;
panel->runtime_flag |= PNL_NEW_ADDED;
BLI_addtail(lb, panel);
}
/* Do not allow closed panels without headers! Else user could get "disappeared" UI! */
if ((pt->flag & PNL_NO_HEADER) && (panel->flag & PNL_CLOSED)) {
panel->flag &= ~PNL_CLOSED;
/* Force update of panels' positions! */
panel->sizex = 0;
panel->sizey = 0;
panel->blocksizex = 0;
panel->blocksizey = 0;
}
BLI_strncpy(panel->drawname, drawname, sizeof(panel->drawname));
/* if a new panel is added, we insert it right after the panel
* that was last added. this way new panels are inserted in the
* right place between versions */
for (panel_last = lb->first; panel_last; panel_last = panel_last->next) {
if (panel_last->runtime_flag & PNL_LAST_ADDED) {
BLI_remlink(lb, panel);
BLI_insertlinkafter(lb, panel_last, panel);
break;
}
}
if (newpanel) {
panel->sortorder = (panel_last) ? panel_last->sortorder + 1 : 0;
LISTBASE_FOREACH (Panel *, panel_next, lb) {
if (panel_next != panel && panel_next->sortorder >= panel->sortorder) {
panel_next->sortorder++;
}
}
}
if (panel_last) {
panel_last->runtime_flag &= ~PNL_LAST_ADDED;
}
/* assign to block */
block->panel = panel;
panel->runtime_flag |= PNL_ACTIVE | PNL_LAST_ADDED;
if (region->alignment == RGN_ALIGN_FLOAT) {
UI_block_theme_style_set(block, UI_BLOCK_THEME_STYLE_POPUP);
}
*r_open = false;
if (panel->flag & PNL_CLOSED) {
return panel;
}
*r_open = true;
return panel;
}
static float panel_region_offset_x_get(const ARegion *region, int align)
{
if (UI_panel_category_is_visible(region)) {
if (align == BUT_VERTICAL &&
(RGN_ALIGN_ENUM_FROM_MASK(region->alignment) != RGN_ALIGN_RIGHT)) {
return UI_PANEL_CATEGORY_MARGIN_WIDTH;
}
}
return 0;
}
void UI_panel_end(
const ScrArea *area, const ARegion *region, uiBlock *block, int width, int height, bool open)
{
Panel *panel = block->panel;
/* Set panel size excluding children. */
panel->blocksizex = width;
panel->blocksizey = height;
/* Compute total panel size including children. */
LISTBASE_FOREACH (Panel *, pachild, &panel->children) {
if (pachild->runtime_flag & PNL_ACTIVE) {
width = max_ii(width, pachild->sizex);
height += get_panel_real_size_y(pachild);
}
}
/* Update total panel size. */
if (panel->runtime_flag & PNL_NEW_ADDED) {
panel->runtime_flag &= ~PNL_NEW_ADDED;
panel->sizex = width;
panel->sizey = height;
}
else {
int old_sizex = panel->sizex, old_sizey = panel->sizey;
int old_region_ofsx = panel->runtime.region_ofsx;
/* update width/height if non-zero */
if (width != 0) {
panel->sizex = width;
}
if (height != 0 || open) {
panel->sizey = height;
}
/* check if we need to do an animation */
if (panel->sizex != old_sizex || panel->sizey != old_sizey) {
panel->runtime_flag |= PNL_ANIM_ALIGN;
panel->ofsy += old_sizey - panel->sizey;
}
int align = panel_aligned(area, region);
panel->runtime.region_ofsx = panel_region_offset_x_get(region, align);
if (old_region_ofsx != panel->runtime.region_ofsx) {
panel->runtime_flag |= PNL_ANIM_ALIGN;
}
}
}
static void ui_offset_panel_block(uiBlock *block)
{
2020-03-15 17:32:25 +11:00
const uiStyle *style = UI_style_get_dpi();
/* compute bounds and offset */
ui_block_bounds_calc(block);
int ofsy = block->panel->sizey - style->panelspace;
LISTBASE_FOREACH (uiBut *, but, &block->buttons) {
but->rect.ymin += ofsy;
but->rect.ymax += ofsy;
}
block->rect.xmax = block->panel->sizex;
block->rect.ymax = block->panel->sizey;
block->rect.xmin = block->rect.ymin = 0.0;
}
/**************************** drawing *******************************/
/* triangle 'icon' for panel header */
void UI_draw_icon_tri(float x, float y, char dir, const float color[4])
{
float f3 = 0.05 * U.widget_unit;
float f5 = 0.15 * U.widget_unit;
float f7 = 0.25 * U.widget_unit;
if (dir == 'h') {
UI_draw_anti_tria(x - f3, y - f5, x - f3, y + f5, x + f7, y, color);
}
else if (dir == 't') {
UI_draw_anti_tria(x - f5, y - f7, x + f5, y - f7, x, y + f3, color);
}
else { /* 'v' = vertical, down */
UI_draw_anti_tria(x - f5, y + f3, x + f5, y + f3, x, y - f7, color);
}
}
#define PNL_ICON UI_UNIT_X /* could be UI_UNIT_Y too */
/* For button layout next to label. */
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void UI_panel_label_offset(uiBlock *block, int *r_x, int *r_y)
{
Panel *panel = block->panel;
const bool is_subpanel = (panel->type && panel->type->parent);
*r_x = UI_UNIT_X * 1.0f;
*r_y = UI_UNIT_Y * 1.5f;
if (is_subpanel) {
*r_x += (0.7f * UI_UNIT_X);
}
}
static void ui_draw_aligned_panel_header(
uiStyle *style, uiBlock *block, const rcti *rect, char dir, const bool show_background)
{
Panel *panel = block->panel;
rcti hrect;
int pnl_icons;
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
const char *activename = panel->drawname;
const bool is_subpanel = (panel->type && panel->type->parent);
uiFontStyle *fontstyle = (is_subpanel) ? &style->widgetlabel : &style->paneltitle;
uchar col_title[4];
/* + 0.001f to avoid flirting with float inaccuracy */
pnl_icons = (panel->labelofs + (1.1f * PNL_ICON)) / block->aspect + 0.001f;
/* draw text label */
panel_title_color_get(show_background, col_title);
col_title[3] = 255;
hrect = *rect;
if (dir == 'h') {
hrect.xmin = rect->xmin + pnl_icons;
hrect.ymin -= 2.0f / block->aspect;
UI_fontstyle_draw(fontstyle,
&hrect,
activename,
col_title,
&(struct uiFontStyleDraw_Params){
.align = UI_STYLE_TEXT_LEFT,
});
}
else {
/* ignore 'pnl_icons', otherwise the text gets offset horizontally
* + 0.001f to avoid flirting with float inaccuracy
*/
hrect.xmin = rect->xmin + (PNL_ICON + 5) / block->aspect + 0.001f;
UI_fontstyle_draw_rotated(fontstyle, &hrect, activename, col_title);
}
}
2009-04-27 13:44:11 +00:00
/* panel integrated in buttonswindow, tool/property lists etc */
void ui_draw_aligned_panel(uiStyle *style,
uiBlock *block,
const rcti *rect,
const bool show_pin,
const bool show_background)
{
Panel *panel = block->panel;
rctf itemrect;
float color[4];
const bool is_closed_x = (panel->flag & PNL_CLOSEDX) ? true : false;
const bool is_closed_y = (panel->flag & PNL_CLOSEDY) ? true : false;
const bool is_subpanel = (panel->type && panel->type->parent);
const bool show_drag = (!is_subpanel &&
/* FIXME(campbell): currently no background means floating panel which
* can't be dragged. This may be changed in future. */
show_background);
const int panel_col = is_subpanel ? TH_PANEL_SUB_BACK : TH_PANEL_BACK;
2020-06-18 12:21:38 +10:00
const bool draw_box_style = (panel->type && panel->type->flag & PNL_DRAW_BOX);
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
/* Use the theme for box widgets for box-style panels. */
uiWidgetColors *box_wcol = NULL;
if (draw_box_style) {
bTheme *btheme = UI_GetTheme();
box_wcol = &btheme->tui.wcol_box;
}
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
if (panel->type && (panel->type->flag & PNL_NO_HEADER)) {
if (show_background) {
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColor(panel_col);
immRectf(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax);
immUnbindProgram();
}
return;
}
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
/* Calculate header rect with + 0.001f to prevent flicker due to float inaccuracy */
rcti headrect = {
rect->xmin, rect->xmax, rect->ymax, rect->ymax + floor(PNL_HEADER / block->aspect + 0.001f)};
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
/* Draw a panel and header backdrops with an opaque box backdrop for box style panels. */
if (draw_box_style && !is_subpanel) {
/* Expand the top a tiny bit to give header buttons equal size above and below. */
rcti box_rect = {rect->xmin,
rect->xmax,
(is_closed_x || is_closed_y) ? headrect.ymin : rect->ymin,
headrect.ymax + U.pixelsize};
ui_draw_box_opaque(&box_rect, UI_CNR_ALL);
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
/* Mimick the border between aligned box widgets for the bottom of the header. */
if (!(is_closed_x || is_closed_y)) {
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
GPU_blend(GPU_BLEND_ALPHA);
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
immUniformColor4ubv(box_wcol->outline);
immRectf(pos, rect->xmin, headrect.ymin - U.pixelsize, rect->xmax, headrect.ymin);
uchar emboss_col[4];
UI_GetThemeColor4ubv(TH_WIDGET_EMBOSS, emboss_col);
immUniformColor4ubv(emboss_col);
immRectf(pos,
rect->xmin,
headrect.ymin - U.pixelsize,
rect->xmax,
headrect.ymin - U.pixelsize - 1);
GPU_blend(GPU_BLEND_NONE);
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
immUnbindProgram();
}
}
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
/* Draw the header backdrop. */
if (show_background && !is_subpanel && !draw_box_style) {
float minx = rect->xmin;
float maxx = is_closed_x ? (minx + PNL_HEADER / block->aspect) : rect->xmax;
float y = headrect.ymax;
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
GPU_blend(GPU_BLEND_ALPHA);
/* draw with background color */
immUniformThemeColor(TH_PANEL_HEADER);
immRectf(pos, minx, headrect.ymin, maxx, y);
immBegin(GPU_PRIM_LINES, 4);
immVertex2f(pos, minx, y);
immVertex2f(pos, maxx, y);
immVertex2f(pos, minx, y);
immVertex2f(pos, maxx, y);
immEnd();
GPU_blend(GPU_BLEND_NONE);
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
immUnbindProgram();
}
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
/* draw optional pin icon */
#ifdef USE_PIN_HIDDEN
if (show_pin && (block->panel->flag & PNL_PIN))
#else
if (show_pin)
#endif
{
uchar col_title[4];
panel_title_color_get(show_background, col_title);
GPU_blend(GPU_BLEND_ALPHA);
UI_icon_draw_ex(headrect.xmax - ((PNL_ICON * 2.2f) / block->aspect),
headrect.ymin + (5.0f / block->aspect),
(panel->flag & PNL_PIN) ? ICON_PINNED : ICON_UNPINNED,
(block->aspect * U.inv_dpi_fac),
1.0f,
0.0f,
col_title,
false);
GPU_blend(GPU_BLEND_NONE);
}
/* horizontal title */
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
rcti titlerect = headrect;
if (is_subpanel) {
titlerect.xmin += (0.7f * UI_UNIT_X) / block->aspect + 0.001f;
}
if (is_closed_x == false) {
ui_draw_aligned_panel_header(style, block, &titlerect, 'h', show_background);
if (show_drag) {
/* itemrect smaller */
const float scale = 0.7;
itemrect.xmax = headrect.xmax - (0.2f * UI_UNIT_X);
itemrect.xmin = itemrect.xmax - BLI_rcti_size_y(&headrect);
itemrect.ymin = headrect.ymin;
itemrect.ymax = headrect.ymax;
BLI_rctf_scale(&itemrect, scale);
GPU_matrix_push();
GPU_matrix_translate_2f(itemrect.xmin, itemrect.ymin);
const int col_tint = 84;
float col_high[4], col_dark[4];
UI_GetThemeColorShade4fv(TH_PANEL_HEADER, col_tint, col_high);
UI_GetThemeColorShade4fv(TH_PANEL_BACK, -col_tint, col_dark);
GPUBatch *batch = GPU_batch_preset_panel_drag_widget(
U.pixelsize, col_high, col_dark, BLI_rcti_size_y(&headrect) * scale);
GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_FLAT_COLOR);
GPU_batch_draw(batch);
GPU_matrix_pop();
}
}
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
/* Draw panel backdrop. */
if (is_closed_y) {
/* skip */
}
else if (is_closed_x) {
/* draw vertical title */
ui_draw_aligned_panel_header(style, block, &headrect, 'v', show_background);
pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
}
/* an open panel */
else {
/* in some occasions, draw a border */
if (panel->flag & PNL_SELECT && !is_subpanel) {
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
float radius;
if (draw_box_style) {
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
UI_draw_roundbox_corner_set(UI_CNR_ALL);
radius = box_wcol->roundness * U.widget_unit;
}
else {
UI_draw_roundbox_corner_set(UI_CNR_NONE);
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
radius = 0.0f;
}
UI_GetThemeColorShade4fv(TH_BACK, -120, color);
UI_draw_roundbox_aa(false,
0.5f + rect->xmin,
0.5f + rect->ymin,
0.5f + rect->xmax,
0.5f + headrect.ymax + 1,
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
radius,
color);
}
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
GPU_blend(GPU_BLEND_ALPHA);
2020-05-28 16:42:31 +10:00
/* Draw panel backdrop if it wasn't already been drawn by the single opaque round box earlier.
* Note: Sub-panels blend with panels, so they can't be opaque. */
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
if (show_background && !(draw_box_style && !is_subpanel)) {
2020-06-25 23:13:02 +10:00
/* Draw the bottom sub-panels. */
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
if (draw_box_style) {
if (panel->next) {
immUniformThemeColor(panel_col);
immRectf(
pos, rect->xmin + U.pixelsize, rect->ymin, rect->xmax - U.pixelsize, rect->ymax);
}
else {
/* Change the width a little bit to line up with sides. */
UI_draw_roundbox_corner_set(UI_CNR_BOTTOM_RIGHT | UI_CNR_BOTTOM_LEFT);
UI_GetThemeColor4fv(panel_col, color);
UI_draw_roundbox_aa(true,
rect->xmin + U.pixelsize,
rect->ymin + U.pixelsize,
rect->xmax - U.pixelsize,
rect->ymax,
box_wcol->roundness * U.widget_unit,
color);
}
}
else {
immUniformThemeColor(panel_col);
immRectf(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax);
}
}
immUnbindProgram();
}
uchar col_title[4];
panel_title_color_get(show_background, col_title);
/* draw collapse icon */
/* itemrect smaller */
itemrect.xmin = titlerect.xmin;
itemrect.xmax = itemrect.xmin + BLI_rcti_size_y(&titlerect);
itemrect.ymin = titlerect.ymin;
itemrect.ymax = titlerect.ymax;
BLI_rctf_scale(&itemrect, 0.25f);
{
float tria_color[4];
rgb_uchar_to_float(tria_color, col_title);
tria_color[3] = 1.0f;
if (is_closed_y) {
ui_draw_anti_tria_rect(&itemrect, 'h', tria_color);
}
else if (is_closed_x) {
ui_draw_anti_tria_rect(&itemrect, 'h', tria_color);
}
else {
ui_draw_anti_tria_rect(&itemrect, 'v', tria_color);
}
}
}
/************************** panel alignment *************************/
static int get_panel_header(const Panel *panel)
{
if (panel->type && (panel->type->flag & PNL_NO_HEADER)) {
return 0;
}
return PNL_HEADER;
}
static int get_panel_size_y(const Panel *panel)
{
if (panel->type && (panel->type->flag & PNL_NO_HEADER)) {
return panel->sizey;
}
return PNL_HEADER + panel->sizey;
}
static int get_panel_real_size_y(const Panel *panel)
{
int sizey = (panel->flag & PNL_CLOSED) ? 0 : panel->sizey;
if (panel->type && (panel->type->flag & PNL_NO_HEADER)) {
return sizey;
}
return PNL_HEADER + sizey;
}
int UI_panel_size_y(const Panel *panel)
{
return get_panel_real_size_y(panel);
}
2012-03-18 07:38:51 +00:00
/* this function is needed because uiBlock and Panel itself don't
* change sizey or location when closed */
static int get_panel_real_ofsy(Panel *panel)
{
if (panel->flag & PNL_CLOSEDY) {
return panel->ofsy + panel->sizey;
}
return panel->ofsy;
}
static int get_panel_real_ofsx(Panel *panel)
{
if (panel->flag & PNL_CLOSEDX) {
return panel->ofsx + get_panel_header(panel);
}
return panel->ofsx + panel->sizex;
}
bool UI_panel_is_dragging(const struct Panel *panel)
{
uiHandlePanelData *data = panel->activedata;
if (!data) {
return false;
}
return data->is_drag_drop;
}
2015-05-31 14:20:03 +10:00
/**
* \note about sorting;
* the sortorder has a lower value for new panels being added.
* however, that only works to insert a single panel, when more new panels get
* added the coordinates of existing panels and the previously stored to-be-inserted
2015-05-31 14:20:03 +10:00
* panels do not match for sorting
*/
static int find_leftmost_panel(const void *a1, const void *a2)
{
const PanelSort *ps1 = a1, *ps2 = a2;
if (ps1->panel->ofsx > ps2->panel->ofsx) {
return 1;
}
if (ps1->panel->ofsx < ps2->panel->ofsx) {
return -1;
}
if (ps1->panel->sortorder > ps2->panel->sortorder) {
return 1;
}
if (ps1->panel->sortorder < ps2->panel->sortorder) {
return -1;
}
return 0;
}
static int find_highest_panel(const void *a1, const void *a2)
{
const PanelSort *ps1 = a1, *ps2 = a2;
/* stick uppermost header-less panels to the top of the region -
* prevent them from being sorted (multiple header-less panels have to be sorted though) */
if (ps1->panel->type->flag & PNL_NO_HEADER && ps2->panel->type->flag & PNL_NO_HEADER) {
/* skip and check for ofs and sortorder below */
}
if (ps1->panel->type->flag & PNL_NO_HEADER) {
return -1;
}
if (ps2->panel->type->flag & PNL_NO_HEADER) {
return 1;
}
if (ps1->panel->ofsy + ps1->panel->sizey < ps2->panel->ofsy + ps2->panel->sizey) {
return 1;
}
if (ps1->panel->ofsy + ps1->panel->sizey > ps2->panel->ofsy + ps2->panel->sizey) {
return -1;
}
if (ps1->panel->sortorder > ps2->panel->sortorder) {
return 1;
}
if (ps1->panel->sortorder < ps2->panel->sortorder) {
return -1;
}
return 0;
}
static int compare_panel(const void *a1, const void *a2)
{
const PanelSort *ps1 = a1, *ps2 = a2;
if (ps1->panel->sortorder > ps2->panel->sortorder) {
return 1;
}
if (ps1->panel->sortorder < ps2->panel->sortorder) {
return -1;
}
return 0;
}
static void align_sub_panels(Panel *panel)
{
/* Position sub panels. */
int ofsy = panel->ofsy + panel->sizey - panel->blocksizey;
LISTBASE_FOREACH (Panel *, pachild, &panel->children) {
if (pachild->runtime_flag & PNL_ACTIVE) {
pachild->ofsx = panel->ofsx;
pachild->ofsy = ofsy - get_panel_size_y(pachild);
ofsy -= get_panel_real_size_y(pachild);
if (pachild->children.first) {
align_sub_panels(pachild);
}
}
}
}
2018-09-27 15:49:59 +02:00
/* this doesn't draw */
/* returns 1 when it did something */
static bool uiAlignPanelStep(ScrArea *area, ARegion *region, const float fac, const bool drag)
{
PanelSort *ps, *panelsort, *psnext;
int a, tot = 0;
bool done;
int align = panel_aligned(area, region);
/* count active, not tabbed panels */
LISTBASE_FOREACH (Panel *, panel, &region->panels) {
if (panel->runtime_flag & PNL_ACTIVE) {
tot++;
}
}
if (tot == 0) {
return 0;
}
/* extra; change close direction? */
LISTBASE_FOREACH (Panel *, panel, &region->panels) {
if (panel->runtime_flag & PNL_ACTIVE) {
if ((panel->flag & PNL_CLOSEDX) && (align == BUT_VERTICAL)) {
panel->flag ^= PNL_CLOSED;
}
else if ((panel->flag & PNL_CLOSEDY) && (align == BUT_HORIZONTAL)) {
panel->flag ^= PNL_CLOSED;
}
}
}
/* sort panels */
panelsort = MEM_callocN(tot * sizeof(PanelSort), "panelsort");
ps = panelsort;
LISTBASE_FOREACH (Panel *, panel, &region->panels) {
if (panel->runtime_flag & PNL_ACTIVE) {
ps->panel = MEM_dupallocN(panel);
ps->orig = panel;
ps++;
}
}
if (drag) {
/* while we are dragging, we sort on location and update sortorder */
if (align == BUT_VERTICAL) {
qsort(panelsort, tot, sizeof(PanelSort), find_highest_panel);
}
else {
qsort(panelsort, tot, sizeof(PanelSort), find_leftmost_panel);
}
for (ps = panelsort, a = 0; a < tot; a++, ps++) {
ps->orig->sortorder = a;
}
}
else {
/* otherwise use sortorder */
qsort(panelsort, tot, sizeof(PanelSort), compare_panel);
}
/* no smart other default start loc! this keeps switching f5/f6/etc compatible */
ps = panelsort;
ps->panel->runtime.region_ofsx = panel_region_offset_x_get(region, align);
ps->panel->ofsx = 0;
ps->panel->ofsy = -get_panel_size_y(ps->panel);
ps->panel->ofsx += ps->panel->runtime.region_ofsx;
for (a = 0; a < tot - 1; a++, ps++) {
psnext = ps + 1;
if (align == BUT_VERTICAL) {
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
bool use_box = ps->panel->type && ps->panel->type->flag & PNL_DRAW_BOX;
bool use_box_next = psnext->panel->type && psnext->panel->type->flag & PNL_DRAW_BOX;
psnext->panel->ofsx = ps->panel->ofsx;
psnext->panel->ofsy = get_panel_real_ofsy(ps->panel) - get_panel_size_y(psnext->panel);
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
/* Extra margin for box style panels. */
ps->panel->ofsx += (use_box) ? UI_PANEL_BOX_STYLE_MARGIN : 0.0f;
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
if (use_box || use_box_next) {
psnext->panel->ofsy -= UI_PANEL_BOX_STYLE_MARGIN;
}
}
else {
psnext->panel->ofsx = get_panel_real_ofsx(ps->panel);
psnext->panel->ofsy = ps->panel->ofsy + get_panel_size_y(ps->panel) -
get_panel_size_y(psnext->panel);
}
}
/* Extra margin for the last panel if it's a box-style panel. */
if (panelsort[tot - 1].panel->type && panelsort[tot - 1].panel->type->flag & PNL_DRAW_BOX) {
panelsort[tot - 1].panel->ofsx += UI_PANEL_BOX_STYLE_MARGIN;
}
/* we interpolate */
done = false;
ps = panelsort;
for (a = 0; a < tot; a++, ps++) {
if ((ps->panel->flag & PNL_SELECT) == 0) {
if ((ps->orig->ofsx != ps->panel->ofsx) || (ps->orig->ofsy != ps->panel->ofsy)) {
ps->orig->ofsx = round_fl_to_int(fac * (float)ps->panel->ofsx +
(1.0f - fac) * (float)ps->orig->ofsx);
ps->orig->ofsy = round_fl_to_int(fac * (float)ps->panel->ofsy +
(1.0f - fac) * (float)ps->orig->ofsy);
done = true;
}
}
}
/* set locations for tabbed and sub panels */
LISTBASE_FOREACH (Panel *, panel, &region->panels) {
if (panel->runtime_flag & PNL_ACTIVE) {
if (panel->children.first) {
align_sub_panels(panel);
}
}
}
/* free panelsort array */
for (ps = panelsort, a = 0; a < tot; a++, ps++) {
MEM_freeN(ps->panel);
}
MEM_freeN(panelsort);
return done;
}
static void ui_panels_size(ScrArea *area, ARegion *region, int *r_x, int *r_y)
{
int align = panel_aligned(area, region);
int sizex = 0;
int sizey = 0;
/* compute size taken up by panels, for setting in view2d */
LISTBASE_FOREACH (Panel *, panel, &region->panels) {
if (panel->runtime_flag & PNL_ACTIVE) {
int pa_sizex, pa_sizey;
if (align == BUT_VERTICAL) {
pa_sizex = panel->ofsx + panel->sizex;
pa_sizey = get_panel_real_ofsy(panel);
}
else {
pa_sizex = get_panel_real_ofsx(panel) + panel->sizex;
pa_sizey = panel->ofsy + get_panel_size_y(panel);
}
sizex = max_ii(sizex, pa_sizex);
sizey = min_ii(sizey, pa_sizey);
}
}
if (sizex == 0) {
sizex = UI_PANEL_WIDTH;
}
if (sizey == 0) {
sizey = -UI_PANEL_WIDTH;
}
*r_x = sizex;
*r_y = sizey;
}
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
static void ui_do_animate(bContext *C, Panel *panel)
{
uiHandlePanelData *data = panel->activedata;
ScrArea *area = CTX_wm_area(C);
ARegion *region = CTX_wm_region(C);
float fac;
fac = (PIL_check_seconds_timer() - data->starttime) / ANIMATION_TIME;
fac = min_ff(sqrtf(fac), 1.0f);
/* for max 1 second, interpolate positions */
if (uiAlignPanelStep(area, region, fac, false)) {
ED_region_tag_redraw(region);
}
else {
fac = 1.0f;
}
if (fac >= 1.0f) {
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
/* Store before data is freed. */
const bool is_drag_drop = data->is_drag_drop;
panel_activate_state(C, panel, PANEL_STATE_EXIT);
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
if (is_drag_drop) {
/* Note: doing this in #panel_activate_state would require removing const for context in many
* other places. */
reorder_instanced_panel_list(C, region, panel);
}
return;
}
}
static void panel_list_clear_active(ListBase *lb)
{
/* set all panels as inactive, so that at the end we know
* which ones were used */
LISTBASE_FOREACH (Panel *, panel, lb) {
if (panel->runtime_flag & PNL_ACTIVE) {
panel->runtime_flag = PNL_WAS_ACTIVE;
}
else {
panel->runtime_flag = 0;
}
panel_list_clear_active(&panel->children);
}
}
void UI_panels_begin(const bContext *UNUSED(C), ARegion *region)
{
panel_list_clear_active(&region->panels);
}
/* only draws blocks with panels */
void UI_panels_end(const bContext *C, ARegion *region, int *r_x, int *r_y)
{
ScrArea *area = CTX_wm_area(C);
Panel *panel, *panel_first;
/* offset contents */
LISTBASE_FOREACH (uiBlock *, block, &region->uiblocks) {
if (block->active && block->panel) {
ui_offset_panel_block(block);
}
}
/* re-align, possibly with animation */
if (panels_need_realign(area, region, &panel)) {
if (panel) {
panel_activate_state(C, panel, PANEL_STATE_ANIMATION);
}
else {
uiAlignPanelStep(area, region, 1.0, false);
}
}
/* tag first panel */
panel_first = NULL;
LISTBASE_FOREACH (uiBlock *, block, &region->uiblocks) {
if (block->active && block->panel) {
if (!panel_first || block->panel->sortorder < panel_first->sortorder) {
panel_first = block->panel;
}
}
}
if (panel_first) {
panel_first->runtime_flag |= PNL_FIRST;
}
/* compute size taken up by panel */
ui_panels_size(area, region, r_x, r_y);
}
void UI_panels_draw(const bContext *C, ARegion *region)
{
if (region->alignment != RGN_ALIGN_FLOAT) {
UI_ThemeClearColor(TH_BACK);
}
/* Draw panels, selected on top. Also in reverse order, because
* UI blocks are added in reverse order and we need child panels
* to draw on top. */
LISTBASE_FOREACH_BACKWARD (uiBlock *, block, &region->uiblocks) {
if (block->active && block->panel && !(block->panel->flag & PNL_SELECT)) {
UI_block_draw(C, block);
}
}
LISTBASE_FOREACH_BACKWARD (uiBlock *, block, &region->uiblocks) {
if (block->active && block->panel && (block->panel->flag & PNL_SELECT)) {
UI_block_draw(C, block);
}
}
}
void UI_panels_scale(ARegion *region, float new_width)
{
LISTBASE_FOREACH (uiBlock *, block, &region->uiblocks) {
if (block->panel) {
float fac = new_width / (float)block->panel->sizex;
block->panel->sizex = new_width;
LISTBASE_FOREACH (uiBut *, but, &block->buttons) {
but->rect.xmin *= fac;
but->rect.xmax *= fac;
}
}
}
}
/************************ panel dragging ****************************/
#define DRAG_REGION_PAD (PNL_HEADER * 0.5)
static void ui_do_drag(const bContext *C, const wmEvent *event, Panel *panel)
{
uiHandlePanelData *data = panel->activedata;
ScrArea *area = CTX_wm_area(C);
ARegion *region = CTX_wm_region(C);
short align = panel_aligned(area, region);
/* Keep the drag position in the region with a small pad to keep the panel visible. */
int x = clamp_i(event->x, region->winrct.xmin, region->winrct.xmax + DRAG_REGION_PAD);
int y = clamp_i(event->y, region->winrct.ymin, region->winrct.ymax + DRAG_REGION_PAD);
float dx = (float)(x - data->startx);
float dy = (float)(y - data->starty);
/* Adjust for region zoom. */
dx *= (float)BLI_rctf_size_x(&region->v2d.cur) / (float)BLI_rcti_size_x(&region->winrct);
dy *= (float)BLI_rctf_size_y(&region->v2d.cur) / (float)BLI_rcti_size_y(&region->winrct);
if (data->state == PANEL_STATE_DRAG_SCALE) {
panel->sizex = MAX2(data->startsizex + dx, UI_PANEL_MINX);
if (data->startsizey - dy < UI_PANEL_MINY) {
dy = -UI_PANEL_MINY + data->startsizey;
}
panel->sizey = data->startsizey - dy;
panel->ofsy = data->startofsy + dy;
}
else {
/* reset the panel snapping, to allow dragging away from snapped edges */
panel->snap = PNL_SNAP_NONE;
/* Add the movement of the view due to edge scrolling while dragging. */
dx += ((float)region->v2d.cur.xmin - data->start_cur_xmin);
dy += ((float)region->v2d.cur.ymin - data->start_cur_ymin);
panel->ofsx = data->startofsx + round_fl_to_int(dx);
panel->ofsy = data->startofsy + round_fl_to_int(dy);
if (align) {
uiAlignPanelStep(area, region, 0.2f, true);
}
}
ED_region_tag_redraw(region);
}
#undef DRAG_REGION_PAD
/******************* region level panel interaction *****************/
static uiPanelMouseState ui_panel_mouse_state_get(const uiBlock *block,
const Panel *panel,
const int mx,
const int my)
{
/* open panel */
if (panel->flag & PNL_CLOSEDX) {
if ((block->rect.xmin <= mx) && (block->rect.xmin + PNL_HEADER >= mx)) {
return PANEL_MOUSE_INSIDE_HEADER;
}
}
/* outside left/right side */
else if ((block->rect.xmin > mx) || (block->rect.xmax < mx)) {
/* pass */
}
else if ((block->rect.ymax <= my) && (block->rect.ymax + PNL_HEADER >= my)) {
return PANEL_MOUSE_INSIDE_HEADER;
}
/* open panel */
else if (!(panel->flag & PNL_CLOSEDY)) {
if ((block->rect.xmin <= mx) && (block->rect.xmax >= mx)) {
if ((block->rect.ymin <= my) && (block->rect.ymax + PNL_HEADER >= my)) {
return PANEL_MOUSE_INSIDE_CONTENT;
}
}
}
return PANEL_MOUSE_OUTSIDE;
}
typedef struct uiPanelDragCollapseHandle {
bool was_first_open;
int xy_init[2];
} uiPanelDragCollapseHandle;
static void ui_panel_drag_collapse_handler_remove(bContext *UNUSED(C), void *userdata)
{
uiPanelDragCollapseHandle *dragcol_data = userdata;
MEM_freeN(dragcol_data);
}
static void ui_panel_drag_collapse(bContext *C,
uiPanelDragCollapseHandle *dragcol_data,
const int xy_dst[2])
{
ScrArea *area = CTX_wm_area(C);
ARegion *region = CTX_wm_region(C);
Panel *panel;
LISTBASE_FOREACH (uiBlock *, block, &region->uiblocks) {
float xy_a_block[2] = {UNPACK2(dragcol_data->xy_init)};
float xy_b_block[2] = {UNPACK2(xy_dst)};
rctf rect = block->rect;
int oldflag;
const bool is_horizontal = (panel_aligned(area, region) == BUT_HORIZONTAL);
if ((panel = block->panel) == 0 || (panel->type && (panel->type->flag & PNL_NO_HEADER))) {
continue;
}
oldflag = panel->flag;
/* lock one axis */
if (is_horizontal) {
xy_b_block[1] = dragcol_data->xy_init[1];
}
else {
xy_b_block[0] = dragcol_data->xy_init[0];
}
/* use cursor coords in block space */
ui_window_to_block_fl(region, block, &xy_a_block[0], &xy_a_block[1]);
ui_window_to_block_fl(region, block, &xy_b_block[0], &xy_b_block[1]);
/* set up rect to match header size */
rect.ymin = rect.ymax;
rect.ymax = rect.ymin + PNL_HEADER;
if (panel->flag & PNL_CLOSEDX) {
rect.xmax = rect.xmin + PNL_HEADER;
}
/* touch all panels between last mouse coord and the current one */
if (BLI_rctf_isect_segment(&rect, xy_a_block, xy_b_block)) {
/* force panel to close */
if (dragcol_data->was_first_open == true) {
panel->flag |= (is_horizontal ? PNL_CLOSEDX : PNL_CLOSEDY);
}
/* force panel to open */
else {
panel->flag &= ~PNL_CLOSED;
}
/* if panel->flag has changed this means a panel was opened/closed here */
if (panel->flag != oldflag) {
panel_activate_state(C, panel, PANEL_STATE_ANIMATION);
}
}
}
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
/* Update the instanced panel data expand flags with the changes made here. */
set_panels_list_data_expand_flag(C, region);
}
/**
* Panel drag-collapse (modal handler)
* Clicking and dragging over panels toggles their collapse state based on the panel that was first
* dragged over. If it was open all affected panels incl the initial one are closed and vice versa.
*/
static int ui_panel_drag_collapse_handler(bContext *C, const wmEvent *event, void *userdata)
{
wmWindow *win = CTX_wm_window(C);
uiPanelDragCollapseHandle *dragcol_data = userdata;
short retval = WM_UI_HANDLER_CONTINUE;
switch (event->type) {
case MOUSEMOVE:
ui_panel_drag_collapse(C, dragcol_data, &event->x);
retval = WM_UI_HANDLER_BREAK;
break;
case LEFTMOUSE:
if (event->val == KM_RELEASE) {
/* done! */
WM_event_remove_ui_handler(&win->modalhandlers,
ui_panel_drag_collapse_handler,
ui_panel_drag_collapse_handler_remove,
dragcol_data,
true);
ui_panel_drag_collapse_handler_remove(C, dragcol_data);
}
/* don't let any left-mouse event fall through! */
retval = WM_UI_HANDLER_BREAK;
break;
}
return retval;
}
static void ui_panel_drag_collapse_handler_add(const bContext *C, const bool was_open)
{
wmWindow *win = CTX_wm_window(C);
const wmEvent *event = win->eventstate;
uiPanelDragCollapseHandle *dragcol_data = MEM_mallocN(sizeof(*dragcol_data), __func__);
dragcol_data->was_first_open = was_open;
copy_v2_v2_int(dragcol_data->xy_init, &event->x);
WM_event_add_ui_handler(C,
&win->modalhandlers,
ui_panel_drag_collapse_handler,
ui_panel_drag_collapse_handler_remove,
dragcol_data,
0);
}
/* this function is supposed to call general window drawing too */
2012-03-18 07:38:51 +00:00
/* also it supposes a block has panel, and isn't a menu */
static void ui_handle_panel_header(
const bContext *C, uiBlock *block, int mx, int my, int event, short ctrl, short shift)
{
ScrArea *area = CTX_wm_area(C);
ARegion *region = CTX_wm_region(C);
#ifdef USE_PIN_HIDDEN
const bool show_pin = UI_panel_category_is_visible(region) &&
(block->panel->type->parent == NULL) && (block->panel->flag & PNL_PIN);
#else
const bool show_pin = UI_panel_category_is_visible(region) &&
(block->panel->type->parent == NULL);
#endif
const bool is_subpanel = (block->panel->type && block->panel->type->parent);
const bool show_drag = !is_subpanel;
int align = panel_aligned(area, region), button = 0;
rctf rect_drag, rect_pin;
float rect_leftmost;
/* drag and pin rect's */
rect_drag = block->rect;
rect_drag.xmin = block->rect.xmax - (PNL_ICON * 1.5f);
rect_pin = rect_drag;
if (show_pin) {
BLI_rctf_translate(&rect_pin, -PNL_ICON, 0.0f);
}
rect_leftmost = rect_pin.xmin;
/* mouse coordinates in panel space! */
/* XXX weak code, currently it assumes layout style for location of widgets */
/* check open/collapsed button */
if (event == EVT_RETKEY) {
button = 1;
}
else if (event == EVT_AKEY) {
button = 1;
}
else if (ELEM(event, 0, EVT_RETKEY, LEFTMOUSE) && shift) {
2019-05-13 16:53:40 +10:00
if (block->panel->type->parent == NULL) {
block->panel->flag ^= PNL_PIN;
button = 2;
}
}
else if (block->panel->flag & PNL_CLOSEDX) {
if (my >= block->rect.ymax) {
button = 1;
}
}
else if (mx < rect_leftmost) {
button = 1;
}
if (button) {
if (button == 2) { /* close */
ED_region_tag_redraw(region);
}
else {
/* Collapse and expand panels. */
if (ctrl) {
/* For parent panels, collapse all other panels or toggle children. */
if (block->panel->type != NULL && block->panel->type->parent == NULL) {
if (block->panel->flag & PNL_CLOSED || BLI_listbase_is_empty(&block->panel->children)) {
panels_collapse_all(C, area, region, block->panel);
/* Reset the view - we don't want to display a view without content. */
UI_view2d_offset(&region->v2d, 0.0f, 1.0f);
}
else {
const int closed_flag = (align == BUT_HORIZONTAL) ? PNL_CLOSEDX : PNL_CLOSEDY;
2020-06-25 23:13:02 +10:00
/* If a panel has sub-panels and it's open, toggle the expansion
* of the sub-panels (based on the expansion of the first subpanel). */
Panel *first_child = block->panel->children.first;
BLI_assert(first_child != NULL);
panel_set_flag_recursive(
block->panel, closed_flag, (first_child->flag & PNL_CLOSED) == 0);
block->panel->flag |= closed_flag;
}
}
}
if (block->panel->flag & PNL_CLOSED) {
block->panel->flag &= ~PNL_CLOSED;
/* snap back up so full panel aligns with screen edge */
if (block->panel->snap & PNL_SNAP_BOTTOM) {
block->panel->ofsy = 0;
}
if (event == LEFTMOUSE) {
ui_panel_drag_collapse_handler_add(C, false);
}
}
else if (align == BUT_HORIZONTAL) {
block->panel->flag |= PNL_CLOSEDX;
if (event == LEFTMOUSE) {
ui_panel_drag_collapse_handler_add(C, true);
}
}
else {
/* snap down to bottom screen edge */
block->panel->flag |= PNL_CLOSEDY;
if (block->panel->snap & PNL_SNAP_BOTTOM) {
block->panel->ofsy = -block->panel->sizey;
}
if (event == LEFTMOUSE) {
ui_panel_drag_collapse_handler_add(C, true);
}
}
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
set_panels_list_data_expand_flag(C, region);
}
if (align) {
panel_activate_state(C, block->panel, PANEL_STATE_ANIMATION);
}
else {
/* FIXME: this doesn't update the panel drawing, assert to avoid debugging why this is.
* We could fix this in the future if it's ever needed. */
BLI_assert(0);
ED_region_tag_redraw(region);
}
}
else if (show_drag && BLI_rctf_isect_x(&rect_drag, mx)) {
/* XXX, for now don't allow dragging in floating windows yet. */
if (region->alignment == RGN_ALIGN_FLOAT) {
return;
}
panel_activate_state(C, block->panel, PANEL_STATE_DRAG);
}
else if (show_pin && BLI_rctf_isect_x(&rect_pin, mx)) {
block->panel->flag ^= PNL_PIN;
ED_region_tag_redraw(region);
}
}
bool UI_panel_category_is_visible(const ARegion *region)
{
/* more than one */
return region->panels_category.first &&
region->panels_category.first != region->panels_category.last;
}
PanelCategoryDyn *UI_panel_category_find(ARegion *region, const char *idname)
{
return BLI_findstring(&region->panels_category, idname, offsetof(PanelCategoryDyn, idname));
}
PanelCategoryStack *UI_panel_category_active_find(ARegion *region, const char *idname)
{
return BLI_findstring(
&region->panels_category_active, idname, offsetof(PanelCategoryStack, idname));
}
static void ui_panel_category_active_set(ARegion *region, const char *idname, bool fallback)
{
ListBase *lb = &region->panels_category_active;
PanelCategoryStack *pc_act = UI_panel_category_active_find(region, idname);
if (pc_act) {
BLI_remlink(lb, pc_act);
}
else {
pc_act = MEM_callocN(sizeof(PanelCategoryStack), __func__);
BLI_strncpy(pc_act->idname, idname, sizeof(pc_act->idname));
}
if (fallback) {
/* For fallbacks, add at the end so explicitly chosen categories have priority. */
BLI_addtail(lb, pc_act);
}
else {
BLI_addhead(lb, pc_act);
}
/* validate all active panels, we could do this on load,
* they are harmless - but we should remove somewhere.
* (addons could define own and gather cruft over time) */
{
PanelCategoryStack *pc_act_next;
/* intentionally skip first */
pc_act_next = pc_act->next;
while ((pc_act = pc_act_next)) {
pc_act_next = pc_act->next;
if (!BLI_findstring(
&region->type->paneltypes, pc_act->idname, offsetof(PanelType, category))) {
BLI_remlink(lb, pc_act);
MEM_freeN(pc_act);
}
}
}
}
void UI_panel_category_active_set(ARegion *region, const char *idname)
{
ui_panel_category_active_set(region, idname, false);
}
void UI_panel_category_active_set_default(ARegion *region, const char *idname)
{
if (!UI_panel_category_active_find(region, idname)) {
ui_panel_category_active_set(region, idname, true);
}
}
const char *UI_panel_category_active_get(ARegion *region, bool set_fallback)
{
LISTBASE_FOREACH (PanelCategoryStack *, pc_act, &region->panels_category_active) {
if (UI_panel_category_find(region, pc_act->idname)) {
return pc_act->idname;
}
}
if (set_fallback) {
PanelCategoryDyn *pc_dyn = region->panels_category.first;
if (pc_dyn) {
ui_panel_category_active_set(region, pc_dyn->idname, true);
return pc_dyn->idname;
}
}
return NULL;
}
PanelCategoryDyn *UI_panel_category_find_mouse_over_ex(ARegion *region, const int x, const int y)
{
LISTBASE_FOREACH (PanelCategoryDyn *, ptd, &region->panels_category) {
if (BLI_rcti_isect_pt(&ptd->rect, x, y)) {
return ptd;
}
}
return NULL;
}
PanelCategoryDyn *UI_panel_category_find_mouse_over(ARegion *region, const wmEvent *event)
{
return UI_panel_category_find_mouse_over_ex(region, event->mval[0], event->mval[1]);
}
void UI_panel_category_add(ARegion *region, const char *name)
{
PanelCategoryDyn *pc_dyn = MEM_callocN(sizeof(*pc_dyn), __func__);
BLI_addtail(&region->panels_category, pc_dyn);
BLI_strncpy(pc_dyn->idname, name, sizeof(pc_dyn->idname));
/* 'pc_dyn->rect' must be set on draw */
}
void UI_panel_category_clear_all(ARegion *region)
{
BLI_freelistN(&region->panels_category);
}
static void imm_buf_append(
float vbuf[][2], uchar cbuf[][3], float x, float y, const uchar col[3], int *index)
{
ARRAY_SET_ITEMS(vbuf[*index], x, y);
ARRAY_SET_ITEMS(cbuf[*index], UNPACK3(col));
(*index)++;
}
/* based on UI_draw_roundbox, check on making a version which allows us to skip some sides */
static void ui_panel_category_draw_tab(bool filled,
float minx,
float miny,
float maxx,
float maxy,
float rad,
const int roundboxtype,
const bool use_highlight,
const bool use_shadow,
const bool use_flip_x,
const uchar highlight_fade[3],
const uchar col[3])
{
float vec[4][2] = {{0.195, 0.02}, {0.55, 0.169}, {0.831, 0.45}, {0.98, 0.805}};
int a;
/* mult */
for (a = 0; a < 4; a++) {
mul_v2_fl(vec[a], rad);
}
uint vert_len = 0;
if (use_highlight) {
vert_len += (roundboxtype & UI_CNR_TOP_RIGHT) ? 6 : 1;
vert_len += (roundboxtype & UI_CNR_TOP_LEFT) ? 6 : 1;
}
if (use_highlight && !use_shadow) {
vert_len++;
}
else {
vert_len += (roundboxtype & UI_CNR_BOTTOM_RIGHT) ? 6 : 1;
vert_len += (roundboxtype & UI_CNR_BOTTOM_LEFT) ? 6 : 1;
}
/* Maximum size. */
float vbuf[24][2];
uchar cbuf[24][3];
int buf_index = 0;
/* start with corner right-top */
if (use_highlight) {
if (roundboxtype & UI_CNR_TOP_RIGHT) {
imm_buf_append(vbuf, cbuf, maxx, maxy - rad, col, &buf_index);
for (a = 0; a < 4; a++) {
imm_buf_append(vbuf, cbuf, maxx - vec[a][1], maxy - rad + vec[a][0], col, &buf_index);
}
imm_buf_append(vbuf, cbuf, maxx - rad, maxy, col, &buf_index);
}
else {
imm_buf_append(vbuf, cbuf, maxx, maxy, col, &buf_index);
}
/* corner left-top */
if (roundboxtype & UI_CNR_TOP_LEFT) {
imm_buf_append(vbuf, cbuf, minx + rad, maxy, col, &buf_index);
for (a = 0; a < 4; a++) {
imm_buf_append(vbuf, cbuf, minx + rad - vec[a][0], maxy - vec[a][1], col, &buf_index);
}
imm_buf_append(vbuf, cbuf, minx, maxy - rad, col, &buf_index);
}
else {
imm_buf_append(vbuf, cbuf, minx, maxy, col, &buf_index);
}
}
if (use_highlight && !use_shadow) {
imm_buf_append(
vbuf, cbuf, minx, miny + rad, highlight_fade ? col : highlight_fade, &buf_index);
}
else {
/* corner left-bottom */
if (roundboxtype & UI_CNR_BOTTOM_LEFT) {
imm_buf_append(vbuf, cbuf, minx, miny + rad, col, &buf_index);
for (a = 0; a < 4; a++) {
imm_buf_append(vbuf, cbuf, minx + vec[a][1], miny + rad - vec[a][0], col, &buf_index);
}
imm_buf_append(vbuf, cbuf, minx + rad, miny, col, &buf_index);
}
else {
imm_buf_append(vbuf, cbuf, minx, miny, col, &buf_index);
}
/* corner right-bottom */
if (roundboxtype & UI_CNR_BOTTOM_RIGHT) {
imm_buf_append(vbuf, cbuf, maxx - rad, miny, col, &buf_index);
for (a = 0; a < 4; a++) {
imm_buf_append(vbuf, cbuf, maxx - rad + vec[a][0], miny + vec[a][1], col, &buf_index);
}
imm_buf_append(vbuf, cbuf, maxx, miny + rad, col, &buf_index);
}
else {
imm_buf_append(vbuf, cbuf, maxx, miny, col, &buf_index);
}
}
if (use_flip_x) {
float midx = (minx + maxx) / 2.0f;
for (int i = 0; i < buf_index; i++) {
vbuf[i][0] = midx - (vbuf[i][0] - midx);
}
}
GPUVertFormat *format = immVertexFormat();
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
uint color = GPU_vertformat_attr_add(
format, "color", GPU_COMP_U8, 3, GPU_FETCH_INT_TO_FLOAT_UNIT);
immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
immBegin(filled ? GPU_PRIM_TRI_FAN : GPU_PRIM_LINE_STRIP, vert_len);
for (int i = 0; i < buf_index; i++) {
immAttr3ubv(color, cbuf[i]);
immVertex2fv(pos, vbuf[i]);
}
immEnd();
immUnbindProgram();
}
/**
* Draw vertical tabs on the left side of the region,
* one tab per category.
*/
void UI_panel_category_draw_all(ARegion *region, const char *category_id_active)
{
/* no tab outlines for */
// #define USE_FLAT_INACTIVE
const bool is_left = RGN_ALIGN_ENUM_FROM_MASK(region->alignment != RGN_ALIGN_RIGHT);
View2D *v2d = &region->v2d;
2020-03-15 17:32:25 +11:00
const uiStyle *style = UI_style_get();
const uiFontStyle *fstyle = &style->widget;
const int fontid = fstyle->uifont_id;
short fstyle_points = fstyle->points;
const float aspect = ((uiBlock *)region->uiblocks.first)->aspect;
const float zoom = 1.0f / aspect;
const int px = max_ii(1, round_fl_to_int(U.pixelsize));
const int px_x_sign = is_left ? px : -px;
const int category_tabs_width = round_fl_to_int(UI_PANEL_CATEGORY_MARGIN_WIDTH * zoom);
const float dpi_fac = UI_DPI_FAC;
/* padding of tabs around text */
const int tab_v_pad_text = round_fl_to_int((2 + ((px * 3) * dpi_fac)) * zoom);
/* padding between tabs */
const int tab_v_pad = round_fl_to_int((4 + (2 * px * dpi_fac)) * zoom);
const float tab_curve_radius = ((px * 3) * dpi_fac) * zoom;
/* We flip the tab drawing, so always use these flags. */
const int roundboxtype = UI_CNR_TOP_LEFT | UI_CNR_BOTTOM_LEFT;
bool is_alpha;
bool do_scaletabs = false;
#ifdef USE_FLAT_INACTIVE
bool is_active_prev = false;
#endif
float scaletabs = 1.0f;
/* same for all tabs */
/* intentionally dont scale by 'px' */
const int rct_xmin = is_left ? v2d->mask.xmin + 3 : (v2d->mask.xmax - category_tabs_width);
const int rct_xmax = is_left ? v2d->mask.xmin + category_tabs_width : (v2d->mask.xmax - 3);
const int text_v_ofs = (rct_xmax - rct_xmin) * 0.3f;
int y_ofs = tab_v_pad;
/* Primary theme colors */
uchar theme_col_back[4];
uchar theme_col_text[3];
uchar theme_col_text_hi[3];
/* Tab colors */
uchar theme_col_tab_bg[4];
uchar theme_col_tab_active[3];
uchar theme_col_tab_inactive[3];
/* Secondary theme colors */
uchar theme_col_tab_outline[3];
uchar theme_col_tab_divider[3]; /* line that divides tabs from the main region */
uchar theme_col_tab_highlight[3];
uchar theme_col_tab_highlight_inactive[3];
UI_GetThemeColor4ubv(TH_BACK, theme_col_back);
UI_GetThemeColor3ubv(TH_TEXT, theme_col_text);
UI_GetThemeColor3ubv(TH_TEXT_HI, theme_col_text_hi);
UI_GetThemeColor4ubv(TH_TAB_BACK, theme_col_tab_bg);
UI_GetThemeColor3ubv(TH_TAB_ACTIVE, theme_col_tab_active);
UI_GetThemeColor3ubv(TH_TAB_INACTIVE, theme_col_tab_inactive);
UI_GetThemeColor3ubv(TH_TAB_OUTLINE, theme_col_tab_outline);
interp_v3_v3v3_uchar(theme_col_tab_divider, theme_col_back, theme_col_tab_outline, 0.3f);
interp_v3_v3v3_uchar(theme_col_tab_highlight, theme_col_back, theme_col_text_hi, 0.2f);
interp_v3_v3v3_uchar(
theme_col_tab_highlight_inactive, theme_col_tab_inactive, theme_col_text_hi, 0.12f);
is_alpha = (region->overlap && (theme_col_back[3] != 255));
if (fstyle->kerning == 1) {
BLF_enable(fstyle->uifont_id, BLF_KERNING_DEFAULT);
}
BLF_enable(fontid, BLF_ROTATION);
BLF_rotation(fontid, M_PI_2);
// UI_fontstyle_set(&style->widget);
ui_fontscale(&fstyle_points, aspect / (U.pixelsize * 1.1f));
BLF_size(fontid, fstyle_points, U.dpi);
/* Check the region type supports categories to avoid an assert
* for showing 3D view panels in the properties space. */
if ((1 << region->regiontype) & RGN_TYPE_HAS_CATEGORY_MASK) {
BLI_assert(UI_panel_category_is_visible(region));
}
/* calculate tab rect's and check if we need to scale down */
LISTBASE_FOREACH (PanelCategoryDyn *, pc_dyn, &region->panels_category) {
rcti *rct = &pc_dyn->rect;
const char *category_id = pc_dyn->idname;
const char *category_id_draw = IFACE_(category_id);
const int category_width = BLF_width(fontid, category_id_draw, BLF_DRAW_STR_DUMMY_MAX);
rct->xmin = rct_xmin;
rct->xmax = rct_xmax;
rct->ymin = v2d->mask.ymax - (y_ofs + category_width + (tab_v_pad_text * 2));
rct->ymax = v2d->mask.ymax - (y_ofs);
y_ofs += category_width + tab_v_pad + (tab_v_pad_text * 2);
}
if (y_ofs > BLI_rcti_size_y(&v2d->mask)) {
scaletabs = (float)BLI_rcti_size_y(&v2d->mask) / (float)y_ofs;
LISTBASE_FOREACH (PanelCategoryDyn *, pc_dyn, &region->panels_category) {
rcti *rct = &pc_dyn->rect;
rct->ymin = ((rct->ymin - v2d->mask.ymax) * scaletabs) + v2d->mask.ymax;
rct->ymax = ((rct->ymax - v2d->mask.ymax) * scaletabs) + v2d->mask.ymax;
}
do_scaletabs = true;
}
/* begin drawing */
GPU_line_smooth(true);
uint pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_I32, 2, GPU_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* draw the background */
if (is_alpha) {
GPU_blend(GPU_BLEND_ALPHA);
immUniformColor4ubv(theme_col_tab_bg);
}
else {
immUniformColor3ubv(theme_col_tab_bg);
}
if (is_left) {
immRecti(
pos, v2d->mask.xmin, v2d->mask.ymin, v2d->mask.xmin + category_tabs_width, v2d->mask.ymax);
}
else {
immRecti(
pos, v2d->mask.xmax - category_tabs_width, v2d->mask.ymin, v2d->mask.xmax, v2d->mask.ymax);
}
if (is_alpha) {
GPU_blend(GPU_BLEND_NONE);
}
immUnbindProgram();
const int divider_xmin = is_left ? (v2d->mask.xmin + (category_tabs_width - px)) :
(v2d->mask.xmax - category_tabs_width) + px;
const int divider_xmax = is_left ? (v2d->mask.xmin + category_tabs_width) :
(v2d->mask.xmax - (category_tabs_width + px)) + px;
LISTBASE_FOREACH (PanelCategoryDyn *, pc_dyn, &region->panels_category) {
const rcti *rct = &pc_dyn->rect;
const char *category_id = pc_dyn->idname;
const char *category_id_draw = IFACE_(category_id);
int category_width = BLI_rcti_size_y(rct) - (tab_v_pad_text * 2);
size_t category_draw_len = BLF_DRAW_STR_DUMMY_MAX;
// int category_width = BLF_width(fontid, category_id_draw, BLF_DRAW_STR_DUMMY_MAX);
const bool is_active = STREQ(category_id, category_id_active);
GPU_blend(GPU_BLEND_ALPHA);
#ifdef USE_FLAT_INACTIVE
if (is_active)
#endif
{
const bool use_flip_x = !is_left;
ui_panel_category_draw_tab(true,
rct->xmin,
rct->ymin,
rct->xmax,
rct->ymax,
tab_curve_radius - px,
roundboxtype,
true,
true,
use_flip_x,
NULL,
is_active ? theme_col_tab_active : theme_col_tab_inactive);
/* tab outline */
ui_panel_category_draw_tab(false,
rct->xmin - px_x_sign,
rct->ymin - px,
rct->xmax - px_x_sign,
rct->ymax + px,
tab_curve_radius,
roundboxtype,
true,
true,
use_flip_x,
NULL,
theme_col_tab_outline);
/* tab highlight (3d look) */
ui_panel_category_draw_tab(false,
rct->xmin,
rct->ymin,
rct->xmax,
rct->ymax,
tab_curve_radius,
roundboxtype,
true,
false,
use_flip_x,
is_active ? theme_col_back : theme_col_tab_inactive,
is_active ? theme_col_tab_highlight :
theme_col_tab_highlight_inactive);
}
/* tab blackline */
if (!is_active) {
pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_I32, 2, GPU_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor3ubv(theme_col_tab_divider);
immRecti(pos, divider_xmin, rct->ymin - tab_v_pad, divider_xmax, rct->ymax + tab_v_pad);
immUnbindProgram();
}
if (do_scaletabs) {
category_draw_len = BLF_width_to_strlen(
fontid, category_id_draw, category_draw_len, category_width, NULL);
}
BLF_position(fontid, rct->xmax - text_v_ofs, rct->ymin + tab_v_pad_text, 0.0f);
/* tab titles */
/* draw white shadow to give text more depth */
BLF_color3ubv(fontid, theme_col_text);
/* main tab title */
BLF_draw(fontid, category_id_draw, category_draw_len);
GPU_blend(GPU_BLEND_NONE);
/* tab blackline remaining (last tab) */
pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_I32, 2, GPU_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
if (pc_dyn->prev == NULL) {
immUniformColor3ubv(theme_col_tab_divider);
immRecti(pos, divider_xmin, rct->ymax + px, divider_xmax, v2d->mask.ymax);
}
if (pc_dyn->next == NULL) {
immUniformColor3ubv(theme_col_tab_divider);
immRecti(pos, divider_xmin, 0, divider_xmax, rct->ymin);
}
#ifdef USE_FLAT_INACTIVE
/* draw line between inactive tabs */
if (is_active == false && is_active_prev == false && pc_dyn->prev) {
immUniformColor3ubv(theme_col_tab_divider);
immRecti(pos,
v2d->mask.xmin + (category_tabs_width / 5),
rct->ymax + px,
(v2d->mask.xmin + category_tabs_width) - (category_tabs_width / 5),
rct->ymax + (px * 3));
}
is_active_prev = is_active;
#endif
immUnbindProgram();
/* not essential, but allows events to be handled right up until the region edge [#38171] */
if (is_left) {
pc_dyn->rect.xmin = v2d->mask.xmin;
}
else {
pc_dyn->rect.xmax = v2d->mask.xmax;
}
}
GPU_line_smooth(false);
BLF_disable(fontid, BLF_ROTATION);
if (fstyle->kerning == 1) {
BLF_disable(fstyle->uifont_id, BLF_KERNING_DEFAULT);
}
#undef USE_FLAT_INACTIVE
}
static int ui_handle_panel_category_cycling(const wmEvent *event,
ARegion *region,
const uiBut *active_but)
{
const bool is_mousewheel = ELEM(event->type, WHEELUPMOUSE, WHEELDOWNMOUSE);
const bool inside_tabregion =
((RGN_ALIGN_ENUM_FROM_MASK(region->alignment) != RGN_ALIGN_RIGHT) ?
(event->mval[0] < ((PanelCategoryDyn *)region->panels_category.first)->rect.xmax) :
(event->mval[0] > ((PanelCategoryDyn *)region->panels_category.first)->rect.xmin));
/* if mouse is inside non-tab region, ctrl key is required */
if (is_mousewheel && !event->ctrl && !inside_tabregion) {
return WM_UI_HANDLER_CONTINUE;
}
if (active_but && ui_but_supports_cycling(active_but)) {
/* skip - exception to make cycling buttons
* using ctrl+mousewheel work in tabbed regions */
}
else {
const char *category = UI_panel_category_active_get(region, false);
if (LIKELY(category)) {
PanelCategoryDyn *pc_dyn = UI_panel_category_find(region, category);
if (LIKELY(pc_dyn)) {
if (is_mousewheel) {
/* we can probably get rid of this and only allow ctrl+tabbing */
pc_dyn = (event->type == WHEELDOWNMOUSE) ? pc_dyn->next : pc_dyn->prev;
}
else {
const bool backwards = event->shift;
pc_dyn = backwards ? pc_dyn->prev : pc_dyn->next;
if (!pc_dyn) {
/* proper cyclic behavior,
* back to first/last category (only used for ctrl+tab) */
pc_dyn = backwards ? region->panels_category.last : region->panels_category.first;
}
}
if (pc_dyn) {
/* intentionally don't reset scroll in this case,
* this allows for quick browsing between tabs */
UI_panel_category_active_set(region, pc_dyn->idname);
ED_region_tag_redraw(region);
}
}
}
return WM_UI_HANDLER_BREAK;
}
return WM_UI_HANDLER_CONTINUE;
}
/* XXX should become modal keymap */
/* AKey is opening/closing panels, independent of button state now */
int ui_handler_panel_region(bContext *C,
const wmEvent *event,
ARegion *region,
const uiBut *active_but)
{
Panel *panel;
int retval, mx, my;
bool has_category_tabs = UI_panel_category_is_visible(region);
retval = WM_UI_HANDLER_CONTINUE;
/* Scrollbars can overlap panels now, they have handling priority. */
if (UI_view2d_mouse_in_scrollers(region, &region->v2d, event->x, event->y)) {
return retval;
}
/* handle category tabs */
if (has_category_tabs) {
if (event->val == KM_PRESS) {
if (event->type == LEFTMOUSE) {
PanelCategoryDyn *pc_dyn = UI_panel_category_find_mouse_over(region, event);
if (pc_dyn) {
UI_panel_category_active_set(region, pc_dyn->idname);
ED_region_tag_redraw(region);
/* reset scroll to the top [#38348] */
UI_view2d_offset(&region->v2d, -1.0f, 1.0f);
retval = WM_UI_HANDLER_BREAK;
}
}
else if ((event->type == EVT_TABKEY && event->ctrl) ||
ELEM(event->type, WHEELUPMOUSE, WHEELDOWNMOUSE)) {
/* cycle tabs */
retval = ui_handle_panel_category_cycling(event, region, active_but);
}
}
}
if (retval == WM_UI_HANDLER_BREAK) {
return retval;
}
LISTBASE_FOREACH (uiBlock *, block, &region->uiblocks) {
uiPanelMouseState mouse_state;
mx = event->x;
my = event->y;
ui_window_to_block(region, block, &mx, &my);
/* checks for mouse position inside */
panel = block->panel;
if (!panel) {
continue;
}
/* XXX - accessed freed panels when scripts reload, need to fix. */
if (panel->type && panel->type->flag & PNL_NO_HEADER) {
continue;
}
mouse_state = ui_panel_mouse_state_get(block, panel, mx, my);
/* XXX hardcoded key warning */
if (ELEM(mouse_state, PANEL_MOUSE_INSIDE_CONTENT, PANEL_MOUSE_INSIDE_HEADER) &&
event->val == KM_PRESS) {
if (event->type == EVT_AKEY &&
((event->ctrl + event->oskey + event->shift + event->alt) == 0)) {
if (panel->flag & PNL_CLOSEDY) {
if ((block->rect.ymax <= my) && (block->rect.ymax + PNL_HEADER >= my)) {
ui_handle_panel_header(C, block, mx, my, event->type, event->ctrl, event->shift);
}
}
else {
ui_handle_panel_header(C, block, mx, my, event->type, event->ctrl, event->shift);
}
retval = WM_UI_HANDLER_BREAK;
continue;
}
}
/* on active button, do not handle panels */
if (ui_region_find_active_but(region) != NULL) {
continue;
}
if (ELEM(mouse_state, PANEL_MOUSE_INSIDE_CONTENT, PANEL_MOUSE_INSIDE_HEADER)) {
if (event->val == KM_PRESS) {
/* open close on header */
if (ELEM(event->type, EVT_RETKEY, EVT_PADENTER)) {
if (mouse_state == PANEL_MOUSE_INSIDE_HEADER) {
ui_handle_panel_header(C, block, mx, my, EVT_RETKEY, event->ctrl, event->shift);
retval = WM_UI_HANDLER_BREAK;
break;
}
}
else if (event->type == LEFTMOUSE) {
/* all inside clicks should return in break - overlapping/float panels */
retval = WM_UI_HANDLER_BREAK;
if (mouse_state == PANEL_MOUSE_INSIDE_HEADER) {
ui_handle_panel_header(C, block, mx, my, event->type, event->ctrl, event->shift);
retval = WM_UI_HANDLER_BREAK;
break;
}
if ((mouse_state == PANEL_MOUSE_INSIDE_SCALE) && !(panel->flag & PNL_CLOSED)) {
panel_activate_state(C, panel, PANEL_STATE_DRAG_SCALE);
retval = WM_UI_HANDLER_BREAK;
break;
}
}
else if (event->type == RIGHTMOUSE) {
if (mouse_state == PANEL_MOUSE_INSIDE_HEADER) {
ui_popup_context_menu_for_panel(C, region, block->panel);
retval = WM_UI_HANDLER_BREAK;
break;
}
}
}
}
}
return retval;
}
static void ui_panel_custom_data_set_recursive(Panel *panel, PointerRNA *custom_data)
{
panel->runtime.custom_data_ptr = custom_data;
LISTBASE_FOREACH (Panel *, child_panel, &panel->children) {
ui_panel_custom_data_set_recursive(child_panel, custom_data);
}
}
void UI_panel_custom_data_set(Panel *panel, PointerRNA *custom_data)
{
BLI_assert(panel->type != NULL);
2020-06-30 20:54:31 +10:00
/* Free the old custom data, which should be shared among all of the panel's sub-panels. */
if (panel->runtime.custom_data_ptr != NULL) {
MEM_freeN(panel->runtime.custom_data_ptr);
}
ui_panel_custom_data_set_recursive(panel, custom_data);
}
PointerRNA *UI_region_panel_custom_data_under_cursor(const bContext *C, const wmEvent *event)
{
ARegion *region = CTX_wm_region(C);
Panel *panel = NULL;
LISTBASE_FOREACH (uiBlock *, block, &region->uiblocks) {
panel = block->panel;
if (panel == NULL) {
continue;
}
int mx = event->x;
int my = event->y;
ui_window_to_block(region, block, &mx, &my);
int mouse_state = ui_panel_mouse_state_get(block, panel, mx, my);
if (ELEM(mouse_state, PANEL_MOUSE_INSIDE_CONTENT, PANEL_MOUSE_INSIDE_HEADER)) {
break;
}
}
if (panel == NULL) {
return NULL;
}
PointerRNA *customdata = panel->runtime.custom_data_ptr;
return customdata;
}
/**************** window level modal panel interaction **************/
/* note, this is modal handler and should not swallow events for animation */
static int ui_handler_panel(bContext *C, const wmEvent *event, void *userdata)
{
Panel *panel = userdata;
uiHandlePanelData *data = panel->activedata;
/* verify if we can stop */
if (event->type == LEFTMOUSE && event->val == KM_RELEASE) {
ScrArea *area = CTX_wm_area(C);
ARegion *region = CTX_wm_region(C);
int align = panel_aligned(area, region);
if (align) {
panel_activate_state(C, panel, PANEL_STATE_ANIMATION);
}
else {
panel_activate_state(C, panel, PANEL_STATE_EXIT);
}
}
else if (event->type == MOUSEMOVE) {
if (data->state == PANEL_STATE_DRAG) {
ui_do_drag(C, event, panel);
}
}
else if (event->type == TIMER && event->customdata == data->animtimer) {
if (data->state == PANEL_STATE_ANIMATION) {
ui_do_animate(C, panel);
}
else if (data->state == PANEL_STATE_DRAG) {
ui_do_drag(C, event, panel);
}
}
data = panel->activedata;
if (data && data->state == PANEL_STATE_ANIMATION) {
return WM_UI_HANDLER_CONTINUE;
}
return WM_UI_HANDLER_BREAK;
}
static void ui_handler_remove_panel(bContext *C, void *userdata)
{
Panel *panel = userdata;
panel_activate_state(C, panel, PANEL_STATE_EXIT);
}
static void panel_activate_state(const bContext *C, Panel *panel, uiHandlePanelState state)
{
uiHandlePanelData *data = panel->activedata;
wmWindow *win = CTX_wm_window(C);
ARegion *region = CTX_wm_region(C);
if (data && data->state == state) {
return;
}
bool was_drag_drop = (data && data->state == PANEL_STATE_DRAG);
2020-06-25 23:13:02 +10:00
/* Set selection state for the panel and its sub-panels, which need to know they are selected
* too so they can be drawn above their parent when it's dragged. */
if (state == PANEL_STATE_EXIT || state == PANEL_STATE_ANIMATION) {
panel_set_flag_recursive(panel, PNL_SELECT, false);
}
else {
panel_set_flag_recursive(panel, PNL_SELECT, true);
}
if (data && data->animtimer) {
WM_event_remove_timer(CTX_wm_manager(C), win, data->animtimer);
data->animtimer = NULL;
}
if (state == PANEL_STATE_EXIT) {
MEM_freeN(data);
panel->activedata = NULL;
WM_event_remove_ui_handler(
&win->modalhandlers, ui_handler_panel, ui_handler_remove_panel, panel, false);
}
else {
if (!data) {
data = MEM_callocN(sizeof(uiHandlePanelData), "uiHandlePanelData");
panel->activedata = data;
WM_event_add_ui_handler(
C, &win->modalhandlers, ui_handler_panel, ui_handler_remove_panel, panel, 0);
}
if (ELEM(state, PANEL_STATE_ANIMATION, PANEL_STATE_DRAG)) {
data->animtimer = WM_event_add_timer(CTX_wm_manager(C), win, TIMER, ANIMATION_INTERVAL);
}
/* Initiate edge panning during drags so we can move beyond the initial region view. */
if (state == PANEL_STATE_DRAG) {
wmOperatorType *ot = WM_operatortype_find("VIEW2D_OT_edge_pan", true);
ui_handle_afterfunc_add_operator(ot, WM_OP_INVOKE_DEFAULT, true);
}
data->state = state;
data->startx = win->eventstate->x;
data->starty = win->eventstate->y;
data->startofsx = panel->ofsx;
data->startofsy = panel->ofsy;
data->startsizex = panel->sizex;
data->startsizey = panel->sizey;
data->start_cur_xmin = region->v2d.cur.xmin;
data->start_cur_ymin = region->v2d.cur.ymin;
data->starttime = PIL_check_seconds_timer();
/* Remember drag drop state even when animating to the aligned position after dragging. */
data->is_drag_drop = was_drag_drop;
if (state == PANEL_STATE_DRAG) {
data->is_drag_drop = true;
}
}
ED_region_tag_redraw(region);
}
PanelType *UI_paneltype_find(int space_id, int region_id, const char *idname)
{
SpaceType *st = BKE_spacetype_from_id(space_id);
if (st) {
ARegionType *art = BKE_regiontype_from_id(st, region_id);
if (art) {
return BLI_findstring(&art->paneltypes, idname, offsetof(PanelType, idname));
}
}
return NULL;
}