226 lines
6.7 KiB
C++
226 lines
6.7 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup editorui
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*
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* API for simple creation of grid UIs, supporting typically needed features.
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* https://wiki.blender.org/wiki/Source/Interface/Views/Grid_Views
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*/
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#pragma once
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#include "BLI_function_ref.hh"
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#include "BLI_map.hh"
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#include "BLI_vector.hh"
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#include "UI_abstract_view.hh"
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#include "UI_resources.h"
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struct bContext;
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struct uiBlock;
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struct uiButViewItem;
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struct uiLayout;
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struct View2D;
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namespace blender::ui {
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class AbstractGridView;
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/* ---------------------------------------------------------------------- */
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/** \name Grid-View Item Type
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* \{ */
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class AbstractGridViewItem : public AbstractViewItem {
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friend class AbstractGridView;
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friend class GridViewLayoutBuilder;
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protected:
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/** Reference to a string that uniquely identifies this item in the view. */
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StringRef identifier_{};
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/** Every visible item gets a button of type #UI_BTYPE_VIEW_ITEM during the layout building. */
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uiButViewItem *view_item_but_ = nullptr;
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public:
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virtual ~AbstractGridViewItem() = default;
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virtual void build_grid_tile(uiLayout &layout) const = 0;
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const AbstractGridView &get_view() const;
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protected:
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AbstractGridViewItem(StringRef identifier);
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/** See AbstractViewItem::matches(). */
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virtual bool matches(const AbstractViewItem &other) const override;
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/** Called when the item's state changes from inactive to active. */
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virtual void on_activate();
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/**
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* If the result is not empty, it controls whether the item should be active or not,
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* usually depending on the data that the view represents.
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*/
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virtual std::optional<bool> should_be_active() const;
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/**
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* Activates this item, deactivates other items, and calls the
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* #AbstractGridViewItem::on_activate() function.
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* Requires the tree to have completed reconstruction, see #is_reconstructed(). Otherwise the
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* actual item state is unknown, possibly calling state-change update functions incorrectly.
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*/
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void activate();
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void deactivate();
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private:
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/** See #AbstractTreeView::change_state_delayed() */
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void change_state_delayed();
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static void grid_tile_click_fn(bContext *, void *but_arg1, void *);
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void add_grid_tile_button(uiBlock &block);
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};
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/** \} */
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/* ---------------------------------------------------------------------- */
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/** \name Grid-View Base Class
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* \{ */
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struct GridViewStyle {
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GridViewStyle(int width, int height);
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int tile_width = 0;
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int tile_height = 0;
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};
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class AbstractGridView : public AbstractView {
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friend class AbstractGridViewItem;
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friend class GridViewBuilder;
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friend class GridViewLayoutBuilder;
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protected:
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Vector<std::unique_ptr<AbstractGridViewItem>> items_;
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/** <identifier, item> map to lookup items by identifier, used for efficient lookups in
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* #update_from_old(). */
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Map<StringRef, AbstractGridViewItem *> item_map_;
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GridViewStyle style_;
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public:
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AbstractGridView();
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virtual ~AbstractGridView() = default;
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using ItemIterFn = FunctionRef<void(AbstractGridViewItem &)>;
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void foreach_item(ItemIterFn iter_fn) const;
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/**
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* Convenience wrapper constructing the item by forwarding given arguments to the constructor of
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* the type (\a ItemT).
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*
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* E.g. if your grid-item type has the following constructor:
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* \code{.cpp}
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* MyGridItem(std::string str, int i);
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* \endcode
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* You can add an item like this:
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* \code
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* add_item<MyGridItem>("blabla", 42);
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* \endcode
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*/
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template<class ItemT, typename... Args> inline ItemT &add_item(Args &&...args);
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const GridViewStyle &get_style() const;
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int get_item_count() const;
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protected:
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virtual void build_items() = 0;
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private:
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void update_children_from_old(const AbstractView &old_view) override;
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AbstractGridViewItem *find_matching_item(const AbstractGridViewItem &item_to_match,
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const AbstractGridView &view_to_search_in) const;
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/**
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* Items may want to do additional work when state changes. But these state changes can only be
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* reliably detected after the view has completed reconstruction (see #is_reconstructed()). So
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* the actual state changes are done in a delayed manner through this function.
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*/
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void change_state_delayed();
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/**
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* Add an already constructed item, moving ownership to the grid-view.
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* All items must be added through this, it handles important invariants!
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*/
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AbstractGridViewItem &add_item(std::unique_ptr<AbstractGridViewItem> item);
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};
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/** \} */
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/* ---------------------------------------------------------------------- */
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/** \name Grid-View Builder
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*
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* TODO unify this with `TreeViewBuilder` and call view-specific functions via type erased view?
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* \{ */
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class GridViewBuilder {
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public:
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GridViewBuilder(uiBlock &block);
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/** Build \a grid_view into the previously provided block, clipped by \a view_bounds (view space,
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* typically `View2D.cur`). */
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void build_grid_view(AbstractGridView &grid_view, const View2D &v2d, uiLayout &layout);
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};
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/** \} */
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/* ---------------------------------------------------------------------- */
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/** \name Predefined Grid-View Item Types
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*
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* Common, Basic Grid-View Item Types.
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* \{ */
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/**
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* A grid item that shows preview image icons at a nicely readable size (multiple of the normal UI
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* unit size).
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*/
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class PreviewGridItem : public AbstractGridViewItem {
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public:
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using IsActiveFn = std::function<bool()>;
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using ActivateFn = std::function<void(PreviewGridItem &new_active)>;
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protected:
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/** See #set_on_activate_fn() */
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ActivateFn activate_fn_;
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/** See #set_is_active_fn() */
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IsActiveFn is_active_fn_;
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public:
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std::string label{};
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int preview_icon_id = ICON_NONE;
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PreviewGridItem(StringRef identifier, StringRef label, int preview_icon_id);
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void build_grid_tile(uiLayout &layout) const override;
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/**
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* Set a custom callback to execute when activating this view item. This way users don't have to
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* sub-class #PreviewGridItem, just to implement custom activation behavior (a common thing to
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* do).
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*/
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void set_on_activate_fn(ActivateFn fn);
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/**
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* Set a custom callback to check if this item should be active.
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*/
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void set_is_active_fn(IsActiveFn fn);
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private:
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std::optional<bool> should_be_active() const override;
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void on_activate() override;
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};
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/** \} */
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/* ---------------------------------------------------------------------- */
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template<class ItemT, typename... Args> inline ItemT &AbstractGridView::add_item(Args &&...args)
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{
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static_assert(std::is_base_of<AbstractGridViewItem, ItemT>::value,
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"Type must derive from and implement the AbstractGridViewItem interface");
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return dynamic_cast<ItemT &>(add_item(std::make_unique<ItemT>(std::forward<Args>(args)...)));
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}
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} // namespace blender::ui
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