This follows three main targets: * Make creation of new tree UIs easy. * Groundwork to generalize tree UIs (so e.g. Outliner, animation channels, asset catalogs and spreadsheet data-sets don't have to re-implement basic tree UI code) or even other data-view UIs. * Better separate data and UI state. E.g. with this, tree-item selection or the open/collapsed state can be stored on the UI level, rather than in data. (Asset Catalogs need this, storing UI state info in them is not an option.) In addition, the design should be well testable and could even be exposed to Python. Note that things will likely change in master still. E.g. the actually resulting UI isn't very nice visually yet. The design is documented here: https://wiki.blender.org/wiki/Source/Interface/Views Differential Revision: https://developer.blender.org/D12573
36 lines
1.0 KiB
C++
36 lines
1.0 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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/** \file
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* \ingroup editorui
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*/
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#pragma once
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#include <memory>
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#include "BLI_string_ref.hh"
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struct uiBlock;
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namespace blender::ui {
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class AbstractTreeView;
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}
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blender::ui::AbstractTreeView *UI_block_add_view(
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uiBlock &block,
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blender::StringRef idname,
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std::unique_ptr<blender::ui::AbstractTreeView> tree_view);
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