340 lines
11 KiB
C++
340 lines
11 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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* API for simple creation of tree UIs supporting advanced features.
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* https://wiki.blender.org/wiki/Source/Interface/Views
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*/
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#pragma once
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#include <functional>
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#include <memory>
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#include <string>
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#include "BLI_function_ref.hh"
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#include "BLI_vector.hh"
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#include "UI_resources.h"
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struct bContext;
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struct PointerRNA;
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struct uiBlock;
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struct uiBut;
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struct uiButTreeRow;
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struct uiLayout;
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struct wmEvent;
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struct wmDrag;
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namespace blender::ui {
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class AbstractTreeView;
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class AbstractTreeViewItem;
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/* ---------------------------------------------------------------------- */
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/** \name Tree-View Item Container
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* \{ */
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/**
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* Helper base class to expose common child-item data and functionality to both #AbstractTreeView
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* and #AbstractTreeViewItem.
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*
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* That means this type can be used whenever either a #AbstractTreeView or a
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* #AbstractTreeViewItem is needed.
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*/
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class TreeViewItemContainer {
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friend class AbstractTreeView;
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friend class AbstractTreeViewItem;
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/* Private constructor, so only the friends above can create this! */
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TreeViewItemContainer() = default;
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protected:
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Vector<std::unique_ptr<AbstractTreeViewItem>> children_;
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/** Adding the first item to the root will set this, then it's passed on to all children. */
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TreeViewItemContainer *root_ = nullptr;
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/** Pointer back to the owning item. */
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AbstractTreeViewItem *parent_ = nullptr;
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public:
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enum class IterOptions {
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None = 0,
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SkipCollapsed = 1 << 0,
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/* Keep ENUM_OPERATORS() below updated! */
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};
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using ItemIterFn = FunctionRef<void(AbstractTreeViewItem &)>;
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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 tree-item type has the following constructor:
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* \code{.cpp}
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* MyTreeItem(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_tree_item<MyTreeItem>("blabla", 42);
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* \endcode
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*/
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template<class ItemT, typename... Args> inline ItemT &add_tree_item(Args &&...args);
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/**
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* Add an already constructed tree item to this parent. Ownership is moved to it.
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* All tree items must be added through this, it handles important invariants!
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*/
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AbstractTreeViewItem &add_tree_item(std::unique_ptr<AbstractTreeViewItem> item);
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protected:
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void foreach_item_recursive(ItemIterFn iter_fn, IterOptions options = IterOptions::None) const;
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};
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ENUM_OPERATORS(TreeViewItemContainer::IterOptions,
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TreeViewItemContainer::IterOptions::SkipCollapsed);
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/** \} */
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/* ---------------------------------------------------------------------- */
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/** \name Tree-View Builders
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* \{ */
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class TreeViewBuilder {
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uiBlock &block_;
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public:
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TreeViewBuilder(uiBlock &block);
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void build_tree_view(AbstractTreeView &tree_view);
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};
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class TreeViewLayoutBuilder {
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uiBlock &block_;
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friend TreeViewBuilder;
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public:
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void build_row(AbstractTreeViewItem &item) const;
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uiBlock &block() const;
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uiLayout *current_layout() const;
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private:
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/* Created through #TreeViewBuilder. */
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TreeViewLayoutBuilder(uiBlock &block);
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};
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/** \} */
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/* ---------------------------------------------------------------------- */
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/** \name Tree-View Base Class
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* \{ */
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class AbstractTreeView : public TreeViewItemContainer {
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friend TreeViewBuilder;
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friend TreeViewLayoutBuilder;
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bool is_reconstructed_ = false;
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public:
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virtual ~AbstractTreeView() = default;
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void foreach_item(ItemIterFn iter_fn, IterOptions options = IterOptions::None) const;
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/**
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* Check if the tree is fully (re-)constructed. That means, both #build_tree() and
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* #update_from_old() have finished.
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*/
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bool is_reconstructed() const;
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protected:
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virtual void build_tree() = 0;
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private:
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/**
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* Match the tree-view against an earlier version of itself (if any) and copy the old UI state
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* (e.g. collapsed, active, selected, renaming, etc.) to the new one. See
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* #AbstractTreeViewItem.update_from_old().
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*/
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void update_from_old(uiBlock &new_block);
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static void update_children_from_old_recursive(const TreeViewItemContainer &new_items,
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const TreeViewItemContainer &old_items);
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static AbstractTreeViewItem *find_matching_child(const AbstractTreeViewItem &lookup_item,
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const TreeViewItemContainer &items);
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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 tree 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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void build_layout_from_tree(const TreeViewLayoutBuilder &builder);
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};
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/** \} */
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/* ---------------------------------------------------------------------- */
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/** \name Tree-View Item Type
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* \{ */
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/** \brief Abstract base class for defining a customizable tree-view item.
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*
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* The tree-view item defines how to build its data into a tree-row. There are implementations for
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* common layouts, e.g. #BasicTreeViewItem.
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* It also stores state information that needs to be persistent over redraws, like the collapsed
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* state.
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*/
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class AbstractTreeViewItem : public TreeViewItemContainer {
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friend class AbstractTreeView;
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public:
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using IsActiveFn = std::function<bool()>;
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private:
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bool is_open_ = false;
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bool is_active_ = false;
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IsActiveFn is_active_fn_;
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protected:
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/** This label is used for identifying an item (together with its parent's labels). */
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std::string label_{};
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public:
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virtual ~AbstractTreeViewItem() = default;
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virtual void build_row(uiLayout &row) = 0;
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virtual void on_activate();
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/**
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* Set a custom callback to check if this item should be active. There's a version without
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* arguments for checking if the item is currently in an active state.
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*/
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virtual void is_active(IsActiveFn is_active_fn);
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virtual bool on_drop(const wmDrag &drag);
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virtual bool can_drop(const wmDrag &drag) const;
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/**
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* Custom text to display when dragging over a tree item. Should explain what happens when
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* dropping the data onto this item. Will only be used if #AbstractTreeViewItem::can_drop()
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* returns true, so the implementing override doesn't have to check that again.
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* The returned value must be a translated string.
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*/
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virtual std::string drop_tooltip(const bContext &C,
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const wmDrag &drag,
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const wmEvent &event) const;
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/**
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* Copy persistent state (e.g. is-collapsed flag, selection, etc.) from a matching item of
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* the last redraw to this item. If sub-classes introduce more advanced state they should
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* override this and make it update their state accordingly.
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*/
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virtual void update_from_old(const AbstractTreeViewItem &old);
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/**
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* Compare this item to \a other to check if they represent the same data.
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* Used to recognize an item from a previous redraw, to be able to keep its state (e.g.
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* open/closed, active, etc.). Items are only matched if their parents also match.
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* By default this just matches the item's label (if the parents match!). If that isn't
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* good enough for a sub-class, that can override it.
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*/
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virtual bool matches(const AbstractTreeViewItem &other) const;
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const AbstractTreeView &get_tree_view() const;
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int count_parents() const;
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void deactivate();
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/**
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* Requires the tree to have completed reconstruction, see #is_reconstructed(). Otherwise we
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* can't be sure about the item state.
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*/
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bool is_active() const;
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void toggle_collapsed();
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/**
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* Requires the tree to have completed reconstruction, see #is_reconstructed(). Otherwise we
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* can't be sure about the item state.
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*/
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bool is_collapsed() const;
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void set_collapsed(bool collapsed);
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bool is_collapsible() const;
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void ensure_parents_uncollapsed();
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protected:
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/**
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* Activates this item, deactivates other items, calls the #AbstractTreeViewItem::on_activate()
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* function and ensures this item's parents are not collapsed (so the item is visible).
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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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private:
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/** See #AbstractTreeView::change_state_delayed() */
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void change_state_delayed();
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};
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/** \} */
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/* ---------------------------------------------------------------------- */
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/** \name Predefined Tree-View Item Types
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*
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* Common, Basic Tree-View Item Types.
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* \{ */
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/**
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* The most basic type, just a label with an icon.
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*/
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class BasicTreeViewItem : public AbstractTreeViewItem {
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public:
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using ActivateFn = std::function<void(BasicTreeViewItem &new_active)>;
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BIFIconID icon;
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BasicTreeViewItem(StringRef label, BIFIconID icon = ICON_NONE);
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void build_row(uiLayout &row) override;
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void on_activate(ActivateFn fn);
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protected:
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/** Created in the #build() function. */
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uiButTreeRow *tree_row_but_ = nullptr;
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/**
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* Optionally passed to the #BasicTreeViewItem constructor. Called when activating this tree
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* view item. This way users don't have to sub-class #BasicTreeViewItem, just to implement
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* custom activation behavior (a common thing to do).
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*/
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ActivateFn activate_fn_;
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uiBut *button();
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BIFIconID get_draw_icon() const;
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private:
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static void tree_row_click_fn(struct bContext *C, void *arg1, void *arg2);
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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>
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inline ItemT &TreeViewItemContainer::add_tree_item(Args &&...args)
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{
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static_assert(std::is_base_of<AbstractTreeViewItem, ItemT>::value,
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"Type must derive from and implement the AbstractTreeViewItem interface");
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return dynamic_cast<ItemT &>(
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add_tree_item(std::make_unique<ItemT>(std::forward<Args>(args)...)));
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}
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} // namespace blender::ui
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