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blender-archive/source/blender/editors/include/UI_grid_view.hh
Julian Eisel 5bee991132 UI: Port view item features to base class, merge view item button types
No user visible changes expected.

Merges the tree row and grid tile button types, which were mostly doing
the same things. The idea is that there is a button type for
highlighting, as well as supporting general view item features (e.g.
renaming, drag/drop, etc.). So instead there is a view item button type
now. Also ports view item features like renaming, custom context menus,
drag controllers and drop controllers to `ui::AbstractViewItem` (the new
base class for all view items).

This should be quite an improvement because:
- Merges code that was duplicated over view items.
- Mentioned features (renaming, drag & drop, ...) are much easier to
  implement in new view types now. Most of it comes "for free".
- Further features will immediately become availalbe to all views (e.g.
  selection).
- Simplifies APIs, there don't have to be functions for individual view
  item types anymore.
- View item classes are split and thus less overwhelming visually.
- View item buttons now share all code (drawing, handling, etc.)
- We're soon running out of available button types, this commit merges
  two into one.

I was hoping I could do this in multiple smaller commits, but things
were quite intertwined so that would've taken quite some effort.
2022-07-19 16:31:23 +02:00

232 lines
6.7 KiB
C++

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