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blender-archive/source/blender/editors/interface/tree_view.cc
Julian Eisel 9d9f205dc4 Asset Browser: Initial Asset Catalog UI
The Asset Browser now displays a tree with asset catalogs in the left
sidebar.
This replaces the asset categories. It uses the new UI tree-view API
(https://wiki.blender.org/wiki/Source/Interface/Views#Tree-View).
Buttons are displayed for adding and removing of catalogs. Parent items
can be collapsed, but the collapsed/uncollapsed state is not stored in
files yet.
Note that edits to catalogs (e.g. new or removed catalogs) are only
written to the asset library's catalog definition files when saving a
.blend.

In the "Current File" asset library, we try to show asset catalogs from
a parent asset library, or if that fails, from the directory the file is
stored in. See adaf4f56e1.

There are plenty of TODOs and smaller glitches to be fixed still. Plus a
UI polishing pass should be done.

Important missing UI features:
* Dragging assets into catalogs (WIP, close to being ready).
* Renaming catalogs
* Proper handling of catalogs in the "Current File" asset library
  (currently not working well).

The "Current File" asset library is especially limited still. Since this
is the only place where you can assign assets to a catalog, this makes
the catalogs very cumbersome in general. To assign an asset to a
catalog, one has to manually copy the Catalog ID (a random hash like
number) to the asset metadata through a temporary UI in the Asset
Browser Sidebar. These limitations should be addressed over the next few
days, they are high priority.

Differential Revision: https://developer.blender.org/D12670
2021-09-29 17:15:23 +02:00

330 lines
9.2 KiB
C++

/*
* 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,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
/** \file
* \ingroup edinterface
*/
#include "DNA_userdef_types.h"
#include "interface_intern.h"
#include "UI_interface.h"
#include "UI_tree_view.hh"
namespace blender::ui {
/* ---------------------------------------------------------------------- */
/**
* Add a tree-item to the container. This is the only place where items should be added, it handles
* important invariants!
*/
AbstractTreeViewItem &TreeViewItemContainer::add_tree_item(
std::unique_ptr<AbstractTreeViewItem> item)
{
children_.append(std::move(item));
/* The first item that will be added to the root sets this. */
if (root_ == nullptr) {
root_ = this;
}
AbstractTreeViewItem &added_item = *children_.last();
added_item.root_ = root_;
if (root_ != this) {
/* Any item that isn't the root can be assumed to the a #AbstractTreeViewItem. Not entirely
* nice to static_cast this, but well... */
added_item.parent_ = static_cast<AbstractTreeViewItem *>(this);
}
return added_item;
}
void TreeViewItemContainer::foreach_item_recursive(ItemIterFn iter_fn, IterOptions options) const
{
for (const auto &child : children_) {
iter_fn(*child);
if (bool(options & IterOptions::SkipCollapsed) && child->is_collapsed()) {
continue;
}
child->foreach_item_recursive(iter_fn, options);
}
}
/* ---------------------------------------------------------------------- */
void AbstractTreeView::foreach_item(ItemIterFn iter_fn, IterOptions options) const
{
foreach_item_recursive(iter_fn, options);
}
void AbstractTreeView::build_layout_from_tree(const TreeViewLayoutBuilder &builder)
{
uiLayout *prev_layout = builder.current_layout();
uiLayoutColumn(prev_layout, true);
foreach_item([&builder](AbstractTreeViewItem &item) { builder.build_row(item); },
IterOptions::SkipCollapsed);
UI_block_layout_set_current(&builder.block(), prev_layout);
}
void AbstractTreeView::update_from_old(uiBlock &new_block)
{
uiBlock *old_block = new_block.oldblock;
if (!old_block) {
return;
}
uiTreeViewHandle *old_view_handle = ui_block_view_find_matching_in_old_block(
&new_block, reinterpret_cast<uiTreeViewHandle *>(this));
if (!old_view_handle) {
return;
}
AbstractTreeView &old_view = reinterpret_cast<AbstractTreeView &>(*old_view_handle);
update_children_from_old_recursive(*this, old_view);
}
void AbstractTreeView::update_children_from_old_recursive(const TreeViewItemContainer &new_items,
const TreeViewItemContainer &old_items)
{
for (const auto &new_item : new_items.children_) {
AbstractTreeViewItem *matching_old_item = find_matching_child(*new_item, old_items);
if (!matching_old_item) {
continue;
}
new_item->update_from_old(*matching_old_item);
/* Recurse into children of the matched item. */
update_children_from_old_recursive(*new_item, *matching_old_item);
}
}
AbstractTreeViewItem *AbstractTreeView::find_matching_child(
const AbstractTreeViewItem &lookup_item, const TreeViewItemContainer &items)
{
for (const auto &iter_item : items.children_) {
if (lookup_item.matches(*iter_item)) {
/* We have a matching item! */
return iter_item.get();
}
}
return nullptr;
}
/* ---------------------------------------------------------------------- */
void AbstractTreeViewItem::on_activate()
{
/* Do nothing by default. */
}
void AbstractTreeViewItem::update_from_old(const AbstractTreeViewItem &old)
{
is_open_ = old.is_open_;
is_active_ = old.is_active_;
}
bool AbstractTreeViewItem::matches(const AbstractTreeViewItem &other) const
{
return label_ == other.label_;
}
const AbstractTreeView &AbstractTreeViewItem::get_tree_view() const
{
return static_cast<AbstractTreeView &>(*root_);
}
int AbstractTreeViewItem::count_parents() const
{
int i = 0;
for (TreeViewItemContainer *parent = parent_; parent; parent = parent->parent_) {
i++;
}
return i;
}
void AbstractTreeViewItem::set_active(bool value)
{
if (value && !is_active()) {
/* Deactivate other items in the tree. */
get_tree_view().foreach_item([](auto &item) { item.set_active(false); });
on_activate();
}
is_active_ = value;
}
bool AbstractTreeViewItem::is_active() const
{
return is_active_;
}
bool AbstractTreeViewItem::is_collapsed() const
{
return is_collapsible() && !is_open_;
}
void AbstractTreeViewItem::toggle_collapsed()
{
is_open_ = !is_open_;
}
void AbstractTreeViewItem::set_collapsed(bool collapsed)
{
is_open_ = !collapsed;
}
bool AbstractTreeViewItem::is_collapsible() const
{
return !children_.is_empty();
}
/* ---------------------------------------------------------------------- */
TreeViewBuilder::TreeViewBuilder(uiBlock &block) : block_(block)
{
}
void TreeViewBuilder::build_tree_view(AbstractTreeView &tree_view)
{
tree_view.build_tree();
tree_view.update_from_old(block_);
tree_view.build_layout_from_tree(TreeViewLayoutBuilder(block_));
}
/* ---------------------------------------------------------------------- */
TreeViewLayoutBuilder::TreeViewLayoutBuilder(uiBlock &block) : block_(block)
{
}
void TreeViewLayoutBuilder::build_row(AbstractTreeViewItem &item) const
{
uiLayout *prev_layout = current_layout();
uiLayout *row = uiLayoutRow(prev_layout, false);
item.build_row(*row);
UI_block_layout_set_current(&block(), prev_layout);
}
uiBlock &TreeViewLayoutBuilder::block() const
{
return block_;
}
uiLayout *TreeViewLayoutBuilder::current_layout() const
{
return block().curlayout;
}
/* ---------------------------------------------------------------------- */
BasicTreeViewItem::BasicTreeViewItem(StringRef label, BIFIconID icon_, ActivateFn activate_fn)
: icon(icon_), activate_fn_(activate_fn)
{
label_ = label;
}
static void tree_row_click_fn(struct bContext *UNUSED(C), void *but_arg1, void *UNUSED(arg2))
{
uiButTreeRow *tree_row_but = (uiButTreeRow *)but_arg1;
AbstractTreeViewItem &tree_item = reinterpret_cast<AbstractTreeViewItem &>(
*tree_row_but->tree_item);
/* Let a click on an opened item activate it, a second click will close it then.
* TODO Should this be for asset catalogs only? */
if (tree_item.is_collapsed() || tree_item.is_active()) {
tree_item.toggle_collapsed();
}
tree_item.set_active();
}
void BasicTreeViewItem::build_row(uiLayout &row)
{
uiBlock *block = uiLayoutGetBlock(&row);
tree_row_but_ = (uiButTreeRow *)uiDefIconTextBut(block,
UI_BTYPE_TREEROW,
0,
/* TODO allow icon besides the chevron icon? */
get_draw_icon(),
label_.data(),
0,
0,
UI_UNIT_X,
UI_UNIT_Y,
nullptr,
0,
0,
0,
0,
nullptr);
tree_row_but_->tree_item = reinterpret_cast<uiTreeViewItemHandle *>(this);
UI_but_func_set(&tree_row_but_->but, tree_row_click_fn, tree_row_but_, nullptr);
UI_but_treerow_indentation_set(&tree_row_but_->but, count_parents());
}
void BasicTreeViewItem::on_activate()
{
if (activate_fn_) {
activate_fn_(*this);
}
}
BIFIconID BasicTreeViewItem::get_draw_icon() const
{
if (icon) {
return icon;
}
if (is_collapsible()) {
return is_collapsed() ? ICON_TRIA_RIGHT : ICON_TRIA_DOWN;
}
return ICON_NONE;
}
uiBut *BasicTreeViewItem::button()
{
return &tree_row_but_->but;
}
} // namespace blender::ui
using namespace blender::ui;
bool UI_tree_view_item_is_active(const uiTreeViewItemHandle *item_handle)
{
const AbstractTreeViewItem &item = reinterpret_cast<const AbstractTreeViewItem &>(*item_handle);
return item.is_active();
}
bool UI_tree_view_item_matches(const uiTreeViewItemHandle *a_handle,
const uiTreeViewItemHandle *b_handle)
{
const AbstractTreeViewItem &a = reinterpret_cast<const AbstractTreeViewItem &>(*a_handle);
const AbstractTreeViewItem &b = reinterpret_cast<const AbstractTreeViewItem &>(*b_handle);
return a.matches(b);
}