Previously it wouldn't be displayed at all for inputs, now just display it without an "add" icon.
127 lines
4.1 KiB
C++
127 lines
4.1 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 edinterface
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*/
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#include "BLI_string_ref.hh"
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#include "BLI_string_search.h"
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#include "DNA_customdata_types.h"
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#include "RNA_access.h"
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#include "RNA_enum_types.h"
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#include "BLT_translation.h"
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#include "NOD_geometry_nodes_eval_log.hh"
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#include "UI_interface.h"
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#include "UI_interface.hh"
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#include "UI_resources.h"
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using blender::nodes::geometry_nodes_eval_log::GeometryAttributeInfo;
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namespace blender::ui {
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static StringRef attribute_data_type_string(const CustomDataType type)
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{
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const char *name = nullptr;
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RNA_enum_name_from_value(rna_enum_attribute_type_items, type, &name);
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return StringRef(IFACE_(name));
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}
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static StringRef attribute_domain_string(const AttributeDomain domain)
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{
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const char *name = nullptr;
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RNA_enum_name_from_value(rna_enum_attribute_domain_items, domain, &name);
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return StringRef(IFACE_(name));
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}
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static bool attribute_search_item_add(uiSearchItems *items, const GeometryAttributeInfo &item)
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{
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const StringRef data_type_name = attribute_data_type_string(item.data_type);
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const StringRef domain_name = attribute_domain_string(item.domain);
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std::string search_item_text = domain_name + " " + UI_MENU_ARROW_SEP + item.name + UI_SEP_CHAR +
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data_type_name;
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return UI_search_item_add(
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items, search_item_text.c_str(), (void *)&item, ICON_NONE, UI_BUT_HAS_SEP_CHAR, 0);
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}
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void attribute_search_add_items(StringRefNull str,
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const bool is_output,
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Span<const GeometryAttributeInfo *> infos,
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uiSearchItems *seach_items,
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const bool is_first)
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{
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static GeometryAttributeInfo dummy_info;
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/* Any string may be valid, so add the current search string along with the hints. */
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if (str[0] != '\0') {
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bool contained = false;
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for (const GeometryAttributeInfo *attribute_info : infos) {
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if (attribute_info->name == str) {
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contained = true;
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break;
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}
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}
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if (!contained) {
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dummy_info.name = str;
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UI_search_item_add(
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seach_items, str.c_str(), &dummy_info, is_output ? ICON_ADD : ICON_NONE, 0, 0);
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}
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}
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if (str[0] == '\0' && !is_first) {
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/* Allow clearing the text field when the string is empty, but not on the first pass,
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* or opening an attribute field for the first time would show this search item. */
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dummy_info.name = str;
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UI_search_item_add(seach_items, str.c_str(), &dummy_info, ICON_X, 0, 0);
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}
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/* Don't filter when the menu is first opened, but still run the search
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* so the items are in the same order they will appear in while searching. */
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const char *string = is_first ? "" : str.c_str();
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StringSearch *search = BLI_string_search_new();
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for (const GeometryAttributeInfo *item : infos) {
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/* Don't show the legacy "normal" attribute. */
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if (item->name == "normal" && item->domain == ATTR_DOMAIN_FACE) {
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continue;
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}
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BLI_string_search_add(search, item->name.c_str(), (void *)item);
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}
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GeometryAttributeInfo **filtered_items;
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const int filtered_amount = BLI_string_search_query(search, string, (void ***)&filtered_items);
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for (const int i : IndexRange(filtered_amount)) {
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const GeometryAttributeInfo *item = filtered_items[i];
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if (!attribute_search_item_add(seach_items, *item)) {
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break;
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}
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}
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MEM_freeN(filtered_items);
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BLI_string_search_free(search);
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}
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} // namespace blender::ui
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