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blender-archive/source/blender/editors/interface/interface_template_attribute_search.cc
Hans Goudey ef6e03c8e0 Fix: Show "new" attribute name typed in nodes modifier input search
Previously it wouldn't be displayed at all for inputs, now just display
it without an "add" icon.
2021-10-27 08:43:31 -05:00

127 lines
4.1 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 "BLI_string_ref.hh"
#include "BLI_string_search.h"
#include "DNA_customdata_types.h"
#include "RNA_access.h"
#include "RNA_enum_types.h"
#include "BLT_translation.h"
#include "NOD_geometry_nodes_eval_log.hh"
#include "UI_interface.h"
#include "UI_interface.hh"
#include "UI_resources.h"
using blender::nodes::geometry_nodes_eval_log::GeometryAttributeInfo;
namespace blender::ui {
static StringRef attribute_data_type_string(const CustomDataType type)
{
const char *name = nullptr;
RNA_enum_name_from_value(rna_enum_attribute_type_items, type, &name);
return StringRef(IFACE_(name));
}
static StringRef attribute_domain_string(const AttributeDomain domain)
{
const char *name = nullptr;
RNA_enum_name_from_value(rna_enum_attribute_domain_items, domain, &name);
return StringRef(IFACE_(name));
}
static bool attribute_search_item_add(uiSearchItems *items, const GeometryAttributeInfo &item)
{
const StringRef data_type_name = attribute_data_type_string(item.data_type);
const StringRef domain_name = attribute_domain_string(item.domain);
std::string search_item_text = domain_name + " " + UI_MENU_ARROW_SEP + item.name + UI_SEP_CHAR +
data_type_name;
return UI_search_item_add(
items, search_item_text.c_str(), (void *)&item, ICON_NONE, UI_BUT_HAS_SEP_CHAR, 0);
}
void attribute_search_add_items(StringRefNull str,
const bool is_output,
Span<const GeometryAttributeInfo *> infos,
uiSearchItems *seach_items,
const bool is_first)
{
static GeometryAttributeInfo dummy_info;
/* Any string may be valid, so add the current search string along with the hints. */
if (str[0] != '\0') {
bool contained = false;
for (const GeometryAttributeInfo *attribute_info : infos) {
if (attribute_info->name == str) {
contained = true;
break;
}
}
if (!contained) {
dummy_info.name = str;
UI_search_item_add(
seach_items, str.c_str(), &dummy_info, is_output ? ICON_ADD : ICON_NONE, 0, 0);
}
}
if (str[0] == '\0' && !is_first) {
/* Allow clearing the text field when the string is empty, but not on the first pass,
* or opening an attribute field for the first time would show this search item. */
dummy_info.name = str;
UI_search_item_add(seach_items, str.c_str(), &dummy_info, ICON_X, 0, 0);
}
/* Don't filter when the menu is first opened, but still run the search
* so the items are in the same order they will appear in while searching. */
const char *string = is_first ? "" : str.c_str();
StringSearch *search = BLI_string_search_new();
for (const GeometryAttributeInfo *item : infos) {
/* Don't show the legacy "normal" attribute. */
if (item->name == "normal" && item->domain == ATTR_DOMAIN_FACE) {
continue;
}
BLI_string_search_add(search, item->name.c_str(), (void *)item);
}
GeometryAttributeInfo **filtered_items;
const int filtered_amount = BLI_string_search_query(search, string, (void ***)&filtered_items);
for (const int i : IndexRange(filtered_amount)) {
const GeometryAttributeInfo *item = filtered_items[i];
if (!attribute_search_item_add(seach_items, *item)) {
break;
}
}
MEM_freeN(filtered_items);
BLI_string_search_free(search);
}
} // namespace blender::ui