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blender-archive/source/blender/editors/include/UI_tree_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

332 lines
11 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup editorui
*
* API for simple creation of tree UIs supporting typically needed features.
* https://wiki.blender.org/wiki/Source/Interface/Views/Tree_Views
*/
#pragma once
#include <functional>
#include <memory>
#include <string>
#include "DNA_defs.h"
#include "BLI_function_ref.hh"
#include "BLI_vector.hh"
#include "UI_abstract_view.hh"
#include "UI_resources.h"
struct bContext;
struct uiBlock;
struct uiBut;
struct uiButViewItem;
struct uiLayout;
namespace blender::ui {
class AbstractTreeView;
class AbstractTreeViewItem;
/* ---------------------------------------------------------------------- */
/** \name Tree-View Item Container
*
* Base class for tree-view and tree-view items, so both can contain children.
* \{ */
/**
* Both the tree-view (as the root of the tree) and the items can have children. This is the base
* class for both, to store and manage child items. Children are owned by their parent container
* (tree-view or item).
*
* That means this type can be used whenever either an #AbstractTreeView or an
* #AbstractTreeViewItem is needed, but the #TreeViewOrItem alias is a better name to use then.
*/
class TreeViewItemContainer {
friend class AbstractTreeView;
friend class AbstractTreeViewItem;
/* Private constructor, so only the friends above can create this! */
TreeViewItemContainer() = default;
protected:
Vector<std::unique_ptr<AbstractTreeViewItem>> children_;
/** Adding the first item to the root will set this, then it's passed on to all children. */
TreeViewItemContainer *root_ = nullptr;
/** Pointer back to the owning item. */
AbstractTreeViewItem *parent_ = nullptr;
public:
enum class IterOptions {
None = 0,
SkipCollapsed = 1 << 0,
/* Keep ENUM_OPERATORS() below updated! */
};
using ItemIterFn = FunctionRef<void(AbstractTreeViewItem &)>;
/**
* Convenience wrapper constructing the item by forwarding given arguments to the constructor of
* the type (\a ItemT).
*
* E.g. if your tree-item type has the following constructor:
* \code{.cpp}
* MyTreeItem(std::string str, int i);
* \endcode
* You can add an item like this:
* \code
* add_tree_item<MyTreeItem>("blabla", 42);
* \endcode
*/
template<class ItemT, typename... Args> inline ItemT &add_tree_item(Args &&...args);
/**
* Add an already constructed tree item to this parent. Ownership is moved to it.
* All tree items must be added through this, it handles important invariants!
*/
AbstractTreeViewItem &add_tree_item(std::unique_ptr<AbstractTreeViewItem> item);
protected:
void foreach_item_recursive(ItemIterFn iter_fn, IterOptions options = IterOptions::None) const;
};
ENUM_OPERATORS(TreeViewItemContainer::IterOptions,
TreeViewItemContainer::IterOptions::SkipCollapsed);
/** The container class is the base for both the tree-view and the items. This alias gives it a
* clearer name for handles that accept both. Use whenever something wants to act on child-items,
* irrespective of if they are stored at root level or as children of some other item. */
using TreeViewOrItem = TreeViewItemContainer;
/** \} */
/* ---------------------------------------------------------------------- */
/** \name Tree-View Base Class
* \{ */
class AbstractTreeView : public AbstractView, public TreeViewItemContainer {
friend class AbstractTreeViewItem;
friend class TreeViewBuilder;
public:
virtual ~AbstractTreeView() = default;
void foreach_item(ItemIterFn iter_fn, IterOptions options = IterOptions::None) const;
protected:
virtual void build_tree() = 0;
private:
void update_children_from_old(const AbstractView &old_view) override;
static void update_children_from_old_recursive(const TreeViewOrItem &new_items,
const TreeViewOrItem &old_items);
static AbstractTreeViewItem *find_matching_child(const AbstractTreeViewItem &lookup_item,
const TreeViewOrItem &items);
/**
* Items may want to do additional work when state changes. But these state changes can only be
* reliably detected after the tree has completed reconstruction (see #is_reconstructed()). So
* the actual state changes are done in a delayed manner through this function.
*/
void change_state_delayed();
};
/** \} */
/* ---------------------------------------------------------------------- */
/** \name Tree-View Item Type
* \{ */
/** \brief Abstract base class for defining a customizable tree-view item.
*
* The tree-view item defines how to build its data into a tree-row. There are implementations for
* common layouts, e.g. #BasicTreeViewItem.
* It also stores state information that needs to be persistent over redraws, like the collapsed
* state.
*/
class AbstractTreeViewItem : public AbstractViewItem, public TreeViewItemContainer {
friend class AbstractTreeView;
friend class TreeViewLayoutBuilder;
/* Higher-level API. */
friend class TreeViewItemAPIWrapper;
private:
bool is_open_ = false;
protected:
/** This label is used as the default way to identifying an item within its parent. */
std::string label_{};
/** Every visible item gets a button of type #UI_BTYPE_VIEW_ITEM during the layout building. */
uiButViewItem *view_item_but_ = nullptr;
public:
virtual ~AbstractTreeViewItem() = default;
virtual void build_row(uiLayout &row) = 0;
AbstractTreeView &get_tree_view() const;
void begin_renaming();
void toggle_collapsed();
void set_collapsed(bool collapsed);
/**
* Requires the tree to have completed reconstruction, see #is_reconstructed(). Otherwise we
* can't be sure about the item state.
*/
bool is_collapsed() const;
protected:
/**
* Called when the items 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;
/** See AbstractViewItem::get_rename_string(). */
virtual StringRef get_rename_string() const override;
/** See AbstractViewItem::rename(). */
virtual bool rename(StringRefNull new_name) override;
/**
* Return whether the item can be collapsed. Used to disable collapsing for items with children.
*/
virtual bool supports_collapsing() const;
/** See #AbstractViewItem::matches(). */
virtual bool matches(const AbstractViewItem &other) const override;
/** See #AbstractViewItem::update_from_old(). */
virtual void update_from_old(const AbstractViewItem &old) override;
/**
* Compare this item to \a other to check if they represent the same data.
* Used to recognize an item from a previous redraw, to be able to keep its state (e.g.
* open/closed, active, etc.). Items are only matched if their parents also match.
* By default this just matches the item's label (if the parents match!). If that isn't
* good enough for a sub-class, that can override it.
*
* TODO #matches_single() is a rather temporary name, used to indicate that this only compares
* the item itself, not the parents. Item matching is expected to change quite a bit anyway.
*/
virtual bool matches_single(const AbstractTreeViewItem &other) const;
/**
* Activates this item, deactivates other items, calls the #AbstractTreeViewItem::on_activate()
* function and ensures this item's parents are not collapsed (so the item is visible).
* 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();
/**
* Can be called from the #AbstractTreeViewItem::build_row() implementation, but not earlier. The
* hovered state can't be queried reliably otherwise.
* Note that this does a linear lookup in the old block, so isn't too great performance-wise.
*/
bool is_hovered() const;
bool is_collapsible() const;
void ensure_parents_uncollapsed();
uiButViewItem *view_item_button();
private:
static void tree_row_click_fn(struct bContext *, void *, void *);
static void collapse_chevron_click_fn(bContext *, void *but_arg1, void *);
static bool is_collapse_chevron_but(const uiBut *but);
/** See #AbstractTreeView::change_state_delayed() */
void change_state_delayed();
void add_treerow_button(uiBlock &block);
void add_indent(uiLayout &row) const;
void add_collapse_chevron(uiBlock &block) const;
void add_rename_button(uiLayout &row);
bool has_active_child() const;
int count_parents() const;
};
/** \} */
/* ---------------------------------------------------------------------- */
/** \name Predefined Tree-View Item Types
*
* Common, Basic Tree-View Item Types.
* \{ */
/**
* The most basic type, just a label with an icon.
*/
class BasicTreeViewItem : public AbstractTreeViewItem {
public:
using IsActiveFn = std::function<bool()>;
using ActivateFn = std::function<void(BasicTreeViewItem &new_active)>;
BIFIconID icon;
explicit BasicTreeViewItem(StringRef label, BIFIconID icon = ICON_NONE);
void build_row(uiLayout &row) override;
void add_label(uiLayout &layout, StringRefNull label_override = "");
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);
protected:
/**
* Optionally passed to the #BasicTreeViewItem constructor. Called when activating this tree
* view item. This way users don't have to sub-class #BasicTreeViewItem, just to implement
* custom activation behavior (a common thing to do).
*/
ActivateFn activate_fn_;
IsActiveFn is_active_fn_;
private:
static void tree_row_click_fn(struct bContext *C, void *arg1, void *arg2);
std::optional<bool> should_be_active() const override;
void on_activate() override;
};
/** \} */
/* ---------------------------------------------------------------------- */
/** \name Tree-View Builder
* \{ */
class TreeViewBuilder {
uiBlock &block_;
public:
TreeViewBuilder(uiBlock &block);
void build_tree_view(AbstractTreeView &tree_view);
};
/** \} */
/* ---------------------------------------------------------------------- */
template<class ItemT, typename... Args>
inline ItemT &TreeViewItemContainer::add_tree_item(Args &&...args)
{
static_assert(std::is_base_of<AbstractTreeViewItem, ItemT>::value,
"Type must derive from and implement the AbstractTreeViewItem interface");
return dynamic_cast<ItemT &>(
add_tree_item(std::make_unique<ItemT>(std::forward<Args>(args)...)));
}
} // namespace blender::ui