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authorHans Goudey <h.goudey@me.com>2020-10-13 21:10:41 +0300
committerHans Goudey <h.goudey@me.com>2020-10-13 21:10:41 +0300
commit7c633686e99512d33391f30e4602213ed3890802 (patch)
tree5c0b651851d9de7896ea9687d83ed62059f84492 /source/blender/editors/screen/area.c
parent96dd299055a1ce35819480f3c4b938f8e6f91537 (diff)
Property Search: Find results in all tabs
This patch enables property search for all tabs in the property editor. To make interaction faster, if the editor's current tab doesn't have a result, the current tab changes to the next tab that has a match. This patch implements basic code that only searches panels. While we could run the existing "single tab" property search for every tab, that would also do everything else related to the layout pass, which would be less efficient, and maybe more complicated to maintain. The search match status for every current tab of the property editor is stored in a runtime bitfield and them displayed later by dimming icons in the tab selector panel to the left. Using `BLI_bitmap` properly in the runtime struct required moving it to `buttons_intern.h` and adding a small API to access the search filter instead. To make sure the editor isn't influenced by anything that happens while building the layout for other tabs, most of the context is duplicated and the new search is run in the duplicated editor. Note that the tool settings tab works slightly different than the other tabs, so I've disabled searching it for this commit. That would be a relatively simple improvement, but would just require a bit of refactoring of existing code. Differential Revision: https://developer.blender.org/D8859
Diffstat (limited to 'source/blender/editors/screen/area.c')
-rw-r--r--source/blender/editors/screen/area.c146
1 files changed, 145 insertions, 1 deletions
diff --git a/source/blender/editors/screen/area.c b/source/blender/editors/screen/area.c
index 6fa9d203bba..fd94eea337f 100644
--- a/source/blender/editors/screen/area.c
+++ b/source/blender/editors/screen/area.c
@@ -48,6 +48,7 @@
#include "WM_toolsystem.h"
#include "WM_types.h"
+#include "ED_buttons.h"
#include "ED_screen.h"
#include "ED_screen_types.h"
#include "ED_space_api.h"
@@ -765,7 +766,7 @@ const char *ED_area_region_search_filter_get(const ScrArea *area, const ARegion
if (area->spacetype == SPACE_PROPERTIES) {
SpaceProperties *sbuts = area->spacedata.first;
if (region->regiontype == RGN_TYPE_WINDOW) {
- return sbuts->runtime->search_string;
+ return ED_buttons_search_string_get(sbuts);
}
}
@@ -3074,6 +3075,149 @@ void ED_region_panels_init(wmWindowManager *wm, ARegion *region)
WM_event_add_keymap_handler(&region->handlers, keymap);
}
+/**
+ * Check whether any of the buttons generated by the \a panel_type's
+ * layout callbacks match the \a search_filter.
+ *
+ * \param panel: If non-NULL, use this instead of adding a new panel for the \a panel_type.
+ */
+static bool panel_property_search(const bContext *C,
+ ARegion *region,
+ const uiStyle *style,
+ Panel *panel,
+ PanelType *panel_type,
+ const char *search_filter)
+{
+ uiBlock *block = UI_block_begin(C, region, panel_type->idname, UI_EMBOSS);
+ UI_block_set_search_only(block, true);
+
+ if (panel == NULL) {
+ bool open; /* Dummy variable. */
+ panel = UI_panel_begin(region, &region->panels, block, panel_type, panel, &open);
+ }
+
+ /* Build the layouts. Because they are only used for search,
+ * they don't need any of the proper style or layout information. */
+ if (panel->type->draw_header_preset != NULL) {
+ panel->layout = UI_block_layout(
+ block, UI_LAYOUT_HORIZONTAL, UI_LAYOUT_HEADER, 0, 0, 0, 0, 0, style);
+ panel_type->draw_header_preset(C, panel);
+ }
+ if (panel->type->draw_header != NULL) {
+ panel->layout = UI_block_layout(
+ block, UI_LAYOUT_HORIZONTAL, UI_LAYOUT_HEADER, 0, 0, 0, 0, 0, style);
+ panel_type->draw_header(C, panel);
+ }
+ if (LIKELY(panel->type->draw != NULL)) {
+ panel->layout = UI_block_layout(
+ block, UI_LAYOUT_VERTICAL, UI_LAYOUT_PANEL, 0, 0, 0, 0, 0, style);
+ panel_type->draw(C, panel);
+ }
+
+ UI_block_layout_free(block);
+
+ /* We could check after each layout to increase the likelyhood of returning early,
+ * but that probably wouldn't make much of a difference anyway. */
+ if (UI_block_apply_search_filter(block, search_filter)) {
+ return true;
+ }
+
+ LISTBASE_FOREACH (LinkData *, link, &panel_type->children) {
+ PanelType *panel_type_child = link->data;
+ if (!panel_type_child->poll || panel_type_child->poll(C, panel_type_child)) {
+ /* Search for the existing child panel here because it might be an instanced
+ * child panel with a custom data field that will be needed to build the layout. */
+ Panel *child_panel = UI_panel_find_by_type(&panel->children, panel_type_child);
+ if (panel_property_search(C, region, style, child_panel, panel_type_child, search_filter)) {
+ return true;
+ }
+ }
+ }
+
+ return false;
+}
+
+/**
+ * Build the same panel list as #ED_region_panels_layout_ex and checks whether any
+ * of the panels contain a search result based on the area / region's search filter.
+ */
+bool ED_region_property_search(const bContext *C,
+ ARegion *region,
+ ListBase *paneltypes,
+ const char *contexts[],
+ const char *category_override)
+{
+ ScrArea *area = CTX_wm_area(C);
+ WorkSpace *workspace = CTX_wm_workspace(C);
+ const uiStyle *style = UI_style_get_dpi();
+ const char *search_filter = ED_area_region_search_filter_get(area, region);
+
+ LinkNode *panel_types_stack = NULL;
+ LISTBASE_FOREACH_BACKWARD (PanelType *, pt, paneltypes) {
+ if (panel_add_check(C, workspace, contexts, category_override, pt)) {
+ BLI_linklist_prepend_alloca(&panel_types_stack, pt);
+ }
+ }
+
+ const char *category = NULL;
+ bool use_category_tabs = (category_override == NULL) && region_uses_category_tabs(area, region);
+ if (use_category_tabs) {
+ category = region_panels_collect_categories(region, panel_types_stack, &use_category_tabs);
+ }
+
+ /* Run property search for each panel, stopping if a result is found. */
+ bool has_result = true;
+ bool has_instanced_panel = false;
+ for (LinkNode *pt_link = panel_types_stack; pt_link; pt_link = pt_link->next) {
+ PanelType *panel_type = pt_link->link;
+ /* Note that these checks are duplicated from #ED_region_panels_layout_ex. */
+ if (panel_type->flag & PNL_INSTANCED) {
+ has_instanced_panel = true;
+ continue;
+ }
+
+ if (use_category_tabs) {
+ if (panel_type->category[0] && !STREQ(category, panel_type->category)) {
+ continue;
+ }
+ }
+
+ /* We start property search with an empty panel list, so there's
+ * no point in trying to find an existing panel with this type. */
+ has_result = panel_property_search(C, region, style, NULL, panel_type, search_filter);
+ if (has_result) {
+ break;
+ }
+ }
+
+ /* Run property search for instanced panels (created in the layout calls of previous panels). */
+ if (!has_result && has_instanced_panel) {
+ LISTBASE_FOREACH (Panel *, panel, &region->panels) {
+ /* Note that these checks are duplicated from #ED_region_panels_layout_ex. */
+ if (panel->type == NULL || !(panel->type->flag & PNL_INSTANCED)) {
+ continue;
+ }
+ if (use_category_tabs) {
+ if (panel->type->category[0] && !STREQ(category, panel->type->category)) {
+ continue;
+ }
+ }
+
+ has_result = panel_property_search(C, region, style, panel, panel->type, search_filter);
+ if (has_result) {
+ break;
+ }
+ }
+ }
+
+ /* Free the panels and blocks, as they are only used for search. */
+ UI_blocklist_free(C, &region->uiblocks);
+ UI_panels_free_instanced(C, region);
+ BKE_area_region_panels_free(&region->panels);
+
+ return has_result;
+}
+
void ED_region_header_layout(const bContext *C, ARegion *region)
{
const uiStyle *style = UI_style_get_dpi();