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Diffstat (limited to 'source/blender/editors/include/UI_grid_view.hh')
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+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+/** \file
+ * \ingroup editorui
+ *
+ * API for simple creation of grid UIs, supporting typically needed features.
+ * https://wiki.blender.org/wiki/Source/Interface/Views/Grid_Views
+ */
+
+#pragma once
+
+#include "BLI_function_ref.hh"
+#include "BLI_map.hh"
+#include "BLI_vector.hh"
+
+#include "UI_resources.h"
+
+struct bContext;
+struct PreviewImage;
+struct uiBlock;
+struct uiButGridTile;
+struct uiLayout;
+struct View2D;
+struct wmNotifier;
+
+namespace blender::ui {
+
+class AbstractGridView;
+
+/* ---------------------------------------------------------------------- */
+/** \name Grid-View Item Type
+ * \{ */
+
+class AbstractGridViewItem {
+ friend class AbstractGridView;
+ friend class GridViewLayoutBuilder;
+
+ const AbstractGridView *view_;
+
+ bool is_active_ = false;
+
+ protected:
+ /** Reference to a string that uniquely identifies this item in the view. */
+ StringRef identifier_{};
+ /** Every visible item gets a button of type #UI_BTYPE_GRID_TILE during the layout building. */
+ uiButGridTile *grid_tile_but_ = nullptr;
+
+ public:
+ virtual ~AbstractGridViewItem() = default;
+
+ virtual void build_grid_tile(uiLayout &layout) const = 0;
+
+ /**
+ * Compare this item's identifier 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. active,
+ * renaming, etc.).
+ */
+ bool matches(const AbstractGridViewItem &other) const;
+
+ const AbstractGridView &get_view() const;
+
+ /**
+ * Requires the tree to have completed reconstruction, see #is_reconstructed(). Otherwise we
+ * can't be sure about the item state.
+ */
+ bool is_active() const;
+
+ protected:
+ AbstractGridViewItem(StringRef identifier);
+
+ /** Called when the item's 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;
+
+ /**
+ * Copy persistent state (e.g. active, selection, etc.) from a matching item of
+ * the last redraw to this item. If sub-classes introduce more advanced state they should
+ * override this and make it update their state accordingly.
+ */
+ virtual void update_from_old(const AbstractGridViewItem &old);
+
+ /**
+ * Activates this item, deactivates other items, and calls the
+ * #AbstractGridViewItem::on_activate() function.
+ * 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();
+
+ private:
+ /** See #AbstractTreeView::change_state_delayed() */
+ void change_state_delayed();
+ static void grid_tile_click_fn(bContext *, void *but_arg1, void *);
+ void add_grid_tile_button(uiBlock &block);
+};
+
+/** \} */
+
+/* ---------------------------------------------------------------------- */
+/** \name Grid-View Base Class
+ * \{ */
+
+struct GridViewStyle {
+ GridViewStyle(int width, int height);
+ int tile_width = 0;
+ int tile_height = 0;
+};
+
+class AbstractGridView {
+ friend class AbstractGridViewItem;
+ friend class GridViewBuilder;
+ friend class GridViewLayoutBuilder;
+
+ protected:
+ Vector<std::unique_ptr<AbstractGridViewItem>> items_;
+ /** <identifier, item> map to lookup items by identifier, used for efficient lookups in
+ * #update_from_old(). */
+ Map<StringRef, AbstractGridViewItem *> item_map_;
+ GridViewStyle style_;
+ bool is_reconstructed_ = false;
+
+ public:
+ AbstractGridView();
+ virtual ~AbstractGridView() = default;
+
+ using ItemIterFn = FunctionRef<void(AbstractGridViewItem &)>;
+ void foreach_item(ItemIterFn iter_fn) const;
+
+ /** Listen to a notifier, returning true if a redraw is needed. */
+ virtual bool listen(const wmNotifier &) const;
+
+ /**
+ * Convenience wrapper constructing the item by forwarding given arguments to the constructor of
+ * the type (\a ItemT).
+ *
+ * E.g. if your grid-item type has the following constructor:
+ * \code{.cpp}
+ * MyGridItem(std::string str, int i);
+ * \endcode
+ * You can add an item like this:
+ * \code
+ * add_item<MyGridItem>("blabla", 42);
+ * \endcode
+ */
+ template<class ItemT, typename... Args> inline ItemT &add_item(Args &&...args);
+ const GridViewStyle &get_style() const;
+ int get_item_count() const;
+
+ protected:
+ virtual void build_items() = 0;
+
+ /**
+ * Check if the view is fully (re-)constructed. That means, both #build_items() and
+ * #update_from_old() have finished.
+ */
+ bool is_reconstructed() const;
+
+ private:
+ /**
+ * Match the grid-view against an earlier version of itself (if any) and copy the old UI state
+ * (e.g. active, selected, renaming, etc.) to the new one. See
+ * #AbstractGridViewItem.update_from_old().
+ */
+ void update_from_old(uiBlock &new_block);
+ AbstractGridViewItem *find_matching_item(const AbstractGridViewItem &item_to_match,
+ const AbstractGridView &view_to_search_in) const;
+ /**
+ * Items may want to do additional work when state changes. But these state changes can only be
+ * reliably detected after the view has completed reconstruction (see #is_reconstructed()). So
+ * the actual state changes are done in a delayed manner through this function.
+ */
+ void change_state_delayed();
+
+ /**
+ * Add an already constructed item, moving ownership to the grid-view.
+ * All items must be added through this, it handles important invariants!
+ */
+ AbstractGridViewItem &add_item(std::unique_ptr<AbstractGridViewItem> item);
+};
+
+/** \} */
+
+/* ---------------------------------------------------------------------- */
+/** \name Grid-View Builder
+ *
+ * TODO unify this with `TreeViewBuilder` and call view-specific functions via type erased view?
+ * \{ */
+
+class GridViewBuilder {
+ uiBlock &block_;
+
+ public:
+ GridViewBuilder(uiBlock &block);
+
+ /** Build \a grid_view into the previously provided block, clipped by \a view_bounds (view space,
+ * typically `View2D.cur`). */
+ void build_grid_view(AbstractGridView &grid_view, const View2D &v2d);
+};
+
+/** \} */
+
+/* ---------------------------------------------------------------------- */
+/** \name Predefined Grid-View Item Types
+ *
+ * Common, Basic Grid-View Item Types.
+ * \{ */
+
+/**
+ * A grid item that shows preview image icons at a nicely readable size (multiple of the normal UI
+ * unit size).
+ */
+class PreviewGridItem : public AbstractGridViewItem {
+ public:
+ using IsActiveFn = std::function<bool()>;
+ using ActivateFn = std::function<void(PreviewGridItem &new_active)>;
+
+ protected:
+ /** See #set_on_activate_fn() */
+ ActivateFn activate_fn_;
+ /** See #set_is_active_fn() */
+ IsActiveFn is_active_fn_;
+
+ public:
+ std::string label{};
+ int preview_icon_id = ICON_NONE;
+
+ PreviewGridItem(StringRef identifier, StringRef label, int preview_icon_id);
+
+ void build_grid_tile(uiLayout &layout) const override;
+
+ /**
+ * Set a custom callback to execute when activating this view item. This way users don't have to
+ * sub-class #PreviewGridItem, just to implement custom activation behavior (a common thing to
+ * do).
+ */
+ 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);
+
+ private:
+ std::optional<bool> should_be_active() const override;
+ void on_activate() override;
+};
+
+/** \} */
+
+/* ---------------------------------------------------------------------- */
+
+template<class ItemT, typename... Args> inline ItemT &AbstractGridView::add_item(Args &&...args)
+{
+ static_assert(std::is_base_of<AbstractGridViewItem, ItemT>::value,
+ "Type must derive from and implement the AbstractGridViewItem interface");
+
+ return dynamic_cast<ItemT &>(add_item(std::make_unique<ItemT>(std::forward<Args>(args)...)));
+}
+
+} // namespace blender::ui