/* * ***** BEGIN GPL LICENSE BLOCK ***** * * 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. * * The Original Code is Copyright (C) 2009 Blender Foundation. * All rights reserved. * * Contributor(s): Blender Foundation * * ***** END GPL LICENSE BLOCK ***** */ /** \file blender/editors/interface/interface_utils.c * \ingroup edinterface */ #include #include #include #include #include "DNA_object_types.h" #include "DNA_screen_types.h" #include "BLI_utildefines.h" #include "BLI_math.h" #include "BLI_string.h" #include "BLI_listbase.h" #include "BLT_translation.h" #include "BKE_report.h" #include "MEM_guardedalloc.h" #include "RNA_access.h" #include "UI_interface.h" #include "UI_resources.h" #include "WM_api.h" #include "WM_types.h" #include "interface_intern.h" /*************************** RNA Utilities ******************************/ uiBut *uiDefAutoButR(uiBlock *block, PointerRNA *ptr, PropertyRNA *prop, int index, const char *name, int icon, int x1, int y1, int x2, int y2) { uiBut *but = NULL; switch (RNA_property_type(prop)) { case PROP_BOOLEAN: { int arraylen = RNA_property_array_length(ptr, prop); if (arraylen && index == -1) return NULL; if (icon && name && name[0] == '\0') but = uiDefIconButR_prop(block, UI_BTYPE_ICON_TOGGLE, 0, icon, x1, y1, x2, y2, ptr, prop, index, 0, 0, -1, -1, NULL); else if (icon) but = uiDefIconTextButR_prop(block, UI_BTYPE_ICON_TOGGLE, 0, icon, name, x1, y1, x2, y2, ptr, prop, index, 0, 0, -1, -1, NULL); else but = uiDefButR_prop(block, UI_BTYPE_CHECKBOX, 0, name, x1, y1, x2, y2, ptr, prop, index, 0, 0, -1, -1, NULL); break; } case PROP_INT: case PROP_FLOAT: { int arraylen = RNA_property_array_length(ptr, prop); if (arraylen && index == -1) { if (ELEM(RNA_property_subtype(prop), PROP_COLOR, PROP_COLOR_GAMMA)) { but = uiDefButR_prop(block, UI_BTYPE_COLOR, 0, name, x1, y1, x2, y2, ptr, prop, -1, 0, 0, -1, -1, NULL); } else { return NULL; } } else if (RNA_property_subtype(prop) == PROP_PERCENTAGE || RNA_property_subtype(prop) == PROP_FACTOR) but = uiDefButR_prop(block, UI_BTYPE_NUM_SLIDER, 0, name, x1, y1, x2, y2, ptr, prop, index, 0, 0, -1, -1, NULL); else but = uiDefButR_prop(block, UI_BTYPE_NUM, 0, name, x1, y1, x2, y2, ptr, prop, index, 0, 0, -1, -1, NULL); if (RNA_property_flag(prop) & PROP_TEXTEDIT_UPDATE) { UI_but_flag_enable(but, UI_BUT_TEXTEDIT_UPDATE); } break; } case PROP_ENUM: if (icon && name && name[0] == '\0') but = uiDefIconButR_prop(block, UI_BTYPE_MENU, 0, icon, x1, y1, x2, y2, ptr, prop, index, 0, 0, -1, -1, NULL); else if (icon) but = uiDefIconTextButR_prop(block, UI_BTYPE_MENU, 0, icon, NULL, x1, y1, x2, y2, ptr, prop, index, 0, 0, -1, -1, NULL); else but = uiDefButR_prop(block, UI_BTYPE_MENU, 0, name, x1, y1, x2, y2, ptr, prop, index, 0, 0, -1, -1, NULL); break; case PROP_STRING: if (icon && name && name[0] == '\0') but = uiDefIconButR_prop(block, UI_BTYPE_TEXT, 0, icon, x1, y1, x2, y2, ptr, prop, index, 0, 0, -1, -1, NULL); else if (icon) but = uiDefIconTextButR_prop(block, UI_BTYPE_TEXT, 0, icon, name, x1, y1, x2, y2, ptr, prop, index, 0, 0, -1, -1, NULL); else but = uiDefButR_prop(block, UI_BTYPE_TEXT, 0, name, x1, y1, x2, y2, ptr, prop, index, 0, 0, -1, -1, NULL); if (RNA_property_flag(prop) & PROP_TEXTEDIT_UPDATE) { /* TEXTEDIT_UPDATE is usually used for search buttons. For these we also want * the 'x' icon to clear search string, so setting VALUE_CLEAR flag, too. */ UI_but_flag_enable(but, UI_BUT_TEXTEDIT_UPDATE | UI_BUT_VALUE_CLEAR); } break; case PROP_POINTER: { if (icon == 0) { PointerRNA pptr = RNA_property_pointer_get(ptr, prop); icon = RNA_struct_ui_icon(pptr.type ? pptr.type : RNA_property_pointer_type(ptr, prop)); } if (icon == ICON_DOT) icon = 0; but = uiDefIconTextButR_prop(block, UI_BTYPE_SEARCH_MENU, 0, icon, name, x1, y1, x2, y2, ptr, prop, index, 0, 0, -1, -1, NULL); break; } case PROP_COLLECTION: { char text[256]; BLI_snprintf(text, sizeof(text), IFACE_("%d items"), RNA_property_collection_length(ptr, prop)); but = uiDefBut(block, UI_BTYPE_LABEL, 0, text, x1, y1, x2, y2, NULL, 0, 0, 0, 0, NULL); UI_but_flag_enable(but, UI_BUT_DISABLED); break; } default: but = NULL; break; } return but; } /** * \a check_prop callback filters functions to avoid drawing certain properties, * in cases where PROP_HIDDEN flag can't be used for a property. */ int uiDefAutoButsRNA( uiLayout *layout, PointerRNA *ptr, bool (*check_prop)(PointerRNA *ptr, PropertyRNA *prop, void *user_data), void *user_data, const char label_align) { uiLayout *split, *col; int flag; const char *name; int tot = 0; assert(ELEM(label_align, '\0', 'H', 'V')); RNA_STRUCT_BEGIN (ptr, prop) { flag = RNA_property_flag(prop); if (flag & PROP_HIDDEN || (check_prop && check_prop(ptr, prop, user_data) == 0)) { continue; } if (label_align != '\0') { PropertyType type = RNA_property_type(prop); const bool is_boolean = (type == PROP_BOOLEAN && !RNA_property_array_check(prop)); name = RNA_property_ui_name(prop); if (label_align == 'V') { col = uiLayoutColumn(layout, true); if (!is_boolean) uiItemL(col, name, ICON_NONE); } else { /* (label_align == 'H') */ BLI_assert(label_align == 'H'); split = uiLayoutSplit(layout, 0.5f, false); col = uiLayoutColumn(split, false); uiItemL(col, (is_boolean) ? "" : name, ICON_NONE); col = uiLayoutColumn(split, false); } /* may meed to add more cases here. * don't override enum flag names */ /* name is shown above, empty name for button below */ name = (flag & PROP_ENUM_FLAG || is_boolean) ? NULL : ""; } else { col = layout; name = NULL; /* no smart label alignment, show default name with button */ } uiItemFullR(col, ptr, prop, -1, 0, 0, name, ICON_NONE); tot++; } RNA_STRUCT_END; return tot; } /***************************** ID Utilities *******************************/ int UI_icon_from_id(ID *id) { Object *ob; PointerRNA ptr; short idcode; if (id == NULL) return ICON_NONE; idcode = GS(id->name); /* exception for objects */ if (idcode == ID_OB) { ob = (Object *)id; if (ob->type == OB_EMPTY) return ICON_EMPTY_DATA; else return UI_icon_from_id(ob->data); } /* otherwise get it through RNA, creating the pointer * will set the right type, also with subclassing */ RNA_id_pointer_create(id, &ptr); return (ptr.type) ? RNA_struct_ui_icon(ptr.type) : ICON_NONE; } /* see: report_type_str */ int UI_icon_from_report_type(int type) { if (type & RPT_ERROR_ALL) return ICON_ERROR; else if (type & RPT_WARNING_ALL) return ICON_ERROR; else if (type & RPT_INFO_ALL) return ICON_INFO; else return ICON_NONE; } /********************************** Misc **************************************/ /** * Returns the best "UI" precision for given floating value, so that e.g. 10.000001 rather gets drawn as '10'... */ int UI_calc_float_precision(int prec, double value) { static const double pow10_neg[UI_PRECISION_FLOAT_MAX + 1] = {1e0, 1e-1, 1e-2, 1e-3, 1e-4, 1e-5, 1e-6}; static const double max_pow = 10000000.0; /* pow(10, UI_PRECISION_FLOAT_MAX) */ BLI_assert(prec <= UI_PRECISION_FLOAT_MAX); BLI_assert(fabs(pow10_neg[prec] - pow(10, -prec)) < 1e-16); /* check on the number of decimal places need to display the number, this is so 0.00001 is not displayed as 0.00, * _but_, this is only for small values si 10.0001 will not get the same treatment. */ value = ABS(value); if ((value < pow10_neg[prec]) && (value > (1.0 / max_pow))) { int value_i = (int)((value * max_pow) + 0.5); if (value_i != 0) { const int prec_span = 3; /* show: 0.01001, 5 would allow 0.0100001 for eg. */ int test_prec; int prec_min = -1; int dec_flag = 0; int i = UI_PRECISION_FLOAT_MAX; while (i && value_i) { if (value_i % 10) { dec_flag |= 1 << i; prec_min = i; } value_i /= 10; i--; } /* even though its a small value, if the second last digit is not 0, use it */ test_prec = prec_min; dec_flag = (dec_flag >> (prec_min + 1)) & ((1 << prec_span) - 1); while (dec_flag) { test_prec++; dec_flag = dec_flag >> 1; } if (test_prec > prec) { prec = test_prec; } } } CLAMP(prec, 0, UI_PRECISION_FLOAT_MAX); return prec; } bool UI_but_online_manual_id(const uiBut *but, char *r_str, size_t maxlength) { if (but->rnapoin.id.data && but->rnapoin.data && but->rnaprop) { BLI_snprintf( r_str, maxlength, "%s.%s", RNA_struct_identifier(but->rnapoin.type), RNA_property_identifier(but->rnaprop)); return true; } else if (but->optype) { WM_operator_py_idname(r_str, but->optype->idname); return true; } *r_str = '\0'; return false; } bool UI_but_online_manual_id_from_active(const struct bContext *C, char *r_str, size_t maxlength) { uiBut *but = UI_context_active_but_get(C); if (but) { return UI_but_online_manual_id(but, r_str, maxlength); } *r_str = '\0'; return false; } /* -------------------------------------------------------------------- */ /* Modal Button Store API */ /** \name Button Store * * Store for modal operators & handlers to register button pointers * which are maintained while drawing or NULL when removed. * * This is needed since button pointers are continuously freed and re-allocated. * * \{ */ struct uiButStore { struct uiButStore *next, *prev; uiBlock *block; ListBase items; }; struct uiButStoreElem { struct uiButStoreElem *next, *prev; uiBut **but_p; }; /** * Create a new button store, the caller must manage and run #UI_butstore_free */ uiButStore *UI_butstore_create(uiBlock *block) { uiButStore *bs_handle = MEM_callocN(sizeof(uiButStore), __func__); bs_handle->block = block; BLI_addtail(&block->butstore, bs_handle); return bs_handle; } void UI_butstore_free(uiBlock *block, uiButStore *bs_handle) { /* Workaround for button store being moved into new block, * which then can't use the previous buttons state ('ui_but_update_from_old_block' fails to find a match), * keeping the active button in the old block holding a reference to the button-state in the new block: see T49034. * * Ideally we would manage moving the 'uiButStore', keeping a correct state. * All things considered this is the most straightforward fix - Campbell. */ if (block != bs_handle->block && bs_handle->block != NULL) { block = bs_handle->block; } BLI_freelistN(&bs_handle->items); BLI_remlink(&block->butstore, bs_handle); MEM_freeN(bs_handle); } bool UI_butstore_is_valid(uiButStore *bs) { return (bs->block != NULL); } bool UI_butstore_is_registered(uiBlock *block, uiBut *but) { uiButStore *bs_handle; for (bs_handle = block->butstore.first; bs_handle; bs_handle = bs_handle->next) { uiButStoreElem *bs_elem; for (bs_elem = bs_handle->items.first; bs_elem; bs_elem = bs_elem->next) { if (*bs_elem->but_p == but) { return true; } } } return false; } void UI_butstore_register(uiButStore *bs_handle, uiBut **but_p) { uiButStoreElem *bs_elem = MEM_callocN(sizeof(uiButStoreElem), __func__); BLI_assert(*but_p); bs_elem->but_p = but_p; BLI_addtail(&bs_handle->items, bs_elem); } void UI_butstore_unregister(uiButStore *bs_handle, uiBut **but_p) { uiButStoreElem *bs_elem, *bs_elem_next; for (bs_elem = bs_handle->items.first; bs_elem; bs_elem = bs_elem_next) { bs_elem_next = bs_elem->next; if (bs_elem->but_p == but_p) { BLI_remlink(&bs_handle->items, bs_elem); MEM_freeN(bs_elem); } } BLI_assert(0); } /** * Update the pointer for a registered button. */ bool UI_butstore_register_update(uiBlock *block, uiBut *but_dst, const uiBut *but_src) { uiButStore *bs_handle; bool found = false; for (bs_handle = block->butstore.first; bs_handle; bs_handle = bs_handle->next) { uiButStoreElem *bs_elem; for (bs_elem = bs_handle->items.first; bs_elem; bs_elem = bs_elem->next) { if (*bs_elem->but_p == but_src) { *bs_elem->but_p = but_dst; found = true; } } } return found; } /** * NULL all pointers, don't free since the owner needs to be able to inspect. */ void UI_butstore_clear(uiBlock *block) { uiButStore *bs_handle; for (bs_handle = block->butstore.first; bs_handle; bs_handle = bs_handle->next) { uiButStoreElem *bs_elem; bs_handle->block = NULL; for (bs_elem = bs_handle->items.first; bs_elem; bs_elem = bs_elem->next) { *bs_elem->but_p = NULL; } } } /** * Map freed buttons from the old block and update pointers. */ void UI_butstore_update(uiBlock *block) { uiButStore *bs_handle; /* move this list to the new block */ if (block->oldblock) { if (block->oldblock->butstore.first) { block->butstore = block->oldblock->butstore; BLI_listbase_clear(&block->oldblock->butstore); } } if (LIKELY(block->butstore.first == NULL)) return; /* warning, loop-in-loop, in practice we only store <10 buttons at a time, * so this isn't going to be a problem, if that changes old-new mapping can be cached first */ for (bs_handle = block->butstore.first; bs_handle; bs_handle = bs_handle->next) { BLI_assert((bs_handle->block == NULL) || (bs_handle->block == block) || (block->oldblock && block->oldblock == bs_handle->block)); if (bs_handle->block == block->oldblock) { uiButStoreElem *bs_elem; bs_handle->block = block; for (bs_elem = bs_handle->items.first; bs_elem; bs_elem = bs_elem->next) { if (*bs_elem->but_p) { uiBut *but_new = ui_but_find_new(block, *bs_elem->but_p); /* can be NULL if the buttons removed, * note: we could allow passing in a callback when buttons are removed * so the caller can cleanup */ *bs_elem->but_p = but_new; } } } } } /** \} */