/* SPDX-License-Identifier: GPL-2.0-or-later */ /** \file * \ingroup edinterface */ #include "DNA_userdef_types.h" #include "DNA_windowmanager_types.h" #include "BKE_context.h" #include "BLT_translation.h" #include "interface_intern.h" #include "UI_interface.h" #include "WM_api.h" #include "WM_types.h" #include "UI_tree_view.hh" namespace blender::ui { /* ---------------------------------------------------------------------- */ /** * Add a tree-item to the container. This is the only place where items should be added, it * handles important invariants! */ AbstractTreeViewItem &TreeViewItemContainer::add_tree_item( std::unique_ptr item) { children_.append(std::move(item)); /* The first item that will be added to the root sets this. */ if (root_ == nullptr) { root_ = this; } AbstractTreeView &tree_view = static_cast(*root_); AbstractTreeViewItem &added_item = *children_.last(); added_item.root_ = root_; tree_view.register_item(added_item); if (root_ != this) { /* Any item that isn't the root can be assumed to the a #AbstractTreeViewItem. Not entirely * nice to static_cast this, but well... */ added_item.parent_ = static_cast(this); } return added_item; } void TreeViewItemContainer::foreach_item_recursive(ItemIterFn iter_fn, IterOptions options) const { for (const auto &child : children_) { iter_fn(*child); if (bool(options & IterOptions::SkipCollapsed) && child->is_collapsed()) { continue; } child->foreach_item_recursive(iter_fn, options); } } /* ---------------------------------------------------------------------- */ void AbstractTreeView::foreach_item(ItemIterFn iter_fn, IterOptions options) const { foreach_item_recursive(iter_fn, options); } void AbstractTreeView::update_children_from_old(const AbstractView &old_view) { const AbstractTreeView &old_tree_view = dynamic_cast(old_view); update_children_from_old_recursive(*this, old_tree_view); } void AbstractTreeView::update_children_from_old_recursive(const TreeViewOrItem &new_items, const TreeViewOrItem &old_items) { for (const auto &new_item : new_items.children_) { AbstractTreeViewItem *matching_old_item = find_matching_child(*new_item, old_items); if (!matching_old_item) { continue; } new_item->update_from_old(*matching_old_item); /* Recurse into children of the matched item. */ update_children_from_old_recursive(*new_item, *matching_old_item); } } AbstractTreeViewItem *AbstractTreeView::find_matching_child( const AbstractTreeViewItem &lookup_item, const TreeViewOrItem &items) { for (const auto &iter_item : items.children_) { if (lookup_item.matches_single(*iter_item)) { /* We have a matching item! */ return iter_item.get(); } } return nullptr; } void AbstractTreeView::change_state_delayed() { BLI_assert_msg( is_reconstructed(), "These state changes are supposed to be delayed until reconstruction is completed"); foreach_item([](AbstractTreeViewItem &item) { item.change_state_delayed(); }); } /* ---------------------------------------------------------------------- */ void AbstractTreeViewItem::tree_row_click_fn(struct bContext * /*C*/, void *but_arg1, void * /*arg2*/) { uiButViewItem *item_but = (uiButViewItem *)but_arg1; AbstractTreeViewItem &tree_item = reinterpret_cast(*item_but->view_item); tree_item.activate(); /* Not only activate the item, also show its children. Maybe this should be optional, or * controlled by the specific tree-view. */ tree_item.set_collapsed(false); } void AbstractTreeViewItem::add_treerow_button(uiBlock &block) { /* For some reason a width > (UI_UNIT_X * 2) make the layout system use all available width. */ view_item_but_ = (uiButViewItem *)uiDefBut( &block, UI_BTYPE_VIEW_ITEM, 0, "", 0, 0, UI_UNIT_X * 10, UI_UNIT_Y, nullptr, 0, 0, 0, 0, ""); view_item_but_->view_item = reinterpret_cast(this); UI_but_func_set(&view_item_but_->but, tree_row_click_fn, view_item_but_, nullptr); } void AbstractTreeViewItem::add_indent(uiLayout &row) const { uiBlock *block = uiLayoutGetBlock(&row); uiLayout *subrow = uiLayoutRow(&row, true); uiLayoutSetFixedSize(subrow, true); const float indent_size = count_parents() * UI_DPI_ICON_SIZE; uiDefBut(block, UI_BTYPE_SEPR, 0, "", 0, 0, indent_size, 0, nullptr, 0.0, 0.0, 0, 0, ""); /* Indent items without collapsing icon some more within their parent. Makes it clear that they * are actually nested and not just a row at the same level without a chevron. */ if (!is_collapsible() && parent_) { uiDefBut(block, UI_BTYPE_SEPR, 0, "", 0, 0, 0.2f * UI_UNIT_X, 0, nullptr, 0.0, 0.0, 0, 0, ""); } /* Restore. */ UI_block_layout_set_current(block, &row); } void AbstractTreeViewItem::collapse_chevron_click_fn(struct bContext *C, void * /*but_arg1*/, void * /*arg2*/) { /* There's no data we could pass to this callback. It must be either the button itself or a * consistent address to match buttons over redraws. So instead of passing it somehow, just * lookup the hovered item via context here. */ const wmWindow *win = CTX_wm_window(C); const ARegion *region = CTX_wm_region(C); uiViewItemHandle *hovered_item_handle = UI_region_views_find_item_at(region, win->eventstate->xy); AbstractTreeViewItem *hovered_item = from_item_handle(hovered_item_handle); BLI_assert(hovered_item != nullptr); hovered_item->toggle_collapsed(); /* When collapsing an item with an active child, make this collapsed item active instead so the * active item stays visible. */ if (hovered_item->has_active_child()) { hovered_item->activate(); } } bool AbstractTreeViewItem::is_collapse_chevron_but(const uiBut *but) { return but->type == UI_BTYPE_BUT_TOGGLE && ELEM(but->icon, ICON_TRIA_RIGHT, ICON_TRIA_DOWN) && (but->func == collapse_chevron_click_fn); } void AbstractTreeViewItem::add_collapse_chevron(uiBlock &block) const { if (!is_collapsible()) { return; } const BIFIconID icon = is_collapsed() ? ICON_TRIA_RIGHT : ICON_TRIA_DOWN; uiBut *but = uiDefIconBut( &block, UI_BTYPE_BUT_TOGGLE, 0, icon, 0, 0, UI_UNIT_X, UI_UNIT_Y, nullptr, 0, 0, 0, 0, ""); /* Note that we're passing the tree-row button here, not the chevron one. */ UI_but_func_set(but, collapse_chevron_click_fn, nullptr, nullptr); UI_but_flag_disable(but, UI_BUT_UNDO); /* Check if the query for the button matches the created button. */ BLI_assert(is_collapse_chevron_but(but)); } void AbstractTreeViewItem::add_rename_button(uiLayout &row) { uiBlock *block = uiLayoutGetBlock(&row); eUIEmbossType previous_emboss = UI_block_emboss_get(block); uiLayoutRow(&row, false); /* Enable emboss for the text button. */ UI_block_emboss_set(block, UI_EMBOSS); AbstractViewItem::add_rename_button(*block); UI_block_emboss_set(block, previous_emboss); UI_block_layout_set_current(block, &row); } bool AbstractTreeViewItem::has_active_child() const { bool found = false; foreach_item_recursive([&found](const AbstractTreeViewItem &item) { if (item.is_active()) { found = true; } }); return found; } void AbstractTreeViewItem::on_activate() { /* Do nothing by default. */ } std::optional AbstractTreeViewItem::should_be_active() const { return std::nullopt; } bool AbstractTreeViewItem::supports_collapsing() const { return true; } StringRef AbstractTreeViewItem::get_rename_string() const { return label_; } bool AbstractTreeViewItem::rename(StringRefNull new_name) { /* It is important to update the label after renaming, so #AbstractTreeViewItem::matches_single() * recognizes the item. (It only compares labels by default.) */ label_ = new_name; return true; } void AbstractTreeViewItem::update_from_old(const AbstractViewItem &old) { AbstractViewItem::update_from_old(old); const AbstractTreeViewItem &old_tree_item = dynamic_cast(old); is_open_ = old_tree_item.is_open_; } bool AbstractTreeViewItem::matches_single(const AbstractTreeViewItem &other) const { return label_ == other.label_; } AbstractTreeView &AbstractTreeViewItem::get_tree_view() const { return dynamic_cast(get_view()); } int AbstractTreeViewItem::count_parents() const { int i = 0; for (AbstractTreeViewItem *parent = parent_; parent; parent = parent->parent_) { i++; } return i; } void AbstractTreeViewItem::activate() { BLI_assert_msg(get_tree_view().is_reconstructed(), "Item activation can't be done until reconstruction is completed"); if (is_active()) { return; } /* Deactivate other items in the tree. */ get_tree_view().foreach_item([](auto &item) { item.deactivate(); }); on_activate(); /* Make sure the active item is always visible. */ ensure_parents_uncollapsed(); is_active_ = true; } void AbstractTreeViewItem::deactivate() { is_active_ = false; } bool AbstractTreeViewItem::is_hovered() const { BLI_assert_msg(get_tree_view().is_reconstructed(), "State can't be queried until reconstruction is completed"); BLI_assert_msg(view_item_but_ != nullptr, "Hovered state can't be queried before the tree row is being built"); const uiViewItemHandle *this_item_handle = reinterpret_cast(this); /* The new layout hasn't finished construction yet, so the final state of the button is unknown. * Get the matching button from the previous redraw instead. */ uiButViewItem *old_item_but = ui_block_view_find_matching_view_item_but_in_old_block( view_item_but_->but.block, this_item_handle); return old_item_but && (old_item_but->but.flag & UI_ACTIVE); } bool AbstractTreeViewItem::is_collapsed() const { BLI_assert_msg(get_tree_view().is_reconstructed(), "State can't be queried until reconstruction is completed"); return is_collapsible() && !is_open_; } void AbstractTreeViewItem::toggle_collapsed() { is_open_ = !is_open_; } void AbstractTreeViewItem::set_collapsed(bool collapsed) { is_open_ = !collapsed; } bool AbstractTreeViewItem::is_collapsible() const { if (children_.is_empty()) { return false; } return this->supports_collapsing(); } void AbstractTreeViewItem::ensure_parents_uncollapsed() { for (AbstractTreeViewItem *parent = parent_; parent; parent = parent->parent_) { parent->set_collapsed(false); } } bool AbstractTreeViewItem::matches(const AbstractViewItem &other) const { const AbstractTreeViewItem &other_tree_item = dynamic_cast(other); if (!matches_single(other_tree_item)) { return false; } if (count_parents() != other_tree_item.count_parents()) { return false; } for (AbstractTreeViewItem *parent = parent_, *other_parent = other_tree_item.parent_; parent && other_parent; parent = parent->parent_, other_parent = other_parent->parent_) { if (!parent->matches_single(*other_parent)) { return false; } } return true; } uiButViewItem *AbstractTreeViewItem::view_item_button() { return view_item_but_; } void AbstractTreeViewItem::change_state_delayed() { const std::optional should_be_active = this->should_be_active(); if (should_be_active.has_value() && *should_be_active) { activate(); } } /* ---------------------------------------------------------------------- */ class TreeViewLayoutBuilder { uiBlock &block_; friend TreeViewBuilder; public: void build_from_tree(const AbstractTreeView &tree_view); void build_row(AbstractTreeViewItem &item) const; uiBlock &block() const; uiLayout *current_layout() const; private: /* Created through #TreeViewBuilder. */ TreeViewLayoutBuilder(uiBlock &block); static void polish_layout(const uiBlock &block); }; TreeViewLayoutBuilder::TreeViewLayoutBuilder(uiBlock &block) : block_(block) { } void TreeViewLayoutBuilder::build_from_tree(const AbstractTreeView &tree_view) { uiLayout *prev_layout = current_layout(); uiLayout *box = uiLayoutBox(prev_layout); uiLayoutColumn(box, false); tree_view.foreach_item([this](AbstractTreeViewItem &item) { build_row(item); }, AbstractTreeView::IterOptions::SkipCollapsed); UI_block_layout_set_current(&block(), prev_layout); } void TreeViewLayoutBuilder::polish_layout(const uiBlock &block) { LISTBASE_FOREACH_BACKWARD (uiBut *, but, &block.buttons) { if (AbstractTreeViewItem::is_collapse_chevron_but(but) && but->next && /* Embossed buttons with padding-less text padding look weird, so don't touch them. */ ELEM(but->next->emboss, UI_EMBOSS_NONE, UI_EMBOSS_NONE_OR_STATUS)) { UI_but_drawflag_enable(static_cast(but->next), UI_BUT_NO_TEXT_PADDING); } if (but->type == UI_BTYPE_VIEW_ITEM) { break; } } } void TreeViewLayoutBuilder::build_row(AbstractTreeViewItem &item) const { uiBlock &block_ = block(); uiLayout *prev_layout = current_layout(); eUIEmbossType previous_emboss = UI_block_emboss_get(&block_); uiLayout *overlap = uiLayoutOverlap(prev_layout); uiLayoutRow(overlap, false); /* Every item gets one! Other buttons can be overlapped on top. */ item.add_treerow_button(block_); /* After adding tree-row button (would disable hover highlighting). */ UI_block_emboss_set(&block_, UI_EMBOSS_NONE); uiLayout *row = uiLayoutRow(overlap, true); item.add_indent(*row); item.add_collapse_chevron(block_); if (item.is_renaming()) { item.add_rename_button(*row); } else { item.build_row(*row); } polish_layout(block_); UI_block_emboss_set(&block_, previous_emboss); UI_block_layout_set_current(&block_, prev_layout); } uiBlock &TreeViewLayoutBuilder::block() const { return block_; } uiLayout *TreeViewLayoutBuilder::current_layout() const { return block().curlayout; } /* ---------------------------------------------------------------------- */ TreeViewBuilder::TreeViewBuilder(uiBlock &block) : block_(block) { } void TreeViewBuilder::build_tree_view(AbstractTreeView &tree_view) { tree_view.build_tree(); tree_view.update_from_old(block_); tree_view.change_state_delayed(); TreeViewLayoutBuilder builder(block_); builder.build_from_tree(tree_view); } /* ---------------------------------------------------------------------- */ BasicTreeViewItem::BasicTreeViewItem(StringRef label, BIFIconID icon_) : icon(icon_) { label_ = label; } void BasicTreeViewItem::build_row(uiLayout &row) { add_label(row); } void BasicTreeViewItem::add_label(uiLayout &layout, StringRefNull label_override) { const StringRefNull label = label_override.is_empty() ? StringRefNull(label_) : label_override; /* Some padding for labels without collapse chevron and no icon. Looks weird without. */ if (icon == ICON_NONE && !is_collapsible()) { uiItemS_ex(&layout, 0.8f); } uiItemL(&layout, IFACE_(label.c_str()), icon); } void BasicTreeViewItem::on_activate() { if (activate_fn_) { activate_fn_(*this); } } void BasicTreeViewItem::set_on_activate_fn(ActivateFn fn) { activate_fn_ = fn; } void BasicTreeViewItem::set_is_active_fn(IsActiveFn is_active_fn) { is_active_fn_ = is_active_fn; } std::optional BasicTreeViewItem::should_be_active() const { if (is_active_fn_) { return is_active_fn_(); } return std::nullopt; } } // namespace blender::ui