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/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup edinterface
*/
#include <limits>
#include <stdexcept>
#include "BLI_index_range.hh"
#include "WM_types.h"
#include "UI_interface.h"
#include "interface_intern.h"
#include "UI_grid_view.hh"
namespace blender::ui {
/* ---------------------------------------------------------------------- */
AbstractGridView::AbstractGridView() : style_(UI_preview_tile_size_x(), UI_preview_tile_size_y())
{
}
AbstractGridViewItem &AbstractGridView::add_item(std::unique_ptr<AbstractGridViewItem> item)
{
items_.append(std::move(item));
AbstractGridViewItem &added_item = *items_.last();
added_item.view_ = this;
item_map_.add(added_item.identifier_, &added_item);
return added_item;
}
void AbstractGridView::foreach_item(ItemIterFn iter_fn) const
{
for (const auto &item_ptr : items_) {
iter_fn(*item_ptr);
}
}
AbstractGridViewItem *AbstractGridView::find_matching_item(
const AbstractGridViewItem &item_to_match, const AbstractGridView &view_to_search_in) const
{
AbstractGridViewItem *const *match = view_to_search_in.item_map_.lookup_ptr(
item_to_match.identifier_);
BLI_assert(!match || item_to_match.matches(**match));
return match ? *match : nullptr;
}
void AbstractGridView::change_state_delayed()
{
BLI_assert_msg(
is_reconstructed(),
"These state changes are supposed to be delayed until reconstruction is completed");
foreach_item([](AbstractGridViewItem &item) { item.change_state_delayed(); });
}
void AbstractGridView::update_children_from_old(const AbstractView &old_view)
{
const AbstractGridView &old_grid_view = dynamic_cast<const AbstractGridView &>(old_view);
foreach_item([this, &old_grid_view](AbstractGridViewItem &new_item) {
const AbstractGridViewItem *matching_old_item = find_matching_item(new_item, old_grid_view);
if (!matching_old_item) {
return;
}
new_item.update_from_old(*matching_old_item);
});
}
const GridViewStyle &AbstractGridView::get_style() const
{
return style_;
}
int AbstractGridView::get_item_count() const
{
return items_.size();
}
GridViewStyle::GridViewStyle(int width, int height) : tile_width(width), tile_height(height)
{
}
/* ---------------------------------------------------------------------- */
AbstractGridViewItem::AbstractGridViewItem(StringRef identifier) : identifier_(identifier)
{
}
bool AbstractGridViewItem::matches(const AbstractGridViewItem &other) const
{
return identifier_ == other.identifier_;
}
void AbstractGridViewItem::grid_tile_click_fn(struct bContext * /*C*/,
void *but_arg1,
void * /*arg2*/)
{
uiButGridTile *grid_tile_but = (uiButGridTile *)but_arg1;
AbstractGridViewItem &grid_item = reinterpret_cast<AbstractGridViewItem &>(
*grid_tile_but->view_item);
grid_item.activate();
}
void AbstractGridViewItem::add_grid_tile_button(uiBlock &block)
{
const GridViewStyle &style = get_view().get_style();
grid_tile_but_ = (uiButGridTile *)uiDefBut(&block,
UI_BTYPE_GRID_TILE,
0,
"",
0,
0,
style.tile_width,
style.tile_height,
nullptr,
0,
0,
0,
0,
"");
grid_tile_but_->view_item = reinterpret_cast<uiGridViewItemHandle *>(this);
UI_but_func_set(&grid_tile_but_->but, grid_tile_click_fn, grid_tile_but_, nullptr);
}
bool AbstractGridViewItem::is_active() const
{
BLI_assert_msg(get_view().is_reconstructed(),
"State can't be queried until reconstruction is completed");
return is_active_;
}
void AbstractGridViewItem::on_activate()
{
/* Do nothing by default. */
}
std::optional<bool> AbstractGridViewItem::should_be_active() const
{
return std::nullopt;
}
void AbstractGridViewItem::change_state_delayed()
{
const std::optional<bool> should_be_active = this->should_be_active();
if (should_be_active.has_value() && *should_be_active) {
activate();
}
}
void AbstractGridViewItem::update_from_old(const AbstractGridViewItem &old)
{
is_active_ = old.is_active_;
}
void AbstractGridViewItem::activate()
{
BLI_assert_msg(get_view().is_reconstructed(),
"Item activation can't be done until reconstruction is completed");
if (is_active()) {
return;
}
/* Deactivate other items in the tree. */
get_view().foreach_item([](auto &item) { item.deactivate(); });
on_activate();
is_active_ = true;
}
void AbstractGridViewItem::deactivate()
{
is_active_ = false;
}
const AbstractGridView &AbstractGridViewItem::get_view() const
{
if (UNLIKELY(!view_)) {
throw std::runtime_error(
"Invalid state, item must be added through AbstractGridView::add_item()");
}
return *view_;
}
/* ---------------------------------------------------------------------- */
/**
* Helper for only adding layout items for grid items that are actually in view. 3 main functions:
* - #is_item_visible(): Query if an item of a given index is visible in the view (others should be
* skipped when building the layout).
* - #fill_layout_before_visible(): Add empty space to the layout before a visible row is drawn, so
* the layout height is the same as if all items were added (important to get the correct scroll
* height).
* - #fill_layout_after_visible(): Same thing, just adds empty space for after the last visible
* row.
*
* Does two assumptions:
* - Top-to-bottom flow (ymax = 0 and ymin < 0). If that's not good enough, View2D should
* probably provide queries for the scroll offset.
* - Only vertical scrolling. For horizontal scrolling, spacers would have to be added on the
* side(s) as well.
*/
class BuildOnlyVisibleButtonsHelper {
const View2D &v2d_;
const AbstractGridView &grid_view_;
const GridViewStyle &style_;
const int cols_per_row_ = 0;
/* Indices of items within the view. Calculated by constructor */
IndexRange visible_items_range_{};
public:
BuildOnlyVisibleButtonsHelper(const View2D &v2d,
const AbstractGridView &grid_view,
int cols_per_row);
bool is_item_visible(int item_idx) const;
void fill_layout_before_visible(uiBlock &block) const;
void fill_layout_after_visible(uiBlock &block) const;
private:
IndexRange get_visible_range() const;
void add_spacer_button(uiBlock &block, int row_count) const;
};
BuildOnlyVisibleButtonsHelper::BuildOnlyVisibleButtonsHelper(const View2D &v2d,
const AbstractGridView &grid_view,
const int cols_per_row)
: v2d_(v2d), grid_view_(grid_view), style_(grid_view.get_style()), cols_per_row_(cols_per_row)
{
visible_items_range_ = get_visible_range();
}
IndexRange BuildOnlyVisibleButtonsHelper::get_visible_range() const
{
int first_idx_in_view = 0;
int max_items_in_view = 0;
const float scroll_ofs_y = abs(v2d_.cur.ymax - v2d_.tot.ymax);
if (!IS_EQF(scroll_ofs_y, 0)) {
const int scrolled_away_rows = (int)scroll_ofs_y / style_.tile_height;
first_idx_in_view = scrolled_away_rows * cols_per_row_;
}
const float view_height = BLI_rctf_size_y(&v2d_.cur);
const int count_rows_in_view = std::max(round_fl_to_int(view_height / style_.tile_height), 1);
max_items_in_view = (count_rows_in_view + 1) * cols_per_row_;
BLI_assert(max_items_in_view > 0);
return IndexRange(first_idx_in_view, max_items_in_view);
}
bool BuildOnlyVisibleButtonsHelper::is_item_visible(const int item_idx) const
{
return visible_items_range_.contains(item_idx);
}
void BuildOnlyVisibleButtonsHelper::fill_layout_before_visible(uiBlock &block) const
{
const float scroll_ofs_y = abs(v2d_.cur.ymax - v2d_.tot.ymax);
if (IS_EQF(scroll_ofs_y, 0)) {
return;
}
const int scrolled_away_rows = (int)scroll_ofs_y / style_.tile_height;
add_spacer_button(block, scrolled_away_rows);
}
void BuildOnlyVisibleButtonsHelper::fill_layout_after_visible(uiBlock &block) const
{
const int last_item_idx = grid_view_.get_item_count() - 1;
const int last_visible_idx = visible_items_range_.last();
if (last_item_idx > last_visible_idx) {
const int remaining_rows = (cols_per_row_ > 0) ?
(last_item_idx - last_visible_idx) / cols_per_row_ :
0;
BuildOnlyVisibleButtonsHelper::add_spacer_button(block, remaining_rows);
}
}
void BuildOnlyVisibleButtonsHelper::add_spacer_button(uiBlock &block, const int row_count) const
{
/* UI code only supports button dimensions of `signed short` size, the layout height we want to
* fill may be bigger than that. So add multiple labels of the maximum size if necessary. */
for (int remaining_rows = row_count; remaining_rows > 0;) {
const short row_count_this_iter = std::min(
std::numeric_limits<short>::max() / style_.tile_height, remaining_rows);
uiDefBut(&block,
UI_BTYPE_LABEL,
0,
"",
0,
0,
UI_UNIT_X,
row_count_this_iter * style_.tile_height,
nullptr,
0,
0,
0,
0,
"");
remaining_rows -= row_count_this_iter;
}
}
/* ---------------------------------------------------------------------- */
class GridViewLayoutBuilder {
uiBlock &block_;
friend class GridViewBuilder;
public:
GridViewLayoutBuilder(uiBlock &block);
void build_from_view(const AbstractGridView &grid_view, const View2D &v2d) const;
private:
void build_grid_tile(uiLayout &grid_layout, AbstractGridViewItem &item) const;
uiLayout *current_layout() const;
};
GridViewLayoutBuilder::GridViewLayoutBuilder(uiBlock &block) : block_(block)
{
}
void GridViewLayoutBuilder::build_grid_tile(uiLayout &grid_layout,
AbstractGridViewItem &item) const
{
uiLayout *overlap = uiLayoutOverlap(&grid_layout);
item.add_grid_tile_button(block_);
item.build_grid_tile(*uiLayoutRow(overlap, false));
}
void GridViewLayoutBuilder::build_from_view(const AbstractGridView &grid_view,
const View2D &v2d) const
{
uiLayout *prev_layout = current_layout();
uiLayout &layout = *uiLayoutColumn(current_layout(), false);
const GridViewStyle &style = grid_view.get_style();
const int cols_per_row = std::max(uiLayoutGetWidth(&layout) / style.tile_width, 1);
BuildOnlyVisibleButtonsHelper build_visible_helper(v2d, grid_view, cols_per_row);
build_visible_helper.fill_layout_before_visible(block_);
/* Use `-cols_per_row` because the grid layout uses a multiple of the passed absolute value for
* the number of columns then, rather than distributing the number of items evenly over rows and
* stretching the items to fit (see #uiLayoutItemGridFlow.columns_len). */
uiLayout *grid_layout = uiLayoutGridFlow(&layout, true, -cols_per_row, true, true, true);
int item_idx = 0;
grid_view.foreach_item([&](AbstractGridViewItem &item) {
/* Skip if item isn't visible. */
if (!build_visible_helper.is_item_visible(item_idx)) {
item_idx++;
return;
}
build_grid_tile(*grid_layout, item);
item_idx++;
});
/* If there are not enough items to fill the layout, add padding items so the layout doesn't
* stretch over the entire width. */
if (grid_view.get_item_count() < cols_per_row) {
for (int padding_item_idx = 0; padding_item_idx < (cols_per_row - grid_view.get_item_count());
padding_item_idx++) {
uiItemS(grid_layout);
}
}
UI_block_layout_set_current(&block_, prev_layout);
build_visible_helper.fill_layout_after_visible(block_);
}
uiLayout *GridViewLayoutBuilder::current_layout() const
{
return block_.curlayout;
}
/* ---------------------------------------------------------------------- */
GridViewBuilder::GridViewBuilder(uiBlock &block) : block_(block)
{
}
void GridViewBuilder::build_grid_view(AbstractGridView &grid_view, const View2D &v2d)
{
grid_view.build_items();
grid_view.update_from_old(block_);
grid_view.change_state_delayed();
GridViewLayoutBuilder builder(block_);
builder.build_from_view(grid_view, v2d);
}
/* ---------------------------------------------------------------------- */
PreviewGridItem::PreviewGridItem(StringRef identifier, StringRef label, int preview_icon_id)
: AbstractGridViewItem(identifier), label(label), preview_icon_id(preview_icon_id)
{
}
void PreviewGridItem::build_grid_tile(uiLayout &layout) const
{
const GridViewStyle &style = get_view().get_style();
uiBlock *block = uiLayoutGetBlock(&layout);
uiBut *but = uiDefBut(block,
UI_BTYPE_PREVIEW_TILE,
0,
label.c_str(),
0,
0,
style.tile_width,
style.tile_height,
nullptr,
0,
0,
0,
0,
"");
ui_def_but_icon(but,
preview_icon_id,
/* NOLINTNEXTLINE: bugprone-suspicious-enum-usage */
UI_HAS_ICON | UI_BUT_ICON_PREVIEW);
}
void PreviewGridItem::set_on_activate_fn(ActivateFn fn)
{
activate_fn_ = fn;
}
void PreviewGridItem::set_is_active_fn(IsActiveFn fn)
{
is_active_fn_ = fn;
}
void PreviewGridItem::on_activate()
{
if (activate_fn_) {
activate_fn_(*this);
}
}
std::optional<bool> PreviewGridItem::should_be_active() const
{
if (is_active_fn_) {
return is_active_fn_();
}
return std::nullopt;
}
} // namespace blender::ui
using namespace blender::ui;
/* ---------------------------------------------------------------------- */
/* C-API */
using namespace blender::ui;
bool UI_grid_view_item_is_active(const uiGridViewItemHandle *item_handle)
{
const AbstractGridViewItem &item = reinterpret_cast<const AbstractGridViewItem &>(*item_handle);
return item.is_active();
}
bool UI_grid_view_item_matches(const uiGridViewItemHandle *a_handle,
const uiGridViewItemHandle *b_handle)
{
const AbstractGridViewItem &a = reinterpret_cast<const AbstractGridViewItem &>(*a_handle);
const AbstractGridViewItem &b = reinterpret_cast<const AbstractGridViewItem &>(*b_handle);
return a.matches(b);
}
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