Files
goo-engine/source/blender/editors/include/UI_grid_view.hh
T
Julian Eisel 8f6415418e Cleanup: Refactor UI tree & grid view building API
The Cycles light linking branch is using the tree view UI but it seemed
to use the "wrong" layout. It wasn't clear that the layout has to be
reactivated before building the view.

Make it harder to use the API wrong now by requiring the layout as
argument, so the building can ensure it's active.
2023-03-20 11:35:45 +01:00

228 lines
6.7 KiB
C++

/* 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_abstract_view.hh"
#include "UI_resources.h"
struct bContext;
struct uiBlock;
struct uiButViewItem;
struct uiLayout;
struct View2D;
namespace blender::ui {
class AbstractGridView;
/* ---------------------------------------------------------------------- */
/** \name Grid-View Item Type
* \{ */
class AbstractGridViewItem : public AbstractViewItem {
friend class AbstractGridView;
friend class GridViewLayoutBuilder;
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_VIEW_ITEM during the layout building. */
uiButViewItem *view_item_but_ = nullptr;
public:
virtual ~AbstractGridViewItem() = default;
virtual void build_grid_tile(uiLayout &layout) const = 0;
const AbstractGridView &get_view() const;
protected:
AbstractGridViewItem(StringRef identifier);
/** See AbstractViewItem::matches(). */
virtual bool matches(const AbstractViewItem &other) const override;
/** 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;
/**
* 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 : public AbstractView {
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_;
public:
AbstractGridView();
virtual ~AbstractGridView() = default;
using ItemIterFn = FunctionRef<void(AbstractGridViewItem &)>;
void foreach_item(ItemIterFn iter_fn) 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;
private:
void update_children_from_old(const AbstractView &old_view) override;
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, uiLayout &layout);
};
/** \} */
/* ---------------------------------------------------------------------- */
/** \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