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test/source/blender/editors/include/ED_undo.h

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/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup editors
*/
#pragma once
UI: New Global Top-Bar (WIP) == Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2018-04-20 17:14:03 +02:00
#include "BLI_compiler_attrs.h"
#ifdef __cplusplus
extern "C" {
#endif
struct Base;
struct CLG_LogRef;
struct Object;
struct UndoStack;
struct ViewLayer;
struct bContext;
struct wmOperator;
struct wmOperatorType;
/* undo.c */
/**
* Run from the main event loop, basic checks that undo is left in a correct state.
*/
bool ED_undo_is_state_valid(struct bContext *C);
void ED_undo_group_begin(struct bContext *C);
void ED_undo_group_end(struct bContext *C);
void ED_undo_push(struct bContext *C, const char *str);
void ED_undo_push_op(struct bContext *C, struct wmOperator *op);
void ED_undo_grouped_push(struct bContext *C, const char *str);
void ED_undo_grouped_push_op(struct bContext *C, struct wmOperator *op);
void ED_undo_pop_op(struct bContext *C, struct wmOperator *op);
void ED_undo_pop(struct bContext *C);
void ED_undo_redo(struct bContext *C);
void ED_OT_undo(struct wmOperatorType *ot);
void ED_OT_undo_push(struct wmOperatorType *ot);
void ED_OT_redo(struct wmOperatorType *ot);
void ED_OT_undo_redo(struct wmOperatorType *ot);
void ED_OT_undo_history(struct wmOperatorType *ot);
/**
* UI callbacks should call this rather than calling WM_operator_repeat() themselves.
*/
int ED_undo_operator_repeat(struct bContext *C, struct wmOperator *op);
/**
* Convenience since UI callbacks use this mostly.
*/
void ED_undo_operator_repeat_cb(struct bContext *C, void *arg_op, void *arg_unused);
void ED_undo_operator_repeat_cb_evt(struct bContext *C, void *arg_op, int arg_unused);
/**
* Name optionally, function used to check for operator redo panel.
*/
bool ED_undo_is_valid(const struct bContext *C, const char *undoname);
bool ED_undo_is_memfile_compatible(const struct bContext *C);
/* Unfortunate workaround for limits mixing undo systems. */
/**
* When a property of ID changes, return false.
*
* This is to avoid changes to a property making undo pushes
* which are ignored by the undo-system.
* For example, changing a brush property isn't stored by sculpt-mode undo steps.
* This workaround is needed until the limitation is removed, see: T61948.
*/
bool ED_undo_is_legacy_compatible_for_property(struct bContext *C, struct ID *id);
/**
* Load all our objects from `object_array` into edit-mode, clear everything else.
*/
void ED_undo_object_editmode_restore_helper(struct bContext *C,
struct Object **object_array,
uint object_array_len,
uint object_array_stride);
struct Object **ED_undo_editmode_objects_from_view_layer(struct ViewLayer *view_layer,
uint *r_len);
struct Base **ED_undo_editmode_bases_from_view_layer(struct ViewLayer *view_layer, uint *r_len);
/**
* Ideally we won't access the stack directly,
* this is needed for modes which handle undo themselves (bypassing #ED_undo_push).
*
* Using global isn't great, this just avoids doing inline,
* causing 'BKE_global.h' & 'BKE_main.h' includes.
*/
struct UndoStack *ED_undo_stack_get(void);
/* Helpers. */
void ED_undo_object_set_active_or_warn(struct Scene *scene,
struct ViewLayer *view_layer,
struct Object *ob,
const char *info,
struct CLG_LogRef *log);
/* undo_system_types.c */
void ED_undosys_type_init(void);
void ED_undosys_type_free(void);
/* memfile_undo.c */
struct MemFile *ED_undosys_stack_memfile_get_active(struct UndoStack *ustack);
/**
* If the last undo step is a memfile one, find the first #MemFileChunk matching given ID
* (using its session UUID), and tag it as "changed in the future".
*
* Since non-memfile undo-steps cannot automatically set this flag in the previous step as done
* with memfile ones, this has to be called manually by relevant undo code.
*
* \note Only current known case for this is undoing a switch from Object to Sculpt mode (see
* T82388).
*
* \note Calling this ID by ID is not optimal, as it will loop over all #MemFile.chunks until it
* finds the expected one. If this becomes an issue we'll have to add a mapping from session UUID
* to first #MemFileChunk in #MemFile itself
* (currently we only do that in #MemFileWriteData when writing a new step).
*/
void ED_undosys_stack_memfile_id_changed_tag(struct UndoStack *ustack, struct ID *id);
#ifdef __cplusplus
}
#endif