/* SPDX-FileCopyrightText: 2001-2002 NaN Holding BV. All rights reserved. * * SPDX-License-Identifier: GPL-2.0-or-later */ /** \file * \ingroup edinterface */ #pragma once #include #include "BLI_compiler_attrs.h" #include "BLI_math_vector_types.hh" #include "BLI_string_ref.hh" #include "BLI_vector.hh" #include "BKE_fcurve.hh" #include "DNA_listBase.h" #include "RNA_types.hh" #include "UI_interface.hh" #include "UI_resources.hh" struct AnimationEvalContext; struct ARegion; struct bContext; struct bContextStore; struct CurveMapping; struct CurveProfile; namespace blender::gpu { class Batch; } struct IconTextOverlay; struct ID; struct ImBuf; struct LayoutPanelHeader; struct Main; struct Scene; struct uiHandleButtonData; struct uiLayout; struct uiListType; struct uiStyle; struct uiUndoStack_Text; struct uiWidgetColors; struct UnitSettings; struct wmEvent; struct wmKeyConfig; struct wmOperatorType; struct wmTimer; namespace blender::ocio { class Display; } // namespace blender::ocio using ColorManagedDisplay = blender::ocio::Display; /* ****************** general defines ************** */ #define RNA_NO_INDEX -1 #define RNA_ENUM_VALUE -2 #define UI_MENU_PADDING (int)(0.2f * UI_UNIT_Y) #define UI_MENU_WIDTH_MIN (UI_UNIT_Y * 9) /** Some extra padding added to menus containing sub-menu icons. */ #define UI_MENU_SUBMENU_PADDING (6 * UI_SCALE_FAC) /* menu scrolling */ #define UI_MENU_SCROLL_ARROW (12 * UI_SCALE_FAC) #define UI_MENU_SCROLL_MOUSE (UI_MENU_SCROLL_ARROW + 2 * UI_SCALE_FAC) #define UI_MENU_SCROLL_PAD (4 * UI_SCALE_FAC) /** Popover width (multiplied by #U.widget_unit) */ #define UI_POPOVER_WIDTH_UNITS 10 /** #uiBut.flag */ enum { /** Use when the button is pressed. */ UI_SELECT = (1 << 0), /** Temporarily hidden (scrolled out of the view). */ UI_SCROLLED = (1 << 1), /** * The button is hovered by the mouse and should be drawn with a hover highlight. Also set * sometimes to highlight buttons without actually hovering it (e.g. for arrow navigation in * menus). UI handling code manages this mostly and usually does this together with making the * button active/focused (see #uiBut::active). This means events will be forwarded to it and * further handlers/shortcuts can be used while hovering it. */ UI_HOVER = (1 << 2), UI_HAS_ICON = (1 << 3), UI_HIDDEN = (1 << 4), /** Display selected, doesn't impact interaction. */ UI_SELECT_DRAW = (1 << 5), /** Property search filter is active and the button does not match. */ UI_SEARCH_FILTER_NO_MATCH = (1 << 6), /** Temporarily override the active button for lookups in context, regions, etc. (everything * using #ui_context_button_active()). For example, so that operators normally acting on the * active button can be polled on non-active buttons to (e.g. for disabling). */ UI_BUT_ACTIVE_OVERRIDE = (1 << 7), /* WARNING: rest of #uiBut.flag in `UI_interface_c.hh`. */ }; /** #uiBut.pie_dir */ enum RadialDirection { UI_RADIAL_NONE = -1, UI_RADIAL_N = 0, UI_RADIAL_NE = 1, UI_RADIAL_E = 2, UI_RADIAL_SE = 3, UI_RADIAL_S = 4, UI_RADIAL_SW = 5, UI_RADIAL_W = 6, UI_RADIAL_NW = 7, }; /** Next direction (clockwise). */ #define UI_RADIAL_DIRECTION_NEXT(dir) RadialDirection((int(dir) + 1) % (int(UI_RADIAL_NW) + 1)) /** Previous direction (counter-clockwise). */ #define UI_RADIAL_DIRECTION_PREV(dir) \ RadialDirection(((int(dir) + int(UI_RADIAL_NW))) % (int(UI_RADIAL_NW) + 1)) /** Store a mask for diagonal directions. */ #define UI_RADIAL_MASK_ALL_DIAGONAL \ ((1 << int(UI_RADIAL_NE)) | (1 << int(UI_RADIAL_SE)) | (1 << int(UI_RADIAL_SW)) | \ (1 << int(UI_RADIAL_NW))) #define UI_RADIAL_MASK_ALL_AXIS_ALIGNED \ ((1 << int(UI_RADIAL_N)) | (1 << int(UI_RADIAL_S)) | (1 << int(UI_RADIAL_E)) | \ (1 << int(UI_RADIAL_W))) extern const char ui_radial_dir_order[8]; extern const char ui_radial_dir_to_numpad[8]; extern const short ui_radial_dir_to_angle[8]; /* internal panel drawing defines */ #define PNL_HEADER (UI_UNIT_Y * 1.25) /* 24 default */ /* bit button defines */ /* Bit operations */ #define UI_BITBUT_TEST(a, b) (((a) & (1 << (b))) != 0) #define UI_BITBUT_VALUE_TOGGLED(a, b) ((a) ^ (1 << (b))) #define UI_BITBUT_VALUE_ENABLED(a, b) ((a) | (1 << (b))) #define UI_BITBUT_VALUE_DISABLED(a, b) ((a) & ~(1 << (b))) /* bit-row */ #define UI_BITBUT_ROW(min, max) \ (((max) >= 31 ? 0xFFFFFFFF : (1 << ((max) + 1)) - 1) - ((min) ? ((1 << (min)) - 1) : 0)) /** Split number-buttons by ':' and align left/right. */ #define USE_NUMBUTS_LR_ALIGN /** Use new 'align' computation code. */ #define USE_UIBUT_SPATIAL_ALIGN /** #PieMenuData.flags */ enum { /** Use initial center of pie menu to calculate direction. */ UI_PIE_INITIAL_DIRECTION = (1 << 1), /** Pie menu is drag style. */ UI_PIE_DRAG_STYLE = (1 << 2), /** Mouse not far enough from center position. */ UI_PIE_INVALID_DIR = (1 << 3), /** Pie menu changed to click style, click to confirm. */ UI_PIE_CLICK_STYLE = (1 << 4), /** Pie animation finished, do not calculate any more motion. */ UI_PIE_ANIMATION_FINISHED = (1 << 5), /** Pie gesture selection has been done, now wait for mouse motion to end. */ UI_PIE_GESTURE_END_WAIT = (1 << 6), }; #define PIE_CLICK_THRESHOLD_SQ 50.0f /** The maximum number of items a radial menu (pie menu) can contain. */ #define PIE_MAX_ITEMS 8 struct uiBut { /** Pointer back to the layout item holding this button. */ uiLayout *layout = nullptr; int flag = 0; int flag2 = 0; int drawflag = 0; eButType type = eButType(0); eButPointerType pointype = UI_BUT_POIN_NONE; short bit = 0, bitnr = 0, retval = 0, strwidth = 0, alignnr = 0; short ofs = 0, pos = 0, selsta = 0, selend = 0; std::string str; std::string drawstr; char *placeholder = nullptr; /** Block relative coordinates. */ rctf rect = {}; char *poin = nullptr; float hardmin = 0, hardmax = 0, softmin = 0, softmax = 0; /** * Optional color for monochrome icon. Also used as text * color for labels without icons. Set with #UI_but_color_set(). */ uchar col[4] = {0}; /** See \ref UI_but_func_identity_compare_set(). */ uiButIdentityCompareFunc identity_cmp_func = nullptr; uiButHandleFunc func = nullptr; void *func_arg1 = nullptr; void *func_arg2 = nullptr; /** * C++ version of #func above. Allows storing arbitrary data in a type safe way, no void * pointer arguments. */ std::function apply_func; uiButHandleNFunc funcN = nullptr; void *func_argN = nullptr; uiButArgNFree func_argN_free_fn; uiButArgNCopy func_argN_copy_fn; const bContextStore *context = nullptr; uiButCompleteFunc autocomplete_func = nullptr; void *autofunc_arg = nullptr; uiButHandleRenameFunc rename_func = nullptr; void *rename_arg1 = nullptr; void *rename_orig = nullptr; /** * When defined, and the button edits a string RNA property, * the new name is _not_ set at all, instead this function is called with the new name. */ std::function rename_full_func = nullptr; std::string rename_full_new; /** Run an action when holding the button down. */ uiButHandleHoldFunc hold_func = nullptr; void *hold_argN = nullptr; blender::StringRef tip; uiButToolTipFunc tip_func = nullptr; void *tip_arg = nullptr; uiFreeArgFunc tip_arg_free = nullptr; /** Function to override the label to be displayed in the tooltip. */ std::function tip_quick_func; uiButToolTipCustomFunc tip_custom_func = nullptr; /** info on why button is disabled, displayed in tooltip */ const char *disabled_info = nullptr; BIFIconID icon = ICON_NONE; /** Copied from the #uiBlock.emboss */ blender::ui::EmbossType emboss = blender::ui::EmbossType::Emboss; /** direction in a pie menu, used for collision detection. */ RadialDirection pie_dir = UI_RADIAL_NONE; /** could be made into a single flag */ bool changed = false; /** so buttons can support unit systems which are not RNA */ uchar unit_type = 0; short iconadd = 0; /** Affects the order if this uiBut is used in menu-search. */ float search_weight = 0.0f; /** #UI_BTYPE_BLOCK data */ uiBlockCreateFunc block_create_func = nullptr; /** #UI_BTYPE_PULLDOWN / #UI_BTYPE_MENU data */ uiMenuCreateFunc menu_create_func = nullptr; uiMenuStepFunc menu_step_func = nullptr; /** See #UI_but_menu_disable_hover_open(). */ bool menu_no_hover_open = false; /* RNA data */ PointerRNA rnapoin = {}; PropertyRNA *rnaprop = nullptr; int rnaindex = 0; /* Operator data */ wmOperatorType *optype = nullptr; PointerRNA *opptr = nullptr; wmOperatorCallContext opcontext = WM_OP_INVOKE_DEFAULT; /** * Keep an operator attached but never actually call it through the button. See * #UI_but_operator_set_never_call(). */ bool operator_never_call = false; /** When non-zero, this is the key used to activate a menu items (`a-z` always lower case). */ uchar menu_key = 0; ListBase extra_op_icons = {nullptr, nullptr}; /** #uiButExtraOpIcon */ eWM_DragDataType dragtype = WM_DRAG_ID; short dragflag = 0; void *dragpoin = nullptr; BIFIconID drag_preview_icon_id; const ImBuf *imb = nullptr; float imb_scale = 0; /** * Active button data, set when the user is hovering or interacting with a button (#UI_HOVER and * #UI_SELECT state mostly). */ uiHandleButtonData *active = nullptr; /** * Event handling only supports one active button at a time, but there are cases where that's not * enough. A common one is to keep some filter button active to receive text input, while other * buttons remain active for interaction. * * Buttons that have #semi_modal_state set will be temporarily activated for event handling. If * they don't consume the event (for example text input events) the event will be forwarded to * other buttons. * * Currently only text buttons support this well. */ uiHandleButtonData *semi_modal_state = nullptr; /** Custom button data (borrowed, not owned). */ void *custom_data = nullptr; char *editstr = nullptr; double *editval = nullptr; float *editvec = nullptr; std::function pushed_state_func; /** Little indicator (e.g., counter) displayed on top of some icons. */ IconTextOverlay icon_overlay_text = {}; /* pointer back */ uiBlock *block = nullptr; uiBut() = default; /** Performs a mostly shallow copy for now. Only contained C++ types are deep copied. */ uiBut(const uiBut &other) = default; /** Mostly shallow copy, just like copy constructor above. */ uiBut &operator=(const uiBut &other) = default; virtual ~uiBut() = default; }; /** Derived struct for #UI_BTYPE_NUM */ struct uiButNumber : public uiBut { float step_size = 0.0f; float precision = 0.0f; }; /** Derived struct for #UI_BTYPE_NUM_SLIDER */ struct uiButNumberSlider : public uiBut { float step_size = 0.0f; float precision = 0.0f; }; /** Derived struct for #UI_BTYPE_COLOR */ struct uiButColor : public uiBut { bool is_pallete_color = false; int palette_color_index = -1; }; /** Derived struct for #UI_BTYPE_TAB */ struct uiButTab : public uiBut { MenuType *menu = nullptr; }; /** Derived struct for #UI_BTYPE_SEARCH_MENU */ struct uiButSearch : public uiBut { uiButSearchCreateFn popup_create_fn = nullptr; uiButSearchUpdateFn items_update_fn = nullptr; uiButSearchListenFn listen_fn = nullptr; void *item_active = nullptr; char *item_active_str; void *arg = nullptr; uiFreeArgFunc arg_free_fn = nullptr; uiButSearchContextMenuFn item_context_menu_fn = nullptr; uiButSearchTooltipFn item_tooltip_fn = nullptr; const char *item_sep_string = nullptr; PointerRNA rnasearchpoin = {}; PropertyRNA *rnasearchprop = nullptr; int preview_rows = 0; int preview_cols = 0; /** * The search box only provides suggestions, it does not force * the string to match one of the search items when applying. */ bool results_are_suggestions = false; }; /** * Derived struct for #UI_BTYPE_DECORATOR * Decorators have their own RNA data, using the normal #uiBut RNA members has many side-effects. */ struct uiButDecorator : public uiBut { PointerRNA decorated_rnapoin = {}; PropertyRNA *decorated_rnaprop = nullptr; int decorated_rnaindex = -1; }; /** Derived struct for #UI_BTYPE_PROGRESS. */ struct uiButProgress : public uiBut { /** Progress in 0..1 range */ float progress_factor = 0.0f; /** The display style (bar, pie... etc). */ eButProgressType progress_type = UI_BUT_PROGRESS_TYPE_BAR; }; /** Derived struct for #UI_BTYPE_SEPR_LINE. */ struct uiButSeparatorLine : public uiBut { bool is_vertical; }; /** Derived struct for #UI_BTYPE_LABEL. */ struct uiButLabel : public uiBut { float alpha_factor = 1.0f; }; /** Derived struct for #UI_BTYPE_SCROLL. */ struct uiButScrollBar : public uiBut { /** Actual visual height of UI list (in rows). */ float visual_height = -1.0f; }; struct uiButViewItem : public uiBut { /** The view item this button was created for. */ blender::ui::AbstractViewItem *view_item = nullptr; /** * Some items want to have a fixed size for drawing, differing from the interaction rectangle * (e.g. so highlights are drawn smaller). */ int draw_width = 0; int draw_height = 0; }; /** Derived struct for #UI_BTYPE_HSVCUBE. */ struct uiButHSVCube : public uiBut { eButGradientType gradient_type = UI_GRAD_SV; }; /** Derived struct for #UI_BTYPE_COLORBAND. */ struct uiButColorBand : public uiBut { ColorBand *edit_coba = nullptr; }; /** Derived struct for #UI_BTYPE_CURVEPROFILE. */ struct uiButCurveProfile : public uiBut { CurveProfile *edit_profile = nullptr; }; /** Derived struct for #UI_BTYPE_CURVE. */ struct uiButCurveMapping : public uiBut { CurveMapping *edit_cumap = nullptr; eButGradientType gradient_type = UI_GRAD_SV; }; /** Derived struct for #UI_BTYPE_HOTKEY_EVENT. */ struct uiButHotkeyEvent : public uiBut { wmEventModifierFlag modifier_key = wmEventModifierFlag(0); }; /** * Additional, superimposed icon for a button, invoking an operator. */ struct uiButExtraOpIcon { uiButExtraOpIcon *next, *prev; BIFIconID icon; wmOperatorCallParams *optype_params; bool highlighted; bool disabled; }; struct ColorPicker { ColorPicker *next, *prev; /** * Color in HSV or HSL, in color picking color space. Used for HSV cube, * circle and slider widgets. The color picking space is perceptually * linear for intuitive editing. */ float hsv_perceptual[3]; /** Initial color data (to detect changes). */ float hsv_perceptual_init[3]; bool is_init; /** * HSV or HSL color in scene linear color space value used for number * buttons. This is scene linear so that there is a clear correspondence * to the scene linear RGB values. */ float hsv_scene_linear[3]; /** Cubic saturation for the color wheel. */ bool use_color_cubic; bool use_color_lock; bool use_luminosity_lock; float luminosity_lock_value; /** Alpha component. */ bool has_alpha; }; struct ColorPickerData { ListBase list; }; struct PieMenuData { /** store title and icon to allow access when pie levels are created */ const char *title; int icon; /** A mask combining the directions of all buttons in the pie menu (excluding separators). */ int pie_dir_mask; float pie_dir[2]; float pie_center_init[2]; float pie_center_spawned[2]; float last_pos[2]; double duration_gesture; int flags; /** Initial event used to fire the pie menu, store here so we can query for release */ short event_type; float alphafac; }; /** #uiBlock.content_hints */ enum eBlockContentHints { /** In a menu block, if there is a single sub-menu button, we add some * padding to the right to put nicely aligned triangle icons there. */ UI_BLOCK_CONTAINS_SUBMENU_BUT = (1 << 0), }; /* #uiButtonGroup.flag. */ enum uiButtonGroupFlag { /** While this flag is set, don't create new button groups for layout item calls. */ UI_BUTTON_GROUP_LOCK = (1 << 0), /** The buttons in this group are inside a panel header. */ UI_BUTTON_GROUP_PANEL_HEADER = (1 << 1), }; ENUM_OPERATORS(uiButtonGroupFlag, UI_BUTTON_GROUP_PANEL_HEADER); /** * A group of button references, used by property search to keep track of sets of buttons that * should be searched together. For example, in property split layouts number buttons and their * labels (and even their decorators) are separate buttons, but they must be searched and * highlighted together. */ struct uiButtonGroup { blender::Vector buttons; uiButtonGroupFlag flag; }; struct uiBlockDynamicListener { uiBlockDynamicListener *next, *prev; void (*listener_func)(const wmRegionListenerParams *params); }; struct uiBlock { uiBlock *next, *prev; blender::Vector> buttons; Panel *panel; uiBlock *oldblock; /** Used for `UI_butstore_*` runtime function. */ ListBase butstore; blender::Vector button_groups; ListBase layouts; uiLayout *curlayout; blender::Vector> contexts; /** A block can store "views" on data-sets. Currently tree-views (#AbstractTreeView) only. * Others are imaginable, e.g. table-views, grid-views, etc. These are stored here to support * state that is persistent over redraws (e.g. collapsed tree-view items). */ ListBase views; ListBase dynamic_listeners; /* #uiBlockDynamicListener */ std::string name; float winmat[4][4]; rctf rect; float aspect; /** Unique hash used to implement popup menu memory. */ uint puphash; uiButHandleFunc func; void *func_arg1; void *func_arg2; uiButHandleNFunc funcN; void *func_argN; uiButArgNFree func_argN_free_fn; uiButArgNCopy func_argN_copy_fn; uiBlockHandleFunc handle_func; void *handle_func_arg; /** Custom interaction data. */ uiBlockInteraction_CallbackData custom_interaction_callbacks; /** Custom extra event handling. */ int (*block_event_func)(const bContext *C, uiBlock *, const wmEvent *); /** Custom extra draw function for custom blocks. */ std::function drawextra; int flag; short alignnr; /** Hints about the buttons of this block. Used to avoid iterating over * buttons to find out if some criteria is met by any. Instead, check this * criteria when adding the button and set a flag here if it's met. */ short content_hints; /* #eBlockContentHints */ char direction; /** UI_BLOCK_THEME_STYLE_* */ char theme_style; /** Copied to #uiBut.emboss */ blender::ui::EmbossType emboss; bool auto_open; char _pad[5]; double auto_open_last; const char *lockstr; bool lock; /** To keep blocks while drawing and free them afterwards. */ bool active; /** To avoid tool-tip after click. */ bool tooltipdisabled; /** True when #UI_block_end has been called. */ bool endblock; /** for doing delayed */ eBlockBoundsCalc bounds_type; /** Offset to use when calculating bounds (in pixels). */ int bounds_offset[2]; /** for doing delayed */ int bounds, minbounds; /** Pull-downs, to detect outside, can differ per case how it is created. */ rctf safety; /** #uiSafetyRct list */ ListBase saferct; uiPopupBlockHandle *handle; /** use so presets can find the operator, * across menus and from nested popups which fail for operator context. */ wmOperator *ui_operator; bool ui_operator_free; /** XXX hack for dynamic operator enums */ void *evil_C; /** unit system, used a lot for numeric buttons so include here * rather than fetching through the scene every time. */ const UnitSettings *unit; /** \note only accessed by color picker templates. */ ColorPickerData color_pickers; /** Block for color picker with gamma baked in. */ bool is_color_gamma_picker; /** * Display device name used to display this block, * used by color widgets to transform colors from/to scene linear. */ char display_device[64]; PieMenuData pie_data; void remove_but(const uiBut *but); [[nodiscard]] uiBut *first_but() const; [[nodiscard]] uiBut *last_but() const; int but_index(const uiBut *but) const; [[nodiscard]] uiBut *next_but(const uiBut *but) const; [[nodiscard]] uiBut *prev_but(const uiBut *but) const; }; struct uiSafetyRct { uiSafetyRct *next, *prev; rctf parent; rctf safety; }; /* `interface.cc` */ void ui_fontscale(float *points, float aspect); /** Project button or block (but==nullptr) to pixels in region-space. */ void ui_but_to_pixelrect(rcti *rect, const ARegion *region, const uiBlock *block, const uiBut *but); rcti ui_to_pixelrect(const ARegion *region, const uiBlock *block, const rctf *src_rect); void ui_block_to_region_fl(const ARegion *region, const uiBlock *block, float *x, float *y); void ui_block_to_window_fl(const ARegion *region, const uiBlock *block, float *x, float *y); void ui_block_to_window(const ARegion *region, const uiBlock *block, int *x, int *y); void ui_block_to_region_rctf(const ARegion *region, const uiBlock *block, rctf *rct_dst, const rctf *rct_src); void ui_block_to_window_rctf(const ARegion *region, const uiBlock *block, rctf *rct_dst, const rctf *rct_src); float ui_block_to_window_scale(const ARegion *region, const uiBlock *block); /** * For mouse cursor. */ void ui_window_to_block_fl(const ARegion *region, const uiBlock *block, float *x, float *y); void ui_window_to_block(const ARegion *region, const uiBlock *block, int *x, int *y); void ui_window_to_block_rctf(const ARegion *region, const uiBlock *block, rctf *rct_dst, const rctf *rct_src); void ui_window_to_region(const ARegion *region, int *x, int *y); void ui_window_to_region_rcti(const ARegion *region, rcti *rect_dst, const rcti *rct_src); void ui_window_to_region_rctf(const ARegion *region, rctf *rect_dst, const rctf *rct_src); void ui_region_to_window(const ARegion *region, int *x, int *y); /** * Popups will add a margin to #ARegion.winrct for shadow, * for interactivity (point-inside tests for eg), we want the winrct without the margin added. */ void ui_region_winrct_get_no_margin(const ARegion *region, rcti *r_rect); /** Register a listener callback to this block to tag the area/region for redraw. */ void ui_block_add_dynamic_listener(uiBlock *block, void (*listener_func)(const wmRegionListenerParams *params)); /** * Reallocate the button (new address is returned) for a new button type. * This should generally be avoided and instead the correct type be created right away. * * \note Only the #uiBut data can be kept. If the old button used a derived type (e.g. #uiButTab), * the data that is not inside #uiBut will be lost. */ uiBut *ui_but_change_type(uiBut *but, eButType new_type); double ui_but_value_get(uiBut *but); void ui_but_value_set(uiBut *but, double value); /** * For picker, while editing HSV. */ void ui_but_hsv_set(uiBut *but); /** * For buttons pointing to color for example. */ void ui_but_v3_get(uiBut *but, float vec[3]); void ui_but_v3_set(uiBut *but, const float vec[3]); void ui_but_v4_get(uiBut *but, float vec[4]); void ui_but_v4_set(uiBut *but, const float vec[4]); void ui_hsvcircle_vals_from_pos( const rcti *rect, float mx, float my, float *r_val_rad, float *r_val_dist); /** * Cursor in HSV circle, in float units -1 to 1, to map on radius. */ void ui_hsvcircle_pos_from_vals( const ColorPicker *cpicker, const rcti *rect, const float *hsv, float *r_xpos, float *r_ypos); void ui_hsvcube_pos_from_vals( const uiButHSVCube *hsv_but, const rcti *rect, const float *hsv, float *r_xp, float *r_yp); /** * \param float_precision: For number buttons the precision * to use or -1 to fallback to the button default. * \param use_exp_float: Use exponent representation of floats * when out of reasonable range (outside of 1e3/1e-3). */ void ui_but_string_get_ex(uiBut *but, char *str, size_t str_maxncpy, int float_precision, bool use_exp_float, bool *r_use_exp_float) ATTR_NONNULL(1, 2); void ui_but_string_get(uiBut *but, char *str, size_t str_maxncpy) ATTR_NONNULL(); /** * A version of #ui_but_string_get_ex for dynamic buffer sizes * (where #ui_but_string_get_maxncpy returns 0). * * \param r_str_size: size of the returned string (including terminator). */ char *ui_but_string_get_dynamic(uiBut *but, int *r_str_size); /** * \param str: will be overwritten. */ void ui_but_convert_to_unit_alt_name(uiBut *but, char *str, size_t str_maxncpy) ATTR_NONNULL(); bool ui_but_string_set(bContext *C, uiBut *but, const char *str) ATTR_NONNULL(); bool ui_but_string_eval_number(bContext *C, const uiBut *but, const char *str, double *r_value) ATTR_NONNULL(); int ui_but_string_get_maxncpy(uiBut *but); /** * Clear & exit the active button's string.. */ void ui_but_active_string_clear_and_exit(bContext *C, uiBut *but) ATTR_NONNULL(); /** * Use handling code to set a string for the button. Handles the case where the string is set for a * search button while the search menu is open, so the results are updated accordingly. * This is basically the same as pasting the string into the button. */ void ui_but_set_string_interactive(bContext *C, uiBut *but, const char *value); uiBut *ui_but_drag_multi_edit_get(uiBut *but); /** * Get the hint that describes the expected value when empty. */ const char *ui_but_placeholder_get(uiBut *but); void ui_def_but_icon(uiBut *but, int icon, int flag); /** * Avoid using this where possible since it's better not to ask for an icon in the first place. */ void ui_def_but_icon_clear(uiBut *but); void ui_but_extra_operator_icons_free(uiBut *but); void ui_but_rna_menu_convert_to_panel_type(uiBut *but, const char *panel_type); void ui_but_rna_menu_convert_to_menu_type(uiBut *but, const char *menu_type); bool ui_but_menu_draw_as_popover(const uiBut *but); void ui_but_range_set_hard(uiBut *but); void ui_but_range_set_soft(uiBut *but); bool ui_but_context_poll_operator(bContext *C, wmOperatorType *ot, const uiBut *but); /** * Check if the operator \a ot poll is successful with the context given by \a but (optionally). * \param but: The button that might store context. Can be NULL for convenience (e.g. if there is * no button to take context from, but we still want to poll the operator). */ bool ui_but_context_poll_operator_ex(bContext *C, const uiBut *but, const wmOperatorCallParams *optype_params); void ui_but_update(uiBut *but); void ui_but_update_edited(uiBut *but); PropertyScaleType ui_but_scale_type(const uiBut *but) ATTR_WARN_UNUSED_RESULT; bool ui_but_is_float(const uiBut *but) ATTR_WARN_UNUSED_RESULT; bool ui_but_is_bool(const uiBut *but) ATTR_WARN_UNUSED_RESULT; bool ui_but_is_unit(const uiBut *but) ATTR_WARN_UNUSED_RESULT; /** * Check if this button is similar enough to be grouped with another. */ bool ui_but_is_compatible(const uiBut *but_a, const uiBut *but_b) ATTR_WARN_UNUSED_RESULT; bool ui_but_is_rna_valid(uiBut *but) ATTR_WARN_UNUSED_RESULT; /** * Checks if the button supports cycling next/previous menu items (ctrl+mouse-wheel). */ bool ui_but_supports_cycling(const uiBut *but) ATTR_WARN_UNUSED_RESULT; /** * Check if the button is pushed, this is only meaningful for some button types. * * \return (0 == UNSELECT), (1 == SELECT), (-1 == DO-NOTHING) */ int ui_but_is_pushed_ex(uiBut *but, double *value) ATTR_WARN_UNUSED_RESULT; int ui_but_is_pushed(uiBut *but) ATTR_WARN_UNUSED_RESULT; void ui_but_override_flag(Main *bmain, uiBut *but); void ui_block_bounds_calc(uiBlock *block); const ColorManagedDisplay *ui_block_cm_display_get(uiBlock *block); void ui_block_cm_to_display_space_v3(uiBlock *block, float pixel[3]); /* `interface_regions.cc` */ struct uiKeyNavLock { /** Set when we're using keyboard-input. */ bool is_keynav = false; /** Only used to check if we've moved the cursor. */ blender::int2 event_xy = blender::int2(0); }; using uiBlockHandleCreateFunc = uiBlock *(*)(bContext *C, uiPopupBlockHandle *handle, void *arg1); struct uiPopupBlockCreate { uiBlockCreateFunc create_func = nullptr; uiBlockHandleCreateFunc handle_create_func = nullptr; void *arg = nullptr; uiFreeArgFunc arg_free = nullptr; blender::int2 event_xy = blender::int2(0); /** Set when popup is initialized from a button. */ ARegion *butregion = nullptr; uiBut *but = nullptr; }; struct uiPopupBlockHandle { /* internal */ ARegion *region = nullptr; /** Use only for #UI_BLOCK_MOVEMOUSE_QUIT popups. */ float towards_xy[2]; double towardstime = 0.0; bool dotowards = false; bool popup = false; void (*popup_func)(bContext *C, void *arg, int event) = nullptr; void (*cancel_func)(bContext *C, void *arg) = nullptr; void *popup_arg = nullptr; /** Store data for refreshing popups. */ uiPopupBlockCreate popup_create_vars; /** * True if we can re-create the popup using #uiPopupBlockHandle.popup_create_vars. * * \note Popups that can refresh are called with #bContext::wm::region_popup set * to the #uiPopupBlockHandle::region both on initial creation and when refreshing. */ bool can_refresh = false; bool refresh = false; wmTimer *scrolltimer = nullptr; float scrolloffset = 0.0f; uiKeyNavLock keynav_state; /* for operator popups */ wmOperator *popup_op = nullptr; ScrArea *ctx_area = nullptr; ARegion *ctx_region = nullptr; /* return values */ int butretval = 0; int menuretval = 0; int retvalue = 0; float retvec[4] = {0.0f, 0.0f, 0.0f, 0.0f}; /** Menu direction. */ int direction = 0; /* Previous values so we don't resize or reposition on refresh. */ rctf prev_block_rect = {}; rctf prev_butrct = {}; short prev_dir1 = 0; short prev_dir2 = 0; int prev_bounds_offset[2] = {0, 0}; /* Maximum estimated size to avoid having to reposition on refresh. */ float max_size_x = 0.0f; float max_size_y = 0.0f; /* #ifdef USE_DRAG_POPUP */ bool is_grab = false; int grab_xy_prev[2] = {0, 0}; /* #endif */ char menu_idname[64] = ""; }; /* -------------------------------------------------------------------- */ /** \name Interface Region Functions * * `interface_region_*.cc` sources. * \{ */ /* `interface_region_tooltip.cc` */ /* exposed as public API in UI_interface.hh */ /* `interface_region_color_picker.cc` */ void ui_color_picker_rgb_to_hsv_compat(const float rgb[3], float r_cp[3]); void ui_color_picker_rgb_to_hsv(const float rgb[3], float r_cp[3]); void ui_color_picker_hsv_to_rgb(const float r_cp[3], float rgb[3]); /** * Returns true if the button is for a color with gamma baked in, * or if it's a color picker for such a button. */ bool ui_but_is_color_gamma(uiBut *but); /** * Returns true if the button represents a color with an Alpha component. */ bool ui_but_color_has_alpha(uiBut *but); void ui_scene_linear_to_perceptual_space(uiBut *but, float rgb[3]); void ui_perceptual_to_scene_linear_space(uiBut *but, float rgb[3]); uiBlock *ui_block_func_COLOR(bContext *C, uiPopupBlockHandle *handle, void *arg_but); ColorPicker *ui_block_colorpicker_create(uiBlock *block); /* `interface_region_search.cc` */ /** * Search-box for string button. */ ARegion *ui_searchbox_create_generic(bContext *C, ARegion *butregion, uiButSearch *search_but); ARegion *ui_searchbox_create_operator(bContext *C, ARegion *butregion, uiButSearch *search_but); ARegion *ui_searchbox_create_menu(bContext *C, ARegion *butregion, uiButSearch *search_but); /** * x and y in screen-coords. */ bool ui_searchbox_inside(ARegion *region, const int xy[2]) ATTR_NONNULL(1, 2); int ui_searchbox_find_index(ARegion *region, const char *name); /** * Region is the search box itself. */ void ui_searchbox_update(bContext *C, ARegion *region, uiBut *but, bool reset); int ui_searchbox_autocomplete(bContext *C, ARegion *region, uiBut *but, char *str); bool ui_searchbox_event( bContext *C, ARegion *region, uiBut *but, ARegion *butregion, const wmEvent *event); /** * String validated to be of correct length (but->hardmax). */ bool ui_searchbox_apply(uiBut *but, ARegion *region); void ui_searchbox_free(bContext *C, ARegion *region); /** * XXX weak: search_func adds all partial matches. */ void ui_but_search_refresh(uiButSearch *but); /* `interface_region_menu_popup.cc` */ int ui_but_menu_step(uiBut *but, int direction); bool ui_but_menu_step_poll(const uiBut *but); uiBut *ui_popup_menu_memory_get(uiBlock *block); void ui_popup_menu_memory_set(uiBlock *block, uiBut *but); /** * Called for creating new popups and refreshing existing ones. */ uiBlock *ui_popup_block_refresh(bContext *C, uiPopupBlockHandle *handle, ARegion *butregion, uiBut *but); uiPopupBlockHandle *ui_popup_block_create(bContext *C, ARegion *butregion, uiBut *but, uiBlockCreateFunc create_func, uiBlockHandleCreateFunc handle_create_func, void *arg, uiFreeArgFunc arg_free, bool can_refresh); uiPopupBlockHandle *ui_popup_menu_create( bContext *C, ARegion *butregion, uiBut *but, uiMenuCreateFunc menu_func, void *arg); /* `interface_region_popover.cc` */ using uiPopoverCreateFunc = std::function; uiPopupBlockHandle *ui_popover_panel_create(bContext *C, ARegion *butregion, uiBut *but, uiPopoverCreateFunc popover_func, const PanelType *panel_type); /* `interface_region_menu_pie.cc` */ /** * Set up data for defining a new pie menu level and add button that invokes it. */ void ui_pie_menu_level_create(uiBlock *block, wmOperatorType *ot, blender::StringRefNull propname, IDProperty *properties, const EnumPropertyItem *items, int totitem, wmOperatorCallContext context, eUI_Item_Flag flag); /* `interface_region_popup.cc` */ /** * Translate any popup regions (so we can drag them). */ void ui_popup_translate(ARegion *region, const int mdiff[2]); void ui_popup_block_free(bContext *C, uiPopupBlockHandle *handle); void ui_popup_block_scrolltest(uiBlock *block); /** \} */ /* `interface_panel.cc` */ /** * Handle region panel events like opening and closing panels, changing categories, etc. * * \note Could become a modal key-map. */ int ui_handler_panel_region(bContext *C, const wmEvent *event, ARegion *region, const uiBut *active_but); /** * Draw a panel integrated in buttons-window, tool/property lists etc. */ void ui_draw_aligned_panel(const ARegion *region, const uiStyle *style, const uiBlock *block, const rcti *rect, bool show_pin, bool show_background, bool region_search_filter_active); void ui_draw_layout_panels_backdrop(const ARegion *region, const Panel *panel, const float radius, float subpanel_backcolor[4]); void ui_panel_drag_collapse_handler_add(const bContext *C, const bool was_open); void ui_panel_tag_search_filter_match(Panel *panel); /** Toggles layout panel open state and returns the new state. */ bool ui_layout_panel_toggle_open(const bContext *C, LayoutPanelHeader *header); LayoutPanelHeader *ui_layout_panel_header_under_mouse(const Panel &panel, const int my); /** Apply scroll to layout panels when the main panel is used in popups. */ void ui_layout_panel_popup_scroll_apply(Panel *panel, const float dy); /** * Draws in resolution of 48x4 colors. */ void ui_draw_gradient(const rcti *rect, const float hsv[3], eButGradientType type, float alpha); /** * Draws rounded corner segments but inverted. Imagine each corner like a filled right triangle, * just that the hypotenuse is nicely curved inwards (towards the right angle of the triangle). * * Useful for connecting orthogonal shapes with a rounded corner, which can look quite nice. */ void ui_draw_rounded_corners_inverted(const rcti &rect, const float rad, const blender::float4 color); void ui_draw_but_TAB_outline(const rcti *rect, float rad, uchar highlight[3], uchar highlight_fade[3]); void ui_draw_but_HISTOGRAM(ARegion *region, uiBut *but, const uiWidgetColors *wcol, const rcti *recti); void ui_draw_but_WAVEFORM(ARegion *region, uiBut *but, const uiWidgetColors *wcol, const rcti *recti); void ui_draw_but_VECTORSCOPE(ARegion *region, uiBut *but, const uiWidgetColors *wcol, const rcti *recti); void ui_draw_but_COLORBAND(uiBut *but, const uiWidgetColors *wcol, const rcti *rect); void ui_draw_but_UNITVEC(uiBut *but, const uiWidgetColors *wcol, const rcti *rect, float radius); void ui_draw_but_CURVE(ARegion *region, uiBut *but, const uiWidgetColors *wcol, const rcti *rect); /** * Draws the curve profile widget. Somewhat similar to ui_draw_but_CURVE. */ void ui_draw_but_CURVEPROFILE(ARegion *region, uiBut *but, const uiWidgetColors *wcol, const rcti *rect); void ui_draw_but_IMAGE(ARegion *region, uiBut *but, const uiWidgetColors *wcol, const rcti *rect); void ui_draw_but_TRACKPREVIEW(ARegion *region, uiBut *but, const uiWidgetColors *wcol, const rcti *recti); /* `interface_undo.cc` */ /** * Start the undo stack. * * \note The current state should be pushed immediately after calling this. */ uiUndoStack_Text *ui_textedit_undo_stack_create(); void ui_textedit_undo_stack_destroy(uiUndoStack_Text *stack); /** * Push the information in the arguments to a new state in the undo stack. * * \note Currently the total length of the undo stack is not limited. */ void ui_textedit_undo_push(uiUndoStack_Text *stack, const char *text, int cursor_index); const char *ui_textedit_undo(uiUndoStack_Text *stack, int direction, int *r_cursor_index); /* `interface_handlers.cc` */ void ui_but_handle_data_free(uiHandleButtonData **data); void ui_handle_afterfunc_add_operator(wmOperatorType *ot, wmOperatorCallContext opcontext); /** * Assumes event type is MOUSEPAN. */ void ui_pan_to_scroll(const wmEvent *event, int *type, int *val); /** * Exported to `interface.cc`: #UI_but_active_only() * \note The region is only for the button. * The context needs to be set by the caller. */ void ui_but_activate_event(bContext *C, ARegion *region, uiBut *but); /** * Simulate moving the mouse over a button (or navigating to it with arrow keys). * * exported so menus can start with a highlighted button, * even if the mouse isn't over it */ void ui_but_activate_over(bContext *C, ARegion *region, uiBut *but); void ui_but_execute_begin(bContext *C, ARegion *region, uiBut *but, void **active_back); void ui_but_execute_end(bContext *C, ARegion *region, uiBut *but, void *active_back); void ui_but_active_free(const bContext *C, uiBut *but); void ui_but_semi_modal_state_free(const bContext *C, uiBut *but); /** * In some cases we may want to update the view (#View2D) in-between layout definition and drawing. * E.g. to make sure a button is visible while editing. */ void ui_but_update_view_for_active(const bContext *C, const uiBlock *block); int ui_but_menu_direction(uiBut *but); void ui_but_text_password_hide(char password_str[128], uiBut *but, bool restore); /** * Finds the pressed button in an aligned row (typically an expanded enum). * * \param direction: Use when there may be multiple buttons pressed. */ uiBut *ui_but_find_select_in_enum(uiBut *but, int direction); bool ui_but_is_editing(const uiBut *but); float ui_block_calc_pie_segment(uiBlock *block, const float event_xy[2]); /* XXX, this code will shorten any allocated string to 'UI_MAX_NAME_STR' * since this is really long its unlikely to be an issue, * but this could be supported */ void ui_but_add_shortcut(uiBut *but, const char *shortcut_str, bool do_strip); void ui_but_clipboard_free(); bool ui_but_rna_equals(const uiBut *a, const uiBut *b); bool ui_but_rna_equals_ex(const uiBut *but, const PointerRNA *ptr, const PropertyRNA *prop, int index); uiBut *ui_but_find_old(uiBlock *block_old, const uiBut *but_new); uiBut *ui_but_find_new(uiBlock *block_new, const uiBut *but_old); #ifdef WITH_INPUT_IME void ui_but_ime_reposition(uiBut *but, int x, int y, bool complete); const wmIMEData *ui_but_ime_data_get(uiBut *but); #endif /* `interface_widgets.cc` */ /** Widget shader parameters, must match the shader layout. */ struct uiWidgetBaseParameters { rctf recti, rect; float radi, rad; float facxi, facyi; float round_corners[4]; float color_inner1[4], color_inner2[4]; float color_outline[4], color_emboss[4]; float color_tria[4]; float tria1_center[2], tria2_center[2]; float tria1_size, tria2_size; float shade_dir; /* We pack alpha check and discard factor in alpha_discard. * If the value is negative then we do alpha check. * The absolute value itself is the discard factor. * Initialize value to 1.0f if you don't want discard. */ float alpha_discard; float tria_type; float _pad[3]; }; enum { ROUNDBOX_TRIA_NONE = 0, ROUNDBOX_TRIA_ARROWS, ROUNDBOX_TRIA_SCROLL, ROUNDBOX_TRIA_MENU, ROUNDBOX_TRIA_CHECK, ROUNDBOX_TRIA_HOLD_ACTION_ARROW, ROUNDBOX_TRIA_DASH, ROUNDBOX_TRIA_MAX, /* don't use */ }; blender::gpu::Batch *ui_batch_roundbox_widget_get(); blender::gpu::Batch *ui_batch_roundbox_shadow_get(); void ui_draw_menu_back(uiStyle *style, uiBlock *block, const rcti *rect); void ui_draw_popover_back(ARegion *region, uiStyle *style, uiBlock *block, const rcti *rect); void ui_draw_pie_center(uiBlock *block); const uiWidgetColors *ui_tooltip_get_theme(); void ui_draw_widget_menu_back_color(const rcti *rect, bool use_shadow, const float color[4]); void ui_draw_widget_menu_back(const rcti *rect, bool use_shadow); void ui_draw_tooltip_background(const uiStyle *style, uiBlock *block, const rcti *rect); /** * Conversion from old to new buttons, so still messy. */ void ui_draw_but(const bContext *C, ARegion *region, uiStyle *style, uiBut *but, rcti *rect); /** * Info about what the separator character separates, used to decide between different drawing * styles. E.g. we never want a shortcut string to be clipped, but other hint strings can be * clipped. */ enum uiMenuItemSeparatorType { UI_MENU_ITEM_SEPARATOR_NONE, /** Separator is used to indicate shortcut string of this item. Shortcut string will not get * clipped. */ UI_MENU_ITEM_SEPARATOR_SHORTCUT, /** Separator is used to indicate some additional hint to display for this item. Hint string will * get clipped before the normal text. */ UI_MENU_ITEM_SEPARATOR_HINT, }; /** * Helper call to draw a menu item without a button. * * \param back_rect: Used to draw/leave out the backdrop of the menu item. Useful when layering * multiple items with different formatting like in search menus. * \param but_flag: Button flags (#uiBut.flag) indicating the state of the item, typically * #UI_HOVER, #UI_BUT_DISABLED, #UI_BUT_INACTIVE. * \param separator_type: The kind of separator which controls if and how the string is clipped. * \param r_xmax: The right hand position of the text, this takes into the icon, padding and text * clipping when there is not enough room to display the full text. */ void ui_draw_menu_item(const uiFontStyle *fstyle, rcti *rect, rcti *back_rect, float zoom, bool use_unpadded, const char *name, int iconid, int but_flag, uiMenuItemSeparatorType separator_type, int *r_xmax); void ui_draw_preview_item(const uiFontStyle *fstyle, rcti *rect, float zoom, const char *name, int iconid, int but_flag, eFontStyle_Align text_align); /** * Version of #ui_draw_preview_item() that does not draw the menu background and item text based on * state. It just draws the preview and text directly. * * \param draw_as_icon: Instead of stretching the preview/icon to the available width/height, draw * it at the standard icon size. Mono-icons will draw with \a text_col or the * corresponding theme override for this type of icon. */ void ui_draw_preview_item_stateless(const uiFontStyle *fstyle, rcti *rect, blender::StringRef name, int iconid, const uchar text_col[4], eFontStyle_Align text_align, const bool add_padding); #define UI_TEXT_MARGIN_X 0.4f #define UI_POPUP_MARGIN (UI_SCALE_FAC * 12) /** * Margin at top of screen for popups. * Note this value must be sufficient to draw a popover arrow to avoid cropping it. */ #define UI_POPUP_MENU_TOP (int)(10 * UI_SCALE_FAC) #define UI_PIXEL_AA_JITTER 8 extern const float ui_pixel_jitter[UI_PIXEL_AA_JITTER][2]; /* `interface_style.cc` */ /** * Called on each startup.blend read, * reading without #uiFont will create one. */ void uiStyleInit(); /* `interface_icons.cc` */ void ui_icon_ensure_deferred(const bContext *C, int icon_id, bool big); /** Is \a icon_id a preview icon that is being loaded/rendered? */ bool ui_icon_is_preview_deferred_loading(int icon_id, bool big); int ui_id_icon_get(const bContext *C, ID *id, bool big); /* `interface_icons_event.cc` */ float ui_event_icon_offset(int icon_id); void icon_draw_rect_input( float x, float y, int w, int h, int icon_id, float aspect, float alpha, bool inverted); /* `resources.cc` */ void ui_resources_init(); void ui_resources_free(); /* `interface_layout.cc` */ void ui_layout_add_but(uiLayout *layout, uiBut *but); void ui_layout_remove_but(uiLayout *layout, const uiBut *but); /** * \return true if the button was successfully replaced. */ bool ui_layout_replace_but_ptr(uiLayout *layout, const void *old_but_ptr, uiBut *new_but); /** * \note May reallocate \a but, so the possibly new address is returned. May also override the * #UI_BUT_DISABLED flag depending on if a search pointer-property pair was provided/found. */ uiBut *ui_but_add_search(uiBut *but, PointerRNA *ptr, PropertyRNA *prop, PointerRNA *searchptr, PropertyRNA *searchprop, bool results_are_suggestions); /** * Check all buttons defined in this layout, * and set any button flagged as UI_BUT_LIST_ITEM as active/selected. * Needed to handle correctly text colors of active (selected) list item. */ void ui_layout_list_set_labels_active(uiLayout *layout); /* menu callback */ void ui_item_menutype_func(bContext *C, uiLayout *layout, void *arg_mt); void ui_item_paneltype_func(bContext *C, uiLayout *layout, void *arg_pt); /* `interface_button_group.cc` */ /** * Every function that adds a set of buttons must create another group, * then #ui_def_but adds buttons to the current group (the last). */ void ui_block_new_button_group(uiBlock *block, uiButtonGroupFlag flag); void ui_button_group_add_but(uiBlock *block, uiBut *but); void ui_button_group_replace_but_ptr(uiBlock *block, const uiBut *old_but_ptr, uiBut *new_but); /* `interface_drag.cc` */ void ui_but_drag_free(uiBut *but); bool ui_but_drag_is_draggable(const uiBut *but); void ui_but_drag_start(bContext *C, uiBut *but); /* `interface_align.cc` */ bool ui_but_can_align(const uiBut *but) ATTR_WARN_UNUSED_RESULT; int ui_but_align_opposite_to_area_align_get(const ARegion *region) ATTR_WARN_UNUSED_RESULT; /** * Compute the alignment of all 'align groups' of buttons in given block. * * This is using an order-independent algorithm, * i.e. alignment of buttons should be OK regardless of order in which * they are added to the block. */ void ui_block_align_calc(uiBlock *block, const ARegion *region); /* `interface_anim.cc` */ void ui_but_anim_flag(uiBut *but, const AnimationEvalContext *anim_eval_context); void ui_but_anim_copy_driver(bContext *C); void ui_but_anim_paste_driver(bContext *C); /** * \a str can be NULL to only perform check if \a but has an expression at all. * \return if button has an expression. */ bool ui_but_anim_expression_get(uiBut *but, char *str, size_t str_maxncpy); bool ui_but_anim_expression_set(uiBut *but, const char *str); /** * Create new expression for button (i.e. a "scripted driver"), if it can be created. */ bool ui_but_anim_expression_create(uiBut *but, const char *str); void ui_but_anim_autokey(bContext *C, uiBut *but, Scene *scene, float cfra); void ui_but_anim_decorate_cb(bContext *C, void *arg_but, void *arg_dummy); void ui_but_anim_decorate_update_from_flag(uiButDecorator *but); /* `interface_query.cc` */ bool ui_but_is_editable(const uiBut *but) ATTR_WARN_UNUSED_RESULT; bool ui_but_is_editable_as_text(const uiBut *but) ATTR_WARN_UNUSED_RESULT; bool ui_but_is_toggle(const uiBut *but) ATTR_WARN_UNUSED_RESULT; /** * Can we mouse over the button or is it hidden/disabled/layout. * \note ctrl is kind of a hack currently, * so that non-embossed UI_BTYPE_TEXT button behaves as a label when ctrl is not pressed. */ bool ui_but_is_interactive_ex(const uiBut *but, const bool labeledit, const bool for_tooltip); bool ui_but_is_interactive(const uiBut *but, bool labeledit) ATTR_WARN_UNUSED_RESULT; bool ui_but_is_popover_once_compat(const uiBut *but) ATTR_WARN_UNUSED_RESULT; bool ui_but_has_array_value(const uiBut *but) ATTR_WARN_UNUSED_RESULT; int ui_but_icon(const uiBut *but); void ui_but_pie_dir(RadialDirection dir, float vec[2]); bool ui_but_is_cursor_warp(const uiBut *but) ATTR_WARN_UNUSED_RESULT; bool ui_but_contains_pt(const uiBut *but, float mx, float my) ATTR_WARN_UNUSED_RESULT; bool ui_but_contains_rect(const uiBut *but, const rctf *rect); bool ui_but_contains_point_px_icon(const uiBut *but, ARegion *region, const wmEvent *event) ATTR_WARN_UNUSED_RESULT; bool ui_but_contains_point_px(const uiBut *but, const ARegion *region, const int xy[2]) ATTR_NONNULL(1, 2, 3) ATTR_WARN_UNUSED_RESULT; uiBut *ui_list_find_mouse_over(const ARegion *region, const wmEvent *event) ATTR_WARN_UNUSED_RESULT; uiBut *ui_list_find_from_row(const ARegion *region, const uiBut *row_but) ATTR_WARN_UNUSED_RESULT; uiBut *ui_list_row_find_mouse_over(const ARegion *region, const int xy[2]) ATTR_NONNULL(1, 2) ATTR_WARN_UNUSED_RESULT; uiBut *ui_list_row_find_index(const ARegion *region, int index, uiBut *listbox) ATTR_WARN_UNUSED_RESULT; uiBut *ui_view_item_find_mouse_over(const ARegion *region, const int xy[2]) ATTR_NONNULL(1, 2); uiBut *ui_view_item_find_active(const ARegion *region); uiBut *ui_view_item_find_search_highlight(const ARegion *region); using uiButFindPollFn = bool (*)(const uiBut *but, const void *customdata); /** * x and y are only used in case event is NULL. */ uiBut *ui_but_find_mouse_over_ex(const ARegion *region, const int xy[2], bool labeledit, bool for_tooltip, const uiButFindPollFn find_poll, const void *find_custom_data) ATTR_NONNULL(1, 2) ATTR_WARN_UNUSED_RESULT; uiBut *ui_but_find_mouse_over(const ARegion *region, const wmEvent *event) ATTR_WARN_UNUSED_RESULT; uiBut *ui_but_find_rect_over(const ARegion *region, const rcti *rect_px) ATTR_WARN_UNUSED_RESULT; uiBut *ui_list_find_mouse_over_ex(const ARegion *region, const int xy[2]) ATTR_NONNULL(1, 2) ATTR_WARN_UNUSED_RESULT; bool ui_but_contains_password(const uiBut *but) ATTR_WARN_UNUSED_RESULT; blender::StringRef ui_but_drawstr_without_sep_char(const uiBut *but) ATTR_NONNULL(); size_t ui_but_drawstr_len_without_sep_char(const uiBut *but); size_t ui_but_tip_len_only_first_line(const uiBut *but); uiBut *ui_but_prev(uiBut *but) ATTR_WARN_UNUSED_RESULT; uiBut *ui_but_next(uiBut *but) ATTR_WARN_UNUSED_RESULT; uiBut *ui_but_first(uiBlock *block) ATTR_WARN_UNUSED_RESULT; uiBut *ui_but_last(uiBlock *block) ATTR_WARN_UNUSED_RESULT; uiBut *ui_block_active_but_get(const uiBlock *block); bool ui_block_is_menu(const uiBlock *block) ATTR_WARN_UNUSED_RESULT; bool ui_block_is_popover(const uiBlock *block) ATTR_WARN_UNUSED_RESULT; bool ui_block_is_pie_menu(const uiBlock *block) ATTR_WARN_UNUSED_RESULT; bool ui_block_is_popup_any(const uiBlock *block) ATTR_WARN_UNUSED_RESULT; uiBlock *ui_block_find_mouse_over_ex(const ARegion *region, const int xy[2], bool only_clip) ATTR_NONNULL(1, 2); uiBlock *ui_block_find_mouse_over(const ARegion *region, const wmEvent *event, bool only_clip); uiBut *ui_region_find_first_but_test_flag(ARegion *region, int flag_include, int flag_exclude); uiBut *ui_region_find_active_but(ARegion *region) ATTR_WARN_UNUSED_RESULT; bool ui_region_contains_point_px(const ARegion *region, const int xy[2]) ATTR_NONNULL(1, 2) ATTR_WARN_UNUSED_RESULT; bool ui_region_contains_rect_px(const ARegion *region, const rcti *rect_px); /** * Check if the cursor is over any popups. */ ARegion *ui_screen_region_find_mouse_over_ex(bScreen *screen, const int xy[2]) ATTR_NONNULL(1, 2); ARegion *ui_screen_region_find_mouse_over(bScreen *screen, const wmEvent *event); /* `interface_context_menu.cc` */ bool ui_popup_context_menu_for_button(bContext *C, uiBut *but, const wmEvent *event); /** * menu to show when right clicking on the panel header */ void ui_popup_context_menu_for_panel(bContext *C, ARegion *region, Panel *panel); /* `eyedroppers/interface_eyedropper.cc` */ wmKeyMap *eyedropper_modal_keymap(wmKeyConfig *keyconf); wmKeyMap *eyedropper_colorband_modal_keymap(wmKeyConfig *keyconf); /* `eyedroppers/eyedropper_color.cc` */ void UI_OT_eyedropper_color(wmOperatorType *ot); /* `interface_eyedropper_colorband.cc` */ namespace blender::ui { void UI_OT_eyedropper_colorramp(wmOperatorType *ot); void UI_OT_eyedropper_colorramp_point(wmOperatorType *ot); void UI_OT_eyedropper_bone(wmOperatorType *ot); } // namespace blender::ui /* `eyedroppers/eyedropper_datablock.cc` */ void UI_OT_eyedropper_id(wmOperatorType *ot); /* `eyedroppers/eyedropper_depth.cc` */ void UI_OT_eyedropper_depth(wmOperatorType *ot); /* `eyedroppers/eyedropper_driver.cc` */ void UI_OT_eyedropper_driver(wmOperatorType *ot); /* `eyedroppers/eyedropper_grease_pencil_colorr.cc` */ void UI_OT_eyedropper_grease_pencil_color(wmOperatorType *ot); /* `templates/interface_template_asset_shelf_popover.cc` */ std::optional UI_asset_shelf_idname_from_button_context(const uiBut *but); /* `templates/interface_template_asset_view.cc` */ uiListType *UI_UL_asset_view(); /** * For use with #ui_rna_collection_search_update_fn. */ struct uiRNACollectionSearch { PointerRNA target_ptr; PropertyRNA *target_prop; PointerRNA search_ptr; PropertyRNA *search_prop; uiBut *search_but; /** Let `UI_butstore_*` API update search_but pointer above over redraws. */ uiButStore *butstore; /** Block has to be stored for freeing but-store (#uiBut::block doesn't work with undo). */ uiBlock *butstore_block; }; void ui_rna_collection_search_update_fn( const bContext *C, void *arg, const char *str, uiSearchItems *items, bool is_first); /* `interface_ops.cc` */ bool ui_jump_to_target_button_poll(bContext *C); /* `interface_query.cc` */ void ui_interface_tag_script_reload_queries(); /* `views/interface_view.cc` */ void ui_block_free_views(uiBlock *block); void ui_block_views_end(ARegion *region, const uiBlock *block); void ui_block_view_persistent_state_restore(const ARegion ®ion, const uiBlock &block, blender::ui::AbstractView &view); void ui_block_views_listen(const uiBlock *block, const wmRegionListenerParams *listener_params); void ui_block_views_draw_overlays(const ARegion *region, const uiBlock *block); blender::ui::AbstractView *ui_block_view_find_matching_in_old_block( const uiBlock &new_block, const blender::ui::AbstractView &new_view); uiButViewItem *ui_block_view_find_matching_view_item_but_in_old_block( const uiBlock &new_block, const blender::ui::AbstractViewItem &new_item); /* `views/abstract_view_item.cc` */ void ui_view_item_swap_button_pointers(blender::ui::AbstractViewItem &a, blender::ui::AbstractViewItem &b); /* `views/interface_templates.cc` */ uiListType *UI_UL_cache_file_layers(); ID *ui_template_id_liboverride_hierarchy_make( bContext *C, Main *bmain, ID *owner_id, ID *id, const char **r_undo_push_label); /** * Functions in this namespace are only exposed for unit testing purposes, and * should not be used outside of the files where they are defined. */ namespace blender::interface::internal { /** * Get the driver(s) of the given property. * * \note intended to be used in conjunction with `paste_property_drivers()` below. * * \param ptr: The RNA pointer of the property. * \param prop: The property RNA of the property. * \param get_all: Whether to get all drivers of an array property, or just the * one specified by `index`. Ignored if the property is not an array property. * \param index: Which element of an array property to get. Ignored if `get_all` * is true or if the property is not an array properly. * \param r_is_array_prop: Output parameter, that stores whether the passed * property is an array property or not. * * \returns A vector of pointers to the drivers of the property. It will be * zero-sized if no drivers were fetched (e.g. if the property had no drivers). * Otherwise the vector will be the size of the underlying property (e.g. 4 for * an array property with 4 elements, 1 for a non-array property). For array * properties, elements without drivers will be null. */ blender::Vector get_property_drivers( PointerRNA *ptr, PropertyRNA *prop, bool get_all, int index, bool *r_is_array_prop); /** * Paste the drivers from `src_drivers` to the destination property. * * This function can be used for pasting drivers for all elements of an array * property, just some elements of an array property, or a single driver for a * non-array property. * * \note intended to be used in conjunction with `get_property_drivers()` above. * The destination property should have the same type and (if an array property) * length as the source property passed to `get_property_drivers()`. * * \param src_drivers: The span of drivers to paste. If `is_array_prop` is * false, this must be a single element. If `is_array_prop` is true then this * should have the same length as the destination array property. Nullptr * elements are skipped when pasting. * \param is_array_prop: Whether `src_drivers` are drivers for the elements * of an array property. * \param dst_ptr: The RNA pointer for the destination property. * \param dist_prop: The destination property RNA. * * \returns The number of successfully pasted drivers. */ int paste_property_drivers(blender::Span src_drivers, bool is_array_prop, PointerRNA *dst_ptr, PropertyRNA *dst_prop); } // namespace blender::interface::internal