Files
test/source/blender/editors/include/UI_interface_c.hh
Jacques Lucke 04fcc4126e Fix #147282: double clicking on value enters node group
This fix makes the enter-node-group operator pass through when interacting with a button.

The code is by @JulianEisel.

Pull Request: https://projects.blender.org/blender/blender/pulls/148133
2025-10-16 19:21:12 +02:00

3051 lines
116 KiB
C++

/* SPDX-FileCopyrightText: 2001-2002 NaN Holding BV. All rights reserved.
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup editorui
*/
#pragma once
#include <functional>
#include <optional>
#include <string>
#include "BLI_compiler_attrs.h"
#include "BLI_string_ref.hh"
#include "BLI_string_utf8_symbols.h"
#include "BLI_sys_types.h" /* size_t */
#include "BLI_utildefines.h"
#include "DNA_userdef_types.h"
#include "UI_interface_icons.hh"
#include "UI_interface_types.hh"
#include "WM_types.hh"
#include "MEM_guardedalloc.h"
/* Struct Declarations */
struct ARegion;
struct AutoComplete;
struct Depsgraph;
struct EnumPropertyItem;
struct FileSelectParams;
struct ID;
struct IDProperty;
struct ImBuf;
struct Image;
struct ImageUser;
struct ListBase;
struct MTex;
struct Panel;
struct PanelType;
struct PanelCategoryDyn;
struct PanelCategoryStack;
struct PointerRNA;
struct PropertyRNA;
struct ReportList;
struct ResultBLF;
struct bContext;
struct bContextStore;
struct bNode;
struct bNodeSocket;
struct bNodeTree;
struct bScreen;
struct MenuType;
struct rctf;
struct rcti;
struct uiButSearch;
struct uiFontStyle;
struct uiList;
struct uiStyle;
struct uiWidgetColors;
struct wmDrag;
struct wmDropBox;
struct wmEvent;
struct wmGizmo;
struct wmKeyConfig;
struct wmKeyMap;
struct wmKeyMapItem;
struct wmMsgBus;
struct wmOperator;
struct wmOperatorType;
struct wmRegionListenerParams;
struct wmWindow;
namespace blender::ed::asset {
struct AssetFilterSettings;
}
namespace blender::ui {
class AbstractView;
class AbstractViewItem;
} // namespace blender::ui
struct uiBlock;
struct uiBut;
struct uiButExtraOpIcon;
struct uiLayout;
struct uiPopupBlockHandle;
struct uiTooltipData;
/* Defines */
/**
* Character used for splitting labels (right align text after this character).
* Users should never see this character.
* Only applied when #UI_BUT_HAS_SEP_CHAR flag is enabled, see it's doc-string for details.
*/
#define UI_SEP_CHAR '|'
#define UI_SEP_CHAR_S "|"
/**
* Character used when value is indeterminate (multiple, unknown, unset).
*/
#define UI_VALUE_INDETERMINATE_CHAR BLI_STR_UTF8_EM_DASH
/**
* Separator for text in search menus (right pointing arrow).
* keep in sync with `string_search.cc`.
*/
#define UI_MENU_ARROW_SEP BLI_STR_UTF8_BLACK_RIGHT_POINTING_SMALL_TRIANGLE
/**
* For #ARegion.overlap regions, pass events though if they don't overlap
* the regions contents (the usable part of the #View2D and buttons).
*
* The margin is needed so it's not possible to accidentally click in between buttons.
*/
#define UI_REGION_OVERLAP_MARGIN (U.widget_unit / 3)
/** Use for clamping popups within the screen. */
#define UI_SCREEN_MARGIN 10
namespace blender::ui {
/** #uiBlock.emboss and #uiBut.emboss */
enum class EmbossType : uint8_t {
/** Use widget style for drawing. */
Emboss = 0,
/** Nothing, only icon and/or text */
None = 1,
/** Pull-down menu style */
Pulldown = 2,
/** Pie Menu */
PieMenu = 3,
/**
* The same as #EmbossType::None, unless the button has
* a coloring status like an animation state or red alert.
*/
NoneOrStatus = 4,
/** For layout engine, use emboss from block. */
Undefined = 255,
};
} // namespace blender::ui
/** #uiBlock::direction */
enum {
UI_DIR_UP = 1 << 0,
UI_DIR_DOWN = 1 << 1,
UI_DIR_LEFT = 1 << 2,
UI_DIR_RIGHT = 1 << 3,
UI_DIR_CENTER_X = 1 << 4,
UI_DIR_CENTER_Y = 1 << 5,
UI_DIR_ALL = UI_DIR_UP | UI_DIR_DOWN | UI_DIR_LEFT | UI_DIR_RIGHT,
};
/** #uiBlock.flag (controls) */
enum {
UI_BLOCK_LOOP = 1 << 0,
UI_BLOCK_NUMSELECT = 1 << 1,
/** Don't apply window clipping. */
UI_BLOCK_NO_WIN_CLIP = 1 << 2,
UI_BLOCK_CLIPBOTTOM = 1 << 3,
UI_BLOCK_CLIPTOP = 1 << 4,
UI_BLOCK_MOVEMOUSE_QUIT = 1 << 5,
UI_BLOCK_KEEP_OPEN = 1 << 6,
UI_BLOCK_POPUP = 1 << 7,
UI_BLOCK_OUT_1 = 1 << 8,
UI_BLOCK_SEARCH_MENU = 1 << 9,
UI_BLOCK_POPUP_MEMORY = 1 << 10,
/** Stop handling mouse events. */
UI_BLOCK_CLIP_EVENTS = 1 << 11,
/* #uiBlock::flags bits 14-17 are identical to #uiBut::drawflag bits. */
UI_BLOCK_POPUP_HOLD = 1 << 18,
UI_BLOCK_LIST_ITEM = 1 << 19,
UI_BLOCK_PIE_MENU = 1 << 20,
UI_BLOCK_POPOVER = 1 << 21,
UI_BLOCK_POPOVER_ONCE = 1 << 22,
/** Always show key-maps, even for non-menus. */
UI_BLOCK_SHOW_SHORTCUT_ALWAYS = 1 << 23,
/** Don't show library override state for buttons in this block. */
UI_BLOCK_NO_DRAW_OVERRIDDEN_STATE = 1 << 24,
/** The block is only used during the search process and will not be drawn.
* Currently just for the case of a closed panel's sub-panel (and its sub-panels). */
UI_BLOCK_SEARCH_ONLY = 1 << 25,
/** Hack for quick setup (splash screen) to draw text centered. */
UI_BLOCK_QUICK_SETUP = 1 << 26,
/** Don't accelerator keys for the items in the block. */
UI_BLOCK_NO_ACCELERATOR_KEYS = 1 << 27,
};
/** #uiPopupBlockHandle.menuretval */
enum {
/** Cancel all menus cascading. */
UI_RETURN_CANCEL = 1 << 0,
/** Choice made. */
UI_RETURN_OK = 1 << 1,
/** Left the menu. */
UI_RETURN_OUT = 1 << 2,
/** Let the parent handle this event. */
UI_RETURN_OUT_PARENT = 1 << 3,
/** Update the button that opened. */
UI_RETURN_UPDATE = 1 << 4,
/** Popup is ok to be handled. */
UI_RETURN_POPUP_OK = 1 << 5,
};
/** #uiBut.flag general state flags. */
enum {
/* WARNING: the first 8 flags are internal (see #UI_SELECT definition). */
UI_BUT_ICON_SUBMENU = 1 << 8,
UI_BUT_ICON_PREVIEW = 1 << 9,
UI_BUT_NODE_LINK = 1 << 10,
UI_BUT_NODE_ACTIVE = 1 << 11,
UI_BUT_DRAG_LOCK = 1 << 12,
/** Grayed out and un-editable. */
UI_BUT_DISABLED = 1 << 13,
UI_BUT_ANIMATED = 1 << 14,
UI_BUT_ANIMATED_KEY = 1 << 15,
UI_BUT_DRIVEN = 1 << 16,
UI_BUT_REDALERT = 1 << 17,
/** Grayed out but still editable. */
UI_BUT_INACTIVE = 1 << 18,
UI_BUT_LAST_ACTIVE = 1 << 19,
UI_BUT_UNDO = 1 << 20,
/* UNUSED = 1 << 21, */
UI_BUT_NO_UTF8 = 1 << 22,
/** For popups, pressing return activates this button, overriding the highlighted button.
* For non-popups this is just used as a display hint for the user to let them
* know the action which is activated when pressing return (file selector for eg). */
UI_BUT_ACTIVE_DEFAULT = 1 << 23,
/** This but is "inside" a list item (currently used to change theme colors). */
UI_BUT_LIST_ITEM = 1 << 24,
/** edit this button as well as the active button (not just dragging) */
UI_BUT_DRAG_MULTI = 1 << 25,
/** Use for popups to start editing the button on initialization. */
UI_BUT_ACTIVATE_ON_INIT = 1 << 26,
/**
* #uiBut.str contains #UI_SEP_CHAR, used to show key-shortcuts right aligned.
*
* Since a label may contain #UI_SEP_CHAR, it's important to split on the last occurrence
* (meaning the right aligned text can't contain this character).
*/
UI_BUT_HAS_SEP_CHAR = 1 << 27,
/** Don't run updates while dragging (needed in rare cases). */
UI_BUT_UPDATE_DELAY = 1 << 28,
/** When widget is in text-edit mode, update value on each char stroke. */
UI_BUT_TEXTEDIT_UPDATE = 1 << 29,
/** Show 'x' icon to clear/unlink value of text or search button. */
UI_BUT_VALUE_CLEAR = 1 << 30,
/** RNA property of the button is overridden from linked reference data. */
UI_BUT_OVERRIDDEN = 1u << 31u,
};
enum {
/**
* This is used when `UI_BUT_ACTIVATE_ON_INIT` is used, which is used to activate e.g. a search
* box as soon as a popup opens. Usually, the text in the search box is selected by default.
* However, sometimes this behavior is not desired, so it can be disabled with this flag.
*/
UI_BUT2_ACTIVATE_ON_INIT_NO_SELECT = 1 << 0,
/**
* Force the button as active in a semi-modal state. For example, text buttons can continuously
* capture text input, while leaving the remaining UI interactive. Only supported well for text
* buttons currently.
*/
UI_BUT2_FORCE_SEMI_MODAL_ACTIVE = 1 << 1,
};
/** #uiBut.dragflag */
enum {
/** By default only the left part of a button triggers dragging. A questionable design to make
* the icon but not other parts of the button draggable. Set this flag so the entire button can
* be dragged. */
UI_BUT_DRAG_FULL_BUT = (1 << 0),
/* --- Internal flags. --- */
UI_BUT_DRAGPOIN_FREE = (1 << 1),
};
/** Default font size for normal text. */
#define UI_DEFAULT_TEXT_POINTS 11.0f
/** Larger size used for title text. */
#define UI_DEFAULT_TITLE_POINTS 11.0f
/** Size of tooltip text. */
#define UI_DEFAULT_TOOLTIP_POINTS 11.0f
#define UI_PANEL_WIDTH 340
#define UI_COMPACT_PANEL_WIDTH 160
#define UI_SIDEBAR_PANEL_WIDTH 280
#define UI_NAVIGATION_REGION_WIDTH UI_COMPACT_PANEL_WIDTH
#define UI_NARROW_NAVIGATION_REGION_WIDTH 100
/** The width of one icon column of the Toolbar. */
#define UI_TOOLBAR_COLUMN (1.25f * ICON_DEFAULT_HEIGHT_TOOLBAR)
/** The space between the Toolbar and the area's edge. */
#define UI_TOOLBAR_MARGIN (0.5f * ICON_DEFAULT_HEIGHT_TOOLBAR)
/** Total width of Toolbar showing one icon column. */
#define UI_TOOLBAR_WIDTH UI_TOOLBAR_MARGIN + UI_TOOLBAR_COLUMN
#define UI_PANEL_CATEGORY_MARGIN_WIDTH (U.widget_unit * 1.0f)
/* Minimum width for a panel showing only category tabs. */
#define UI_PANEL_CATEGORY_MIN_WIDTH 26.0f
/* Both these margins should be ignored if the panel doesn't show a background (check
* #UI_panel_should_show_background()). */
#define UI_PANEL_MARGIN_X (U.widget_unit * 0.4f)
#define UI_PANEL_MARGIN_Y (U.widget_unit * 0.1f)
/**
* #uiBut::drawflag, these flags should only affect how the button is drawn.
*
* \note currently, these flags *are not passed* to the widgets state() or draw() functions
* (except for the 'align' ones)!
*/
enum {
/** Text and icon alignment (by default, they are centered). */
UI_BUT_TEXT_LEFT = 1 << 1,
UI_BUT_ICON_LEFT = 1 << 2,
UI_BUT_TEXT_RIGHT = 1 << 3,
/** Prevent the button to show any tool-tip. */
UI_BUT_NO_TOOLTIP = 1 << 4,
/**
* See #UI_but_func_quick_tooltip_set.
*/
UI_BUT_HAS_QUICK_TOOLTIP = 1 << 5,
/** Do not add the usual horizontal padding for text drawing. */
UI_BUT_NO_TEXT_PADDING = 1 << 6,
/** Do not add the usual padding around preview image drawing, use the size of the button. */
UI_BUT_NO_PREVIEW_PADDING = 1 << 7,
/* Button align flag, for drawing groups together.
* Used in 'uiBlock.flag', take care! */
UI_BUT_ALIGN_TOP = 1 << 14,
UI_BUT_ALIGN_LEFT = 1 << 15,
UI_BUT_ALIGN_RIGHT = 1 << 16,
UI_BUT_ALIGN_DOWN = 1 << 17,
UI_BUT_ALIGN = UI_BUT_ALIGN_TOP | UI_BUT_ALIGN_LEFT | UI_BUT_ALIGN_RIGHT | UI_BUT_ALIGN_DOWN,
/* end bits shared with 'uiBlock.flag' */
/**
* Warning - HACK!
* Needed for buttons which are not TOP/LEFT aligned,
* but have some top/left corner stitched to some other TOP/LEFT-aligned button,
* because of "corrective" hack in #widget_roundbox_set().
*/
UI_BUT_ALIGN_STITCH_TOP = 1 << 18,
UI_BUT_ALIGN_STITCH_LEFT = 1 << 19,
UI_BUT_ALIGN_ALL = UI_BUT_ALIGN | UI_BUT_ALIGN_STITCH_TOP | UI_BUT_ALIGN_STITCH_LEFT,
/** This but is "inside" a box item (currently used to change theme colors). */
UI_BUT_BOX_ITEM = 1 << 20,
/** Mouse is hovering left part of number button */
UI_BUT_HOVER_LEFT = 1 << 21,
/** Mouse is hovering right part of number button */
UI_BUT_HOVER_RIGHT = 1 << 22,
/** Reverse order of consecutive off/on icons */
UI_BUT_ICON_REVERSE = 1 << 23,
/** Value is animated, but the current value differs from the animated one. */
UI_BUT_ANIMATED_CHANGED = 1 << 24,
/** Draw the checkbox buttons inverted. */
UI_BUT_CHECKBOX_INVERT = 1 << 25,
/** Drawn in a way that indicates that the state/value is unknown. */
UI_BUT_INDETERMINATE = 1 << 26,
/** Draw icon inverted to indicate a special state. */
UI_BUT_ICON_INVERT = 1 << 27,
};
enum class ButPointerType : uint8_t {
None = 0,
Char,
Short,
Int,
Float,
// ButPointerType::Function = 192, /* UNUSED */
Bit = 1 << 7, /* OR'd with a bit index. */
};
ENUM_OPERATORS(ButPointerType, ButPointerType::Bit);
/** \note requires `uiBut::poin != nullptr`. */
#define UI_BUT_POIN_TYPES (ButPointerType::Float | ButPointerType::Short | ButPointerType::Char)
enum class ButType : int8_t {
But = 1,
Row,
Text,
/** Drop-down list. */
Menu,
ButMenu,
/** Number button. */
Num,
/** Number slider. */
NumSlider,
Toggle,
ToggleN,
IconToggle,
IconToggleN,
/** Same as regular toggle, but no on/off state displayed. */
ButToggle,
/** Similar to toggle, display a 'tick'. */
Checkbox,
CheckboxN,
Color,
Tab,
Popover,
Scroll,
Block,
Label,
KeyEvent,
HsvCube,
/** Menu (often used in headers), `*_MENU` with different draw-type. */
Pulldown,
Roundbox,
ColorBand,
/** Sphere widget (used to input a unit-vector, aka normal). */
Unitvec,
Curve,
/** Profile editing widget. */
CurveProfile,
ListBox,
ListRow,
HsvCircle,
TrackPreview,
/** Buttons with value >= #ButType::SearchMenu don't get undo pushes. */
SearchMenu,
Extra,
/** A preview image (#PreviewImage), with text under it. Typically bigger than normal buttons and
* laid out in a grid, e.g. like the File Browser in thumbnail display mode. */
PreviewTile,
HotkeyEvent,
/** Non-interactive image, used for splash screen. */
Image,
Histogram,
Waveform,
Vectorscope,
Progress,
NodeSocket,
Sepr,
SeprLine,
/** Dynamically fill available space. */
SeprSpacer,
/** Resize handle (resize UI-list). */
Grip,
Decorator,
/** An item a view (see #ui::AbstractViewItem). */
ViewItem,
};
namespace blender::ui {
inline char but_pointer_bit_max_index(ButPointerType pointer_type)
{
switch (pointer_type) {
case ButPointerType::Char:
return sizeof(char) * 8;
case ButPointerType::Short:
return sizeof(short) * 8;
case ButPointerType::Int:
return sizeof(int) * 8;
default:
break;
}
return 0;
}
} // namespace blender::ui
struct uiButTypeWithPointerType {
ButType but_type = ButType::But;
/**
* Buttons can access source data with RNA pointers or raw pointers (#uiBut::poin), when using a
* raw pointer to numerical values this indicates the underlying type of the source data.
*/
ButPointerType pointer_type = ButPointerType::None;
/**
* Indicates the bit index when the raw pointed data stores boolean bit values,
* which is indicated with the #ButPointerType::Bit flag.
*/
char bit_index = 0;
uiButTypeWithPointerType(ButType bt) : but_type{bt} {}
uiButTypeWithPointerType(ButType bt, ButPointerType pt) : but_type{bt}, pointer_type{pt} {}
uiButTypeWithPointerType(ButType bt, ButPointerType pt, int i)
: but_type{bt}, pointer_type{pt}, bit_index{char(i)}
{
BLI_assert(bool(pointer_type & ButPointerType::Bit));
BLI_assert(bit_index >= 0);
BLI_assert(bit_index <
blender::ui::but_pointer_bit_max_index(pointer_type & ~ButPointerType::Bit));
}
};
/** Gradient types, for color picker #ButType::HsvCube etc. */
enum eButGradientType {
UI_GRAD_NONE = -1,
UI_GRAD_SV = 0,
UI_GRAD_HV = 1,
UI_GRAD_HS = 2,
UI_GRAD_H = 3,
UI_GRAD_S = 4,
UI_GRAD_V = 5,
UI_GRAD_V_ALT = 9,
UI_GRAD_L_ALT = 10,
};
/* Drawing
*
* Functions to draw various shapes, taking theme settings into account.
* Used for code that draws its own UI style elements. */
void UI_draw_roundbox_corner_set(int type);
void UI_draw_roundbox_aa(const rctf *rect, bool filled, float rad, const float color[4]);
void UI_draw_roundbox_4fv(const rctf *rect, bool filled, float rad, const float col[4]);
void UI_draw_roundbox_3ub_alpha(
const rctf *rect, bool filled, float rad, const unsigned char col[3], unsigned char alpha);
void UI_draw_roundbox_3fv_alpha(
const rctf *rect, bool filled, float rad, const float col[3], float alpha);
void UI_draw_roundbox_4fv_ex(const rctf *rect,
const float inner1[4],
const float inner2[4],
float shade_dir,
const float outline[4],
float outline_width,
float rad);
#if 0 /* unused */
int UI_draw_roundbox_corner_get();
#endif
void ui_draw_dropshadow(const rctf *rct, float radius, float width, float aspect, float alpha);
void UI_draw_text_underline(int pos_x, int pos_y, int len, int height, const float color[4]);
/**
* Draw title and text safe areas.
*
* \note This function is to be used with the 2D dashed shader enabled.
*
* \param pos: is a #PRIM_FLOAT, 2, #GPU_FETCH_FLOAT vertex attribute.
* \param rect: The offsets for the view, not the zones.
*/
void UI_draw_safe_areas(uint pos,
const rctf *rect,
const float title_aspect[2],
const float action_aspect[2]);
/** State for scroll-drawing. */
enum {
UI_SCROLL_PRESSED = 1 << 0,
UI_SCROLL_ARROWS = 1 << 1,
};
/**
* Function in use for buttons and for view2d sliders.
*/
void UI_draw_widget_scroll(uiWidgetColors *wcol, const rcti *rect, const rcti *slider, int state);
/**
* Shortening string helper.
*
* Cut off the middle of the text to fit into the given width.
*
* If `rpart_sep` is not null, the part of `str` starting to first occurrence of `rpart_sep`
* is preserved at all cost.
* Useful for strings with shortcuts
* (like `A Very Long Foo Bar Label For Menu Entry|Ctrl O' -> 'AVeryLong...MenuEntry|Ctrl O`).
*
* \param clip_right_if_tight: In case this middle clipping would just remove a few chars, or there
* are less than 10 characters before the clipping, it rather clips right, which is more readable.
*/
float UI_text_clip_middle_ex(const uiFontStyle *fstyle,
char *str,
float okwidth,
float minwidth,
size_t max_len,
char rpart_sep,
bool clip_right_if_tight = true);
blender::Vector<blender::StringRef> UI_text_clip_multiline_middle(
const uiFontStyle *fstyle,
const char *str,
char *clipped_str_buf,
const size_t max_len_clipped_str_buf,
const float max_line_width,
const int max_lines);
/**
* Callbacks.
*
* #UI_block_func_handle_set/ButmFunc are for handling events through a callback.
* HandleFunc gets the retval passed on, and ButmFunc gets a2. The latter is
* mostly for compatibility with older code.
*
* - #UI_but_func_complete_set is for tab completion.
*
* - #uiButSearchFunc is for name buttons, showing a popup with matches
*
* - #UI_block_func_set and UI_but_func_set are callbacks run when a button is used,
* in case events, operators or RNA are not sufficient to handle the button.
*
* - #UI_but_funcN_set will free the argument with MEM_freeN. */
struct uiSearchItems;
using uiButHandleFunc = void (*)(bContext *C, void *arg1, void *arg2);
using uiButHandleRenameFunc = void (*)(bContext *C, void *arg, char *origstr);
using uiButHandleNFunc = void (*)(bContext *C, void *argN, void *arg2);
using uiButHandleHoldFunc = void (*)(bContext *C, ARegion *butregion, uiBut *but);
using uiButCompleteFunc = int (*)(bContext *C, char *str, void *arg);
/**
* Signatures of callbacks used to free or copy some 'owned' void pointer data (like e.g.
* #func_argN in #uiBut or #uiBlock).
*/
using uiButArgNFree = void (*)(void *argN);
using uiButArgNCopy = void *(*)(const void *argN);
/**
* Function to compare the identity of two buttons over redraws, to check if they represent the
* same data, and thus should be considered the same button over redraws.
*/
using uiButIdentityCompareFunc = bool (*)(const uiBut *a, const uiBut *b);
/* Search types. */
using uiButSearchCreateFn = ARegion *(*)(bContext * C,
ARegion *butregion,
uiButSearch *search_but);
/**
* `is_first` is typically used to ignore search filtering when the menu is first opened in order
* to display the full list of options. The value will be false after the button's text is edited
* (for every call except the first).
*/
using uiButSearchUpdateFn =
void (*)(const bContext *C, void *arg, const char *str, uiSearchItems *items, bool is_first);
using uiButSearchContextMenuFn = bool (*)(bContext *C,
void *arg,
void *active,
const wmEvent *event);
using uiButSearchTooltipFn =
ARegion *(*)(bContext * C, ARegion *region, const rcti *item_rect, void *arg, void *active);
using uiButSearchListenFn = void (*)(const wmRegionListenerParams *params, void *arg);
using uiBlockHandleFunc = void (*)(bContext *C, void *arg, int event);
/* -------------------------------------------------------------------- */
/** \name Custom Interaction
*
* Sometimes it's useful to create data that remains available
* while the user interacts with a button.
*
* A common case is dragging a number button or slider
* however this could be used in other cases too.
* \{ */
struct uiBlockInteraction_Params {
/**
* When true, this interaction is not modal
* (user clicking on a number button arrows or pasting a value for example).
*/
bool is_click;
/**
* Array of unique event ID's (values from #uiBut.retval).
* There may be more than one for multi-button editing (see #UI_BUT_DRAG_MULTI).
*/
int *unique_retval_ids;
uint unique_retval_ids_len;
};
/** Returns 'user_data', freed by #uiBlockInteractionEndFn. */
using uiBlockInteractionBeginFn = void *(*)(bContext * C,
const uiBlockInteraction_Params *params,
void *arg1);
using uiBlockInteractionEndFn = void (*)(bContext *C,
const uiBlockInteraction_Params *params,
void *arg1,
void *user_data);
using uiBlockInteractionUpdateFn = void (*)(bContext *C,
const uiBlockInteraction_Params *params,
void *arg1,
void *user_data);
struct uiBlockInteraction_CallbackData {
uiBlockInteractionBeginFn begin_fn;
uiBlockInteractionEndFn end_fn;
uiBlockInteractionUpdateFn update_fn;
void *arg1;
};
void UI_block_interaction_set(uiBlock *block, uiBlockInteraction_CallbackData *callbacks);
/** \} */
/* `interface_query.cc` */
bool UI_but_has_quick_tooltip(const uiBut *but);
bool UI_but_is_tool(const uiBut *but);
/** File selectors are exempt from UTF8 checks. */
bool UI_but_is_utf8(const uiBut *but);
#define UI_but_is_decorator(but) ((but)->type == ButType::Decorator)
bool UI_block_is_empty_ex(const uiBlock *block, bool skip_title);
bool UI_block_is_empty(const uiBlock *block);
bool UI_block_can_add_separator(const uiBlock *block);
/**
* Return true when the block has a default button.
* Use this for popups to detect when pressing "Return" will run an action.
*/
bool UI_block_has_active_default_button(const uiBlock *block);
/**
* Find a button under the mouse cursor, ignoring non-interactive ones (like labels). Holding Ctrl
* over a label button that can be Ctrl-Clicked to turn into an edit button will return that.
* Labels that are only interactive for the sake of displaying a tooltip are ignored too.
*/
uiBut *UI_but_find_mouse_over(const ARegion *region, const wmEvent *event) ATTR_WARN_UNUSED_RESULT;
uiList *UI_list_find_mouse_over(const ARegion *region, const wmEvent *event);
/* `interface_region_menu_popup.cc` */
/**
* Popup Menus
*
* Functions used to create popup menus. For more extended menus the
* UI_popup_menu_begin/End functions can be used to define own items with
* the uiItem functions in between. If it is a simple confirmation menu
* or similar, popups can be created with a single function call.
*/
struct uiPopupMenu;
uiPopupMenu *UI_popup_menu_begin(bContext *C, const char *title, int icon) ATTR_NONNULL();
/**
* Directly create a popup menu that is not refreshed on redraw.
*
* Only return handler, and set optional title.
* \param block_name: Assigned to uiBlock.name (useful info for debugging).
*/
uiPopupMenu *UI_popup_menu_begin_ex(bContext *C,
const char *title,
const char *block_name,
int icon) ATTR_NONNULL();
/**
* Set the whole structure to work.
*/
void UI_popup_menu_end(bContext *C, uiPopupMenu *pup);
bool UI_popup_menu_end_or_cancel(bContext *C, uiPopupMenu *pup);
uiLayout *UI_popup_menu_layout(uiPopupMenu *pup);
void UI_popup_menu_reports(bContext *C, ReportList *reports) ATTR_NONNULL();
wmOperatorStatus UI_popup_menu_invoke(bContext *C, const char *idname, ReportList *reports)
ATTR_NONNULL(1, 2);
/**
* If \a block is displayed in a popup menu, tag it for closing.
* \param is_cancel: If set to true, the popup will be closed as being cancelled (e.g. when
* pressing escape) as opposed to being handled successfully.
*/
void UI_popup_menu_close(const uiBlock *block, bool is_cancel = false);
/**
* Version of #UI_popup_menu_close() that can be called on a button contained in a popup menu
* block. Convenience since the block may not be available.
*/
void UI_popup_menu_close_from_but(const uiBut *but, bool is_cancel = false);
/**
* Allow setting menu return value from externals.
* E.g. WM might need to do this for exiting files correctly.
*/
void UI_popup_menu_retval_set(const uiBlock *block, int retval, bool enable);
/**
* Set a dummy panel in the popup `block` to support using layout panels, the panel is linked
* to the popup `region` so layout panels state can be persistent until the popup is closed.
*/
void UI_popup_dummy_panel_set(ARegion *region, uiBlock *block);
/**
* Setting the button makes the popup open from the button instead of the cursor.
*/
void UI_popup_menu_but_set(uiPopupMenu *pup, ARegion *butregion, uiBut *but);
/* `interface_region_popover.cc` */
struct uiPopover;
wmOperatorStatus UI_popover_panel_invoke(bContext *C,
const char *idname,
bool keep_open,
ReportList *reports);
/**
* Only return handler, and set optional title.
*
* \param from_active_button: Use the active button for positioning,
* use when the popover is activated from an operator instead of directly from the button.
*/
uiPopover *UI_popover_begin(bContext *C, int ui_menu_width, bool from_active_button)
ATTR_NONNULL(1);
/**
* Set the whole structure to work.
*/
void UI_popover_end(bContext *C, uiPopover *pup, wmKeyMap *keymap);
uiLayout *UI_popover_layout(uiPopover *pup);
void UI_popover_once_clear(uiPopover *pup);
/* `interface_region_menu_pie.cc` */
/* Pie menus */
struct uiPieMenu;
wmOperatorStatus UI_pie_menu_invoke(bContext *C, const char *idname, const wmEvent *event);
uiPieMenu *UI_pie_menu_begin(bContext *C, const char *title, int icon, const wmEvent *event)
ATTR_NONNULL();
void UI_pie_menu_end(bContext *C, uiPieMenu *pie);
uiLayout *UI_pie_menu_layout(uiPieMenu *pie);
/* `interface_region_menu_popup.cc` */
/* Popup Blocks
*
* Functions used to create popup blocks. These are like popup menus
* but allow using all button types and creating their own layout. */
using uiBlockCreateFunc = uiBlock *(*)(bContext * C, ARegion *region, void *arg1);
using uiBlockCancelFunc = void (*)(bContext *C, void *arg1);
void UI_popup_block_invoke(bContext *C, uiBlockCreateFunc func, void *arg, uiFreeArgFunc arg_free);
/**
* \param can_refresh: When true, the popup may be refreshed (updated after creation).
* \note It can be useful to disable refresh (even though it will work)
* as this exits text fields which can be disruptive if refresh isn't needed.
*/
void UI_popup_block_invoke_ex(
bContext *C, uiBlockCreateFunc func, void *arg, uiFreeArgFunc arg_free, bool can_refresh);
void UI_popup_block_ex(bContext *C,
uiBlockCreateFunc func,
uiBlockHandleFunc popup_func,
uiBlockCancelFunc cancel_func,
void *arg,
wmOperator *op);
/**
* Return true when #UI_popup_block_template_confirm and related functions are supported.
*/
bool UI_popup_block_template_confirm_is_supported(const uiBlock *block);
/**
* Create confirm & cancel buttons in a popup using callback functions.
*/
void UI_popup_block_template_confirm(uiBlock *block,
bool cancel_default,
blender::FunctionRef<uiBut *()> confirm_fn,
blender::FunctionRef<uiBut *()> cancel_fn);
/**
* Create confirm & cancel buttons in a popup using an operator.
*
* \param confirm_text: The text to confirm, null for default text or an empty string to hide.
* \param cancel_text: The text to cancel, null for default text or an empty string to hide.
* \param r_ptr: The pointer for operator properties, set a "confirm" button has been created.
*/
void UI_popup_block_template_confirm_op(uiLayout *layout,
wmOperatorType *ot,
std::optional<blender::StringRef> confirm_text,
std::optional<blender::StringRef> cancel_text,
const int icon,
bool cancel_default,
PointerRNA *r_ptr);
#if 0 /* UNUSED */
void uiPupBlockOperator(bContext *C,
uiBlockCreateFunc func,
wmOperator *op,
blender::wm::OpCallContext opcontext);
#endif
void UI_popup_block_close(bContext *C, wmWindow *win, uiBlock *block);
bool UI_popup_block_name_exists(const bScreen *screen, blender::StringRef name);
/* Blocks
*
* Functions for creating, drawing and freeing blocks. A Block is a
* container of buttons and used for various purposes.
*
* Begin/Define Buttons/End/Draw is the typical order in which these
* function should be called, though for popup blocks Draw is left out.
* Freeing blocks is done by the screen/ module automatically.
*/
uiBlock *UI_block_begin(const bContext *C,
ARegion *region,
std::string name,
blender::ui::EmbossType emboss);
uiBlock *UI_block_begin(const bContext *C,
Scene *scene,
wmWindow *window,
ARegion *region,
std::string name,
blender::ui::EmbossType emboss);
void UI_block_end_ex(const bContext *C,
Main *bmain,
wmWindow *window,
Scene *scene,
ARegion *region,
Depsgraph *depsgraph,
uiBlock *block,
const int xy[2] = nullptr,
int r_xy[2] = nullptr);
void UI_block_end(const bContext *C, uiBlock *block);
/**
* Uses local copy of style, to scale things down, and allow widgets to change stuff.
*/
void UI_block_draw(const bContext *C, uiBlock *block);
void UI_blocklist_update_window_matrix(const bContext *C, const ListBase *lb);
void UI_blocklist_update_view_for_buttons(const bContext *C, const ListBase *lb);
void UI_blocklist_draw(const bContext *C, const ListBase *lb);
void UI_block_update_from_old(const bContext *C, uiBlock *block);
enum {
UI_BLOCK_THEME_STYLE_REGULAR = 0,
UI_BLOCK_THEME_STYLE_POPUP = 1,
};
void UI_block_theme_style_set(uiBlock *block, char theme_style);
blender::ui::EmbossType UI_block_emboss_get(uiBlock *block);
void UI_block_emboss_set(uiBlock *block, blender::ui::EmbossType emboss);
bool UI_block_is_search_only(const uiBlock *block);
/**
* Use when a block must be searched to give accurate results
* for the whole region but shouldn't be displayed.
*/
void UI_block_set_search_only(uiBlock *block, bool search_only);
/**
* Used for operator presets.
*/
void UI_block_set_active_operator(uiBlock *block, wmOperator *op, const bool free);
/**
* Can be called with C==NULL.
*/
void UI_block_free(const bContext *C, uiBlock *block);
void UI_block_listen(const uiBlock *block, const wmRegionListenerParams *listener_params);
/**
* Can be called with C==NULL.
*/
void UI_blocklist_free(const bContext *C, ARegion *region);
void UI_blocklist_free_inactive(const bContext *C, ARegion *region);
/**
* Is called by notifier.
*/
void UI_screen_free_active_but_highlight(const bContext *C, bScreen *screen);
void UI_region_free_active_but_all(bContext *C, ARegion *region);
void UI_block_region_set(uiBlock *block, ARegion *region);
void UI_block_lock_set(uiBlock *block, bool val, const char *lockstr);
void UI_block_lock_clear(uiBlock *block);
#define UI_BUTTON_SECTION_MERGE_DISTANCE (UI_UNIT_X * 3)
/* Separator line between regions if the #uiButtonSectionsAlign is not #None. */
#define UI_BUTTON_SECTION_SEPERATOR_LINE_WITH (U.pixelsize * 2)
enum class uiButtonSectionsAlign : int8_t { None = 1, Top, Bottom };
/**
* Draw a background with rounded corners behind each visual group of buttons. The visual groups
* are separated by spacer buttons (#uiLayout::separator_spacer()). Button groups that are closer
* than #UI_BUTTON_SECTION_MERGE_DISTANCE will be merged into one visual section. If the group is
* closer than that to a region edge, it will also be extended to that, and the rounded corners
* will be removed on that edge.
*
* \note This currently only works well for horizontal, header like regions.
*/
void UI_region_button_sections_draw(const ARegion *region,
int /*THemeColorID*/ colorid,
uiButtonSectionsAlign align);
bool UI_region_button_sections_is_inside_x(const ARegion *region, const int mval_x);
/**
* Automatic aligning, horizontal or vertical.
*/
void UI_block_align_begin(uiBlock *block);
void UI_block_align_end(uiBlock *block);
/** Block bounds/position calculation. */
enum eBlockBoundsCalc {
UI_BLOCK_BOUNDS_NONE = 0,
UI_BLOCK_BOUNDS = 1,
UI_BLOCK_BOUNDS_TEXT,
UI_BLOCK_BOUNDS_POPUP_MOUSE,
UI_BLOCK_BOUNDS_POPUP_MENU,
UI_BLOCK_BOUNDS_POPUP_CENTER,
UI_BLOCK_BOUNDS_PIE_CENTER,
};
/**
* Used for various cases.
*/
void UI_block_bounds_set_normal(uiBlock *block, int addval);
/**
* Used for pull-downs.
*/
void UI_block_bounds_set_text(uiBlock *block, int addval);
/**
* Used for block popups.
*/
void UI_block_bounds_set_popup(uiBlock *block, int addval, const int bounds_offset[2]);
/**
* Used for menu popups.
*/
void UI_block_bounds_set_menu(uiBlock *block, int addval, const int bounds_offset[2]);
/**
* Used for centered popups, i.e. splash.
*/
void UI_block_bounds_set_centered(uiBlock *block, int addval);
void UI_block_bounds_set_explicit(uiBlock *block, int minx, int miny, int maxx, int maxy);
int UI_blocklist_min_y_get(ListBase *lb);
void UI_block_direction_set(uiBlock *block, char direction);
/**
* This call escapes if there's alignment flags.
*/
void UI_block_flag_enable(uiBlock *block, int flag);
void UI_block_flag_disable(uiBlock *block, int flag);
void UI_block_translate(uiBlock *block, float x, float y);
int UI_but_return_value_get(uiBut *but);
uiBut *UI_but_active_drop_name_button(const bContext *C);
/**
* Returns true if highlighted button allows drop of names.
* called in region context.
*/
bool UI_but_active_drop_name(const bContext *C);
bool UI_but_active_drop_color(bContext *C);
void UI_but_flag_enable(uiBut *but, int flag);
void UI_but_flag_disable(uiBut *but, int flag);
bool UI_but_flag_is_set(uiBut *but, int flag);
void UI_but_flag2_enable(uiBut *but, int flag);
void UI_but_drawflag_enable(uiBut *but, int flag);
void UI_but_drawflag_disable(uiBut *but, int flag);
void UI_but_dragflag_enable(uiBut *but, int flag);
void UI_but_dragflag_disable(uiBut *but, int flag);
void UI_but_disable(uiBut *but, const char *disabled_hint);
void UI_but_type_set_menu_from_pulldown(uiBut *but);
/**
* Sets the button's color, normally only used to recolor the icon. In the
* special case of ButType::Label without icon this is used as text color.
*/
void UI_but_color_set(uiBut *but, const uchar color[4]);
bool UI_but_is_color_gamma(uiBut &but);
const ColorManagedDisplay *UI_but_cm_display_get(uiBut &but);
/**
* Set at hint that describes the expected value when empty.
*/
void UI_but_placeholder_set(uiBut *but, blender::StringRef placeholder_text);
/**
* Special button case, only draw it when used actively, for outliner etc.
*
* Needed for temporarily rename buttons, such as in outliner or file-select,
* they should keep calling #uiDefBut to keep them alive.
* \return false when button removed.
*/
bool UI_but_active_only_ex(
const bContext *C, ARegion *region, uiBlock *block, uiBut *but, bool remove_on_failure);
bool UI_but_active_only(const bContext *C, ARegion *region, uiBlock *block, uiBut *but);
/**
* \warning This must run after other handlers have been added,
* otherwise the handler won't be removed, see: #71112.
*/
bool UI_block_active_only_flagged_buttons(const bContext *C, ARegion *region, uiBlock *block);
/**
* Simulate button click.
*/
void UI_but_execute(const bContext *C, ARegion *region, uiBut *but);
std::optional<std::string> UI_but_online_manual_id(const uiBut *but) ATTR_WARN_UNUSED_RESULT;
std::optional<std::string> UI_but_online_manual_id_from_active(const bContext *C)
ATTR_WARN_UNUSED_RESULT;
bool UI_but_is_userdef(const uiBut *but);
/* Buttons
*
* Functions to define various types of buttons in a block. Postfixes:
* - F: float
* - I: int
* - S: short
* - C: char
* - R: RNA
* - O: operator */
uiBut *uiDefBut(uiBlock *block,
uiButTypeWithPointerType but_and_ptr_type,
int retval,
blender::StringRef str,
int x,
int y,
short width,
short height,
void *poin,
float min,
float max,
std::optional<blender::StringRef> tip);
uiBut *uiDefButF(uiBlock *block,
ButType type,
int retval,
blender::StringRef str,
int x,
int y,
short width,
short height,
float *poin,
float min,
float max,
std::optional<blender::StringRef> tip);
uiBut *uiDefButI(uiBlock *block,
ButType type,
int retval,
blender::StringRef str,
int x,
int y,
short width,
short height,
int *poin,
float min,
float max,
std::optional<blender::StringRef> tip);
uiBut *uiDefButBitI(uiBlock *block,
ButType type,
int bit,
int retval,
blender::StringRef str,
int x,
int y,
short width,
short height,
int *poin,
float min,
float max,
std::optional<blender::StringRef> tip);
uiBut *uiDefButS(uiBlock *block,
ButType type,
int retval,
blender::StringRef str,
int x,
int y,
short width,
short height,
short *poin,
float min,
float max,
std::optional<blender::StringRef> tip);
uiBut *uiDefButBitS(uiBlock *block,
ButType type,
int bit,
int retval,
blender::StringRef str,
int x,
int y,
short width,
short height,
short *poin,
float min,
float max,
std::optional<blender::StringRef> tip);
uiBut *uiDefButC(uiBlock *block,
ButType type,
int retval,
blender::StringRef str,
int x,
int y,
short width,
short height,
char *poin,
float min,
float max,
std::optional<blender::StringRef> tip);
uiBut *uiDefButBitC(uiBlock *block,
ButType type,
int bit,
int retval,
blender::StringRef str,
int x,
int y,
short width,
short height,
char *poin,
float min,
float max,
std::optional<blender::StringRef> tip);
uiBut *uiDefButR(uiBlock *block,
ButType type,
int retval,
std::optional<blender::StringRef> str,
int x,
int y,
short width,
short height,
PointerRNA *ptr,
blender::StringRefNull propname,
int index,
float min,
float max,
std::optional<blender::StringRef> tip);
uiBut *uiDefButR_prop(uiBlock *block,
ButType type,
int retval,
std::optional<blender::StringRef> str,
int x,
int y,
short width,
short height,
PointerRNA *ptr,
PropertyRNA *prop,
int index,
float min,
float max,
std::optional<blender::StringRef> tip);
uiBut *uiDefButO(uiBlock *block,
ButType type,
blender::StringRefNull opname,
blender::wm::OpCallContext opcontext,
const std::optional<blender::StringRef> str,
int x,
int y,
short width,
short height,
std::optional<blender::StringRef> tip);
uiBut *uiDefButO_ptr(uiBlock *block,
ButType type,
wmOperatorType *ot,
blender::wm::OpCallContext opcontext,
blender::StringRef str,
int x,
int y,
short width,
short height,
std::optional<blender::StringRef> tip);
uiBut *uiDefIconBut(uiBlock *block,
uiButTypeWithPointerType but_and_ptr_type,
int retval,
int icon,
int x,
int y,
short width,
short height,
void *poin,
float min,
float max,
std::optional<blender::StringRef> tip);
uiBut *uiDefIconButI(uiBlock *block,
ButType type,
int retval,
int icon,
int x,
int y,
short width,
short height,
int *poin,
float min,
float max,
std::optional<blender::StringRef> tip);
uiBut *uiDefIconButBitI(uiBlock *block,
ButType type,
int bit,
int retval,
int icon,
int x,
int y,
short width,
short height,
int *poin,
float min,
float max,
std::optional<blender::StringRef> tip);
uiBut *uiDefIconButS(uiBlock *block,
ButType type,
int retval,
int icon,
int x,
int y,
short width,
short height,
short *poin,
float min,
float max,
std::optional<blender::StringRef> tip);
uiBut *uiDefIconButBitS(uiBlock *block,
ButType type,
int bit,
int retval,
int icon,
int x,
int y,
short width,
short height,
short *poin,
float min,
float max,
std::optional<blender::StringRef> tip);
uiBut *uiDefIconButBitC(uiBlock *block,
ButType type,
int bit,
int retval,
int icon,
int x,
int y,
short width,
short height,
char *poin,
float min,
float max,
std::optional<blender::StringRef> tip);
uiBut *uiDefIconButR(uiBlock *block,
ButType type,
int retval,
int icon,
int x,
int y,
short width,
short height,
PointerRNA *ptr,
blender::StringRefNull propname,
int index,
float min,
float max,
std::optional<blender::StringRef> tip);
uiBut *uiDefIconButR_prop(uiBlock *block,
ButType type,
int retval,
int icon,
int x,
int y,
short width,
short height,
PointerRNA *ptr,
PropertyRNA *prop,
int index,
float min,
float max,
std::optional<blender::StringRef> tip);
uiBut *uiDefIconButO(uiBlock *block,
ButType type,
blender::StringRefNull opname,
blender::wm::OpCallContext opcontext,
int icon,
int x,
int y,
short width,
short height,
std::optional<blender::StringRef> tip);
uiBut *uiDefIconButO_ptr(uiBlock *block,
ButType type,
wmOperatorType *ot,
blender::wm::OpCallContext opcontext,
int icon,
int x,
int y,
short width,
short height,
std::optional<blender::StringRef> tip);
uiBut *uiDefIconPreviewBut(uiBlock *block,
ButType type,
int retval,
int icon,
int x,
int y,
short width,
short height,
void *poin,
float min,
float max,
std::optional<blender::StringRef> tip);
uiBut *uiDefButImage(
uiBlock *block, void *imbuf, int x, int y, short width, short height, const uchar color[4]);
uiBut *uiDefButAlert(uiBlock *block, int icon, int x, int y, short width, short height);
/** Button containing both string label and icon. */
uiBut *uiDefIconTextBut(uiBlock *block,
uiButTypeWithPointerType but_and_ptr_type,
int retval,
int icon,
blender::StringRef str,
int x,
int y,
short width,
short height,
void *poin,
std::optional<blender::StringRef> tip);
uiBut *uiDefIconTextButI(uiBlock *block,
ButType type,
int retval,
int icon,
blender::StringRef str,
int x,
int y,
short width,
short height,
int *poin,
std::optional<blender::StringRef> tip);
uiBut *uiDefIconTextButS(uiBlock *block,
ButType type,
int retval,
int icon,
blender::StringRef str,
int x,
int y,
short width,
short height,
short *poin,
std::optional<blender::StringRef> tip);
uiBut *uiDefIconTextButR(uiBlock *block,
ButType type,
int retval,
int icon,
std::optional<blender::StringRefNull> str,
int x,
int y,
short width,
short height,
PointerRNA *ptr,
blender::StringRefNull propname,
int index,
std::optional<blender::StringRef> tip);
uiBut *uiDefIconTextButR_prop(uiBlock *block,
ButType type,
int retval,
int icon,
std::optional<blender::StringRef> str,
int x,
int y,
short width,
short height,
PointerRNA *ptr,
PropertyRNA *prop,
int index,
float min,
float max,
std::optional<blender::StringRef> tip);
uiBut *uiDefIconTextButO(uiBlock *block,
ButType type,
blender::StringRefNull,
blender::wm::OpCallContext opcontext,
int icon,
blender::StringRef str,
int x,
int y,
short width,
short height,
std::optional<blender::StringRef> tip);
uiBut *uiDefIconTextButO_ptr(uiBlock *block,
ButType type,
wmOperatorType *ot,
blender::wm::OpCallContext opcontext,
int icon,
blender::StringRef str,
int x,
int y,
short width,
short height,
std::optional<blender::StringRef> tip);
void UI_but_operator_set(uiBut *but,
wmOperatorType *optype,
blender::wm::OpCallContext opcontext,
const PointerRNA *opptr = nullptr);
/**
* Disable calling operators from \a but in button handling. Useful to attach an operator to a
* button for tooltips, "Assign Shortcut", etc. without actually making the button execute the
* operator.
*/
void UI_but_operator_set_never_call(uiBut *but);
/** For passing inputs to ButO buttons. */
PointerRNA *UI_but_operator_ptr_ensure(uiBut *but);
void UI_but_context_ptr_set(uiBlock *block,
uiBut *but,
blender::StringRef name,
const PointerRNA *ptr);
void UI_but_context_int_set(uiBlock *block, uiBut *but, blender::StringRef name, int64_t value);
const PointerRNA *UI_but_context_ptr_get(const uiBut *but,
blender::StringRef name,
const StructRNA *type = nullptr);
std::optional<blender::StringRefNull> UI_but_context_string_get(const uiBut *but,
blender::StringRef name);
std::optional<int64_t> UI_but_context_int_get(const uiBut *but, blender::StringRef name);
const bContextStore *UI_but_context_get(const uiBut *but);
void UI_but_unit_type_set(uiBut *but, int unit_type);
int UI_but_unit_type_get(const uiBut *but);
std::optional<EnumPropertyItem> UI_but_rna_enum_item_get(bContext &C, uiBut &but);
std::string UI_but_string_get_rna_property_identifier(const uiBut &but);
std::string UI_but_string_get_rna_struct_identifier(const uiBut &but);
std::string UI_but_string_get_label(uiBut &but);
std::string UI_but_context_menu_title_from_button(uiBut &but);
/**
* Query the result of #uiBut::tip_label_func().
* Meant to allow overriding the label to be displayed in the tool-tip.
*/
std::string UI_but_string_get_tooltip_label(const uiBut &but);
std::string UI_but_string_get_rna_label(uiBut &but);
/** Context specified in `CTX_*_` macros are just unreachable! */
std::string UI_but_string_get_rna_label_context(const uiBut &but);
std::string UI_but_string_get_tooltip(bContext &C, uiBut &but);
std::string UI_but_string_get_rna_tooltip(bContext &C, uiBut &but);
/** Buttons assigned to an operator (common case). */
std::string UI_but_string_get_operator_keymap(bContext &C, uiBut &but);
/** Use for properties that are bound to one of the context cycle, etc. keys. */
std::string UI_but_string_get_property_keymap(bContext &C, uiBut &but);
std::string UI_but_extra_icon_string_get_label(const uiButExtraOpIcon &extra_icon);
std::string UI_but_extra_icon_string_get_tooltip(bContext &C, const uiButExtraOpIcon &extra_icon);
std::string UI_but_extra_icon_string_get_operator_keymap(const bContext &C,
const uiButExtraOpIcon &extra_icon);
/**
* Special Buttons
*
* Buttons with a more specific purpose:
* - MenuBut: buttons that popup a menu (in headers usually).
* - PulldownBut: like MenuBut, but creating a uiBlock (for compatibility).
* - BlockBut: buttons that popup a block with more buttons.
* - KeyevtBut: buttons that can be used to turn key events into values.
* - PickerButtons: buttons like the color picker (for code sharing).
* - AutoButR: RNA property button with type automatically defined.
*/
enum {
UI_ID_NOP = 0,
UI_ID_RENAME = 1 << 0,
UI_ID_BROWSE = 1 << 1,
UI_ID_ADD_NEW = 1 << 2,
UI_ID_ALONE = 1 << 4,
UI_ID_OPEN = 1 << 3,
UI_ID_DELETE = 1 << 5,
UI_ID_LOCAL = 1 << 6,
UI_ID_AUTO_NAME = 1 << 7,
UI_ID_FAKE_USER = 1 << 8,
UI_ID_PIN = 1 << 9,
UI_ID_PREVIEWS = 1 << 10,
UI_ID_OVERRIDE = 1 << 11,
UI_ID_FULL = UI_ID_RENAME | UI_ID_BROWSE | UI_ID_ADD_NEW | UI_ID_OPEN | UI_ID_ALONE |
UI_ID_DELETE | UI_ID_LOCAL,
};
/**
* Ways to limit what is displayed in ID-search popup.
* \note We may want to add LOCAL, LIBRARY ... as needed.
*/
enum {
UI_TEMPLATE_ID_FILTER_ALL = 0,
UI_TEMPLATE_ID_FILTER_AVAILABLE = 1,
};
/***************************** ID Utilities *******************************/
int UI_icon_from_id(const ID *id);
/** See: #BKE_report_type_str */
int UI_icon_from_report_type(int type);
int UI_icon_colorid_from_report_type(int type);
int UI_text_colorid_from_report_type(int type);
int UI_icon_from_event_type(short event_type, short event_value);
int UI_icon_from_keymap_item(const wmKeyMapItem *kmi, int r_icon_mod[KM_MOD_NUM]);
uiBut *uiDefMenuBut(uiBlock *block,
uiMenuCreateFunc func,
void *arg,
blender::StringRef str,
int x,
int y,
short width,
short height,
std::optional<blender::StringRef> tip);
uiBut *uiDefIconTextMenuBut(uiBlock *block,
uiMenuCreateFunc func,
void *arg,
int icon,
blender::StringRef str,
int x,
int y,
short width,
short height,
std::optional<blender::StringRef> tip);
uiBut *uiDefIconMenuBut(uiBlock *block,
uiMenuCreateFunc func,
void *arg,
int icon,
int x,
int y,
short width,
short height,
std::optional<blender::StringRef> tip);
uiBut *uiDefBlockBut(uiBlock *block,
uiBlockCreateFunc func,
void *arg,
blender::StringRef str,
int x,
int y,
short width,
short height,
std::optional<blender::StringRef> tip);
uiBut *uiDefBlockButN(uiBlock *block,
uiBlockCreateFunc func,
void *argN,
blender::StringRef str,
int x,
int y,
short width,
short height,
std::optional<blender::StringRef> tip,
uiButArgNFree func_argN_free_fn = MEM_freeN,
uiButArgNCopy func_argN_copy_fn = MEM_dupallocN);
/**
* Block button containing icon.
*/
uiBut *uiDefIconBlockBut(uiBlock *block,
uiBlockCreateFunc func,
void *arg,
int retval,
int icon,
int x,
int y,
short width,
short height,
std::optional<blender::StringRef> tip);
/**
* \param arg: A pointer to string/name, use #UI_but_func_search_set() below to make this work.
*/
uiBut *uiDefSearchBut(uiBlock *block,
void *arg,
int retval,
int icon,
int maxncpy,
int x,
int y,
short width,
short height,
std::optional<blender::StringRef> tip);
/**
* Same parameters as for #uiDefSearchBut, with additional operator type and properties,
* used by callback to call again the right op with the right options (properties values).
*/
uiBut *uiDefSearchButO_ptr(uiBlock *block,
wmOperatorType *ot,
IDProperty *properties,
void *arg,
int retval,
int icon,
int maxncpy,
int x,
int y,
short width,
short height,
std::optional<blender::StringRef> tip);
/** For #uiDefAutoButsRNA. */
enum eButLabelAlign {
/** Keep current layout for aligning label with property button. */
UI_BUT_LABEL_ALIGN_NONE,
/** Align label and property button vertically. */
UI_BUT_LABEL_ALIGN_COLUMN,
/** Split layout into a column for the label and one for property button. */
UI_BUT_LABEL_ALIGN_SPLIT_COLUMN,
};
/** Return info for uiDefAutoButsRNA. */
enum eAutoPropButsReturn {
/** Returns when no buttons were added */
UI_PROP_BUTS_NONE_ADDED = 1 << 0,
/** Returned when any property failed the custom check callback (check_prop) */
UI_PROP_BUTS_ANY_FAILED_CHECK = 1 << 1,
};
ENUM_OPERATORS(eAutoPropButsReturn, UI_PROP_BUTS_ANY_FAILED_CHECK);
uiBut *uiDefAutoButR(uiBlock *block,
PointerRNA *ptr,
PropertyRNA *prop,
int index,
std::optional<blender::StringRef> name,
int icon,
int x,
int y,
int width,
int height);
void uiDefAutoButsArrayR(uiBlock *block,
PointerRNA *ptr,
PropertyRNA *prop,
const int icon,
const int x,
const int y,
const int tot_width,
const int height);
/**
* \a check_prop callback filters functions to avoid drawing certain properties,
* in cases where PROP_HIDDEN flag can't be used for a property.
*
* \param prop_activate_init: Property to activate on initial popup (#UI_BUT_ACTIVATE_ON_INIT).
*/
eAutoPropButsReturn uiDefAutoButsRNA(uiLayout *layout,
PointerRNA *ptr,
bool (*check_prop)(PointerRNA *ptr,
PropertyRNA *prop,
void *user_data),
void *user_data,
PropertyRNA *prop_activate_init,
eButLabelAlign label_align,
bool compact);
/**
* Callback to compare the identity of two buttons, used to identify buttons over redraws. If the
* callback returns true, the given buttons are considered to be matching and relevant state is
* preserved (copied from the old to the new button). If it returns false, it's considered
* non-matching and no further checks are done.
*
* If this is set, it is always executed instead of the default comparisons. However it is only
* executed for buttons that have the same type and the same callback. So callbacks can assume the
* button types match.
*/
void UI_but_func_identity_compare_set(uiBut *but, uiButIdentityCompareFunc cmp_fn);
/**
* Public function exported for functions that use #ButType::SearchMenu.
*
* Use inside searchfunc to add items.
*
* \param items: Stores the items.
* \param name: Text to display for the item.
* \param poin: Opaque pointer (for use by the caller).
* \param iconid: The icon, #ICON_NONE for no icon.
* \param but_flag: Button flags (#uiBut.flag) indicating the state of the item, typically
* #UI_BUT_DISABLED, #UI_BUT_INACTIVE or #UI_BUT_HAS_SEP_CHAR.
*
* \return false if there is nothing to add.
*/
bool UI_search_item_add(uiSearchItems *items,
blender::StringRef name,
void *poin,
int iconid,
int but_flag,
uint8_t name_prefix_offset);
/**
* \note The item-pointer (referred to below) is a per search item user pointer
* passed to #UI_search_item_add (stored in #uiSearchItems.pointers).
*
* \param search_create_fn: Function to create the menu.
* \param search_update_fn: Function to refresh search content after the search text has changed.
* \param arg: user value.
* \param free_arg: Set to true if the argument is newly allocated memory for every redraw and
* should be freed when the button is destroyed.
* \param search_arg_free_fn: When non-null, use this function to free \a arg.
* \param search_exec_fn: Function that executes the action, gets \a arg as the first argument.
* The second argument as the active item-pointer
* \param active: When non-null, this item-pointer item will be visible and selected,
* otherwise the first item will be selected.
*/
void UI_but_func_search_set(uiBut *but,
uiButSearchCreateFn search_create_fn,
uiButSearchUpdateFn search_update_fn,
void *arg,
bool free_arg,
uiFreeArgFunc search_arg_free_fn,
uiButHandleFunc search_exec_fn,
void *active);
void UI_but_func_search_set_context_menu(uiBut *but, uiButSearchContextMenuFn context_menu_fn);
void UI_but_func_search_set_tooltip(uiBut *but, uiButSearchTooltipFn tooltip_fn);
void UI_but_func_search_set_listen(uiBut *but, uiButSearchListenFn listen_fn);
/**
* \param search_sep_string: when not NULL, this string is used as a separator,
* showing the icon and highlighted text after the last instance of this string.
*/
void UI_but_func_search_set_sep_string(uiBut *but, const char *search_sep_string);
void UI_but_func_search_set_results_are_suggestions(uiBut *but, bool value);
#define UI_SEARCHBOX_BOUNDS (6.0f * UI_SCALE_FAC)
#define UI_SEARCHBOX_TRIA_H (12.0f * UI_SCALE_FAC)
/**
* Height in pixels, it's using hard-coded values still.
*/
int UI_searchbox_size_y();
int UI_searchbox_size_x();
/**
* Guess a good width for the search box based on the searchable items.
*
* \note When used with a menu that does full refreshes, it might be beneficial to cache this size
* because recomputing it is potentially expensive.
*/
int UI_searchbox_size_x_guess(const bContext *C, const uiButSearchUpdateFn update_fn, void *arg);
/**
* Check if a string is in an existing search box.
*/
int UI_search_items_find_index(const uiSearchItems *items, const char *name);
/**
* Adds a hint to the button which draws right aligned, grayed out and never clipped.
*/
void UI_but_hint_drawstr_set(uiBut *but, const char *string);
void UI_but_icon_indicator_number_set(uiBut *but, const int indicator_number);
void UI_but_icon_indicator_set(uiBut *but, const char *string);
void UI_but_icon_indicator_color_set(uiBut *but, const uchar color[4]);
void UI_but_node_link_set(uiBut *but, bNodeSocket *socket, const float draw_color[4]);
void UI_but_number_step_size_set(uiBut *but, float step_size);
void UI_but_number_precision_set(uiBut *but, float precision);
void UI_but_number_slider_step_size_set(uiBut *but, float step_size);
void UI_but_number_slider_precision_set(uiBut *but, float precision);
void UI_but_label_alpha_factor_set(uiBut *but, float alpha_factor);
void UI_but_search_preview_grid_size_set(uiBut *but, int rows, int cols);
void UI_but_view_item_draw_size_set(uiBut *but,
const std::optional<int> draw_width = std::nullopt,
const std::optional<int> draw_height = std::nullopt);
void UI_block_func_handle_set(uiBlock *block, uiBlockHandleFunc func, void *arg);
void UI_block_func_set(uiBlock *block, uiButHandleFunc func, void *arg1, void *arg2);
void UI_block_funcN_set(uiBlock *block,
uiButHandleNFunc funcN,
void *argN,
void *arg2,
uiButArgNFree func_argN_free_fn = MEM_freeN,
uiButArgNCopy func_argN_copy_fn = MEM_dupallocN);
void UI_but_func_rename_set(uiBut *but, uiButHandleRenameFunc func, void *arg1);
void UI_but_func_rename_full_set(uiBut *but,
std::function<void(std::string &new_name)> rename_full_func);
void UI_but_func_set(uiBut *but, uiButHandleFunc func, void *arg1, void *arg2);
void UI_but_funcN_set(uiBut *but,
uiButHandleNFunc funcN,
void *argN,
void *arg2,
uiButArgNFree func_argN_free_fn = MEM_freeN,
uiButArgNCopy func_argN_copy_fn = MEM_dupallocN);
void UI_but_func_complete_set(uiBut *but, uiButCompleteFunc func, void *arg);
void UI_but_func_drawextra_set(uiBlock *block,
std::function<void(const bContext *C, rcti *rect)> func);
void UI_but_func_menu_step_set(uiBut *but, uiMenuStepFunc func);
/**
* When a button displays a menu, hovering another button that can display one will switch to that
* menu instead. In some cases that's unexpected, so the feature can be disabled here (as in, this
* button will not spawn its menu on hover and the previously spawned menu will remain open).
*/
void UI_but_menu_disable_hover_open(uiBut *but);
void UI_but_func_tooltip_set(uiBut *but, uiButToolTipFunc func, void *arg, uiFreeArgFunc free_arg);
/**
* Enable a tooltip that appears faster than the usual tooltip. If the button has both a quick and
* a normal tooltip, the quick one is shown first, and expanded to the full one after the usual
* tooltip delay. Quick tooltips are useful in cases like:
* - A button doesn't show a label to save space but the label is still relevant. Show the label as
* quick tooltip in that case (like the name of tools in a compact, icon only tool-shelf).
* - The only purpose of a button is to display this tooltip (like a warning icon with the warning
* text in the tooltip).
*/
void UI_but_func_quick_tooltip_set(uiBut *but, std::function<std::string(const uiBut *but)> func);
enum uiTooltipStyle {
UI_TIP_STYLE_NORMAL = 0, /* Regular text. */
UI_TIP_STYLE_HEADER, /* Header text. */
UI_TIP_STYLE_MONO, /* Mono-spaced text. */
UI_TIP_STYLE_IMAGE, /* Image field. */
UI_TIP_STYLE_SPACER, /* Padding to separate sections. */
};
enum uiTooltipColorID {
UI_TIP_LC_MAIN = 0, /* Color of primary text. */
UI_TIP_LC_VALUE, /* Color for the value of buttons (also shortcuts). */
UI_TIP_LC_ACTIVE, /* Color of titles of active enum values. */
UI_TIP_LC_NORMAL, /* Color of regular text. */
UI_TIP_LC_PYTHON, /* Color of python snippets. */
UI_TIP_LC_ALERT, /* Warning text color, eg: why operator can't run. */
UI_TIP_LC_MAX
};
enum class uiTooltipImageBackground {
None = 0,
Checkerboard_Themed,
Checkerboard_Fixed,
};
struct uiTooltipImage {
ImBuf *ibuf = nullptr;
short width = 0;
short height = 0;
bool premultiplied = false;
bool border = false;
bool text_color = false;
uiTooltipImageBackground background = uiTooltipImageBackground::None;
};
void UI_but_func_tooltip_custom_set(uiBut *but,
uiButToolTipCustomFunc func,
void *arg,
uiFreeArgFunc free_arg);
/**
* \param text: Allocated text (transfer ownership to `data`) or null.
* \param suffix: Allocated text (transfer ownership to `data`) or null.
*/
void UI_tooltip_text_field_add(uiTooltipData &data,
std::string text,
std::string suffix,
const uiTooltipStyle style,
const uiTooltipColorID color_id,
const bool is_pad = false);
/**
* \param image: Image buffer (duplicated, ownership is *not* transferred to `data`).
* \param image_size: Display size for the image (pixels without UI scale applied).
*/
void UI_tooltip_image_field_add(uiTooltipData &data, const uiTooltipImage &image_data);
void UI_tooltip_color_field_add(uiTooltipData &data,
const blender::float4 &color,
bool has_alpha,
bool is_gamma,
const ColorManagedDisplay *display,
uiTooltipColorID color_id);
/**
* Add Python-related information to the tooltip. The caller is responsible for checking
* #USER_TOOLTIPS_PYTHON.
*/
void UI_tooltip_uibut_python_add(uiTooltipData &data,
bContext &C,
uiBut &but,
uiButExtraOpIcon *extra_icon);
/**
* Recreate tool-tip (use to update dynamic tips)
*/
void UI_but_tooltip_refresh(bContext *C, uiBut *but);
/**
* Removes tool-tip timer from active but
* (meaning tool-tip is disabled until it's re-enabled again).
*/
void UI_but_tooltip_timer_remove(bContext *C, uiBut *but);
bool UI_textbutton_activate_rna(const bContext *C,
ARegion *region,
const void *rna_poin_data,
const char *rna_prop_id);
bool UI_textbutton_activate_but(const bContext *C, uiBut *actbut);
/**
* push a new event onto event queue to activate the given button
* (usually a text-field) upon entering a popup
*/
void UI_but_focus_on_enter_event(wmWindow *win, uiBut *but);
void UI_but_func_hold_set(uiBut *but, uiButHandleHoldFunc func, void *argN);
PointerRNA *UI_but_extra_operator_icon_add(uiBut *but,
blender::StringRefNull opname,
blender::wm::OpCallContext opcontext,
int icon);
wmOperatorType *UI_but_extra_operator_icon_optype_get(const uiButExtraOpIcon *extra_icon);
PointerRNA *UI_but_extra_operator_icon_opptr_get(const uiButExtraOpIcon *extra_icon);
/**
* Get the scaled size for a preview button (typically #UI_BTyPE_PREVIEW_TILE) based on \a
* size_px plus padding.
*/
int UI_preview_tile_size_x(const int size_px = 96);
int UI_preview_tile_size_y(const int size_px = 96);
int UI_preview_tile_size_y_no_label(const int size_px = 96);
/* Autocomplete
*
* Tab complete helper functions, for use in uiButCompleteFunc callbacks.
* Call begin once, then multiple times do_name with all possibilities,
* and finally end to finish and get the completed name. */
struct AutoComplete;
#define AUTOCOMPLETE_NO_MATCH 0
#define AUTOCOMPLETE_FULL_MATCH 1
#define AUTOCOMPLETE_PARTIAL_MATCH 2
AutoComplete *UI_autocomplete_begin(const char *startname, size_t maxncpy);
void UI_autocomplete_update_name(AutoComplete *autocpl, blender::StringRef name);
int UI_autocomplete_end(AutoComplete *autocpl, char *autoname);
/* Button drag-data (interface_drag.cc).
*
* Functions to set drag data for buttons. This enables dragging support, whereby the drag data is
* "dragged", not the button itself. */
void UI_but_drag_set_id(uiBut *but, ID *id);
/**
* Set an image to display while dragging. This works for any drag type (`WM_DRAG_XXX`).
* Not to be confused with #UI_but_drag_set_image(), which sets up dragging of an image.
*
* Sets #UI_BUT_DRAG_FULL_BUT so the full button can be dragged.
*/
void UI_but_drag_attach_image(uiBut *but, const ImBuf *imb, float scale);
/**
* Sets #UI_BUT_DRAG_FULL_BUT so the full button can be dragged.
* \param asset: May be passed from a temporary variable, drag data only stores a copy of this.
* \param icon: Small icon that will be drawn while dragging.
* \param preview_icon: Bigger preview size icon that will be drawn while dragging instead of \a
* icon.
*/
void UI_but_drag_set_asset(uiBut *but,
const blender::asset_system::AssetRepresentation *asset,
const AssetImportSettings &import_settings,
int icon,
int preview_icon);
void UI_but_drag_set_rna(uiBut *but, PointerRNA *ptr);
/**
* Enable dragging a path from this button.
* \param path: The path to drag. The passed string may be destructed, button keeps a copy.
*/
void UI_but_drag_set_path(uiBut *but, const char *path);
void UI_but_drag_set_name(uiBut *but, const char *name);
/**
* Sets #UI_BUT_DRAG_FULL_BUT so the full button can be dragged.
* \param path: The path to drag. The passed string may be destructed, button keeps a copy.
*/
void UI_but_drag_set_image(uiBut *but, const char *path, int icon, const ImBuf *imb, float scale);
/* Panels
*
* Functions for creating, freeing and drawing panels. The API here
* could use a good cleanup, though how they will function in 2.5 is
* not clear yet so we postpone that. */
void UI_panels_begin(const bContext *C, ARegion *region);
void UI_panels_end(const bContext *C, ARegion *region, int *r_x, int *r_y);
/**
* Draw panels, selected (panels currently being dragged) on top.
*/
void UI_panels_draw(const bContext *C, ARegion *region);
Panel *UI_panel_find_by_type(ListBase *lb, const PanelType *pt);
/**
* \note \a panel should be return value from #UI_panel_find_by_type and can be NULL.
*/
Panel *UI_panel_begin(
ARegion *region, ListBase *lb, uiBlock *block, PanelType *pt, Panel *panel, bool *r_open);
/**
* Create the panel header button group, used to mark which buttons are part of
* panel headers for the panel search process that happens later. This Should be
* called before adding buttons for the panel's header layout.
*/
void UI_panel_header_buttons_begin(Panel *panel);
/**
* Finish the button group for the panel header to avoid putting panel body buttons in it.
*/
void UI_panel_header_buttons_end(Panel *panel);
void UI_panel_end(Panel *panel, int width, int height);
/** Set the name that should be drawn in the UI. Should be a translated string. */
void UI_panel_drawname_set(Panel *panel, blender::StringRef name);
/**
* Set a context for this entire panel and its current layout. This should be used whenever panel
* callbacks that are called outside of regular drawing might require context. Currently it affects
* the #PanelType.reorder callback only.
*/
void UI_panel_context_pointer_set(Panel *panel, const char *name, PointerRNA *ptr);
/**
* Get the panel's expansion state, taking into account
* expansion set from property search if it applies.
*/
bool UI_panel_is_closed(const Panel *panel);
bool UI_panel_is_active(const Panel *panel);
/**
* For button layout next to label.
*/
void UI_panel_label_offset(const uiBlock *block, int *r_x, int *r_y);
bool UI_panel_should_show_background(const ARegion *region, const PanelType *panel_type);
int UI_panel_size_y(const Panel *panel);
bool UI_panel_is_dragging(const Panel *panel);
/**
* Find whether a panel or any of its sub-panels contain a property that matches the search filter,
* depending on the search process running in #UI_block_apply_search_filter earlier.
*/
bool UI_panel_matches_search_filter(const Panel *panel);
bool UI_panel_can_be_pinned(const Panel *panel);
bool UI_panel_category_is_visible(const ARegion *region);
void UI_panel_category_add(ARegion *region, const char *name);
PanelCategoryDyn *UI_panel_category_find(const ARegion *region, const char *idname);
int UI_panel_category_index_find(ARegion *region, const char *idname);
PanelCategoryStack *UI_panel_category_active_find(ARegion *region, const char *idname);
const char *UI_panel_category_active_get(ARegion *region, bool set_fallback);
void UI_panel_category_active_set(ARegion *region, const char *idname);
/** \param index: index of item _in #ARegion.panels_category list_. */
void UI_panel_category_index_active_set(ARegion *region, const int index);
void UI_panel_category_active_set_default(ARegion *region, const char *idname);
void UI_panel_category_clear_all(ARegion *region);
/**
* Draw vertical tabs on the left side of the region, one tab per category.
*/
void UI_panel_category_draw_all(ARegion *region, const char *category_id_active);
void UI_panel_stop_animation(const bContext *C, Panel *panel);
/* Panel custom data. */
PointerRNA *UI_panel_custom_data_get(const Panel *panel);
PointerRNA *UI_region_panel_custom_data_under_cursor(const bContext *C, const wmEvent *event);
void UI_panel_custom_data_set(Panel *panel, PointerRNA *custom_data);
/* Poly-instantiated panels for representing a list of data. */
/**
* Called in situations where panels need to be added dynamically rather than
* having only one panel corresponding to each #PanelType.
*/
Panel *UI_panel_add_instanced(const bContext *C,
ARegion *region,
ListBase *panels,
const char *panel_idname,
PointerRNA *custom_data);
/**
* Remove instanced panels from the region's panel list.
*
* \note Can be called with NULL \a C, but it should be avoided because
* handlers might not be removed.
*/
void UI_panels_free_instanced(const bContext *C, ARegion *region);
#define INSTANCED_PANEL_UNIQUE_STR_SIZE 16
/**
* Find a unique key to append to the #PanelType.idname for the lookup to the panel's #uiBlock.
* Needed for instanced panels, where there can be multiple with the same type and identifier.
*/
void UI_list_panel_unique_str(Panel *panel, char *r_name);
using uiListPanelIDFromDataFunc = void (*)(void *data_link, char *r_idname);
/**
* Check if the instanced panels in the region's panels correspond to the list of data the panels
* represent. Returns false if the panels have been reordered or if the types from the list data
* don't match in any way.
*
* \param data: The list of data to check against the instanced panels.
* \param panel_idname_func: Function to find the #PanelType.idname for each item in the data list.
* For a readability and generality, this lookup happens separately for each type of panel list.
*/
bool UI_panel_list_matches_data(ARegion *region,
ListBase *data,
uiListPanelIDFromDataFunc panel_idname_func);
/* Handlers
*
* Handlers that can be registered in regions, areas and windows for
* handling WM events. Mostly this is done automatic by modules such
* as screen/ if ED_KEYMAP_UI is set, or internally in popup functions. */
void UI_region_handlers_add(ListBase *handlers);
void UI_popup_handlers_add(bContext *C, ListBase *handlers, uiPopupBlockHandle *popup, char flag);
void UI_popup_handlers_remove(ListBase *handlers, uiPopupBlockHandle *popup);
void UI_popup_handlers_remove_all(bContext *C, ListBase *handlers);
/* Module
*
* init and exit should be called before using this module. init_userdef must
* be used to reinitialize some internal state if user preferences change. */
void UI_init();
/* after reading userdef file */
void UI_init_userdef();
void UI_reinit_font();
void UI_exit();
/* When changing UI font, update text style weights with default font weight
* if non-variable. Therefore fixed weight bold font will look bold. */
void UI_update_text_styles();
#define UI_UNIT_X ((void)0, U.widget_unit)
#define UI_UNIT_Y ((void)0, U.widget_unit)
#define UI_HEADER_OFFSET \
((void)0, ((U.uiflag & USER_AREA_CORNER_HANDLE) ? 16.0f : 8.0f) * UI_SCALE_FAC)
#define UI_AZONESPOTW_LEFT UI_HEADER_OFFSET /* Width of left-side corner #AZone. */
#define UI_AZONESPOTW_RIGHT (8.0f * UI_SCALE_FAC) /* Width of right-side corner #AZone. */
#define UI_AZONESPOTH (0.6f * U.widget_unit) /* Height of corner action zone #AZone. */
/* uiLayoutOperatorButs flags */
enum {
UI_TEMPLATE_OP_PROPS_SHOW_TITLE = 1 << 0,
UI_TEMPLATE_OP_PROPS_SHOW_EMPTY = 1 << 1,
UI_TEMPLATE_OP_PROPS_COMPACT = 1 << 2,
UI_TEMPLATE_OP_PROPS_HIDE_ADVANCED = 1 << 3,
/* Disable property split for the default layout (custom ui callbacks still have full control
* over the layout and can enable it). */
UI_TEMPLATE_OP_PROPS_NO_SPLIT_LAYOUT = 1 << 4,
UI_TEMPLATE_OP_PROPS_HIDE_PRESETS = 1 << 5,
/**
* Allow the buttons placed by the template to send an undo push. Usually this isn't wanted,
* except for rare cases where operators draw their properties into a regular UI for later
* execution (e.g. collection exporter panels in Properties).
*
* This should never be enabled for UIs that trigger redo, like "Adjust Last Operation" panels.
*/
UI_TEMPLATE_OP_PROPS_ALLOW_UNDO_PUSH = 1 << 6,
};
/* Used for transparent checkers shown under color buttons that have an alpha component. */
#define UI_ALPHA_CHECKER_DARK 100
#define UI_ALPHA_CHECKER_LIGHT 160
/* flags to set which corners will become rounded:
*
* 1------2
* | |
* 8------4 */
enum {
UI_CNR_TOP_LEFT = 1 << 0,
UI_CNR_TOP_RIGHT = 1 << 1,
UI_CNR_BOTTOM_RIGHT = 1 << 2,
UI_CNR_BOTTOM_LEFT = 1 << 3,
/* just for convenience */
UI_CNR_NONE = 0,
UI_CNR_ALL = (UI_CNR_TOP_LEFT | UI_CNR_TOP_RIGHT | UI_CNR_BOTTOM_RIGHT | UI_CNR_BOTTOM_LEFT),
};
void UI_region_message_subscribe(ARegion *region, wmMsgBus *mbus);
/**
* This is a bit of a hack but best keep it in one place at least.
*/
wmOperatorType *UI_but_operatortype_get_from_enum_menu(uiBut *but, PropertyRNA **r_prop);
/**
* This is a bit of a hack but best keep it in one place at least.
*/
MenuType *UI_but_menutype_get(const uiBut *but);
/**
* This is a bit of a hack but best keep it in one place at least.
*/
PanelType *UI_but_paneltype_get(const uiBut *but);
/**
* This is a bit of a hack but best keep it in one place at least.
*/
std::optional<blender::StringRefNull> UI_but_asset_shelf_type_idname_get(const uiBut *but);
/* templates */
void uiTemplateHeader(uiLayout *layout, bContext *C);
void uiTemplateID(uiLayout *layout,
const bContext *C,
PointerRNA *ptr,
blender::StringRefNull propname,
const char *newop,
const char *openop,
const char *unlinkop,
int filter = UI_TEMPLATE_ID_FILTER_ALL,
bool live_icon = false,
std::optional<blender::StringRef> text = std::nullopt);
void uiTemplateIDBrowse(uiLayout *layout,
bContext *C,
PointerRNA *ptr,
blender::StringRefNull propname,
const char *newop,
const char *openop,
const char *unlinkop,
int filter = UI_TEMPLATE_ID_FILTER_ALL,
const char *text = nullptr);
void uiTemplateIDPreview(uiLayout *layout,
bContext *C,
PointerRNA *ptr,
blender::StringRefNull propname,
const char *newop,
const char *openop,
const char *unlinkop,
int rows,
int cols,
int filter = UI_TEMPLATE_ID_FILTER_ALL,
bool hide_buttons = false);
void uiTemplateMatrix(uiLayout *layout, PointerRNA *ptr, blender::StringRefNull propname);
/**
* Version of #uiTemplateID using tabs.
*/
void uiTemplateIDTabs(uiLayout *layout,
bContext *C,
PointerRNA *ptr,
blender::StringRefNull propname,
const char *newop,
const char *menu,
int filter = UI_TEMPLATE_ID_FILTER_ALL);
/**
* This is for selecting the type of ID-block to use,
* and then from the relevant type choosing the block to use.
*
* \param propname: property identifier for property that ID-pointer gets stored to.
* \param proptypename: property identifier for property
* used to determine the type of ID-pointer that can be used.
*/
void uiTemplateAnyID(uiLayout *layout,
PointerRNA *ptr,
blender::StringRefNull propname,
blender::StringRefNull proptypename,
std::optional<blender::StringRef> text);
/**
* Action selector.
*
* This is a specialization of #uiTemplateID, hard-coded to assign Actions to the given ID.
* Such a specialization is necessary, as the RNA property (`id.animation_data.action`) does not
* exist when the ID's `adt` pointer is `nullptr`. In that case uiTemplateID will not be able
* to find the RNA type of that property, which in turn it needs to determine the type of IDs to
* show.
*/
void uiTemplateAction(uiLayout *layout,
const bContext *C,
ID *id,
const char *newop,
const char *unlinkop,
std::optional<blender::StringRef> text);
/**
* Search menu to pick an item from a collection.
* A version of uiTemplateID that works for non-ID types.
*/
void uiTemplateSearch(uiLayout *layout,
const bContext *C,
PointerRNA *ptr,
blender::StringRefNull propname,
PointerRNA *searchptr,
const char *searchpropname,
const char *newop,
const char *unlinkop,
std::optional<blender::StringRef> text = std::nullopt);
void uiTemplateSearchPreview(uiLayout *layout,
bContext *C,
PointerRNA *ptr,
blender::StringRefNull propname,
PointerRNA *searchptr,
const char *searchpropname,
const char *newop,
const char *unlinkop,
int rows,
int cols,
std::optional<blender::StringRef> text = std::nullopt);
/**
* This is creating/editing RNA-Paths
*
* - ptr: struct which holds the path property
* - propname: property identifier for property that path gets stored to
* - root_ptr: struct that path gets built from
*/
void uiTemplatePathBuilder(uiLayout *layout,
PointerRNA *ptr,
blender::StringRefNull propname,
PointerRNA *root_ptr,
std::optional<blender::StringRefNull> text);
void uiTemplateModifiers(uiLayout *layout, bContext *C);
void uiTemplateStripModifiers(uiLayout *layout, bContext *C);
/**
* Check if the shader effect panels don't match the data and rebuild the panels if so.
*/
void uiTemplateShaderFx(uiLayout *layout, bContext *C);
/**
* Check if the constraint panels don't match the data and rebuild the panels if so.
*/
void uiTemplateConstraints(uiLayout *layout, bContext *C, bool use_bone_constraints);
uiLayout *uiTemplateGpencilModifier(uiLayout *layout, bContext *C, PointerRNA *ptr);
void uiTemplateGpencilColorPreview(uiLayout *layout,
bContext *C,
PointerRNA *ptr,
blender::StringRefNull propname,
int rows,
int cols,
float scale,
int filter);
void uiTemplateOperatorRedoProperties(uiLayout *layout, const bContext *C);
void uiTemplateConstraintHeader(uiLayout *layout, PointerRNA *ptr);
void uiTemplatePreview(uiLayout *layout,
bContext *C,
ID *id,
bool show_buttons,
ID *parent,
MTex *slot,
const char *preview_id);
void uiTemplateColorRamp(uiLayout *layout,
PointerRNA *ptr,
blender::StringRefNull propname,
bool expand);
/**
* \param icon_scale: Scale of the icon, 1x == button height.
*/
void uiTemplateIcon(uiLayout *layout, int icon_value, float icon_scale);
/**
* \param icon_scale: Scale of the icon, 1x == button height.
*/
void uiTemplateIconView(uiLayout *layout,
PointerRNA *ptr,
blender::StringRefNull propname,
bool show_labels,
float icon_scale,
float icon_scale_popup);
void uiTemplateHistogram(uiLayout *layout, PointerRNA *ptr, blender::StringRefNull propname);
void uiTemplateWaveform(uiLayout *layout, PointerRNA *ptr, blender::StringRefNull propname);
void uiTemplateVectorscope(uiLayout *layout, PointerRNA *ptr, blender::StringRefNull propname);
void uiTemplateCurveMapping(uiLayout *layout,
PointerRNA *ptr,
blender::StringRefNull propname,
int type,
bool levels,
bool brush,
bool neg_slope,
bool tone,
bool presets);
/**
* Template for a path creation widget intended for custom bevel profiles.
* This section is quite similar to #uiTemplateCurveMapping, but with reduced complexity.
*/
void uiTemplateCurveProfile(uiLayout *layout, PointerRNA *ptr, blender::StringRefNull propname);
/**
* This template now follows User Preference for type - name is not correct anymore.
*/
void uiTemplateColorPicker(uiLayout *layout,
PointerRNA *ptr,
blender::StringRefNull propname,
bool value_slider,
bool lock,
bool lock_luminosity,
bool cubic);
void uiTemplatePalette(uiLayout *layout,
PointerRNA *ptr,
blender::StringRefNull propname,
bool colors);
void uiTemplateCryptoPicker(uiLayout *layout,
PointerRNA *ptr,
blender::StringRefNull propname,
int icon);
/**
* TODO: for now, grouping of layers is determined by dividing up the length of
* the array of layer bit-flags.
*/
void uiTemplateLayers(uiLayout *layout,
PointerRNA *ptr,
blender::StringRefNull propname,
PointerRNA *used_ptr,
const char *used_propname,
int active_layer);
void uiTemplateImage(uiLayout *layout,
bContext *C,
PointerRNA *ptr,
blender::StringRefNull propname,
PointerRNA *userptr,
bool compact,
bool multiview);
void uiTemplateImageSettings(uiLayout *layout,
bContext *C,
PointerRNA *imfptr,
bool color_management,
const char *panel_idname = nullptr);
void uiTemplateImageStereo3d(uiLayout *layout, PointerRNA *stereo3d_format_ptr);
void uiTemplateImageViews(uiLayout *layout, PointerRNA *imaptr);
void uiTemplateImageFormatViews(uiLayout *layout, PointerRNA *imfptr, PointerRNA *ptr);
void uiTemplateImageLayers(uiLayout *layout, bContext *C, Image *ima, ImageUser *iuser);
void uiTemplateImageInfo(uiLayout *layout, bContext *C, Image *ima, ImageUser *iuser);
void uiTemplateRunningJobs(uiLayout *layout, bContext *C);
void UI_but_func_operator_search(uiBut *but);
void uiTemplateOperatorSearch(uiLayout *layout);
void UI_but_func_menu_search(uiBut *but, const char *single_menu_idname = nullptr);
void uiTemplateMenuSearch(uiLayout *layout);
/**
* Draw Operator property buttons for redoing execution with different settings.
* This function does not initialize the layout,
* functions can be called on the layout before and after.
*/
void uiTemplateOperatorPropertyButs(
const bContext *C, uiLayout *layout, wmOperator *op, eButLabelAlign label_align, short flag);
void uiTemplateHeader3D_mode(uiLayout *layout, bContext *C);
void uiTemplateEditModeSelection(uiLayout *layout, bContext *C);
void uiTemplateReportsBanner(uiLayout *layout, bContext *C);
void uiTemplateInputStatus(uiLayout *layout, bContext *C);
void uiTemplateStatusInfo(uiLayout *layout, bContext *C);
void uiTemplateKeymapItemProperties(uiLayout *layout, PointerRNA *ptr);
bool uiTemplateEventFromKeymapItem(uiLayout *layout,
blender::StringRefNull text,
const wmKeyMapItem *kmi,
bool text_fallback);
/* Draw keymap item for status bar. Returns number of items consumed,
* as X/Y/Z items may get merged to use less space. */
int uiTemplateStatusBarModalItem(uiLayout *layout,
const wmKeyMap *keymap,
const EnumPropertyItem *item);
void uiTemplateComponentMenu(uiLayout *layout,
PointerRNA *ptr,
blender::StringRefNull propname,
blender::StringRef name);
void uiTemplateNodeSocket(uiLayout *layout, bContext *C, const float color[4]);
/**
* Draw the main CacheFile properties and operators (file path, scale, etc.), that is those which
* do not have their own dedicated template functions.
*/
void uiTemplateCacheFile(uiLayout *layout,
const bContext *C,
PointerRNA *ptr,
blender::StringRefNull propname);
/**
* Lookup the CacheFile PointerRNA of the given pointer and return it in the output parameter.
* Returns true if `ptr` has a RNACacheFile, false otherwise. If false, the output parameter is not
* initialized.
*/
bool uiTemplateCacheFilePointer(PointerRNA *ptr,
blender::StringRefNull propname,
PointerRNA *r_file_ptr);
/**
* Draw the velocity related properties of the CacheFile.
*/
void uiTemplateCacheFileVelocity(uiLayout *layout, PointerRNA *fileptr);
/**
* Draw the time related properties of the CacheFile.
*/
void uiTemplateCacheFileTimeSettings(uiLayout *layout, PointerRNA *fileptr);
/**
* Draw the override layers related properties of the CacheFile.
*/
void uiTemplateCacheFileLayers(uiLayout *layout, const bContext *C, PointerRNA *fileptr);
/** Default UIList class name, keep in sync with its declaration in `bl_ui/__init__.py`. */
#define UI_UL_DEFAULT_CLASS_NAME "UI_UL_list"
enum uiTemplateListFlags {
UI_TEMPLATE_LIST_FLAG_NONE = 0,
UI_TEMPLATE_LIST_SORT_REVERSE = (1 << 0),
UI_TEMPLATE_LIST_SORT_LOCK = (1 << 1),
/** Don't allow resizing the list, i.e. don't add the grip button. */
UI_TEMPLATE_LIST_NO_GRIP = (1 << 2),
/** Do not show filtering options, not even the button to expand/collapse them. Also hides the
* grip button. */
UI_TEMPLATE_LIST_NO_FILTER_OPTIONS = (1 << 3),
/** For #UILST_LAYOUT_BIG_PREVIEW_GRID, don't reserve space for the name label. */
UI_TEMPLATE_LIST_NO_NAMES = (1 << 4),
UI_TEMPLATE_LIST_FLAGS_LAST
};
ENUM_OPERATORS(uiTemplateListFlags, UI_TEMPLATE_LIST_FLAGS_LAST);
void uiTemplateList(uiLayout *layout,
const bContext *C,
const char *listtype_name,
const char *list_id,
PointerRNA *dataptr,
blender::StringRefNull propname,
PointerRNA *active_dataptr,
const char *active_propname,
const char *item_dyntip_propname,
int rows,
int maxrows,
int layout_type,
int columns,
enum uiTemplateListFlags flags);
uiList *uiTemplateList_ex(uiLayout *layout,
const bContext *C,
const char *listtype_name,
const char *list_id,
PointerRNA *dataptr,
blender::StringRefNull propname,
PointerRNA *active_dataptr,
blender::StringRefNull active_propname,
const char *item_dyntip_propname,
int rows,
int maxrows,
int layout_type,
int columns,
enum uiTemplateListFlags flags,
void *customdata);
void uiTemplateNodeLink(
uiLayout *layout, bContext *C, bNodeTree *ntree, bNode *node, bNodeSocket *input);
void uiTemplateNodeView(
uiLayout *layout, bContext *C, bNodeTree *ntree, bNode *node, bNodeSocket *input);
void uiTemplateTextureUser(uiLayout *layout, bContext *C);
/**
* Button to quickly show texture in Properties Editor texture tab.
*/
void uiTemplateTextureShow(uiLayout *layout,
const bContext *C,
PointerRNA *ptr,
PropertyRNA *prop);
void uiTemplateMovieClip(
uiLayout *layout, bContext *C, PointerRNA *ptr, blender::StringRefNull propname, bool compact);
void uiTemplateTrack(uiLayout *layout, PointerRNA *ptr, blender::StringRefNull propname);
void uiTemplateMarker(uiLayout *layout,
PointerRNA *ptr,
blender::StringRefNull propname,
PointerRNA *userptr,
PointerRNA *trackptr,
bool compact);
void uiTemplateMovieclipInformation(uiLayout *layout,
PointerRNA *ptr,
blender::StringRefNull propname,
PointerRNA *userptr);
void uiTemplateColorspaceSettings(uiLayout *layout,
PointerRNA *ptr,
blender::StringRefNull propname);
void uiTemplateColormanagedViewSettings(uiLayout *layout,
bContext *C,
PointerRNA *ptr,
blender::StringRefNull propname);
int uiTemplateRecentFiles(uiLayout *layout, int rows);
void uiTemplateFileSelectPath(uiLayout *layout, bContext *C, FileSelectParams *params);
namespace blender::ui {
void template_asset_shelf_popover(
uiLayout &layout, const bContext &C, StringRefNull asset_shelf_id, StringRef name, int icon);
}
void uiTemplateLightLinkingCollection(uiLayout *layout,
bContext *C,
uiLayout *context_layout,
PointerRNA *ptr,
blender::StringRefNull propname);
void uiTemplateBoneCollectionTree(uiLayout *layout, bContext *C);
void uiTemplateGreasePencilLayerTree(uiLayout *layout, bContext *C);
void uiTemplateNodeTreeInterface(uiLayout *layout, const bContext *C, PointerRNA *ptr);
/**
* Draw all node buttons and socket default values with the same panel structure used by the node.
*/
void uiTemplateNodeInputs(uiLayout *layout, bContext *C, PointerRNA *ptr);
void uiTemplateCollectionExporters(uiLayout *layout, bContext *C);
namespace blender::ed::object::shapekey {
void template_tree(uiLayout *layout, bContext *C);
}
/**
* \return: True if the list item with unfiltered, unordered index \a item_idx is visible given the
* current filter settings.
*/
bool UI_list_item_index_is_filtered_visible(const struct uiList *ui_list, int item_idx);
/* UI Operators */
struct uiDragColorHandle {
float color[4];
bool gamma_corrected;
bool has_alpha;
};
void ED_operatortypes_ui();
/**
* \brief User Interface Keymap
*/
void ED_keymap_ui(wmKeyConfig *keyconf);
void ED_dropboxes_ui();
void ED_uilisttypes_ui();
void UI_drop_color_copy(bContext *C, wmDrag *drag, wmDropBox *drop);
bool UI_drop_color_poll(bContext *C, wmDrag *drag, const wmEvent *event);
bool UI_context_copy_to_selected_list(bContext *C,
PointerRNA *ptr,
PropertyRNA *prop,
blender::Vector<PointerRNA> *r_lb,
bool *r_use_path_from_id,
std::optional<std::string> *r_path);
bool UI_context_copy_to_selected_check(PointerRNA *ptr,
PointerRNA *ptr_link,
PropertyRNA *prop,
const char *path,
bool use_path_from_id,
PointerRNA *r_ptr,
PropertyRNA **r_prop);
/* Helpers for Operators */
uiBut *UI_context_active_but_get(const bContext *C);
/**
* Version of #UI_context_active_get() that uses the result of #CTX_wm_region_popup() if set.
* Does not traverse into parent menus, which may be wanted in some cases.
*/
uiBut *UI_context_active_but_get_respect_popup(const bContext *C);
/**
* Version of #UI_context_active_but_get that also returns RNA property info.
* Helper function for insert keyframe, reset to default, etc operators.
*
* \return active button, NULL if none found or if it doesn't contain valid RNA data.
*/
uiBut *UI_context_active_but_prop_get(const bContext *C,
PointerRNA *r_ptr,
PropertyRNA **r_prop,
int *r_index);
/**
* As above, but for a specified region.
*
* \return active button, NULL if none found or if it doesn't contain valid RNA data.
*/
uiBut *UI_region_active_but_prop_get(const ARegion *region,
PointerRNA *r_ptr,
PropertyRNA **r_prop,
int *r_index);
void UI_context_active_but_prop_handle(bContext *C, bool handle_undo);
void UI_context_active_but_clear(bContext *C, wmWindow *win, ARegion *region);
wmOperator *UI_context_active_operator_get(const bContext *C);
/**
* Helper function for insert keyframe, reset to default, etc operators.
*/
void UI_context_update_anim_flag(const bContext *C);
void UI_context_active_but_prop_get_filebrowser(const bContext *C,
PointerRNA *r_ptr,
PropertyRNA **r_prop,
bool *r_is_undo,
bool *r_is_userdef);
/**
* For new/open operators.
*
* This is for browsing and editing the ID-blocks used.
*/
void UI_context_active_but_prop_get_templateID(const bContext *C,
PointerRNA *r_ptr,
PropertyRNA **r_prop);
ID *UI_context_active_but_get_tab_ID(bContext *C);
uiBut *UI_region_active_but_get(const ARegion *region);
uiBut *UI_region_but_find_rect_over(const ARegion *region, const rcti *rect_px);
uiBlock *UI_region_block_find_mouse_over(const ARegion *region, const int xy[2], bool only_clip);
/**
* Try to find a search-box region opened from a button in \a button_region.
*/
ARegion *UI_region_searchbox_region_get(const ARegion *button_region);
/** #uiFontStyle.align */
enum eFontStyle_Align {
UI_STYLE_TEXT_LEFT = 0,
UI_STYLE_TEXT_CENTER = 1,
UI_STYLE_TEXT_RIGHT = 2,
};
struct uiFontStyleDraw_Params {
eFontStyle_Align align;
uint word_wrap : 1;
};
/* Styled text draw */
void UI_fontstyle_set(const uiFontStyle *fs);
void UI_fontstyle_draw_ex(const uiFontStyle *fs,
const rcti *rect,
const char *str,
size_t str_len,
const uchar col[4],
const uiFontStyleDraw_Params *fs_params,
int *r_xofs,
int *r_yofs,
ResultBLF *r_info);
void UI_fontstyle_draw(const uiFontStyle *fs,
const rcti *rect,
const char *str,
size_t str_len,
const uchar col[4],
const uiFontStyleDraw_Params *fs_params);
void UI_fontstyle_draw_multiline_clipped_ex(const uiFontStyle *fs,
const rcti *rect,
const char *str,
const uchar col[4],
eFontStyle_Align align,
int *r_xofs,
int *r_yofs,
ResultBLF *r_info);
/**
* Draws text with wrapping and shortening using "..." so that it fits into the given rectangle.
*/
void UI_fontstyle_draw_multiline_clipped(const uiFontStyle *fs,
const rcti *rect,
const char *str,
const uchar col[4],
eFontStyle_Align align);
/**
* Drawn same as #UI_fontstyle_draw, but at 90 degree angle.
*/
void UI_fontstyle_draw_rotated(const uiFontStyle *fs,
const rcti *rect,
const char *str,
const uchar col[4]);
/**
* Similar to #UI_fontstyle_draw
* but ignore alignment, shadow & no clipping rect.
*
* For drawing on-screen labels.
*/
void UI_fontstyle_draw_simple(
const uiFontStyle *fs, float x, float y, const char *str, const uchar col[4]);
/**
* Same as #UI_fontstyle_draw but draw a colored backdrop.
*/
void UI_fontstyle_draw_simple_backdrop(const uiFontStyle *fs,
float x,
float y,
blender::StringRef str,
const float col_fg[4],
const float col_bg[4]);
int UI_fontstyle_string_width(const uiFontStyle *fs, const char *str) ATTR_WARN_UNUSED_RESULT
ATTR_NONNULL(1, 2);
/**
* Return the width of `str` with the spacing & kerning of `fs` with `aspect`
* (representing #uiBlock.aspect) applied.
*
* When calculating text width, the UI layout logic calculate widths without scale,
* only applying scale when drawing. This causes problems for fonts since kerning at
* smaller sizes often makes them wider than a scaled down version of the larger text.
* Resolve this by calculating the text at the on-screen size,
* returning the result scaled back to 1:1. See #92361.
*/
int UI_fontstyle_string_width_with_block_aspect(const uiFontStyle *fs,
blender::StringRef str,
float aspect) ATTR_WARN_UNUSED_RESULT
ATTR_NONNULL(1);
int UI_fontstyle_height_max(const uiFontStyle *fs);
/**
* Triangle 'icon' for panel header and other cases.
*/
void UI_draw_icon_tri(float x, float y, char dir, const float[4]);
/**
* Read a style (without any scaling applied).
*/
const uiStyle *UI_style_get(); /* use for fonts etc */
/**
* Read a style (with the current DPI applied).
*/
const uiStyle *UI_style_get_dpi();
/* #UI_OT_editsource helpers. */
bool UI_editsource_enable_check();
void UI_editsource_active_but_test(uiBut *but);
/**
* Remove the editsource data for \a old_but and reinsert it for \a new_but. Use when the button
* was reallocated, e.g. to have a new type (#ui_but_change_type()).
*/
void UI_editsource_but_replace(const uiBut *old_but, uiBut *new_but);
/**
* Adjust the view so the rectangle of \a but is in view, with some extra margin.
*
* It's important that this is only executed after buttons received their final #uiBut.rect. E.g.
* #UI_panels_end() modifies them, so if that is executed, this function must not be called before
* it.
*
* \param region: The region the button is placed in. Make sure this is actually the one the button
* is placed in, not just the context region.
*/
void UI_but_ensure_in_view(const bContext *C, ARegion *region, const uiBut *but);
/* UI_butstore_ helpers */
struct uiButStore;
/**
* Create a new button store, the caller must manage and run #UI_butstore_free
*/
uiButStore *UI_butstore_create(uiBlock *block);
/**
* NULL all pointers, don't free since the owner needs to be able to inspect.
*/
void UI_butstore_clear(uiBlock *block);
/**
* Map freed buttons from the old block and update pointers.
*/
void UI_butstore_update(uiBlock *block);
void UI_butstore_free(uiBlock *block, uiButStore *bs_handle);
bool UI_butstore_is_valid(uiButStore *bs_handle);
bool UI_butstore_is_registered(uiBlock *block, uiBut *but);
void UI_butstore_register(uiButStore *bs_handle, uiBut **but_p);
/**
* Update the pointer for a registered button.
*/
bool UI_butstore_register_update(uiBlock *block, uiBut *but_dst, const uiBut *but_src);
void UI_butstore_unregister(uiButStore *bs_handle, uiBut **but_p);
/* ui_interface_region_tooltip.c */
/**
* \param is_quick_tip: See #UI_but_func_quick_tooltip_set for what a quick tooltip is.
*/
ARegion *UI_tooltip_create_from_button(bContext *C,
ARegion *butregion,
uiBut *but,
bool is_quick_tip);
ARegion *UI_tooltip_create_from_button_or_extra_icon(
bContext *C, ARegion *butregion, uiBut *but, uiButExtraOpIcon *extra_icon, bool is_quick_tip);
ARegion *UI_tooltip_create_from_gizmo(bContext *C, wmGizmo *gz);
void UI_tooltip_free(bContext *C, bScreen *screen, ARegion *region);
/**
* Create a tooltip from search-item tooltip data \a item_tooltip data.
* To be called from a callback set with #UI_but_func_search_set_tooltip().
*
* \param item_rect: Rectangle of the search item in search region space (#ui_searchbox_butrect())
* which is passed to the tooltip callback.
*/
ARegion *UI_tooltip_create_from_search_item_generic(bContext *C,
const ARegion *searchbox_region,
const rcti *item_rect,
ID *id);
/* How long before a tool-tip shows. */
#define UI_TOOLTIP_DELAY 0.5
#define UI_TOOLTIP_DELAY_QUICK 0.2
/* Float precision helpers */
/* Maximum number of digits of precision (not number of decimal places)
* to display for float values. Note that the UI_FLOAT_VALUE_DISPLAY_*
* defines that follow depend on this. */
#define UI_PRECISION_FLOAT_MAX 6
/* Values exceeding this range are displayed as "inf" / "-inf".
* This range is almost FLT_MAX to -FLT_MAX, but each is truncated
* to our display precision, set by UI_PRECISION_FLOAT_MAX. Each
* is approximately `FLT_MAX / 1.000001` but that calculation does
* not give us the explicit zeros needed for this exact range. */
#define UI_FLOAT_VALUE_DISPLAY_MAX 3.402820000e+38F
#define UI_FLOAT_VALUE_DISPLAY_MIN -3.402820000e+38F
/* For float buttons the 'step', is scaled */
#define UI_PRECISION_FLOAT_SCALE 0.01f
/* Typical UI text */
#define UI_FSTYLE_WIDGET (const uiFontStyle *)&(UI_style_get()->widget)
#define UI_FSTYLE_TOOLTIP (const uiFontStyle *)&(UI_style_get()->tooltip)
/**
* Returns the best "UI" precision for given floating value,
* so that e.g. 10.000001 rather gets drawn as '10'...
*/
int UI_calc_float_precision(int prec, double value);
/* widget batched drawing */
void UI_widgetbase_draw_cache_begin();
void UI_widgetbase_draw_cache_flush();
void UI_widgetbase_draw_cache_end();
/* Use for resetting the theme. */
/**
* Initialize default theme.
*
* \note When you add new colors, created & saved themes need initialized
* use function below, #init_userdef_do_versions.
*/
void UI_theme_init_default();
void UI_style_init_default();
void UI_interface_tag_script_reload();
/** Special drawing for toolbar, mainly workarounds for inflexible icon sizing. */
#define USE_UI_TOOLBAR_HACK
/** Support click-drag motion which presses the button and closes a popover (like a menu). */
#define USE_UI_POPOVER_ONCE
bool UI_view_item_matches(const blender::ui::AbstractViewItem &a,
const blender::ui::AbstractViewItem &b);
/**
* Can \a item be renamed right now? Note that this isn't just a mere wrapper around
* #AbstractViewItem::supports_renaming(). This also checks if there is another item being renamed,
* and returns false if so.
*/
bool UI_view_item_can_rename(const blender::ui::AbstractViewItem &item);
void UI_view_item_begin_rename(blender::ui::AbstractViewItem &item);
bool UI_view_item_supports_drag(const blender::ui::AbstractViewItem &item);
/** If this view is displayed in a popup, don't close it when clicking to activate items. */
bool UI_view_item_popup_keep_open(const blender::ui::AbstractViewItem &item);
/**
* Attempt to start dragging \a item_. This will not work if the view item doesn't
* support dragging, i.e. if it won't create a drag-controller upon request.
* \return True if dragging started successfully, otherwise false.
*/
bool UI_view_item_drag_start(bContext &C, blender::ui::AbstractViewItem &item);
/**
* \param xy: Coordinate to find a view item at, in window space.
* \param pad: Extra padding added to the bounding box of the view.
*/
blender::ui::AbstractView *UI_region_view_find_at(const ARegion *region, const int xy[2], int pad);
/**
* \param xy: Coordinate to find a view item at, in window space.
*/
blender::ui::AbstractViewItem *UI_region_views_find_item_at(const ARegion &region,
const int xy[2]);
blender::ui::AbstractViewItem *UI_region_views_find_active_item(const ARegion *region);
uiBut *UI_region_views_find_active_item_but(const ARegion *region);
void UI_region_views_clear_search_highlight(const ARegion *region);