Define the UI template in the namespace of its own module, and consistently use references and const in those UI template functions.
48 lines
1.3 KiB
C++
48 lines
1.3 KiB
C++
/* SPDX-FileCopyrightText: 2020 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup editors
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*/
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#pragma once
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#include "BLI_string_ref.hh"
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#include "DNA_customdata_types.h"
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#include "BKE_attribute.h"
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#include "BKE_screen.hh"
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struct Mesh;
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struct ReportList;
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void ED_operatortypes_geometry();
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/**
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* Convert an attribute with the given name to a new type and domain.
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* The attribute must already exist.
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*
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* \note Does not support meshes in edit mode.
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*/
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bool ED_geometry_attribute_convert(Mesh *mesh,
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const char *name,
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eCustomDataType dst_type,
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eAttrDomain dst_domain,
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ReportList *reports);
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namespace blender::ed::geometry {
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MenuType node_group_operator_assets_menu();
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MenuType node_group_operator_assets_menu_unassigned();
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void clear_operator_asset_trees();
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void ui_template_node_operator_asset_menu_items(uiLayout &layout,
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const bContext &C,
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StringRef catalog_path);
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void ui_template_node_operator_asset_root_items(uiLayout &layout, const bContext &C);
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} // namespace blender::ed::geometry
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