Files
test/source/blender/editors/include/ED_geometry.hh
Hans Goudey 0cb01332f1 Cleanup: Consistency between asset-extended menu UI templates
Define the UI template in the namespace of its own module, and
consistently use references and const in those UI template functions.
2023-09-25 21:58:30 -04:00

48 lines
1.3 KiB
C++

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