/* SPDX-FileCopyrightText: 2001-2002 NaN Holding BV. All rights reserved. * * SPDX-License-Identifier: GPL-2.0-or-later */ /** \file * \ingroup editorui */ #pragma once #include #include #include #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_layout.hh" #include "UI_interface_types.hh" #include "WM_types.hh" #include "MEM_guardedalloc.h" /* Struct Declarations */ struct ARegion; struct AutoComplete; 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) /* 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, }; /** * Button types, bits stored in 1 value... and a short even! * - bits 0-4: #uiBut.bitnr (0-31) * - bits 5-7: pointer type * - bit 8: for 'bit' * - bit 9-15: button type (now 6 bits, 64 types) */ enum eButPointerType { UI_BUT_POIN_NONE = 0, UI_BUT_POIN_CHAR = 32, UI_BUT_POIN_SHORT = 64, UI_BUT_POIN_INT = 96, UI_BUT_POIN_FLOAT = 128, // UI_BUT_POIN_FUNCTION = 192, /* UNUSED */ UI_BUT_POIN_BIT = 256, /* OR'd with a bit index. */ }; /** \note requires `but->poin != NULL`. */ #define UI_BUT_POIN_TYPES (UI_BUT_POIN_FLOAT | UI_BUT_POIN_SHORT | UI_BUT_POIN_CHAR) /** * #uiBut::type * OR'd with #eButPointerType when passing as an argument. */ enum eButType { UI_BTYPE_BUT = 1 << 9, UI_BTYPE_ROW = 2 << 9, UI_BTYPE_TEXT = 3 << 9, /** Drop-down list. */ UI_BTYPE_MENU = 4 << 9, UI_BTYPE_BUT_MENU = 5 << 9, /** number button */ UI_BTYPE_NUM = 6 << 9, /** number slider */ UI_BTYPE_NUM_SLIDER = 7 << 9, UI_BTYPE_TOGGLE = 8 << 9, UI_BTYPE_TOGGLE_N = 9 << 9, UI_BTYPE_ICON_TOGGLE = 10 << 9, UI_BTYPE_ICON_TOGGLE_N = 11 << 9, /** same as regular toggle, but no on/off state displayed */ UI_BTYPE_BUT_TOGGLE = 12 << 9, /** similar to toggle, display a 'tick' */ UI_BTYPE_CHECKBOX = 13 << 9, UI_BTYPE_CHECKBOX_N = 14 << 9, UI_BTYPE_COLOR = 15 << 9, UI_BTYPE_TAB = 16 << 9, UI_BTYPE_POPOVER = 17 << 9, UI_BTYPE_SCROLL = 18 << 9, UI_BTYPE_BLOCK = 19 << 9, UI_BTYPE_LABEL = 20 << 9, UI_BTYPE_KEY_EVENT = 24 << 9, UI_BTYPE_HSVCUBE = 26 << 9, /** Menu (often used in headers), `*_MENU` with different draw-type. */ UI_BTYPE_PULLDOWN = 27 << 9, UI_BTYPE_ROUNDBOX = 28 << 9, UI_BTYPE_COLORBAND = 30 << 9, /** sphere widget (used to input a unit-vector, aka normal) */ UI_BTYPE_UNITVEC = 31 << 9, UI_BTYPE_CURVE = 32 << 9, /** Profile editing widget */ UI_BTYPE_CURVEPROFILE = 33 << 9, UI_BTYPE_LISTBOX = 36 << 9, UI_BTYPE_LISTROW = 37 << 9, UI_BTYPE_HSVCIRCLE = 38 << 9, UI_BTYPE_TRACK_PREVIEW = 40 << 9, /** Buttons with value >= #UI_BTYPE_SEARCH_MENU don't get undo pushes. */ UI_BTYPE_SEARCH_MENU = 41 << 9, UI_BTYPE_EXTRA = 42 << 9, /** 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. */ UI_BTYPE_PREVIEW_TILE = 43 << 9, UI_BTYPE_HOTKEY_EVENT = 46 << 9, /** Non-interactive image, used for splash screen */ UI_BTYPE_IMAGE = 47 << 9, UI_BTYPE_HISTOGRAM = 48 << 9, UI_BTYPE_WAVEFORM = 49 << 9, UI_BTYPE_VECTORSCOPE = 50 << 9, UI_BTYPE_PROGRESS = 51 << 9, UI_BTYPE_NODE_SOCKET = 53 << 9, UI_BTYPE_SEPR = 54 << 9, UI_BTYPE_SEPR_LINE = 55 << 9, /** Dynamically fill available space. */ UI_BTYPE_SEPR_SPACER = 56 << 9, /** Resize handle (resize UI-list). */ UI_BTYPE_GRIP = 57 << 9, UI_BTYPE_DECORATOR = 58 << 9, /** An item a view (see #ui::AbstractViewItem). */ UI_BTYPE_VIEW_ITEM = 59 << 9, }; #define BUTTYPE (63 << 9) /** Gradient types, for color picker #UI_BTYPE_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 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 uiButToolTipCustomFunc = void (*)(bContext &C, uiTooltipData &data, void *argN); 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 == UI_BTYPE_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); 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); wmOperatorStatus UI_pie_menu_invoke_from_operator_enum(bContext *C, blender::StringRefNull title, blender::StringRefNull opname, blender::StringRefNull propname, const wmEvent *event); wmOperatorStatus UI_pie_menu_invoke_from_rna_enum(bContext *C, const char *title, const char *path, 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 confirm_fn, blender::FunctionRef 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 confirm_text, std::optional cancel_text, const int icon, bool cancel_default, PointerRNA *r_ptr); #if 0 /* UNUSED */ void uiPupBlockOperator(bContext *C, uiBlockCreateFunc func, wmOperator *op, wmOperatorCallContext 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 (#uiItemSpacer()). 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 UI_BTYPE_LABEL without icon this is used as text color. */ void UI_but_color_set(uiBut *but, const uchar color[4]); /** * 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 UI_but_online_manual_id(const uiBut *but) ATTR_WARN_UNUSED_RESULT; std::optional 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, int type, int retval, blender::StringRef str, int x, int y, short width, short height, void *poin, float min, float max, std::optional tip); uiBut *uiDefButF(uiBlock *block, int type, int retval, blender::StringRef str, int x, int y, short width, short height, float *poin, float min, float max, std::optional tip); uiBut *uiDefButI(uiBlock *block, int type, int retval, blender::StringRef str, int x, int y, short width, short height, int *poin, float min, float max, std::optional tip); uiBut *uiDefButBitI(uiBlock *block, int type, int bit, int retval, blender::StringRef str, int x, int y, short width, short height, int *poin, float min, float max, std::optional tip); uiBut *uiDefButS(uiBlock *block, int type, int retval, blender::StringRef str, int x, int y, short width, short height, short *poin, float min, float max, std::optional tip); uiBut *uiDefButBitS(uiBlock *block, int type, int bit, int retval, blender::StringRef str, int x, int y, short width, short height, short *poin, float min, float max, std::optional tip); uiBut *uiDefButC(uiBlock *block, int type, int retval, blender::StringRef str, int x, int y, short width, short height, char *poin, float min, float max, std::optional tip); uiBut *uiDefButBitC(uiBlock *block, int type, int bit, int retval, blender::StringRef str, int x, int y, short width, short height, char *poin, float min, float max, std::optional tip); uiBut *uiDefButR(uiBlock *block, int type, int retval, std::optional str, int x, int y, short width, short height, PointerRNA *ptr, blender::StringRefNull propname, int index, float min, float max, std::optional tip); uiBut *uiDefButR_prop(uiBlock *block, int type, int retval, std::optional str, int x, int y, short width, short height, PointerRNA *ptr, PropertyRNA *prop, int index, float min, float max, std::optional tip); uiBut *uiDefButO(uiBlock *block, int type, blender::StringRefNull opname, wmOperatorCallContext opcontext, const std::optional str, int x, int y, short width, short height, std::optional tip); uiBut *uiDefButO_ptr(uiBlock *block, int type, wmOperatorType *ot, wmOperatorCallContext opcontext, blender::StringRef str, int x, int y, short width, short height, std::optional tip); uiBut *uiDefIconBut(uiBlock *block, int type, int retval, int icon, int x, int y, short width, short height, void *poin, float min, float max, std::optional tip); uiBut *uiDefIconButI(uiBlock *block, int type, int retval, int icon, int x, int y, short width, short height, int *poin, float min, float max, std::optional tip); uiBut *uiDefIconButBitI(uiBlock *block, int type, int bit, int retval, int icon, int x, int y, short width, short height, int *poin, float min, float max, std::optional tip); uiBut *uiDefIconButS(uiBlock *block, int type, int retval, int icon, int x, int y, short width, short height, short *poin, float min, float max, std::optional tip); uiBut *uiDefIconButBitS(uiBlock *block, int type, int bit, int retval, int icon, int x, int y, short width, short height, short *poin, float min, float max, std::optional tip); uiBut *uiDefIconButBitC(uiBlock *block, int type, int bit, int retval, int icon, int x, int y, short width, short height, char *poin, float min, float max, std::optional tip); uiBut *uiDefIconButR(uiBlock *block, int 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 tip); uiBut *uiDefIconButR_prop(uiBlock *block, int 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 tip); uiBut *uiDefIconButO(uiBlock *block, int type, blender::StringRefNull opname, wmOperatorCallContext opcontext, int icon, int x, int y, short width, short height, std::optional tip); uiBut *uiDefIconButO_ptr(uiBlock *block, int type, wmOperatorType *ot, wmOperatorCallContext opcontext, int icon, int x, int y, short width, short height, std::optional tip); uiBut *uiDefIconPreviewBut(uiBlock *block, int type, int retval, int icon, int x, int y, short width, short height, void *poin, float min, float max, std::optional 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, int type, int retval, int icon, blender::StringRef str, int x, int y, short width, short height, void *poin, float min, float max, std::optional tip); uiBut *uiDefIconTextButI(uiBlock *block, int type, int retval, int icon, blender::StringRef str, int x, int y, short width, short height, int *poin, float min, float max, std::optional tip); uiBut *uiDefIconTextButS(uiBlock *block, int type, int retval, int icon, blender::StringRef str, int x, int y, short width, short height, short *poin, float min, float max, std::optional tip); uiBut *uiDefIconTextButR(uiBlock *block, int type, int retval, int icon, std::optional str, int x, int y, short width, short height, PointerRNA *ptr, blender::StringRefNull propname, int index, float min, float max, std::optional tip); uiBut *uiDefIconTextButR_prop(uiBlock *block, int type, int retval, int icon, std::optional str, int x, int y, short width, short height, PointerRNA *ptr, PropertyRNA *prop, int index, float min, float max, std::optional tip); uiBut *uiDefIconTextButO(uiBlock *block, int type, blender::StringRefNull, wmOperatorCallContext opcontext, int icon, blender::StringRef str, int x, int y, short width, short height, std::optional tip); uiBut *uiDefIconTextButO_ptr(uiBlock *block, int type, wmOperatorType *ot, wmOperatorCallContext opcontext, int icon, blender::StringRef str, int x, int y, short width, short height, std::optional tip); void UI_but_operator_set(uiBut *but, wmOperatorType *optype, wmOperatorCallContext 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 UI_but_context_string_get(const uiBut *but, blender::StringRef name); std::optional 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 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 tip); uiBut *uiDefIconTextMenuBut(uiBlock *block, uiMenuCreateFunc func, void *arg, int icon, blender::StringRef str, int x, int y, short width, short height, std::optional tip); uiBut *uiDefIconMenuBut(uiBlock *block, uiMenuCreateFunc func, void *arg, int icon, int x, int y, short width, short height, std::optional tip); uiBut *uiDefBlockBut(uiBlock *block, uiBlockCreateFunc func, void *arg, blender::StringRef str, int x, int y, short width, short height, std::optional tip); uiBut *uiDefBlockButN(uiBlock *block, uiBlockCreateFunc func, void *argN, blender::StringRef str, int x, int y, short width, short height, std::optional 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 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 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 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 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 #UI_BTYPE_SEARCH_MENU. * * 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); /** * 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 draw_width = std::nullopt, const std::optional 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 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 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 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); /** * 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, wmOperatorCallContext 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, 0.4f * UI_UNIT_X) #define UI_AZONESPOTW UI_HEADER_OFFSET /* Width of corner action zone #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 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 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); /** * 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 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 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 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 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 text); void uiTemplateModifiers(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); /** * 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, PointerRNA *imfptr, bool color_management); 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 render procedural related properties of the CacheFile. */ void uiTemplateCacheFileProcedural(uiLayout *layout, const bContext *C, 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); enum { UI_TEMPLATE_ASSET_DRAW_NO_NAMES = (1 << 0), UI_TEMPLATE_ASSET_DRAW_NO_FILTER = (1 << 1), UI_TEMPLATE_ASSET_DRAW_NO_LIBRARY = (1 << 2), }; void uiTemplateAssetView(uiLayout *layout, const bContext *C, const char *list_id, PointerRNA *asset_library_dataptr, const char *asset_library_propname, PointerRNA *assets_dataptr, const char *assets_propname, PointerRNA *active_dataptr, const char *active_propname, const blender::ed::asset::AssetFilterSettings *filter_settings, int display_flags, const char *activate_opname, PointerRNA *r_activate_op_properties, const char *drag_opname, PointerRNA *r_drag_op_properties); 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, 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); /** * \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); /** * \return An RNA pointer for the operator properties. */ PointerRNA *UI_list_custom_activate_operator_set(uiList *ui_list, blender::StringRefNull opname, bool create_properties); /** * \return An RNA pointer for the operator properties. */ PointerRNA *UI_list_custom_drag_operator_set(uiList *ui_list, blender::StringRefNull opname, bool create_properties); /* 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 *r_lb, bool *r_use_path_from_id, std::optional *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); /** * A version of #WM_key_event_operator_string that's limited to UI elements. * * This supports showing shortcuts in context-menus (for example), * for actions that can also be activated using shortcuts while the cursor is over the button. * Without this those shortcuts aren't discoverable for users. */ std::optional UI_key_event_operator_string(const bContext *C, blender::StringRefNull opname, IDProperty *properties, bool is_strict); /* 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, const 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 ®ion, 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);