This converts `uiLayoutSetEmboss` and `uiLayoutGetEmboss` function APIs to objects methods following recent `uiLayout` refactors. Part of: #117604 Pull Request: https://projects.blender.org/blender/blender/pulls/139811
781 lines
30 KiB
C++
781 lines
30 KiB
C++
/* SPDX-FileCopyrightText: 2025 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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#include <optional>
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#include "BLI_string_ref.hh"
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#include "BLI_vector.hh"
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#include "UI_interface_icons.hh" /* `eAlertIcon` */
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#include "UI_interface_types.hh"
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#include "WM_types.hh" /* `wmOperatorCallContext` */
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struct bContext;
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struct bContextStore;
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struct uiBlock;
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struct uiBut;
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struct uiLayoutRoot;
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struct uiStyle;
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struct MenuType;
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struct PanelType;
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struct PointerRNA;
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/* Layout
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*
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* More automated layout of buttons. Has three levels:
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* - Layout: contains a number templates, within a bounded width or height.
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* - Template: predefined layouts for buttons with a number of slots, each
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* slot can contain multiple items.
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* - Item: item to put in a template slot, being either an RNA property,
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* operator, label or menu. Also regular buttons can be used when setting
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* uiBlockCurLayout. */
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namespace blender::ui {
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enum class ItemType : int8_t;
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enum class ItemInternalFlag : uint8_t;
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enum class EmbossType : uint8_t;
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} // namespace blender::ui
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struct PanelLayout {
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uiLayout *header;
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uiLayout *body;
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};
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/**
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* NOTE: `uiItem` properties should be considered private outside `interface_layout.cc`,
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* incoming refactors would remove public access and add public read/write function methods.
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* Meanwhile keep using `uiLayout*` functions to read/write this properties.
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*/
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struct uiItem {
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blender::ui::ItemType type_;
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blender::ui::ItemInternalFlag flag_;
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uiItem() = default;
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uiItem(const uiItem &) = default;
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virtual ~uiItem() = default;
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};
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enum eUI_Item_Flag : uint16_t;
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enum class LayoutSeparatorType : int8_t {
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Auto,
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Space,
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Line,
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};
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/**
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* NOTE: `uiLayout` properties should be considered private outside `interface_layout.cc`,
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* incoming refactors would remove public access and add public read/write function methods.
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* Meanwhile keep using `uiLayout*` functions to read/write this properties.
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*/
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struct uiLayout : uiItem {
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// protected:
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uiLayoutRoot *root_;
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bContextStore *context_;
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uiLayout *parent_;
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blender::Vector<uiItem *> items_;
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char heading_[UI_MAX_NAME_STR];
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/** Sub layout to add child items, if not the layout itself. */
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uiLayout *child_items_layout_;
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int x_, y_, w_, h_;
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float scale_[2];
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short space_;
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bool align_;
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bool active_;
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bool active_default_;
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bool activate_init_;
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bool enabled_;
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bool redalert_;
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bool keepaspect_;
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/** For layouts inside grid-flow, they and their items shall never have a fixed maximal size. */
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bool variable_size_;
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char alignment_;
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blender::ui::EmbossType emboss_;
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/** for fixed width or height to avoid UI size changes */
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float units_[2];
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/** Is copied to uiButs created in this layout. */
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float search_weight_;
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public:
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blender::ui::EmbossType emboss() const;
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void emboss_set(blender::ui::EmbossType emboss);
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/** Sub-layout items. */
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uiLayout &absolute(bool align);
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uiBlock *absolute_block();
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/**
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* Add a new box sub-layout, items placed in this sub-layout are added vertically one under
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* each other in a column and are surrounded by a box.
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*/
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uiLayout &box();
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/**
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* Add a new column sub-layout, items placed in this sub-layout are added vertically one under
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* each other in a column.
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*/
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uiLayout &column(bool align);
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/**
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* Add a new column sub-layout, items placed in this sub-layout are added vertically one under
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* each other in a column.
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* \param heading: Heading label to set to the first child element added in the sub-layout
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* through #uiLayout::prop. When property split is used, this heading label is set in the split
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* label column when there is no label defined.
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*/
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uiLayout &column(bool align, blender::StringRef heading);
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/**
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* Add a new row sub-layout, items placed in this sub-layout are added horizontally next to each
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* other in row.
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*/
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uiLayout &row(bool align);
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/**
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* Add a new row sub-layout, items placed in this sub-layout are added horizontally next to each
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* other in row.
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* \param heading: Heading label to set to the first child element added in the sub-layout
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* through #uiLayout::prop. When property split is used, this heading label is set in the split
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* label column when there is no label defined.
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*/
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uiLayout &row(bool align, blender::StringRef heading);
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/**
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* Add a new column flow sub-layout, items placed in this sub-layout would be evenly distributed
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* in columns.
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* \param number: the number of columns in which items are distributed.
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*/
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uiLayout &column_flow(int number, bool align);
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/**
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* Add a new grid flow sub-layout, items placed in this sub-layout would be distributed in a
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* grid.
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* \param row_major: When true items are distributed by rows, otherwise items are distributed by
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* columns.
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* \param columns_len: When positive is the fixed number of columns to show, when 0 its automatic
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* defined, when negative its an automatic stepped number of columns/rows to show (e.g. when \a
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* row_major is true -3 will automatically show (1,2,3,6,9,...) columns, or when \a row_major is
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* false -3 will automatically show (3,6,9,...) rows).
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* \param even_columns: All columns will have the same width.
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* \param even_rows: All rows will have the same height.
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*/
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uiLayout &grid_flow(
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bool row_major, int columns_len, bool even_columns, bool even_rows, bool align);
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/** Add a new list box sub-layout. */
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uiLayout &list_box(uiList *ui_list, PointerRNA *actptr, PropertyRNA *actprop);
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/**
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* Add a pie menu layout, buttons are arranged around a center.
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* Only one pie menu per layout root can be added, if it's already initialized it will be
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* returned instead of adding a new one.
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*/
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uiLayout &menu_pie();
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/** Add a new overlap sub-layout. */
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uiLayout &overlap();
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/**
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* Create a "layout panel" which is a panel that is defined as part of the `uiLayout`. This
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* allows creating expandable sections which can also be nested.
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*
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* The open-state of the panel is defined by an RNA property which is passed in as a pointer +
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* property name pair. This gives the caller flexibility to decide who should own the open-state.
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*
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* \param C: The context is necessary because sometimes the panel may be forced to be open by the
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* context even of the open-property is `false`. This can happen with e.g. property search.
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* \param layout: The `uiLayout` that should contain the sub-panel.
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* Only layouts that span the full width of the region are supported for now.
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* \param open_prop_owner: Data that contains the open-property.
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* \param open_prop_name: Name of the open-property in `open_prop_owner`.
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*
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* \return A #PanelLayout containing layouts for both the header row and the panel body. If the
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* panel is closed and should not be drawn, the body layout will be NULL.
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*/
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PanelLayout panel_prop(const bContext *C,
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PointerRNA *open_prop_owner,
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blender::StringRefNull open_prop_name);
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/**
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* Variant of #panel_prop that automatically creates the header row with the
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* given label and only returns the body layout.
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*
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* \param label: Text that's shown in the panel header. It should already be translated.
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*
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* \return NULL if the panel is closed and should not be drawn, otherwise the layout where the
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* sub-panel should be inserted into.
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*/
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uiLayout *panel_prop(const bContext *C,
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PointerRNA *open_prop_owner,
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blender::StringRefNull open_prop_name,
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blender::StringRef label);
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PanelLayout panel_prop_with_bool_header(const bContext *C,
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PointerRNA *open_prop_owner,
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blender::StringRefNull open_prop_name,
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PointerRNA *bool_prop_owner,
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blender::StringRefNull bool_prop_name,
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std::optional<blender::StringRefNull> label);
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/**
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* Variant of #panel_prop that automatically stores the open-close-state in the root
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* panel. When a dynamic number of panels is required, it's recommended to use #panel_prop
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* instead of passing in generated id names.
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*
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* \param idname: String that identifies the open-close-state in the root panel.
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*/
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PanelLayout panel(const bContext *C, blender::StringRef idname, bool default_closed);
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/**
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* Variant of #panel that automatically creates the header row with the given label and
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* only returns the body layout.
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*
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* \param label: Text that's shown in the panel header. It should already be translated.
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*
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* \return NULL if the panel is closed and should not be drawn, otherwise the layout where the
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* sub-panel should be inserted into.
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*/
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uiLayout *panel(const bContext *C,
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blender::StringRef idname,
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bool default_closed,
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blender::StringRef label);
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/**
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* Add a new split sub-layout, items placed in this sub-layout are added horizontally next to
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* each other in row, but width is splitted between the first item and remaining items.
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* \param percentage: Width percent to split.
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*/
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uiLayout &split(float percentage, bool align);
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/** Items. */
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/** Adds a label item that will display text and/or icon in the layout. */
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void label(blender::StringRef name, int icon);
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/**
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* Adds a menu item, which is a button that when active will display a menu.
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* If menu fails to poll with `WM_menutype_poll` it will not be added into the layout.
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*/
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void menu(MenuType *mt, std::optional<blender::StringRef> name, int icon);
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/**
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* Adds a menu item, which is a button that when active will display a menu.
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* If menu fails to poll with `WM_menutype_poll` it will not be added into the layout.
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*/
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void menu(blender::StringRef menuname, std::optional<blender::StringRef> name, int icon);
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/**
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* Adds a menu item, which is a button that when active will display a menu.
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* \param name: Label to show in the menu button.
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* \param func: Function that generates the menu layout.
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* \param arg: Pointer to data used as last argument in \a func.
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*/
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void menu_fn(blender::StringRefNull name, int icon, uiMenuCreateFunc func, void *arg);
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/**
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* Adds a menu item, which is a button that when active will display a menu.
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* \param name: Label to show in the menu button.
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* \param func: Function that generates the menu layout.
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* \param argN: Pointer to data used as last argument in \a func, it will be
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* freed with the menu button.
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*/
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void menu_fn_argN_free(blender::StringRefNull name, int icon, uiMenuCreateFunc func, void *argN);
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/**
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* Adds a operator item, places a button in the layout to call the operator.
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* \param ot: Operator to add.
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* \param name: Text to show in the layout.
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* \param context: Operator call context for #WM_operator_name_call.
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* \returns Operator pointer to write properties.
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*/
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PointerRNA op(wmOperatorType *ot,
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std::optional<blender::StringRef> name,
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int icon,
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wmOperatorCallContext context,
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eUI_Item_Flag flag);
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/**
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* Adds a operator item, places a button in the layout to call the operator.
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* \param ot: Operator to add.
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* \param name: Text to show in the layout.
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* \returns Operator pointer to write properties.
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*/
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PointerRNA op(wmOperatorType *ot, std::optional<blender::StringRef> name, int icon);
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/**
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* Adds a operator item, places a button in the layout to call the operator.
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* \param opname: Operator id name.
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* \param name: Text to show in the layout.
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* \returns Operator pointer to write properties, might be #PointerRNA_NULL if operator does not
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* exists.
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*/
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PointerRNA op(blender::StringRefNull opname, std::optional<blender::StringRef> name, int icon);
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/**
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* Adds a operator item, places a button in the layout to call the operator.
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* \param opname: Operator id name.
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* \param name: Text to show in the layout.
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* \param context: Operator call context for #WM_operator_name_call.
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* \returns Operator pointer to write properties, might be #PointerRNA_NULL if operator does not
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* exists.
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*/
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PointerRNA op(blender::StringRefNull opname,
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std::optional<blender::StringRef> name,
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int icon,
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wmOperatorCallContext context,
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eUI_Item_Flag flag);
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/**
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* Adds a RNA property item, and exposes it into the layout.
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* \param ptr: RNA pointer to the struct owner of \a prop.
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* \param prop: The property in \a ptr to add.
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* \param index: When \a prop is a array property, indicates what entry to expose through the
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* layout, #RNA_NO_INDEX (-1) means all.
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*/
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void prop(PointerRNA *ptr,
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PropertyRNA *prop,
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int index,
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int value,
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eUI_Item_Flag flag,
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std::optional<blender::StringRef> name_opt,
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int icon,
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std::optional<blender::StringRef> placeholder = std::nullopt);
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/** Adds a RNA property item, and exposes it into the layout. */
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void prop(PointerRNA *ptr,
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blender::StringRefNull propname,
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eUI_Item_Flag flag,
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std::optional<blender::StringRef> name,
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int icon);
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/** Adds a separator item, that adds empty space between items. */
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void separator(float factor = 1.0f, LayoutSeparatorType type = LayoutSeparatorType::Auto);
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};
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enum {
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UI_LAYOUT_HORIZONTAL = 0,
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UI_LAYOUT_VERTICAL = 1,
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};
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enum {
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UI_LAYOUT_PANEL = 0,
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UI_LAYOUT_HEADER = 1,
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UI_LAYOUT_MENU = 2,
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UI_LAYOUT_TOOLBAR = 3,
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UI_LAYOUT_PIEMENU = 4,
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UI_LAYOUT_VERT_BAR = 5,
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};
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enum {
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UI_LAYOUT_ALIGN_EXPAND = 0,
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UI_LAYOUT_ALIGN_LEFT = 1,
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UI_LAYOUT_ALIGN_CENTER = 2,
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UI_LAYOUT_ALIGN_RIGHT = 3,
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};
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enum eUI_Item_Flag : uint16_t {
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/* UI_ITEM_O_RETURN_PROPS = 1 << 0, */ /* UNUSED */
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UI_ITEM_R_EXPAND = 1 << 1,
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UI_ITEM_R_SLIDER = 1 << 2,
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/**
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* Use for booleans, causes the button to draw with an outline (emboss),
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* instead of text with a checkbox.
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* This is implied when toggle buttons have an icon
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* unless #UI_ITEM_R_ICON_NEVER flag is set.
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*/
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UI_ITEM_R_TOGGLE = 1 << 3,
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/**
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* Don't attempt to use an icon when the icon is set to #ICON_NONE.
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*
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* Use for booleans, causes the buttons to always show as a checkbox
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* even when there is an icon (which would normally show the button as a toggle).
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*/
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UI_ITEM_R_ICON_NEVER = 1 << 4,
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UI_ITEM_R_ICON_ONLY = 1 << 5,
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UI_ITEM_R_EVENT = 1 << 6,
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UI_ITEM_R_FULL_EVENT = 1 << 7,
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UI_ITEM_R_NO_BG = 1 << 8,
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UI_ITEM_R_IMMEDIATE = 1 << 9,
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UI_ITEM_O_DEPRESS = 1 << 10,
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UI_ITEM_R_COMPACT = 1 << 11,
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UI_ITEM_R_CHECKBOX_INVERT = 1 << 12,
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/** Don't add a real decorator item, just blank space. */
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UI_ITEM_R_FORCE_BLANK_DECORATE = 1 << 13,
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/* Even create the property split layout if there's no name to show there. */
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UI_ITEM_R_SPLIT_EMPTY_NAME = 1 << 14,
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/**
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* Only for text buttons (for now): Force the button as active in a semi-modal state (capturing
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* text input while leaving the remaining UI interactive).
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*/
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UI_ITEM_R_TEXT_BUT_FORCE_SEMI_MODAL_ACTIVE = 1 << 15,
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};
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ENUM_OPERATORS(eUI_Item_Flag, UI_ITEM_R_TEXT_BUT_FORCE_SEMI_MODAL_ACTIVE)
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#define UI_ITEM_NONE eUI_Item_Flag(0)
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uiLayout *UI_block_layout(uiBlock *block,
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int dir,
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int type,
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int x,
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int y,
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int size,
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int em,
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int padding,
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const uiStyle *style);
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void UI_block_layout_set_current(uiBlock *block, uiLayout *layout);
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void UI_block_layout_resolve(uiBlock *block, int *r_x, int *r_y);
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bool UI_block_layout_needs_resolving(const uiBlock *block);
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/**
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* Used for property search when the layout process needs to be cancelled in order to avoid
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* computing the locations for buttons, but the layout items created while adding the buttons
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* must still be freed.
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*/
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void UI_block_layout_free(uiBlock *block);
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/**
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* Apply property search behavior, setting panel flags and deactivating buttons that don't match.
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*
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* \note Must not be run after #UI_block_layout_resolve.
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*/
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bool UI_block_apply_search_filter(uiBlock *block, const char *search_filter);
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uiBlock *uiLayoutGetBlock(uiLayout *layout);
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void uiLayoutSetFunc(uiLayout *layout, uiMenuHandleFunc handlefunc, void *argv);
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void uiLayoutSetContextPointer(uiLayout *layout, blender::StringRef name, PointerRNA *ptr);
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void uiLayoutSetContextString(uiLayout *layout, blender::StringRef name, blender::StringRef value);
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void uiLayoutSetContextInt(uiLayout *layout, blender::StringRef name, int64_t value);
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bContextStore *uiLayoutGetContextStore(uiLayout *layout);
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void uiLayoutContextCopy(uiLayout *layout, const bContextStore *context);
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/**
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* Set tooltip function for all buttons in the layout.
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* func, arg and free_arg are passed on to UI_but_func_tooltip_set, so their meaning is the same.
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*
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* \param func: The callback function that gets called to get tooltip content
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* \param arg: An optional opaque pointer that gets passed to func
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* \param free_arg: An optional callback for freeing arg (can be set to e.g. MEM_freeN)
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* \param copy_arg: An optional callback for duplicating arg in case UI_but_func_tooltip_set
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* is being called on multiple buttons (can be set to e.g. MEM_dupallocN). If set to NULL, arg will
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* be passed as-is to all buttons.
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*/
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void uiLayoutSetTooltipFunc(uiLayout *layout,
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uiButToolTipFunc func,
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void *arg,
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uiCopyArgFunc copy_arg,
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uiFreeArgFunc free_arg);
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void UI_menutype_draw(bContext *C, MenuType *mt, uiLayout *layout);
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/**
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* Used for popup panels only.
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*/
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void UI_paneltype_draw(bContext *C, PanelType *pt, uiLayout *layout);
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/* Only for convenience. */
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void uiLayoutSetContextFromBut(uiLayout *layout, uiBut *but);
|
|
|
|
void uiLayoutSetOperatorContext(uiLayout *layout, wmOperatorCallContext opcontext);
|
|
void uiLayoutSetActive(uiLayout *layout, bool active);
|
|
void uiLayoutSetActiveDefault(uiLayout *layout, bool active_default);
|
|
void uiLayoutSetActivateInit(uiLayout *layout, bool activate_init);
|
|
void uiLayoutSetEnabled(uiLayout *layout, bool enabled);
|
|
void uiLayoutSetRedAlert(uiLayout *layout, bool redalert);
|
|
void uiLayoutSetAlignment(uiLayout *layout, char alignment);
|
|
void uiLayoutSetFixedSize(uiLayout *layout, bool fixed_size);
|
|
void uiLayoutSetKeepAspect(uiLayout *layout, bool keepaspect);
|
|
void uiLayoutSetScaleX(uiLayout *layout, float scale);
|
|
void uiLayoutSetScaleY(uiLayout *layout, float scale);
|
|
void uiLayoutSetUnitsX(uiLayout *layout, float unit);
|
|
void uiLayoutSetUnitsY(uiLayout *layout, float unit);
|
|
void uiLayoutSetPropSep(uiLayout *layout, bool is_sep);
|
|
void uiLayoutSetPropDecorate(uiLayout *layout, bool is_sep);
|
|
int uiLayoutGetLocalDir(const uiLayout *layout);
|
|
void uiLayoutSetSearchWeight(uiLayout *layout, float weight);
|
|
|
|
wmOperatorCallContext uiLayoutGetOperatorContext(uiLayout *layout);
|
|
bool uiLayoutGetActive(uiLayout *layout);
|
|
bool uiLayoutGetActiveDefault(uiLayout *layout);
|
|
bool uiLayoutGetActivateInit(uiLayout *layout);
|
|
bool uiLayoutGetEnabled(uiLayout *layout);
|
|
bool uiLayoutGetRedAlert(uiLayout *layout);
|
|
int uiLayoutGetAlignment(uiLayout *layout);
|
|
bool uiLayoutGetFixedSize(uiLayout *layout);
|
|
bool uiLayoutGetKeepAspect(uiLayout *layout);
|
|
int uiLayoutGetWidth(uiLayout *layout);
|
|
float uiLayoutGetScaleX(uiLayout *layout);
|
|
float uiLayoutGetScaleY(uiLayout *layout);
|
|
float uiLayoutGetUnitsX(uiLayout *layout);
|
|
float uiLayoutGetUnitsY(uiLayout *layout);
|
|
bool uiLayoutGetPropSep(uiLayout *layout);
|
|
bool uiLayoutGetPropDecorate(uiLayout *layout);
|
|
Panel *uiLayoutGetRootPanel(uiLayout *layout);
|
|
float uiLayoutGetSearchWeight(uiLayout *layout);
|
|
|
|
int uiLayoutListItemPaddingWidth();
|
|
void uiLayoutListItemAddPadding(uiLayout *layout);
|
|
|
|
/* Layout create functions. */
|
|
|
|
bool uiLayoutEndsWithPanelHeader(const uiLayout &layout);
|
|
|
|
/* items */
|
|
|
|
void uiItemEnumO_ptr(uiLayout *layout,
|
|
wmOperatorType *ot,
|
|
std::optional<blender::StringRef> name,
|
|
int icon,
|
|
blender::StringRefNull propname,
|
|
int value);
|
|
void uiItemEnumO(uiLayout *layout,
|
|
blender::StringRefNull opname,
|
|
std::optional<blender::StringRef> name,
|
|
int icon,
|
|
blender::StringRefNull propname,
|
|
int value);
|
|
/**
|
|
* For use in cases where we have.
|
|
*/
|
|
void uiItemEnumO_value(uiLayout *layout,
|
|
blender::StringRefNull name,
|
|
int icon,
|
|
blender::StringRefNull opname,
|
|
blender::StringRefNull propname,
|
|
int value);
|
|
void uiItemEnumO_string(uiLayout *layout,
|
|
blender::StringRef name,
|
|
int icon,
|
|
blender::StringRefNull opname,
|
|
blender::StringRefNull propname,
|
|
const char *value_str);
|
|
void uiItemsEnumO(uiLayout *layout,
|
|
blender::StringRefNull opname,
|
|
blender::StringRefNull propname);
|
|
|
|
void uiItemFullOMenuHold_ptr(uiLayout *layout,
|
|
wmOperatorType *ot,
|
|
std::optional<blender::StringRef> name,
|
|
int icon,
|
|
wmOperatorCallContext context,
|
|
eUI_Item_Flag flag,
|
|
const char *menu_id, /* extra menu arg. */
|
|
PointerRNA *r_opptr);
|
|
|
|
/**
|
|
* Use a wrapper function since re-implementing all the logic in this function would be messy.
|
|
*/
|
|
void uiItemFullR_with_popover(uiLayout *layout,
|
|
PointerRNA *ptr,
|
|
PropertyRNA *prop,
|
|
int index,
|
|
int value,
|
|
eUI_Item_Flag flag,
|
|
std::optional<blender::StringRefNull> name,
|
|
int icon,
|
|
const char *panel_type);
|
|
void uiItemFullR_with_menu(uiLayout *layout,
|
|
PointerRNA *ptr,
|
|
PropertyRNA *prop,
|
|
int index,
|
|
int value,
|
|
eUI_Item_Flag flag,
|
|
std::optional<blender::StringRefNull> name,
|
|
int icon,
|
|
const char *menu_type);
|
|
void uiItemEnumR_prop(uiLayout *layout,
|
|
std::optional<blender::StringRefNull> name,
|
|
int icon,
|
|
PointerRNA *ptr,
|
|
PropertyRNA *prop,
|
|
int value);
|
|
void uiItemEnumR_string_prop(uiLayout *layout,
|
|
PointerRNA *ptr,
|
|
PropertyRNA *prop,
|
|
const char *value,
|
|
std::optional<blender::StringRefNull> name,
|
|
int icon);
|
|
void uiItemEnumR_string(uiLayout *layout,
|
|
PointerRNA *ptr,
|
|
blender::StringRefNull propname,
|
|
const char *value,
|
|
std::optional<blender::StringRefNull> name,
|
|
int icon);
|
|
void uiItemsEnumR(uiLayout *layout, PointerRNA *ptr, blender::StringRefNull propname);
|
|
void uiItemPointerR_prop(uiLayout *layout,
|
|
PointerRNA *ptr,
|
|
PropertyRNA *prop,
|
|
PointerRNA *searchptr,
|
|
PropertyRNA *searchprop,
|
|
std::optional<blender::StringRefNull> name,
|
|
int icon,
|
|
bool results_are_suggestions);
|
|
void uiItemPointerR(uiLayout *layout,
|
|
PointerRNA *ptr,
|
|
blender::StringRefNull propname,
|
|
PointerRNA *searchptr,
|
|
blender::StringRefNull searchpropname,
|
|
std::optional<blender::StringRefNull> name,
|
|
int icon);
|
|
|
|
/**
|
|
* Create a list of enum items.
|
|
*
|
|
* \param active: an optional item to highlight.
|
|
*/
|
|
void uiItemsFullEnumO(uiLayout *layout,
|
|
blender::StringRefNull opname,
|
|
blender::StringRefNull propname,
|
|
IDProperty *properties,
|
|
wmOperatorCallContext context,
|
|
eUI_Item_Flag flag,
|
|
const int active = -1);
|
|
/**
|
|
* Create UI items for enum items in \a item_array.
|
|
*
|
|
* A version of #uiItemsFullEnumO that takes pre-calculated item array.
|
|
* \param active: if not -1, will highlight that item.
|
|
*/
|
|
void uiItemsFullEnumO_items(uiLayout *layout,
|
|
wmOperatorType *ot,
|
|
const PointerRNA &ptr,
|
|
PropertyRNA *prop,
|
|
IDProperty *properties,
|
|
wmOperatorCallContext context,
|
|
eUI_Item_Flag flag,
|
|
const EnumPropertyItem *item_array,
|
|
int totitem,
|
|
int active = -1);
|
|
|
|
struct uiPropertySplitWrapper {
|
|
uiLayout *label_column;
|
|
uiLayout *property_row;
|
|
/**
|
|
* Column for decorators. Note that this may be null, see #uiItemPropertySplitWrapperCreate().
|
|
*/
|
|
uiLayout *decorate_column;
|
|
};
|
|
|
|
/**
|
|
* Normally, we handle the split layout in #uiLayout::prop(), but there are other cases where the
|
|
* logic is needed. Ideally, #uiLayout::prop() could just call this, but it currently has too many
|
|
* special needs.
|
|
*
|
|
* The returned #uiPropertySplitWrapper.decorator_column may be null when decorators are disabled
|
|
* (#uiLayoutGetPropDecorate() returns false).
|
|
*/
|
|
uiPropertySplitWrapper uiItemPropertySplitWrapperCreate(uiLayout *parent_layout);
|
|
|
|
uiBut *uiItemL_ex(
|
|
uiLayout *layout, blender::StringRef name, int icon, bool highlight, bool redalert);
|
|
/**
|
|
* Helper to add a label using a property split layout if needed. After calling this the
|
|
* active layout will be the one to place the labeled items in. An additional layout may be
|
|
* returned to place decorator buttons in.
|
|
*
|
|
* \return the layout to place decorators in, if #UI_ITEM_PROP_SEP is enabled. Otherwise null.
|
|
*/
|
|
uiLayout *uiItemL_respect_property_split(uiLayout *layout, blender::StringRef text, int icon);
|
|
/**
|
|
* Label icon for dragging.
|
|
*/
|
|
void uiItemLDrag(uiLayout *layout, PointerRNA *ptr, blender::StringRef name, int icon);
|
|
/**
|
|
* Menu contents.
|
|
*/
|
|
void uiItemMContents(uiLayout *layout, blender::StringRef menuname);
|
|
|
|
/* Decorators. */
|
|
|
|
/**
|
|
* Insert a decorator item for a button with the same property as \a prop.
|
|
* To force inserting a blank dummy element, NULL can be passed for \a ptr and \a prop.
|
|
*/
|
|
void uiItemDecoratorR_prop(uiLayout *layout, PointerRNA *ptr, PropertyRNA *prop, int index);
|
|
/**
|
|
* Insert a decorator item for a button with the same property as \a prop.
|
|
* To force inserting a blank dummy element, NULL can be passed for \a ptr and \a propname.
|
|
*/
|
|
void uiItemDecoratorR(uiLayout *layout,
|
|
PointerRNA *ptr,
|
|
std::optional<blender::StringRefNull> propname,
|
|
int index);
|
|
|
|
/** Flexible spacing. */
|
|
void uiItemSpacer(uiLayout *layout);
|
|
|
|
enum eButProgressType {
|
|
UI_BUT_PROGRESS_TYPE_BAR = 0,
|
|
UI_BUT_PROGRESS_TYPE_RING = 1,
|
|
};
|
|
|
|
void uiItemProgressIndicator(uiLayout *layout,
|
|
const char *text,
|
|
float factor,
|
|
eButProgressType progress_type);
|
|
|
|
/* popover */
|
|
void uiItemPopoverPanel_ptr(uiLayout *layout,
|
|
const bContext *C,
|
|
PanelType *pt,
|
|
std::optional<blender::StringRef> name_opt,
|
|
int icon);
|
|
void uiItemPopoverPanel(uiLayout *layout,
|
|
const bContext *C,
|
|
blender::StringRef panel_type,
|
|
std::optional<blender::StringRef> name_opt,
|
|
int icon);
|
|
void uiItemPopoverPanelFromGroup(uiLayout *layout,
|
|
bContext *C,
|
|
int space_id,
|
|
int region_id,
|
|
const char *context,
|
|
const char *category);
|
|
|
|
/**
|
|
* Level items.
|
|
*/
|
|
void uiItemMenuEnumFullO_ptr(uiLayout *layout,
|
|
const bContext *C,
|
|
wmOperatorType *ot,
|
|
blender::StringRefNull propname,
|
|
std::optional<blender::StringRefNull> name,
|
|
int icon,
|
|
PointerRNA *r_opptr);
|
|
void uiItemMenuEnumFullO(uiLayout *layout,
|
|
const bContext *C,
|
|
blender::StringRefNull opname,
|
|
blender::StringRefNull propname,
|
|
blender::StringRefNull name,
|
|
int icon,
|
|
PointerRNA *r_opptr);
|
|
void uiItemMenuEnumO(uiLayout *layout,
|
|
const bContext *C,
|
|
blender::StringRefNull opname,
|
|
blender::StringRefNull propname,
|
|
blender::StringRefNull name,
|
|
int icon);
|
|
void uiItemMenuEnumR_prop(uiLayout *layout,
|
|
PointerRNA *ptr,
|
|
PropertyRNA *prop,
|
|
std::optional<blender::StringRefNull>,
|
|
int icon);
|
|
void uiItemTabsEnumR_prop(uiLayout *layout,
|
|
bContext *C,
|
|
PointerRNA *ptr,
|
|
PropertyRNA *prop,
|
|
PointerRNA *ptr_highlight,
|
|
PropertyRNA *prop_highlight,
|
|
bool icon_only);
|
|
|
|
/* Only for testing, inspecting layouts. */
|
|
/**
|
|
* Evaluate layout items as a Python dictionary.
|
|
*/
|
|
const char *UI_layout_introspect(uiLayout *layout);
|
|
|
|
/**
|
|
* Helpers to add a big icon and create a split layout for alert popups.
|
|
* Returns the layout to place further items into the alert box.
|
|
*/
|
|
uiLayout *uiItemsAlertBox(uiBlock *block,
|
|
const uiStyle *style,
|
|
const int dialog_width,
|
|
const eAlertIcon icon,
|
|
const int icon_size);
|
|
uiLayout *uiItemsAlertBox(uiBlock *block, const int size, const eAlertIcon icon);
|