Move most `uiLayout` and `uiItem` functions to a separate `UI_interface_layout.hh` header file. `uiItem` and `uiLayout` structs are moved from `interface_layout.cc` to `UI_interface_Layout.hh` in preparation for switching to an object oriented API style. `UI_block_layout*` functions are moved to `UI_interface_Layout.hh` too, since their implementation is also in `interface_layout.cc` Types shared by `UI_interface_Layout.hh` and `UI_interface_c.hh` are moved to `UI_interface_types.hh`. Ref: #117604 Pull Request: https://projects.blender.org/blender/blender/pulls/136717
734 lines
28 KiB
C++
734 lines
28 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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enum class LayoutSuppressFlag : uint8_t;
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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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/**
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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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LayoutSuppressFlag suppress_flag;
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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 {
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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);
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void uiLayoutSetOperatorContext(uiLayout *layout, wmOperatorCallContext opcontext);
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void uiLayoutSetActive(uiLayout *layout, bool active);
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void uiLayoutSetActiveDefault(uiLayout *layout, bool active_default);
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void uiLayoutSetActivateInit(uiLayout *layout, bool activate_init);
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void uiLayoutSetEnabled(uiLayout *layout, bool enabled);
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void uiLayoutSetRedAlert(uiLayout *layout, bool redalert);
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void uiLayoutSetAlignment(uiLayout *layout, char alignment);
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void uiLayoutSetFixedSize(uiLayout *layout, bool fixed_size);
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void uiLayoutSetKeepAspect(uiLayout *layout, bool keepaspect);
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void uiLayoutSetScaleX(uiLayout *layout, float scale);
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void uiLayoutSetScaleY(uiLayout *layout, float scale);
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void uiLayoutSetUnitsX(uiLayout *layout, float unit);
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void uiLayoutSetUnitsY(uiLayout *layout, float unit);
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void uiLayoutSetEmboss(uiLayout *layout, blender::ui::EmbossType emboss);
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void uiLayoutSetPropSep(uiLayout *layout, bool is_sep);
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void uiLayoutSetPropDecorate(uiLayout *layout, bool is_sep);
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int uiLayoutGetLocalDir(const uiLayout *layout);
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void uiLayoutSetSearchWeight(uiLayout *layout, float weight);
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wmOperatorCallContext uiLayoutGetOperatorContext(uiLayout *layout);
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bool uiLayoutGetActive(uiLayout *layout);
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bool uiLayoutGetActiveDefault(uiLayout *layout);
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bool uiLayoutGetActivateInit(uiLayout *layout);
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bool uiLayoutGetEnabled(uiLayout *layout);
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bool uiLayoutGetRedAlert(uiLayout *layout);
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int uiLayoutGetAlignment(uiLayout *layout);
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bool uiLayoutGetFixedSize(uiLayout *layout);
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bool uiLayoutGetKeepAspect(uiLayout *layout);
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int uiLayoutGetWidth(uiLayout *layout);
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float uiLayoutGetScaleX(uiLayout *layout);
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float uiLayoutGetScaleY(uiLayout *layout);
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float uiLayoutGetUnitsX(uiLayout *layout);
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float uiLayoutGetUnitsY(uiLayout *layout);
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blender::ui::EmbossType uiLayoutGetEmboss(uiLayout *layout);
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bool uiLayoutGetPropSep(uiLayout *layout);
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bool uiLayoutGetPropDecorate(uiLayout *layout);
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Panel *uiLayoutGetRootPanel(uiLayout *layout);
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float uiLayoutGetSearchWeight(uiLayout *layout);
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int uiLayoutListItemPaddingWidth();
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void uiLayoutListItemAddPadding(uiLayout *layout);
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/** Support suppressing checks typically performed to communicate issues to users. */
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enum class LayoutSuppressFlag : uint8_t {
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PathSupportsBlendFileRelative = 1 << 0,
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};
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ENUM_OPERATORS(LayoutSuppressFlag, LayoutSuppressFlag::PathSupportsBlendFileRelative)
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LayoutSuppressFlag uiLayoutSuppressFlagGet(const uiLayout *layout);
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void uiLayoutSuppressFlagSet(uiLayout *layout, LayoutSuppressFlag flag);
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void uiLayoutSuppressFlagClear(uiLayout *layout, LayoutSuppressFlag flag);
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/* Layout create functions. */
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uiLayout *uiLayoutRow(uiLayout *layout, bool align);
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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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* Create a "layout panel" which is a panel that is defined as part of the `uiLayout`. This allows
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* 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 uiLayoutPanelProp(const bContext *C,
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uiLayout *layout,
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PointerRNA *open_prop_owner,
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blender::StringRefNull open_prop_name);
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PanelLayout uiLayoutPanelPropWithBoolHeader(const bContext *C,
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uiLayout *layout,
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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 #uiLayoutPanelProp 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 *uiLayoutPanelProp(const bContext *C,
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uiLayout *layout,
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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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/**
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* Variant of #uiLayoutPanelProp 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 #uiLayoutPanelProp
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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 uiLayoutPanel(const bContext *C,
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uiLayout *layout,
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blender::StringRef idname,
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bool default_closed);
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/**
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* Variant of #uiLayoutPanel 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 *uiLayoutPanel(const bContext *C,
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uiLayout *layout,
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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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bool uiLayoutEndsWithPanelHeader(const uiLayout &layout);
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/**
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* See #uiLayoutColumnWithHeading().
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*/
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uiLayout *uiLayoutRowWithHeading(uiLayout *layout, bool align, blender::StringRef heading);
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uiLayout *uiLayoutColumn(uiLayout *layout, bool align);
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/**
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* Variant of #uiLayoutColumn() that sets a heading label for the layout if the first item is
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* added through #uiItemFullR(). If split layout is used and the item has no string to add to the
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* first split-column, the heading is added there instead. Otherwise the heading inserted with a
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* new row.
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*/
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uiLayout *uiLayoutColumnWithHeading(uiLayout *layout, bool align, blender::StringRef heading);
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uiLayout *uiLayoutColumnFlow(uiLayout *layout, int number, bool align);
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uiLayout *uiLayoutGridFlow(uiLayout *layout,
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bool row_major,
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int columns_len,
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bool even_columns,
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bool even_rows,
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bool align);
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uiLayout *uiLayoutBox(uiLayout *layout);
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uiLayout *uiLayoutListBox(uiLayout *layout,
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uiList *ui_list,
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PointerRNA *actptr,
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PropertyRNA *actprop);
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uiLayout *uiLayoutAbsolute(uiLayout *layout, bool align);
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uiLayout *uiLayoutSplit(uiLayout *layout, float percentage, bool align);
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uiLayout *uiLayoutOverlap(uiLayout *layout);
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uiBlock *uiLayoutAbsoluteBlock(uiLayout *layout);
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/** Pie menu layout: Buttons are arranged around a center. */
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uiLayout *uiLayoutRadial(uiLayout *layout);
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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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/* items */
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void uiItemO(uiLayout *layout,
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std::optional<blender::StringRef> name,
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int icon,
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blender::StringRefNull opname);
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void uiItemEnumO_ptr(uiLayout *layout,
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wmOperatorType *ot,
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std::optional<blender::StringRef> name,
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int icon,
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blender::StringRefNull propname,
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int value);
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void uiItemEnumO(uiLayout *layout,
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blender::StringRefNull opname,
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std::optional<blender::StringRef> name,
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int icon,
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blender::StringRefNull propname,
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int value);
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/**
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* For use in cases where we have.
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*/
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void uiItemEnumO_value(uiLayout *layout,
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blender::StringRefNull name,
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int icon,
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blender::StringRefNull opname,
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blender::StringRefNull propname,
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int value);
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void uiItemEnumO_string(uiLayout *layout,
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blender::StringRef name,
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int icon,
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blender::StringRefNull opname,
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blender::StringRefNull propname,
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const char *value_str);
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void uiItemsEnumO(uiLayout *layout,
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blender::StringRefNull opname,
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blender::StringRefNull propname);
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void uiItemBooleanO(uiLayout *layout,
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std::optional<blender::StringRef> name,
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int icon,
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blender::StringRefNull opname,
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blender::StringRefNull propname,
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int value);
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void uiItemIntO(uiLayout *layout,
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std::optional<blender::StringRef> name,
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int icon,
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blender::StringRefNull opname,
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blender::StringRefNull propname,
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int value);
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void uiItemFloatO(uiLayout *layout,
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std::optional<blender::StringRef> name,
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int icon,
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blender::StringRefNull opname,
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blender::StringRefNull propname,
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float value);
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void uiItemStringO(uiLayout *layout,
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std::optional<blender::StringRef> name,
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int icon,
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blender::StringRefNull opname,
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blender::StringRefNull propname,
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const char *value);
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void uiItemFullO_ptr(uiLayout *layout,
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wmOperatorType *ot,
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std::optional<blender::StringRef> name,
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int icon,
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IDProperty *properties,
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wmOperatorCallContext context,
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eUI_Item_Flag flag,
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PointerRNA *r_opptr);
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void uiItemFullO(uiLayout *layout,
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blender::StringRefNull opname,
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std::optional<blender::StringRef> name,
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int icon,
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IDProperty *properties,
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wmOperatorCallContext context,
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eUI_Item_Flag flag,
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PointerRNA *r_opptr);
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void uiItemFullOMenuHold_ptr(uiLayout *layout,
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wmOperatorType *ot,
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std::optional<blender::StringRef> name,
|
|
int icon,
|
|
IDProperty *properties,
|
|
wmOperatorCallContext context,
|
|
eUI_Item_Flag flag,
|
|
const char *menu_id, /* extra menu arg. */
|
|
PointerRNA *r_opptr);
|
|
|
|
void uiItemR(uiLayout *layout,
|
|
PointerRNA *ptr,
|
|
blender::StringRefNull propname,
|
|
eUI_Item_Flag flag,
|
|
std::optional<blender::StringRefNull> name,
|
|
int icon);
|
|
void uiItemFullR(uiLayout *layout,
|
|
PointerRNA *ptr,
|
|
PropertyRNA *prop,
|
|
int index,
|
|
int value,
|
|
eUI_Item_Flag flag,
|
|
std::optional<blender::StringRefNull> name_opt,
|
|
int icon,
|
|
std::optional<blender::StringRefNull> placeholder = std::nullopt);
|
|
/**
|
|
* 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 #uiItemFullR(), but there are other cases where the
|
|
* logic is needed. Ideally, #uiItemFullR() 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);
|
|
|
|
void uiItemL(uiLayout *layout, blender::StringRef name, int icon); /* label */
|
|
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.
|
|
*/
|
|
void uiItemM_ptr(uiLayout *layout, MenuType *mt, std::optional<blender::StringRef> name, int icon);
|
|
void uiItemM(uiLayout *layout,
|
|
blender::StringRef menuname,
|
|
std::optional<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);
|
|
/** Separator item */
|
|
void uiItemS(uiLayout *layout);
|
|
/** Separator item */
|
|
void uiItemS_ex(uiLayout *layout,
|
|
float factor,
|
|
LayoutSeparatorType type = LayoutSeparatorType::Auto);
|
|
/** 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 uiItemMenuF(
|
|
uiLayout *layout, blender::StringRefNull, int icon, uiMenuCreateFunc func, void *arg);
|
|
/**
|
|
* Version of #uiItemMenuF that free's `argN`.
|
|
*/
|
|
void uiItemMenuFN(
|
|
uiLayout *layout, blender::StringRefNull, int icon, uiMenuCreateFunc func, void *argN);
|
|
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);
|