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test2/source/blender/editors/interface/interface_intern.hh
2024-07-14 18:55:43 +10:00

1675 lines
58 KiB
C++

/* SPDX-FileCopyrightText: 2001-2002 NaN Holding BV. All rights reserved.
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup edinterface
*/
#pragma once
#include <functional>
#include "BLI_compiler_attrs.h"
#include "BLI_math_vector_types.hh"
#include "BLI_rect.h"
#include "BLI_string_ref.hh"
#include "BLI_vector.hh"
#include "BKE_fcurve.hh"
#include "DNA_listBase.h"
#include "RNA_types.hh"
#include "UI_interface.hh"
#include "UI_resources.hh"
struct AnimationEvalContext;
struct ARegion;
struct bContext;
struct bContextStore;
struct ColorManagedDisplay;
struct CurveMapping;
struct CurveProfile;
namespace blender::gpu {
class Batch;
}
struct IconTextOverlay;
struct ID;
struct ImBuf;
struct LayoutPanelHeader;
struct Main;
struct Scene;
struct uiHandleButtonData;
struct uiLayout;
struct uiListType;
struct uiStyle;
struct uiUndoStack_Text;
struct uiWidgetColors;
struct UnitSettings;
struct wmEvent;
struct wmKeyConfig;
struct wmOperatorType;
struct wmTimer;
/* ****************** general defines ************** */
#define RNA_NO_INDEX -1
#define RNA_ENUM_VALUE -2
#define UI_MENU_PADDING (int)(0.2f * UI_UNIT_Y)
#define UI_MENU_WIDTH_MIN (UI_UNIT_Y * 9)
/** Some extra padding added to menus containing sub-menu icons. */
#define UI_MENU_SUBMENU_PADDING (6 * UI_SCALE_FAC)
/* menu scrolling */
#define UI_MENU_SCROLL_ARROW (12 * UI_SCALE_FAC)
#define UI_MENU_SCROLL_MOUSE (UI_MENU_SCROLL_ARROW + 2 * UI_SCALE_FAC)
#define UI_MENU_SCROLL_PAD (4 * UI_SCALE_FAC)
/** Popover width (multiplied by #U.widget_unit) */
#define UI_POPOVER_WIDTH_UNITS 10
/** #uiBut.flag */
enum {
/** Use when the button is pressed. */
UI_SELECT = (1 << 0),
/** Temporarily hidden (scrolled out of the view). */
UI_SCROLLED = (1 << 1),
/**
* The button is hovered by the mouse and should be drawn with a hover highlight. Also set
* sometimes to highlight buttons without actually hovering it (e.g. for arrow navigation in
* menus). UI handling code manages this mostly and usually does this together with making the
* button active/focused (see #uiBut::active). This means events will be forwarded to it and
* further handlers/shortcuts can be used while hovering it.
*/
UI_HOVER = (1 << 2),
UI_HAS_ICON = (1 << 3),
UI_HIDDEN = (1 << 4),
/** Display selected, doesn't impact interaction. */
UI_SELECT_DRAW = (1 << 5),
/** Property search filter is active and the button does not match. */
UI_SEARCH_FILTER_NO_MATCH = (1 << 6),
/** Temporarily override the active button for lookups in context, regions, etc. (everything
* using #ui_context_button_active()). For example, so that operators normally acting on the
* active button can be polled on non-active buttons to (e.g. for disabling). */
UI_BUT_ACTIVE_OVERRIDE = (1 << 7),
/* WARNING: rest of #uiBut.flag in UI_interface.hh */
};
/** #uiBut.pie_dir */
enum RadialDirection {
UI_RADIAL_NONE = -1,
UI_RADIAL_N = 0,
UI_RADIAL_NE = 1,
UI_RADIAL_E = 2,
UI_RADIAL_SE = 3,
UI_RADIAL_S = 4,
UI_RADIAL_SW = 5,
UI_RADIAL_W = 6,
UI_RADIAL_NW = 7,
};
/** Next direction (clockwise). */
#define UI_RADIAL_DIRECTION_NEXT(dir) RadialDirection((int(dir) + 1) % (int(UI_RADIAL_NW) + 1))
/** Previous direction (counter-clockwise). */
#define UI_RADIAL_DIRECTION_PREV(dir) \
RadialDirection(((int(dir) + int(UI_RADIAL_NW))) % (int(UI_RADIAL_NW) + 1))
/** Store a mask for diagonal directions. */
#define UI_RADIAL_MASK_ALL_DIAGONAL \
((1 << int(UI_RADIAL_NE)) | (1 << int(UI_RADIAL_SE)) | (1 << int(UI_RADIAL_SW)) | \
(1 << int(UI_RADIAL_NW)))
#define UI_RADIAL_MASK_ALL_AXIS_ALIGNED \
((1 << int(UI_RADIAL_N)) | (1 << int(UI_RADIAL_S)) | (1 << int(UI_RADIAL_E)) | \
(1 << int(UI_RADIAL_W)))
extern const char ui_radial_dir_order[8];
extern const char ui_radial_dir_to_numpad[8];
extern const short ui_radial_dir_to_angle[8];
/* internal panel drawing defines */
#define PNL_HEADER (UI_UNIT_Y * 1.25) /* 24 default */
/* bit button defines */
/* Bit operations */
#define UI_BITBUT_TEST(a, b) (((a) & (1 << (b))) != 0)
#define UI_BITBUT_VALUE_TOGGLED(a, b) ((a) ^ (1 << (b)))
#define UI_BITBUT_VALUE_ENABLED(a, b) ((a) | (1 << (b)))
#define UI_BITBUT_VALUE_DISABLED(a, b) ((a) & ~(1 << (b)))
/* bit-row */
#define UI_BITBUT_ROW(min, max) \
(((max) >= 31 ? 0xFFFFFFFF : (1 << ((max) + 1)) - 1) - ((min) ? ((1 << (min)) - 1) : 0))
/** Split number-buttons by ':' and align left/right. */
#define USE_NUMBUTS_LR_ALIGN
/** Use new 'align' computation code. */
#define USE_UIBUT_SPATIAL_ALIGN
/** #PieMenuData.flags */
enum {
/** Use initial center of pie menu to calculate direction. */
UI_PIE_INITIAL_DIRECTION = (1 << 1),
/** Pie menu is drag style. */
UI_PIE_DRAG_STYLE = (1 << 2),
/** Mouse not far enough from center position. */
UI_PIE_INVALID_DIR = (1 << 3),
/** Pie menu changed to click style, click to confirm. */
UI_PIE_CLICK_STYLE = (1 << 4),
/** Pie animation finished, do not calculate any more motion. */
UI_PIE_ANIMATION_FINISHED = (1 << 5),
/** Pie gesture selection has been done, now wait for mouse motion to end. */
UI_PIE_GESTURE_END_WAIT = (1 << 6),
};
#define PIE_CLICK_THRESHOLD_SQ 50.0f
/** The maximum number of items a radial menu (pie menu) can contain. */
#define PIE_MAX_ITEMS 8
struct uiBut {
uiBut *next = nullptr, *prev = nullptr;
/** Pointer back to the layout item holding this button. */
uiLayout *layout = nullptr;
int flag = 0;
int flag2 = 0;
int drawflag = 0;
eButType type = eButType(0);
eButPointerType pointype = UI_BUT_POIN_NONE;
short bit = 0, bitnr = 0, retval = 0, strwidth = 0, alignnr = 0;
short ofs = 0, pos = 0, selsta = 0, selend = 0;
std::string str;
std::string drawstr;
char *placeholder = nullptr;
rctf rect = {}; /* block relative coords */
char *poin = nullptr;
float hardmin = 0, hardmax = 0, softmin = 0, softmax = 0;
uchar col[4] = {0};
/** See \ref UI_but_func_identity_compare_set(). */
uiButIdentityCompareFunc identity_cmp_func = nullptr;
uiButHandleFunc func = nullptr;
void *func_arg1 = nullptr;
void *func_arg2 = nullptr;
/**
* C++ version of #func above. Allows storing arbitrary data in a type safe way, no void
* pointer arguments.
*/
std::function<void(bContext &)> apply_func;
uiButHandleNFunc funcN = nullptr;
void *func_argN = nullptr;
uiButArgNFree func_argN_free_fn;
uiButArgNCopy func_argN_copy_fn;
const bContextStore *context = nullptr;
uiButCompleteFunc autocomplete_func = nullptr;
void *autofunc_arg = nullptr;
uiButHandleRenameFunc rename_func = nullptr;
void *rename_arg1 = nullptr;
void *rename_orig = nullptr;
/** Run an action when holding the button down. */
uiButHandleHoldFunc hold_func = nullptr;
void *hold_argN = nullptr;
const char *tip = nullptr;
uiButToolTipFunc tip_func = nullptr;
void *tip_arg = nullptr;
uiFreeArgFunc tip_arg_free = nullptr;
/** Function to override the label to be displayed in the tooltip. */
std::function<std::string(const uiBut *)> tip_label_func;
uiButToolTipCustomFunc tip_custom_func = nullptr;
/** info on why button is disabled, displayed in tooltip */
const char *disabled_info = nullptr;
BIFIconID icon = ICON_NONE;
/** Copied from the #uiBlock.emboss */
eUIEmbossType emboss = UI_EMBOSS;
/** direction in a pie menu, used for collision detection. */
RadialDirection pie_dir = UI_RADIAL_NONE;
/** could be made into a single flag */
bool changed = false;
/** so buttons can support unit systems which are not RNA */
uchar unit_type = 0;
short iconadd = 0;
/** Affects the order if this uiBut is used in menu-search. */
float search_weight = 0.0f;
/** #UI_BTYPE_BLOCK data */
uiBlockCreateFunc block_create_func = nullptr;
/** #UI_BTYPE_PULLDOWN / #UI_BTYPE_MENU data */
uiMenuCreateFunc menu_create_func = nullptr;
uiMenuStepFunc menu_step_func = nullptr;
/* RNA data */
PointerRNA rnapoin = {};
PropertyRNA *rnaprop = nullptr;
int rnaindex = 0;
/* Operator data */
wmOperatorType *optype = nullptr;
PointerRNA *opptr = nullptr;
wmOperatorCallContext opcontext = WM_OP_INVOKE_DEFAULT;
/**
* Keep an operator attached but never actually call it through the button. See
* #UI_but_operator_set_never_call().
*/
bool operator_never_call = false;
/** When non-zero, this is the key used to activate a menu items (`a-z` always lower case). */
uchar menu_key = 0;
ListBase extra_op_icons = {nullptr, nullptr}; /** #uiButExtraOpIcon */
eWM_DragDataType dragtype = WM_DRAG_ID;
short dragflag = 0;
void *dragpoin = nullptr;
const ImBuf *imb = nullptr;
float imb_scale = 0;
/**
* Active button data, set when the user is hovering or interacting with a button (#UI_HOVER and
* #UI_SELECT state mostly).
*/
uiHandleButtonData *active = nullptr;
/**
* Event handling only supports one active button at a time, but there are cases where that's not
* enough. A common one is to keep some filter button active to receive text input, while other
* buttons remain active for interaction.
*
* Buttons that have #semi_modal_state set will be temporarily activated for event handling. If
* they don't consume the event (for example text input events) the event will be forwarded to
* other buttons.
*
* Currently only text buttons support this well.
*/
uiHandleButtonData *semi_modal_state = nullptr;
/** Custom button data (borrowed, not owned). */
void *custom_data = nullptr;
char *editstr = nullptr;
double *editval = nullptr;
float *editvec = nullptr;
std::function<bool(const uiBut &)> pushed_state_func;
/** Little indicator (e.g., counter) displayed on top of some icons. */
IconTextOverlay icon_overlay_text = {};
/* pointer back */
uiBlock *block = nullptr;
uiBut() = default;
/** Performs a mostly shallow copy for now. Only contained C++ types are deep copied. */
uiBut(const uiBut &other) = default;
/** Mostly shallow copy, just like copy constructor above. */
uiBut &operator=(const uiBut &other) = default;
};
/** Derived struct for #UI_BTYPE_NUM */
struct uiButNumber : public uiBut {
float step_size = 0.0f;
float precision = 0.0f;
};
/** Derived struct for #UI_BTYPE_NUM_SLIDER */
struct uiButNumberSlider : public uiBut {
float step_size = 0.0f;
float precision = 0.0f;
};
/** Derived struct for #UI_BTYPE_COLOR */
struct uiButColor : public uiBut {
bool is_pallete_color = false;
int palette_color_index = -1;
};
/** Derived struct for #UI_BTYPE_TAB */
struct uiButTab : public uiBut {
MenuType *menu = nullptr;
};
/** Derived struct for #UI_BTYPE_SEARCH_MENU */
struct uiButSearch : public uiBut {
uiButSearchCreateFn popup_create_fn = nullptr;
uiButSearchUpdateFn items_update_fn = nullptr;
uiButSearchListenFn listen_fn = nullptr;
void *item_active = nullptr;
char *item_active_str;
void *arg = nullptr;
uiFreeArgFunc arg_free_fn = nullptr;
uiButSearchContextMenuFn item_context_menu_fn = nullptr;
uiButSearchTooltipFn item_tooltip_fn = nullptr;
const char *item_sep_string = nullptr;
PointerRNA rnasearchpoin = {};
PropertyRNA *rnasearchprop = nullptr;
int preview_rows = 0;
int preview_cols = 0;
/**
* The search box only provides suggestions, it does not force
* the string to match one of the search items when applying.
*/
bool results_are_suggestions = false;
};
/**
* Derived struct for #UI_BTYPE_DECORATOR
* Decorators have their own RNA data, using the normal #uiBut RNA members has many side-effects.
*/
struct uiButDecorator : public uiBut {
struct PointerRNA decorated_rnapoin = {};
struct PropertyRNA *decorated_rnaprop = nullptr;
int decorated_rnaindex = -1;
};
/** Derived struct for #UI_BTYPE_PROGRESS. */
struct uiButProgress : public uiBut {
/** Progress in 0..1 range */
float progress_factor = 0.0f;
/** The display style (bar, pie... etc). */
eButProgressType progress_type = UI_BUT_PROGRESS_TYPE_BAR;
};
/** Derived struct for #UI_BTYPE_SEPR_LINE. */
struct uiButSeparatorLine : public uiBut {
bool is_vertical;
};
/** Derived struct for #UI_BTYPE_LABEL. */
struct uiButLabel : public uiBut {
float alpha_factor = 1.0f;
};
/** Derived struct for #UI_BTYPE_SCROLL. */
struct uiButScrollBar : public uiBut {
/** Actual visual height of UI list (in rows). */
float visual_height = -1.0f;
};
struct uiButViewItem : public uiBut {
/* The view item this button was created for. */
blender::ui::AbstractViewItem *view_item = nullptr;
/* Some items want to have a fixed size for drawing, differing from the interaction rectangle
* (e.g. so highlights are drawn smaller). */
int draw_width = 0;
int draw_height = 0;
};
/** Derived struct for #UI_BTYPE_HSVCUBE. */
struct uiButHSVCube : public uiBut {
eButGradientType gradient_type = UI_GRAD_SV;
};
/** Derived struct for #UI_BTYPE_COLORBAND. */
struct uiButColorBand : public uiBut {
ColorBand *edit_coba = nullptr;
};
/** Derived struct for #UI_BTYPE_CURVEPROFILE. */
struct uiButCurveProfile : public uiBut {
CurveProfile *edit_profile = nullptr;
};
/** Derived struct for #UI_BTYPE_CURVE. */
struct uiButCurveMapping : public uiBut {
CurveMapping *edit_cumap = nullptr;
eButGradientType gradient_type = UI_GRAD_SV;
};
/** Derived struct for #UI_BTYPE_HOTKEY_EVENT. */
struct uiButHotkeyEvent : public uiBut {
short modifier_key = 0;
};
/**
* Additional, superimposed icon for a button, invoking an operator.
*/
struct uiButExtraOpIcon {
uiButExtraOpIcon *next, *prev;
BIFIconID icon;
wmOperatorCallParams *optype_params;
bool highlighted;
bool disabled;
};
struct ColorPicker {
ColorPicker *next, *prev;
/** Color in HSV or HSL, in color picking color space. Used for HSV cube,
* circle and slider widgets. The color picking space is perceptually
* linear for intuitive editing. */
float hsv_perceptual[3];
/** Initial color data (to detect changes). */
float hsv_perceptual_init[3];
bool is_init;
/** HSV or HSL color in scene linear color space value used for number
* buttons. This is scene linear so that there is a clear correspondence
* to the scene linear RGB values. */
float hsv_scene_linear[3];
/** Cubic saturation for the color wheel. */
bool use_color_cubic;
bool use_color_lock;
bool use_luminosity_lock;
float luminosity_lock_value;
};
struct ColorPickerData {
ListBase list;
};
struct PieMenuData {
/** store title and icon to allow access when pie levels are created */
const char *title;
int icon;
/** A mask combining the directions of all buttons in the pie menu (excluding separators). */
int pie_dir_mask;
float pie_dir[2];
float pie_center_init[2];
float pie_center_spawned[2];
float last_pos[2];
double duration_gesture;
int flags;
/** Initial event used to fire the pie menu, store here so we can query for release */
short event_type;
float alphafac;
};
/** #uiBlock.content_hints */
enum eBlockContentHints {
/** In a menu block, if there is a single sub-menu button, we add some
* padding to the right to put nicely aligned triangle icons there. */
UI_BLOCK_CONTAINS_SUBMENU_BUT = (1 << 0),
};
/* #uiButtonGroup.flag. */
enum uiButtonGroupFlag {
/** While this flag is set, don't create new button groups for layout item calls. */
UI_BUTTON_GROUP_LOCK = (1 << 0),
/** The buttons in this group are inside a panel header. */
UI_BUTTON_GROUP_PANEL_HEADER = (1 << 1),
};
ENUM_OPERATORS(uiButtonGroupFlag, UI_BUTTON_GROUP_PANEL_HEADER);
/**
* A group of button references, used by property search to keep track of sets of buttons that
* should be searched together. For example, in property split layouts number buttons and their
* labels (and even their decorators) are separate buttons, but they must be searched and
* highlighted together.
*/
struct uiButtonGroup {
blender::Vector<uiBut *> buttons;
uiButtonGroupFlag flag;
};
struct uiBlockDynamicListener {
uiBlockDynamicListener *next, *prev;
void (*listener_func)(const wmRegionListenerParams *params);
};
struct uiBlock {
uiBlock *next, *prev;
ListBase buttons;
Panel *panel;
uiBlock *oldblock;
/** Used for `UI_butstore_*` runtime function. */
ListBase butstore;
blender::Vector<uiButtonGroup> button_groups;
ListBase layouts;
uiLayout *curlayout;
blender::Vector<std::unique_ptr<bContextStore>> contexts;
/** A block can store "views" on data-sets. Currently tree-views (#AbstractTreeView) only.
* Others are imaginable, e.g. table-views, grid-views, etc. These are stored here to support
* state that is persistent over redraws (e.g. collapsed tree-view items). */
ListBase views;
ListBase dynamic_listeners; /* #uiBlockDynamicListener */
std::string name;
float winmat[4][4];
rctf rect;
float aspect;
/** Unique hash used to implement popup menu memory. */
uint puphash;
uiButHandleFunc func;
void *func_arg1;
void *func_arg2;
uiButHandleNFunc funcN;
void *func_argN;
uiButArgNFree func_argN_free_fn;
uiButArgNCopy func_argN_copy_fn;
uiBlockHandleFunc handle_func;
void *handle_func_arg;
/** Custom interaction data. */
uiBlockInteraction_CallbackData custom_interaction_callbacks;
/** Custom extra event handling. */
int (*block_event_func)(const bContext *C, uiBlock *, const wmEvent *);
/** Custom extra draw function for custom blocks. */
void (*drawextra)(const bContext *C, void *idv, void *arg1, void *arg2, rcti *rect);
void *drawextra_arg1;
void *drawextra_arg2;
int flag;
short alignnr;
/** Hints about the buttons of this block. Used to avoid iterating over
* buttons to find out if some criteria is met by any. Instead, check this
* criteria when adding the button and set a flag here if it's met. */
short content_hints; /* #eBlockContentHints */
char direction;
/** UI_BLOCK_THEME_STYLE_* */
char theme_style;
/** Copied to #uiBut.emboss */
eUIEmbossType emboss;
bool auto_open;
char _pad[5];
double auto_open_last;
const char *lockstr;
bool lock;
/** To keep blocks while drawing and free them afterwards. */
bool active;
/** To avoid tool-tip after click. */
bool tooltipdisabled;
/** True when #UI_block_end has been called. */
bool endblock;
/** for doing delayed */
eBlockBoundsCalc bounds_type;
/** Offset to use when calculating bounds (in pixels). */
int bounds_offset[2];
/** for doing delayed */
int bounds, minbounds;
/** Pull-downs, to detect outside, can differ per case how it is created. */
rctf safety;
/** #uiSafetyRct list */
ListBase saferct;
uiPopupBlockHandle *handle;
/** use so presets can find the operator,
* across menus and from nested popups which fail for operator context. */
wmOperator *ui_operator;
bool ui_operator_free;
/** XXX hack for dynamic operator enums */
void *evil_C;
/** unit system, used a lot for numeric buttons so include here
* rather than fetching through the scene every time. */
const UnitSettings *unit;
/** \note only accessed by color picker templates. */
ColorPickerData color_pickers;
/** Block for color picker with gamma baked in. */
bool is_color_gamma_picker;
/**
* Display device name used to display this block,
* used by color widgets to transform colors from/to scene linear.
*/
char display_device[64];
PieMenuData pie_data;
};
struct uiSafetyRct {
uiSafetyRct *next, *prev;
rctf parent;
rctf safety;
};
/* `interface.cc` */
void ui_fontscale(float *points, float aspect);
/** Project button or block (but==nullptr) to pixels in region-space. */
void ui_but_to_pixelrect(rcti *rect,
const ARegion *region,
const uiBlock *block,
const uiBut *but);
rcti ui_to_pixelrect(const ARegion *region, const uiBlock *block, const rctf *src_rect);
void ui_block_to_region_fl(const ARegion *region, const uiBlock *block, float *x, float *y);
void ui_block_to_window_fl(const ARegion *region, const uiBlock *block, float *x, float *y);
void ui_block_to_window(const ARegion *region, const uiBlock *block, int *x, int *y);
void ui_block_to_region_rctf(const ARegion *region,
const uiBlock *block,
rctf *rct_dst,
const rctf *rct_src);
void ui_block_to_window_rctf(const ARegion *region,
const uiBlock *block,
rctf *rct_dst,
const rctf *rct_src);
float ui_block_to_window_scale(const ARegion *region, const uiBlock *block);
/**
* For mouse cursor.
*/
void ui_window_to_block_fl(const ARegion *region, const uiBlock *block, float *x, float *y);
void ui_window_to_block(const ARegion *region, const uiBlock *block, int *x, int *y);
void ui_window_to_block_rctf(const ARegion *region,
const uiBlock *block,
rctf *rct_dst,
const rctf *rct_src);
void ui_window_to_region(const ARegion *region, int *x, int *y);
void ui_window_to_region_rcti(const ARegion *region, rcti *rect_dst, const rcti *rct_src);
void ui_window_to_region_rctf(const ARegion *region, rctf *rect_dst, const rctf *rct_src);
void ui_region_to_window(const ARegion *region, int *x, int *y);
/**
* Popups will add a margin to #ARegion.winrct for shadow,
* for interactivity (point-inside tests for eg), we want the winrct without the margin added.
*/
void ui_region_winrct_get_no_margin(const ARegion *region, rcti *r_rect);
/** Register a listener callback to this block to tag the area/region for redraw. */
void ui_block_add_dynamic_listener(uiBlock *block,
void (*listener_func)(const wmRegionListenerParams *params));
/**
* Reallocate the button (new address is returned) for a new button type.
* This should generally be avoided and instead the correct type be created right away.
*
* \note Only the #uiBut data can be kept. If the old button used a derived type (e.g. #uiButTab),
* the data that is not inside #uiBut will be lost.
*/
uiBut *ui_but_change_type(uiBut *but, eButType new_type);
double ui_but_value_get(uiBut *but);
void ui_but_value_set(uiBut *but, double value);
/**
* For picker, while editing HSV.
*/
void ui_but_hsv_set(uiBut *but);
/**
* For buttons pointing to color for example.
*/
void ui_but_v3_get(uiBut *but, float vec[3]);
/**
* For buttons pointing to color for example.
*/
void ui_but_v3_set(uiBut *but, const float vec[3]);
void ui_hsvcircle_vals_from_pos(
const rcti *rect, float mx, float my, float *r_val_rad, float *r_val_dist);
/**
* Cursor in HSV circle, in float units -1 to 1, to map on radius.
*/
void ui_hsvcircle_pos_from_vals(
const ColorPicker *cpicker, const rcti *rect, const float *hsv, float *xpos, float *ypos);
void ui_hsvcube_pos_from_vals(
const uiButHSVCube *hsv_but, const rcti *rect, const float *hsv, float *xp, float *yp);
/**
* \param float_precision: For number buttons the precision
* to use or -1 to fallback to the button default.
* \param use_exp_float: Use exponent representation of floats
* when out of reasonable range (outside of 1e3/1e-3).
*/
void ui_but_string_get_ex(uiBut *but,
char *str,
size_t str_maxncpy,
int float_precision,
bool use_exp_float,
bool *r_use_exp_float) ATTR_NONNULL(1, 2);
void ui_but_string_get(uiBut *but, char *str, size_t str_maxncpy) ATTR_NONNULL();
/**
* A version of #ui_but_string_get_ex for dynamic buffer sizes
* (where #ui_but_string_get_maxncpy returns 0).
*
* \param r_str_size: size of the returned string (including terminator).
*/
char *ui_but_string_get_dynamic(uiBut *but, int *r_str_size);
/**
* \param str: will be overwritten.
*/
void ui_but_convert_to_unit_alt_name(uiBut *but, char *str, size_t str_maxncpy) ATTR_NONNULL();
bool ui_but_string_set(bContext *C, uiBut *but, const char *str) ATTR_NONNULL();
bool ui_but_string_eval_number(bContext *C, const uiBut *but, const char *str, double *value)
ATTR_NONNULL();
int ui_but_string_get_maxncpy(uiBut *but);
/**
* Clear & exit the active button's string..
*/
void ui_but_active_string_clear_and_exit(bContext *C, uiBut *but) ATTR_NONNULL();
/**
* Use handling code to set a string for the button. Handles the case where the string is set for a
* search button while the search menu is open, so the results are updated accordingly.
* This is basically the same as pasting the string into the button.
*/
void ui_but_set_string_interactive(bContext *C, uiBut *but, const char *value);
uiBut *ui_but_drag_multi_edit_get(uiBut *but);
/**
* Get the hint that describes the expected value when empty.
*/
const char *ui_but_placeholder_get(uiBut *but);
void ui_def_but_icon(uiBut *but, int icon, int flag);
/**
* Avoid using this where possible since it's better not to ask for an icon in the first place.
*/
void ui_def_but_icon_clear(uiBut *but);
void ui_but_extra_operator_icons_free(uiBut *but);
void ui_but_rna_menu_convert_to_panel_type(uiBut *but, const char *panel_type);
void ui_but_rna_menu_convert_to_menu_type(uiBut *but, const char *menu_type);
bool ui_but_menu_draw_as_popover(const uiBut *but);
void ui_but_range_set_hard(uiBut *but);
void ui_but_range_set_soft(uiBut *but);
bool ui_but_context_poll_operator(bContext *C, wmOperatorType *ot, const uiBut *but);
/**
* Check if the operator \a ot poll is successful with the context given by \a but (optionally).
* \param but: The button that might store context. Can be NULL for convenience (e.g. if there is
* no button to take context from, but we still want to poll the operator).
*/
bool ui_but_context_poll_operator_ex(bContext *C,
const uiBut *but,
const wmOperatorCallParams *optype_params);
void ui_but_update(uiBut *but);
void ui_but_update_edited(uiBut *but);
PropertyScaleType ui_but_scale_type(const uiBut *but) ATTR_WARN_UNUSED_RESULT;
bool ui_but_is_float(const uiBut *but) ATTR_WARN_UNUSED_RESULT;
bool ui_but_is_bool(const uiBut *but) ATTR_WARN_UNUSED_RESULT;
bool ui_but_is_unit(const uiBut *but) ATTR_WARN_UNUSED_RESULT;
/**
* Check if this button is similar enough to be grouped with another.
*/
bool ui_but_is_compatible(const uiBut *but_a, const uiBut *but_b) ATTR_WARN_UNUSED_RESULT;
bool ui_but_is_rna_valid(uiBut *but) ATTR_WARN_UNUSED_RESULT;
/**
* Checks if the button supports cycling next/previous menu items (ctrl+mouse-wheel).
*/
bool ui_but_supports_cycling(const uiBut *but) ATTR_WARN_UNUSED_RESULT;
/**
* Check if the button is pushed, this is only meaningful for some button types.
*
* \return (0 == UNSELECT), (1 == SELECT), (-1 == DO-NOTHING)
*/
int ui_but_is_pushed_ex(uiBut *but, double *value) ATTR_WARN_UNUSED_RESULT;
int ui_but_is_pushed(uiBut *but) ATTR_WARN_UNUSED_RESULT;
void ui_but_override_flag(Main *bmain, uiBut *but);
void ui_block_bounds_calc(uiBlock *block);
ColorManagedDisplay *ui_block_cm_display_get(uiBlock *block);
void ui_block_cm_to_display_space_v3(uiBlock *block, float pixel[3]);
/* `interface_regions.cc` */
struct uiKeyNavLock {
/** Set when we're using keyboard-input. */
bool is_keynav;
/** Only used to check if we've moved the cursor. */
int event_xy[2];
};
using uiBlockHandleCreateFunc = uiBlock *(*)(bContext *C, uiPopupBlockHandle *handle, void *arg1);
struct uiPopupBlockCreate {
uiBlockCreateFunc create_func;
uiBlockHandleCreateFunc handle_create_func;
void *arg;
uiFreeArgFunc arg_free;
int event_xy[2];
/** Set when popup is initialized from a button. */
ARegion *butregion;
uiBut *but;
};
struct uiPopupBlockHandle {
/* internal */
ARegion *region;
/** Use only for #UI_BLOCK_MOVEMOUSE_QUIT popups. */
float towards_xy[2];
double towardstime;
bool dotowards;
bool popup;
void (*popup_func)(bContext *C, void *arg, int event);
void (*cancel_func)(bContext *C, void *arg);
void *popup_arg;
/** Store data for refreshing popups. */
uiPopupBlockCreate popup_create_vars;
/**
* True if we can re-create the popup using #uiPopupBlockHandle.popup_create_vars.
*
* \note Popups that can refresh are called with #bContext::wm::region_popup set
* to the #uiPopupBlockHandle::region both on initial creation and when refreshing.
*/
bool can_refresh;
bool refresh;
wmTimer *scrolltimer;
float scrolloffset;
uiKeyNavLock keynav_state;
/* for operator popups */
wmOperator *popup_op;
ScrArea *ctx_area;
ARegion *ctx_region;
/* return values */
int butretval;
int menuretval;
int retvalue;
float retvec[4];
/** Menu direction. */
int direction;
/* Previous values so we don't resize or reposition on refresh. */
rctf prev_block_rect;
rctf prev_butrct;
short prev_dir1, prev_dir2;
int prev_bounds_offset[2];
/* Maximum estimated size to avoid having to reposition on refresh. */
float max_size_x, max_size_y;
/* #ifdef USE_DRAG_POPUP */
bool is_grab;
int grab_xy_prev[2];
/* #endif */
char menu_idname[64];
};
/* -------------------------------------------------------------------- */
/* interface_region_*.c */
/* `interface_region_tooltip.cc` */
/* exposed as public API in UI_interface.hh */
/* `interface_region_color_picker.cc` */
void ui_color_picker_rgb_to_hsv_compat(const float rgb[3], float r_cp[3]);
void ui_color_picker_rgb_to_hsv(const float rgb[3], float r_cp[3]);
void ui_color_picker_hsv_to_rgb(const float r_cp[3], float rgb[3]);
/**
* Returns true if the button is for a color with gamma baked in,
* or if it's a color picker for such a button.
*/
bool ui_but_is_color_gamma(uiBut *but);
void ui_scene_linear_to_perceptual_space(uiBut *but, float rgb[3]);
void ui_perceptual_to_scene_linear_space(uiBut *but, float rgb[3]);
uiBlock *ui_block_func_COLOR(bContext *C, uiPopupBlockHandle *handle, void *arg_but);
ColorPicker *ui_block_colorpicker_create(uiBlock *block);
/* `interface_region_search.cc` */
/**
* Search-box for string button.
*/
ARegion *ui_searchbox_create_generic(bContext *C, ARegion *butregion, uiButSearch *search_but);
ARegion *ui_searchbox_create_operator(bContext *C, ARegion *butregion, uiButSearch *search_but);
ARegion *ui_searchbox_create_menu(bContext *C, ARegion *butregion, uiButSearch *search_but);
/**
* x and y in screen-coords.
*/
bool ui_searchbox_inside(ARegion *region, const int xy[2]) ATTR_NONNULL(1, 2);
int ui_searchbox_find_index(ARegion *region, const char *name);
/**
* Region is the search box itself.
*/
void ui_searchbox_update(bContext *C, ARegion *region, uiBut *but, bool reset);
int ui_searchbox_autocomplete(bContext *C, ARegion *region, uiBut *but, char *str);
bool ui_searchbox_event(
bContext *C, ARegion *region, uiBut *but, ARegion *butregion, const wmEvent *event);
/**
* String validated to be of correct length (but->hardmax).
*/
bool ui_searchbox_apply(uiBut *but, ARegion *region);
void ui_searchbox_free(bContext *C, ARegion *region);
/**
* XXX weak: search_func adds all partial matches.
*/
void ui_but_search_refresh(uiButSearch *but);
/* `interface_region_menu_popup.cc` */
int ui_but_menu_step(uiBut *but, int direction);
bool ui_but_menu_step_poll(const uiBut *but);
uiBut *ui_popup_menu_memory_get(uiBlock *block);
void ui_popup_menu_memory_set(uiBlock *block, uiBut *but);
/**
* Called for creating new popups and refreshing existing ones.
*/
uiBlock *ui_popup_block_refresh(bContext *C,
uiPopupBlockHandle *handle,
ARegion *butregion,
uiBut *but);
uiPopupBlockHandle *ui_popup_block_create(bContext *C,
ARegion *butregion,
uiBut *but,
uiBlockCreateFunc create_func,
uiBlockHandleCreateFunc handle_create_func,
void *arg,
uiFreeArgFunc arg_free,
bool can_refresh);
uiPopupBlockHandle *ui_popup_menu_create(
bContext *C, ARegion *butregion, uiBut *but, uiMenuCreateFunc menu_func, void *arg);
/* `interface_region_popover.cc` */
using uiPopoverCreateFunc = std::function<void(bContext *, uiLayout *, PanelType *)>;
uiPopupBlockHandle *ui_popover_panel_create(bContext *C,
ARegion *butregion,
uiBut *but,
uiPopoverCreateFunc popover_func,
const PanelType *panel_type);
/* `interface_region_menu_pie.cc` */
/**
* Set up data for defining a new pie menu level and add button that invokes it.
*/
void ui_pie_menu_level_create(uiBlock *block,
wmOperatorType *ot,
const char *propname,
IDProperty *properties,
const EnumPropertyItem *items,
int totitem,
wmOperatorCallContext context,
eUI_Item_Flag flag);
/* `interface_region_popup.cc` */
/**
* Translate any popup regions (so we can drag them).
*/
void ui_popup_translate(ARegion *region, const int mdiff[2]);
void ui_popup_block_free(bContext *C, uiPopupBlockHandle *handle);
void ui_popup_block_scrolltest(uiBlock *block);
/* end interface_region_*.c */
/* `interface_panel.cc` */
/**
* Handle region panel events like opening and closing panels, changing categories, etc.
*
* \note Could become a modal key-map.
*/
int ui_handler_panel_region(bContext *C,
const wmEvent *event,
ARegion *region,
const uiBut *active_but);
/**
* Draw a panel integrated in buttons-window, tool/property lists etc.
*/
void ui_draw_aligned_panel(const ARegion *region,
const uiStyle *style,
const uiBlock *block,
const rcti *rect,
bool show_pin,
bool show_background,
bool region_search_filter_active);
void ui_draw_layout_panels_backdrop(const ARegion *region,
const Panel *panel,
const float radius,
float subpanel_backcolor[4]);
void ui_panel_drag_collapse_handler_add(const bContext *C, const bool was_open);
void ui_panel_tag_search_filter_match(Panel *panel);
/** Toggles layout panel open state and returns the new state. */
bool ui_layout_panel_toggle_open(const bContext *C, LayoutPanelHeader *header);
LayoutPanelHeader *ui_layout_panel_header_under_mouse(const Panel &panel, const int my);
/** Apply scroll to layout panels when the main panel is used in popups. */
void ui_layout_panel_popup_scroll_apply(Panel *panel, const float dy);
/**
* Draws in resolution of 48x4 colors.
*/
void ui_draw_gradient(const rcti *rect, const float hsv[3], eButGradientType type, float alpha);
/**
* Draws rounded corner segments but inverted. Imagine each corner like a filled right triangle,
* just that the hypotenuse is nicely curved inwards (towards the right angle of the triangle).
*
* Useful for connecting orthogonal shapes with a rounded corner, which can look quite nice.
*/
void ui_draw_rounded_corners_inverted(const rcti &rect,
const float rad,
const blender::float4 color);
/* based on UI_draw_roundbox_gl_mode,
* check on making a version which allows us to skip some sides */
void ui_draw_but_TAB_outline(const rcti *rect,
float rad,
uchar highlight[3],
uchar highlight_fade[3]);
void ui_draw_but_HISTOGRAM(ARegion *region,
uiBut *but,
const uiWidgetColors *wcol,
const rcti *rect);
void ui_draw_but_WAVEFORM(ARegion *region,
uiBut *but,
const uiWidgetColors *wcol,
const rcti *rect);
void ui_draw_but_VECTORSCOPE(ARegion *region,
uiBut *but,
const uiWidgetColors *wcol,
const rcti *rect);
void ui_draw_but_COLORBAND(uiBut *but, const uiWidgetColors *wcol, const rcti *rect);
void ui_draw_but_UNITVEC(uiBut *but, const uiWidgetColors *wcol, const rcti *rect, float radius);
void ui_draw_but_CURVE(ARegion *region, uiBut *but, const uiWidgetColors *wcol, const rcti *rect);
/**
* Draws the curve profile widget. Somewhat similar to ui_draw_but_CURVE.
*/
void ui_draw_but_CURVEPROFILE(ARegion *region,
uiBut *but,
const uiWidgetColors *wcol,
const rcti *rect);
void ui_draw_but_IMAGE(ARegion *region, uiBut *but, const uiWidgetColors *wcol, const rcti *rect);
void ui_draw_but_TRACKPREVIEW(ARegion *region,
uiBut *but,
const uiWidgetColors *wcol,
const rcti *rect);
/* `interface_undo.cc` */
/**
* Start the undo stack.
*
* \note The current state should be pushed immediately after calling this.
*/
uiUndoStack_Text *ui_textedit_undo_stack_create();
void ui_textedit_undo_stack_destroy(uiUndoStack_Text *undo_stack);
/**
* Push the information in the arguments to a new state in the undo stack.
*
* \note Currently the total length of the undo stack is not limited.
*/
void ui_textedit_undo_push(uiUndoStack_Text *undo_stack, const char *text, int cursor_index);
const char *ui_textedit_undo(uiUndoStack_Text *undo_stack, int direction, int *r_cursor_index);
/* interface_handlers.cc */
void ui_handle_afterfunc_add_operator(wmOperatorType *ot, wmOperatorCallContext opcontext);
/**
* Assumes event type is MOUSEPAN.
*/
void ui_pan_to_scroll(const wmEvent *event, int *type, int *val);
/**
* Exported to `interface.cc`: #UI_but_active_only()
* \note The region is only for the button.
* The context needs to be set by the caller.
*/
void ui_but_activate_event(bContext *C, ARegion *region, uiBut *but);
/**
* Simulate moving the mouse over a button (or navigating to it with arrow keys).
*
* exported so menus can start with a highlighted button,
* even if the mouse isn't over it
*/
void ui_but_activate_over(bContext *C, ARegion *region, uiBut *but);
void ui_but_execute_begin(bContext *C, ARegion *region, uiBut *but, void **active_back);
void ui_but_execute_end(bContext *C, ARegion *region, uiBut *but, void *active_back);
void ui_but_active_free(const bContext *C, uiBut *but);
void ui_but_semi_modal_state_free(const bContext *C, uiBut *but);
/**
* In some cases we may want to update the view (#View2D) in-between layout definition and drawing.
* E.g. to make sure a button is visible while editing.
*/
void ui_but_update_view_for_active(const bContext *C, const uiBlock *block);
int ui_but_menu_direction(uiBut *but);
void ui_but_text_password_hide(char password_str[128], uiBut *but, bool restore);
/**
* Finds the pressed button in an aligned row (typically an expanded enum).
*
* \param direction: Use when there may be multiple buttons pressed.
*/
uiBut *ui_but_find_select_in_enum(uiBut *but, int direction);
bool ui_but_is_editing(const uiBut *but);
float ui_block_calc_pie_segment(uiBlock *block, const float event_xy[2]);
/* XXX, this code will shorten any allocated string to 'UI_MAX_NAME_STR'
* since this is really long its unlikely to be an issue,
* but this could be supported */
void ui_but_add_shortcut(uiBut *but, const char *shortcut_str, bool do_strip);
void ui_but_clipboard_free();
bool ui_but_rna_equals(const uiBut *a, const uiBut *b);
bool ui_but_rna_equals_ex(const uiBut *but,
const PointerRNA *ptr,
const PropertyRNA *prop,
int index);
uiBut *ui_but_find_old(uiBlock *block_old, const uiBut *but_new);
uiBut *ui_but_find_new(uiBlock *block_new, const uiBut *but_old);
#ifdef WITH_INPUT_IME
void ui_but_ime_reposition(uiBut *but, int x, int y, bool complete);
const wmIMEData *ui_but_ime_data_get(uiBut *but);
#endif
/* interface_widgets.cc */
/* Widget shader parameters, must match the shader layout. */
struct uiWidgetBaseParameters {
rctf recti, rect;
float radi, rad;
float facxi, facyi;
float round_corners[4];
float color_inner1[4], color_inner2[4];
float color_outline[4], color_emboss[4];
float color_tria[4];
float tria1_center[2], tria2_center[2];
float tria1_size, tria2_size;
float shade_dir;
/* We pack alpha check and discard factor in alpha_discard.
* If the value is negative then we do alpha check.
* The absolute value itself is the discard factor.
* Initialize value to 1.0f if you don't want discard. */
float alpha_discard;
float tria_type;
float _pad[3];
};
enum {
ROUNDBOX_TRIA_NONE = 0,
ROUNDBOX_TRIA_ARROWS,
ROUNDBOX_TRIA_SCROLL,
ROUNDBOX_TRIA_MENU,
ROUNDBOX_TRIA_CHECK,
ROUNDBOX_TRIA_HOLD_ACTION_ARROW,
ROUNDBOX_TRIA_DASH,
ROUNDBOX_TRIA_MAX, /* don't use */
};
blender::gpu::Batch *ui_batch_roundbox_widget_get();
blender::gpu::Batch *ui_batch_roundbox_shadow_get();
void ui_draw_menu_back(uiStyle *style, uiBlock *block, rcti *rect);
void ui_draw_popover_back(ARegion *region, uiStyle *style, uiBlock *block, rcti *rect);
void ui_draw_pie_center(uiBlock *block);
const uiWidgetColors *ui_tooltip_get_theme();
void ui_draw_widget_menu_back_color(const rcti *rect, bool use_shadow, const float color[4]);
void ui_draw_widget_menu_back(const rcti *rect, bool use_shadow);
void ui_draw_tooltip_background(const uiStyle *style, uiBlock *block, rcti *rect);
/**
* Conversion from old to new buttons, so still messy.
*/
void ui_draw_but(const bContext *C, ARegion *region, uiStyle *style, uiBut *but, rcti *rect);
/**
* Info about what the separator character separates, used to decide between different drawing
* styles. E.g. we never want a shortcut string to be clipped, but other hint strings can be
* clipped.
*/
enum uiMenuItemSeparatorType {
UI_MENU_ITEM_SEPARATOR_NONE,
/** Separator is used to indicate shortcut string of this item. Shortcut string will not get
* clipped. */
UI_MENU_ITEM_SEPARATOR_SHORTCUT,
/** Separator is used to indicate some additional hint to display for this item. Hint string will
* get clipped before the normal text. */
UI_MENU_ITEM_SEPARATOR_HINT,
};
/**
* Helper call to draw a menu item without a button.
*
* \param but_flag: Button flags (#uiBut.flag) indicating the state of the item, typically
* #UI_HOVER, #UI_BUT_DISABLED, #UI_BUT_INACTIVE.
* \param separator_type: The kind of separator which controls if and how the string is clipped.
* \param r_xmax: The right hand position of the text, this takes into the icon, padding and text
* clipping when there is not enough room to display the full text.
*/
void ui_draw_menu_item(const uiFontStyle *fstyle,
rcti *rect,
const char *name,
int iconid,
int but_flag,
uiMenuItemSeparatorType separator_type,
int *r_xmax);
void ui_draw_preview_item(const uiFontStyle *fstyle,
rcti *rect,
const char *name,
int iconid,
int but_flag,
eFontStyle_Align text_align);
/**
* Version of #ui_draw_preview_item() that does not draw the menu background and item text based on
* state. It just draws the preview and text directly.
*
* \param draw_as_icon: Instead of stretching the preview/icon to the available width/height, draw
* it at the standard icon size. Mono-icons will draw with \a text_col or the
* corresponding theme override for this type of icon.
*/
void ui_draw_preview_item_stateless(const uiFontStyle *fstyle,
rcti *rect,
blender::StringRef name,
int iconid,
const uchar text_col[4],
eFontStyle_Align text_align,
bool draw_as_icon = false);
#define UI_TEXT_MARGIN_X 0.4f
#define UI_POPUP_MARGIN (UI_SCALE_FAC * 12)
/**
* Margin at top of screen for popups.
* Note this value must be sufficient to draw a popover arrow to avoid cropping it.
*/
#define UI_POPUP_MENU_TOP (int)(10 * UI_SCALE_FAC)
#define UI_PIXEL_AA_JITTER 8
extern const float ui_pixel_jitter[UI_PIXEL_AA_JITTER][2];
/* `interface_style.cc` */
/**
* Called on each startup.blend read,
* reading without #uiFont will create one.
*/
void uiStyleInit();
/* interface_icons.cc */
void ui_icon_ensure_deferred(const bContext *C, int icon_id, bool big);
int ui_id_icon_get(const bContext *C, ID *id, bool big);
/* interface_icons_event.cc */
void icon_draw_rect_input(float x,
float y,
int w,
int h,
float alpha,
short event_type,
short event_value,
bool inverted = false);
/* resources.cc */
void ui_resources_init();
void ui_resources_free();
/* interface_layout.cc */
void ui_layout_add_but(uiLayout *layout, uiBut *but);
void ui_layout_remove_but(uiLayout *layout, const uiBut *but);
/**
* \return true if the button was successfully replaced.
*/
bool ui_layout_replace_but_ptr(uiLayout *layout, const void *old_but_ptr, uiBut *new_but);
/**
* \note May reallocate \a but, so the possibly new address is returned. May also override the
* #UI_BUT_DISABLED flag depending on if a search pointer-property pair was provided/found.
*/
uiBut *ui_but_add_search(uiBut *but,
PointerRNA *ptr,
PropertyRNA *prop,
PointerRNA *searchptr,
PropertyRNA *searchprop,
bool results_are_suggestions);
/**
* Check all buttons defined in this layout,
* and set any button flagged as UI_BUT_LIST_ITEM as active/selected.
* Needed to handle correctly text colors of active (selected) list item.
*/
void ui_layout_list_set_labels_active(uiLayout *layout);
/* menu callback */
void ui_item_menutype_func(bContext *C, uiLayout *layout, void *arg_mt);
void ui_item_paneltype_func(bContext *C, uiLayout *layout, void *arg_pt);
/* interface_button_group.cc */
/**
* Every function that adds a set of buttons must create another group,
* then #ui_def_but adds buttons to the current group (the last).
*/
void ui_block_new_button_group(uiBlock *block, uiButtonGroupFlag flag);
void ui_button_group_add_but(uiBlock *block, uiBut *but);
void ui_button_group_replace_but_ptr(uiBlock *block, const uiBut *old_but_ptr, uiBut *new_but);
/* interface_drag.cc */
void ui_but_drag_free(uiBut *but);
bool ui_but_drag_is_draggable(const uiBut *but);
void ui_but_drag_start(bContext *C, uiBut *but);
/* interface_align.cc */
bool ui_but_can_align(const uiBut *but) ATTR_WARN_UNUSED_RESULT;
int ui_but_align_opposite_to_area_align_get(const ARegion *region) ATTR_WARN_UNUSED_RESULT;
/**
* Compute the alignment of all 'align groups' of buttons in given block.
*
* This is using an order-independent algorithm,
* i.e. alignment of buttons should be OK regardless of order in which
* they are added to the block.
*/
void ui_block_align_calc(uiBlock *block, const ARegion *region);
/* `interface_anim.cc` */
void ui_but_anim_flag(uiBut *but, const AnimationEvalContext *anim_eval_context);
void ui_but_anim_copy_driver(bContext *C);
void ui_but_anim_paste_driver(bContext *C);
/**
* \a str can be NULL to only perform check if \a but has an expression at all.
* \return if button has an expression.
*/
bool ui_but_anim_expression_get(uiBut *but, char *str, size_t str_maxncpy);
bool ui_but_anim_expression_set(uiBut *but, const char *str);
/**
* Create new expression for button (i.e. a "scripted driver"), if it can be created.
*/
bool ui_but_anim_expression_create(uiBut *but, const char *str);
void ui_but_anim_autokey(bContext *C, uiBut *but, Scene *scene, float cfra);
void ui_but_anim_decorate_cb(bContext *C, void *arg_but, void *arg_dummy);
void ui_but_anim_decorate_update_from_flag(uiButDecorator *but);
/* `interface_query.cc` */
bool ui_but_is_editable(const uiBut *but) ATTR_WARN_UNUSED_RESULT;
bool ui_but_is_editable_as_text(const uiBut *but) ATTR_WARN_UNUSED_RESULT;
bool ui_but_is_toggle(const uiBut *but) ATTR_WARN_UNUSED_RESULT;
/**
* Can we mouse over the button or is it hidden/disabled/layout.
* \note ctrl is kind of a hack currently,
* so that non-embossed UI_BTYPE_TEXT button behaves as a label when ctrl is not pressed.
*/
bool ui_but_is_interactive_ex(const uiBut *but, const bool labeledit, const bool for_tooltip);
bool ui_but_is_interactive(const uiBut *but, bool labeledit) ATTR_WARN_UNUSED_RESULT;
bool ui_but_is_popover_once_compat(const uiBut *but) ATTR_WARN_UNUSED_RESULT;
bool ui_but_has_array_value(const uiBut *but) ATTR_WARN_UNUSED_RESULT;
int ui_but_icon(const uiBut *but);
void ui_but_pie_dir(RadialDirection dir, float vec[2]);
bool ui_but_is_cursor_warp(const uiBut *but) ATTR_WARN_UNUSED_RESULT;
bool ui_but_contains_pt(const uiBut *but, float mx, float my) ATTR_WARN_UNUSED_RESULT;
bool ui_but_contains_rect(const uiBut *but, const rctf *rect);
bool ui_but_contains_point_px_icon(const uiBut *but,
ARegion *region,
const wmEvent *event) ATTR_WARN_UNUSED_RESULT;
bool ui_but_contains_point_px(const uiBut *but, const ARegion *region, const int xy[2])
ATTR_NONNULL(1, 2, 3) ATTR_WARN_UNUSED_RESULT;
uiBut *ui_list_find_mouse_over(const ARegion *region,
const wmEvent *event) ATTR_WARN_UNUSED_RESULT;
uiBut *ui_list_find_from_row(const ARegion *region, const uiBut *row_but) ATTR_WARN_UNUSED_RESULT;
uiBut *ui_list_row_find_mouse_over(const ARegion *region, const int xy[2])
ATTR_NONNULL(1, 2) ATTR_WARN_UNUSED_RESULT;
uiBut *ui_list_row_find_index(const ARegion *region,
int index,
uiBut *listbox) ATTR_WARN_UNUSED_RESULT;
uiBut *ui_view_item_find_mouse_over(const ARegion *region, const int xy[2]) ATTR_NONNULL(1, 2);
uiBut *ui_view_item_find_active(const ARegion *region);
uiBut *ui_view_item_find_search_highlight(const ARegion *region);
using uiButFindPollFn = bool (*)(const uiBut *but, const void *customdata);
/**
* x and y are only used in case event is NULL.
*/
uiBut *ui_but_find_mouse_over_ex(const ARegion *region,
const int xy[2],
bool labeledit,
bool for_tooltip,
const uiButFindPollFn find_poll,
const void *find_custom_data)
ATTR_NONNULL(1, 2) ATTR_WARN_UNUSED_RESULT;
uiBut *ui_but_find_mouse_over(const ARegion *region, const wmEvent *event) ATTR_WARN_UNUSED_RESULT;
uiBut *ui_but_find_rect_over(const ARegion *region, const rcti *rect_px) ATTR_WARN_UNUSED_RESULT;
uiBut *ui_list_find_mouse_over_ex(const ARegion *region, const int xy[2])
ATTR_NONNULL(1, 2) ATTR_WARN_UNUSED_RESULT;
bool ui_but_contains_password(const uiBut *but) ATTR_WARN_UNUSED_RESULT;
blender::StringRef ui_but_drawstr_without_sep_char(const uiBut *but) ATTR_NONNULL();
size_t ui_but_drawstr_len_without_sep_char(const uiBut *but);
size_t ui_but_tip_len_only_first_line(const uiBut *but);
uiBut *ui_but_prev(uiBut *but) ATTR_WARN_UNUSED_RESULT;
uiBut *ui_but_next(uiBut *but) ATTR_WARN_UNUSED_RESULT;
uiBut *ui_but_first(uiBlock *block) ATTR_WARN_UNUSED_RESULT;
uiBut *ui_but_last(uiBlock *block) ATTR_WARN_UNUSED_RESULT;
uiBut *ui_block_active_but_get(const uiBlock *block);
bool ui_block_is_menu(const uiBlock *block) ATTR_WARN_UNUSED_RESULT;
bool ui_block_is_popover(const uiBlock *block) ATTR_WARN_UNUSED_RESULT;
bool ui_block_is_pie_menu(const uiBlock *block) ATTR_WARN_UNUSED_RESULT;
bool ui_block_is_popup_any(const uiBlock *block) ATTR_WARN_UNUSED_RESULT;
uiBlock *ui_block_find_mouse_over_ex(const ARegion *region, const int xy[2], bool only_clip)
ATTR_NONNULL(1, 2);
uiBlock *ui_block_find_mouse_over(const ARegion *region, const wmEvent *event, bool only_clip);
uiBut *ui_region_find_first_but_test_flag(ARegion *region, int flag_include, int flag_exclude);
uiBut *ui_region_find_active_but(ARegion *region) ATTR_WARN_UNUSED_RESULT;
bool ui_region_contains_point_px(const ARegion *region, const int xy[2])
ATTR_NONNULL(1, 2) ATTR_WARN_UNUSED_RESULT;
bool ui_region_contains_rect_px(const ARegion *region, const rcti *rect_px);
/**
* Check if the cursor is over any popups.
*/
ARegion *ui_screen_region_find_mouse_over_ex(bScreen *screen, const int xy[2]) ATTR_NONNULL(1, 2);
ARegion *ui_screen_region_find_mouse_over(bScreen *screen, const wmEvent *event);
/* interface_context_menu.cc */
bool ui_popup_context_menu_for_button(bContext *C, uiBut *but, const wmEvent *event);
/**
* menu to show when right clicking on the panel header
*/
void ui_popup_context_menu_for_panel(bContext *C, ARegion *region, Panel *panel);
/* `interface_eyedropper.cc` */
wmKeyMap *eyedropper_modal_keymap(wmKeyConfig *keyconf);
wmKeyMap *eyedropper_colorband_modal_keymap(wmKeyConfig *keyconf);
/* interface_eyedropper_color.c */
void UI_OT_eyedropper_color(wmOperatorType *ot);
/* interface_eyedropper_colorband.c */
namespace blender::ui {
void UI_OT_eyedropper_colorramp(wmOperatorType *ot);
void UI_OT_eyedropper_colorramp_point(wmOperatorType *ot);
} // namespace blender::ui
/* interface_eyedropper_datablock.c */
void UI_OT_eyedropper_id(wmOperatorType *ot);
/* interface_eyedropper_depth.c */
void UI_OT_eyedropper_depth(wmOperatorType *ot);
/* interface_eyedropper_driver.c */
void UI_OT_eyedropper_driver(wmOperatorType *ot);
/* interface_eyedropper_gpencil_color.c */
void UI_OT_eyedropper_gpencil_color(wmOperatorType *ot);
/* interface_template_asset_shelf_popover.cc */
std::optional<blender::StringRefNull> UI_asset_shelf_idname_from_button_context(const uiBut *but);
/* interface_template_asset_view.cc */
uiListType *UI_UL_asset_view();
/**
* For use with #ui_rna_collection_search_update_fn.
*/
struct uiRNACollectionSearch {
PointerRNA target_ptr;
PropertyRNA *target_prop;
PointerRNA search_ptr;
PropertyRNA *search_prop;
uiBut *search_but;
/* Let UI_butstore_ API update search_but pointer above over redraws. */
uiButStore *butstore;
/* Block has to be stored for freeing butstore (uiBut.block doesn't work with undo). */
uiBlock *butstore_block;
};
void ui_rna_collection_search_update_fn(
const bContext *C, void *arg, const char *str, uiSearchItems *items, bool is_first);
/* `interface_ops.cc` */
bool ui_jump_to_target_button_poll(bContext *C);
/* interface_queries.c */
void ui_interface_tag_script_reload_queries();
/* interface_view.cc */
void ui_block_free_views(uiBlock *block);
void ui_block_views_bounds_calc(const uiBlock *block);
void ui_block_views_listen(const uiBlock *block, const wmRegionListenerParams *listener_params);
void ui_block_views_draw_overlays(const ARegion *region, const uiBlock *block);
blender::ui::AbstractView *ui_block_view_find_matching_in_old_block(
const uiBlock &new_block, const blender::ui::AbstractView &new_view);
uiButViewItem *ui_block_view_find_matching_view_item_but_in_old_block(
const uiBlock &new_block, const blender::ui::AbstractViewItem &new_item);
/* abstract_view_item.cc */
void ui_view_item_swap_button_pointers(blender::ui::AbstractViewItem &a,
blender::ui::AbstractViewItem &b);
/* interface_templates.cc */
uiListType *UI_UL_cache_file_layers();
ID *ui_template_id_liboverride_hierarchy_make(
bContext *C, Main *bmain, ID *owner_id, ID *id, const char **r_undo_push_label);
/* Functions in this namespace are only exposed for unit testing purposes, and
* should not be used outside of the files where they are defined. */
namespace blender::interface::internal {
/**
* Get the driver(s) of the given property.
*
* \note intended to be used in conjunction with `paste_property_drivers()` below.
*
* \param ptr: The RNA pointer of the property.
* \param prop: The property RNA of the property.
* \param get_all: Whether to get all drivers of an array property, or just the
* one specified by `index`. Ignored if the property is not an array property.
* \param index: Which element of an array property to get. Ignored if `get_all`
* is true or if the property is not an array properly.
* \param r_is_array_prop: Output parameter, that stores whether the passed
* property is an array property or not.
*
* \returns A vector of pointers to the drivers of the property. It will be
* zero-sized if no drivers were fetched (e.g. if the property had no drivers).
* Otherwise the vector will be the size of the underlying property (e.g. 4 for
* an array property with 4 elements, 1 for a non-array property). For array
* properties, elements without drivers will be null.
*/
blender::Vector<FCurve *> get_property_drivers(
PointerRNA *ptr, PropertyRNA *prop, bool get_all, int index, bool *r_is_array_prop);
/**
* Paste the drivers from `src_drivers` to the destination property.
*
* This function can be used for pasting drivers for all elements of an array
* property, just some elements of an array property, or a single driver for a
* non-array property.
*
* \note intended to be used in conjunction with `get_property_drivers()` above.
* The destination property should have the same type and (if an array property)
* length as the source property passed to `get_property_drivers()`.
*
* \param src_drivers: The span of drivers to paste. If `is_array_prop` is
* false, this must be a single element. If `is_array_prop` is true then this
* should have the same length as the destination array property. Nullptr
* elements are skipped when pasting.
* \param is_array_prop: Whether `src_drivers` are drivers for the elements
* of an array property.
* \param dst_ptr: The RNA pointer for the destination property.
* \param dist_prop: The destination property RNA.
*
* \returns The number of successfully pasted drivers.
*/
int paste_property_drivers(blender::Span<FCurve *> src_drivers,
bool is_array_prop,
PointerRNA *dst_ptr,
PropertyRNA *dst_prop);
} // namespace blender::interface::internal