Files
test2/source/blender/editors/include/ED_undo.hh
Brecht Van Lommel 920e709069 Refactor: Make header files more clangd and clang-tidy friendly
When using clangd or running clang-tidy on headers there are
currently many errors. These are noisy in IDEs, make auto fixes
impossible, and break features like code completion, refactoring
and navigation.

This makes source/blender headers work by themselves, which is
generally the goal anyway. But #includes and forward declarations
were often incomplete.

* Add #includes and forward declarations
* Add IWYU pragma: export in a few places
* Remove some unused #includes (but there are many more)
* Tweak ShaderCreateInfo macros to work better with clangd

Some types of headers still have errors, these could be fixed or
worked around with more investigation. Mostly preprocessor
template headers like NOD_static_types.h.

Note that that disabling WITH_UNITY_BUILD is required for clangd to
work properly, otherwise compile_commands.json does not contain
the information for the relevant source files.

For more details see the developer docs:
https://developer.blender.org/docs/handbook/tooling/clangd/

Pull Request: https://projects.blender.org/blender/blender/pulls/132608
2025-01-07 12:39:13 +01:00

148 lines
5.4 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup editors
*/
#pragma once
#include "BLI_sys_types.h"
#include "BLI_vector.hh"
struct Base;
struct CLG_LogRef;
struct ID;
struct MemFile;
struct Object;
struct Scene;
struct UndoStack;
struct ViewLayer;
struct bContext;
struct wmOperator;
struct wmOperatorType;
struct wmWindowManager;
/* undo.c */
/**
* Run from the main event loop, basic checks that undo is left in a correct state.
*/
bool ED_undo_is_state_valid(bContext *C);
void ED_undo_group_begin(bContext *C);
void ED_undo_group_end(bContext *C);
void ED_undo_push(bContext *C, const char *str);
void ED_undo_push_op(bContext *C, wmOperator *op);
void ED_undo_grouped_push(bContext *C, const char *str);
void ED_undo_grouped_push_op(bContext *C, wmOperator *op);
void ED_undo_pop_op(bContext *C, wmOperator *op);
void ED_undo_pop(bContext *C);
void ED_undo_redo(bContext *C);
void ED_OT_undo(wmOperatorType *ot);
void ED_OT_undo_push(wmOperatorType *ot);
void ED_OT_redo(wmOperatorType *ot);
void ED_OT_undo_redo(wmOperatorType *ot);
void ED_OT_undo_history(wmOperatorType *ot);
/**
* UI callbacks should call this rather than calling WM_operator_repeat() themselves.
*/
int ED_undo_operator_repeat(bContext *C, wmOperator *op);
/**
* Convenience since UI callbacks use this mostly.
*/
void ED_undo_operator_repeat_cb(bContext *C, void *arg_op, void *arg_unused);
void ED_undo_operator_repeat_cb_evt(bContext *C, void *arg_op, int arg_unused);
/**
* Name optionally, function used to check for operator redo panel.
*/
bool ED_undo_is_valid(const bContext *C, const char *undoname);
bool ED_undo_is_memfile_compatible(const bContext *C);
/* Unfortunate workaround for limits mixing undo systems. */
/**
* When a property of ID changes, return false.
*
* This is to avoid changes to a property making undo pushes
* which are ignored by the undo-system.
* For example, changing a brush property isn't stored by sculpt-mode undo steps.
* This workaround is needed until the limitation is removed, see: #61948.
*/
bool ED_undo_is_legacy_compatible_for_property(bContext *C, ID *id);
/**
* This function addresses the problem of restoring undo steps when multiple windows are used.
* Since undo steps don't track the full context that created them it's possible an edit-mode
* undo step will attempt to restore edit-mode into a different window, scene or view-layer.
*
* Values `scene_p` & `view_layer_p` (typically initialized from the context)
* are updated from the visible windows using `scene_ref` as a reference.
* If the no window can be found, the values are left as-is.
*
* Since users may close windows before undoing, it's expected the window may be unavailable.
* When this happens the edit-mode objects wont be restored into edit-mode by
* #ED_undo_object_editmode_restore_helper which is acceptable since objects
* which aren't visible in any window don't need to enter edit-mode.
*/
void ED_undo_object_editmode_validate_scene_from_windows(wmWindowManager *wm,
const Scene *scene_ref,
Scene **scene_p,
ViewLayer **view_layer_p);
/**
* Load all our objects from `object_array` into edit-mode, clear everything else.
*/
void ED_undo_object_editmode_restore_helper(Scene *scene,
ViewLayer *view_layer,
Object **object_array,
uint object_array_len,
uint object_array_stride);
blender::Vector<Object *> ED_undo_editmode_objects_from_view_layer(const Scene *scene,
ViewLayer *view_layer);
blender::Vector<Base *> ED_undo_editmode_bases_from_view_layer(const Scene *scene,
ViewLayer *view_layer);
/**
* Ideally we won't access the stack directly,
* this is needed for modes which handle undo themselves (bypassing #ED_undo_push).
*
* Using global isn't great, this just avoids doing inline,
* causing 'BKE_global.hh' & 'BKE_main.hh' includes.
*/
UndoStack *ED_undo_stack_get();
/* Helpers. */
void ED_undo_object_set_active_or_warn(
Scene *scene, ViewLayer *view_layer, Object *ob, const char *info, CLG_LogRef *log);
/* `undo_system_types.cc` */
void ED_undosys_type_init();
void ED_undosys_type_free();
/* `memfile_undo.cc` */
MemFile *ED_undosys_stack_memfile_get_if_active(UndoStack *ustack);
/**
* If the last undo step is a memfile one, find the first #MemFileChunk matching given ID
* (using its session UUID), and tag it as "changed in the future".
*
* Since non-memfile undo-steps cannot automatically set this flag in the previous step as done
* with memfile ones, this has to be called manually by relevant undo code.
*
* \note Only current known case for this is undoing a switch from Object to Sculpt mode (see
* #82388).
*
* \note Calling this ID by ID is not optimal, as it will loop over all #MemFile.chunks until it
* finds the expected one. If this becomes an issue we'll have to add a mapping from session UUID
* to first #MemFileChunk in #MemFile itself
* (currently we only do that in #MemFileWriteData when writing a new step).
*/
void ED_undosys_stack_memfile_id_changed_tag(UndoStack *ustack, ID *id);