Previous experiment (in 2000) didn't satisfy, it had even some primitive NLA option in groups... so, cleaned up the old code (removed most) and integrated it back in a more useful way. Usage: - CTRL+G gives menu to add group, add to existing group, or remove from groups. - In Object buttons, a new (should become first) Panel was added, showing not only Object "ID button" and Parent, but also the Groups the Object Belongs to. These buttons also allow rename, assigning or removing. - To indicate Objects are grouped, they're drawn in a (not theme yet, so temporal?) green wire color. - Use ALT+SHIFT mouse-select to (de)select an entire group But, the real power of groups is in the following features: -> Particle Force field and Guide control In the "Particle Motion" Panel, you can indicate a Group name, this then limits force fields or guides to members of that Group. (Note that layers still work on top of that... not sure about that). -> Light Groups In the Material "Shaders" Panel, you can indicate a Group name to limit lighting for the Material to lamps in this group. The Lights in a Group do need to be 'visible' for the Scene to be rendered (as usual). -> Group Duplicator In the Object "Anim" Panel, you can set any Object (use Empty!) to duplicate an entire Group. It will make copies of all Objects in that Group. Also works for animated Objects, but it will copy the current positions or deforms. Control over 'local timing' (so we can do Massive anims!) will be added later. (Note; this commit won't render Group duplicators yet, a fix in bf-blender will enable that, next commit will sync) -> Library Appending In the SHIFT-F1 or SHIFT+F4 browsers, you can also find the Groups listed. By appending or linking the Group itself, and use the Group Duplicator, you now can animate and position linked Objects. The nice thing is that the local saved file itself will only store the Group name that was linked, so on a next file read, the Group Objects will be re-read as stored (changed) in the Library file. (Note; current implementation also "gives a base" to linked Group Objects, to show them as Objects in the current Scene. Need that now for testing purposes, but probably will be removed later). -> Outliner Outliner now shows Groups as optio too, nice to organize your data a bit too! In General, Groups have a very good potential... for example, it could become default for MetaBall Objects too (jiri, I can help you later on how this works). All current 'layer relationships' in Blender should be dropped in time, I guess...
526 lines
9.9 KiB
C
526 lines
9.9 KiB
C
/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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#ifndef BIF_RESOURCES_H
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#define BIF_RESOURCES_H
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typedef enum {
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#define BIFICONID_FIRST (ICON_VIEW3D)
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ICON_VIEW3D,
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ICON_IPO,
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ICON_OOPS,
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ICON_BUTS,
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ICON_FILESEL,
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ICON_IMAGE_COL,
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ICON_INFO,
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ICON_SEQUENCE,
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ICON_TEXT,
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ICON_IMASEL,
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ICON_SOUND,
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ICON_ACTION,
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ICON_NLA,
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ICON_SCRIPTWIN,
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ICON_TIME,
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ICON_SPACE1,
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ICON_SPACE2,
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ICON_SPACE3,
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ICON_SPACE4,
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ICON_TRIA_LEFT,
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ICON_TRIA_UP,
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ICON_ORTHO,
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ICON_PERSP,
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ICON_CAMERA,
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ICON_EFFECTS,
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ICON_BBOX,
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ICON_WIRE,
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ICON_SOLID,
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ICON_SMOOTH,
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ICON_POTATO,
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ICON_MARKER_HLT,
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ICON_NORMALVIEW,
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ICON_LOCALVIEW,
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ICON_UNUSEDVIEW,
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ICON_VIEWZOOM,
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ICON_SORTALPHA,
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ICON_SORTTIME,
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ICON_SORTSIZE,
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ICON_LONGDISPLAY,
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ICON_SHORTDISPLAY,
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ICON_TRIA_DOWN,
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ICON_TRIA_RIGHT,
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ICON_VIEW_AXIS_ALL,
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ICON_VIEW_AXIS_NONE,
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ICON_VIEW_AXIS_NONE2,
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ICON_VIEW_AXIS_TOP,
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ICON_VIEW_AXIS_FRONT,
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ICON_VIEW_AXIS_SIDE,
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ICON_POSE_DEHLT,
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ICON_POSE_HLT,
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ICON_BORDERMOVE,
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ICON_MAYBE_ITS_A_LASSO,
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ICON_BLANK1, /* ATTENTION, someone decided to use this throughout blender
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and didn't care to neither rename it nor update the PNG */
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ICON_BLANK2,
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ICON_MOD_BOOLEAN,
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ICON_ARMATURE,
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ICON_PAUSE,
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ICON_ALIGN,
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ICON_REC,
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ICON_PLAY,
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ICON_FF,
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ICON_REW,
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ICON_PYTHON,
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ICON_DOTSUP,
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ICON_DOTSDOWN,
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ICON_MENU_PANEL,
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ICON_AXIS_SIDE,
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ICON_AXIS_FRONT,
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ICON_AXIS_TOP,
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ICON_DRAW_UVFACES,
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ICON_STICKY_UVS,
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ICON_STICKY2_UVS,
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ICON_PREV_KEYFRAME,
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ICON_NEXT_KEYFRAME,
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ICON_ENVMAP,
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ICON_TRANSP_HLT,
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ICON_TRANSP_DEHLT,
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ICON_CIRCLE_DEHLT,
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ICON_CIRCLE_HLT,
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ICON_TPAINT_DEHLT,
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ICON_TPAINT_HLT,
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ICON_WPAINT_DEHLT,
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ICON_WPAINT_HLT,
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ICON_MARKER,
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ICON_X,
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ICON_GO_LEFT,
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ICON_NO_GO_LEFT,
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ICON_UNLOCKED,
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ICON_LOCKED,
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ICON_PARLIB,
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ICON_DATALIB,
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ICON_AUTO,
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ICON_MATERIAL_DEHLT2,
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ICON_RING,
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ICON_GRID,
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ICON_PROPEDIT,
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ICON_KEEPRECT,
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ICON_DESEL_CUBE_VERTS,
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ICON_EDITMODE_DEHLT,
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ICON_EDITMODE_HLT,
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ICON_VPAINT_DEHLT,
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ICON_VPAINT_HLT,
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ICON_FACESEL_DEHLT,
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ICON_FACESEL_HLT,
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ICON_EDIT_DEHLT,
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ICON_HELP,
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ICON_ERROR,
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ICON_FOLDER_DEHLT,
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ICON_FOLDER_HLT,
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ICON_BLUEIMAGE_DEHLT,
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ICON_BLUEIMAGE_HLT,
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ICON_BPIBFOLDER_DEHLT,
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ICON_BPIBFOLDER_HLT,
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ICON_BPIBFOLDER_ERR,
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ICON_UGLY_GREEN_RING,
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ICON_GHOST,
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ICON_BLANK32,
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ICON_BLANK33,
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ICON_VERTEXSEL,
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ICON_EDGESEL,
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ICON_FACESEL,
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ICON_BLANK26,
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ICON_BPIBFOLDER_X,
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ICON_BPIBFOLDERGREY,
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ICON_MAGNIFY,
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ICON_INFO2,
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ICON_RIGHTARROW,
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ICON_DOWNARROW_HLT,
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ICON_ROUNDBEVELTHING,
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ICON_FULLTEXTURE,
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ICON_HOOK,
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ICON_DOT,
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ICON_WORLD_DEHLT,
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ICON_CHECKBOX_DEHLT,
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ICON_CHECKBOX_HLT,
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ICON_LINK,
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ICON_INLINK,
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ICON_BEVELBUT_HLT,
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ICON_BEVELBUT_DEHLT,
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ICON_PASTEDOWN,
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ICON_COPYDOWN,
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ICON_CONSTANT,
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ICON_LINEAR,
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ICON_CYCLIC,
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ICON_KEY_DEHLT,
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ICON_KEY_HLT,
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ICON_GRID2,
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ICON_EYE,
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ICON_LAMP,
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ICON_MATERIAL,
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ICON_TEXTURE,
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ICON_ANIM,
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ICON_WORLD,
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ICON_SCENE,
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ICON_EDIT,
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ICON_GAME,
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ICON_PAINT,
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ICON_RADIO,
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ICON_SCRIPT,
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ICON_SPEAKER,
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ICON_PASTEUP,
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ICON_COPYUP,
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ICON_PASTEFLIPUP,
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ICON_PASTEFLIPDOWN,
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ICON_CYCLICLINEAR,
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ICON_PIN_DEHLT,
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ICON_PIN_HLT,
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ICON_LITTLEGRID,
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ICON_FULLSCREEN,
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ICON_SPLITSCREEN,
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ICON_RIGHTARROW_THIN,
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ICON_DISCLOSURE_TRI_RIGHT,
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ICON_DISCLOSURE_TRI_DOWN,
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ICON_SCENE_SEPIA,
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ICON_SCENE_DEHLT,
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ICON_OBJECT,
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ICON_MESH,
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ICON_CURVE,
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ICON_MBALL,
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ICON_LATTICE,
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ICON_LAMP_DEHLT,
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ICON_MATERIAL_DEHLT,
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ICON_TEXTURE_DEHLT,
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ICON_IPO_DEHLT,
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ICON_LIBRARY_DEHLT,
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ICON_IMAGE_DEHLT,
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ICON_WINDOW_FULLSCREEN,
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ICON_WINDOW_WINDOW,
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ICON_PANEL_CLOSE,
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ICON_BLENDER,
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ICON_PACKAGE,
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ICON_UGLYPACKAGE,
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ICON_MATPLANE,
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ICON_MATSPHERE,
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ICON_MATCUBE,
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ICON_SCENE_HLT,
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ICON_OBJECT_HLT,
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ICON_MESH_HLT,
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ICON_CURVE_HLT,
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ICON_MBALL_HLT,
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ICON_LATTICE_HLT,
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ICON_LAMP_HLT,
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ICON_MATERIAL_HLT,
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ICON_TEXTURE_HLT,
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ICON_IPO_HLT,
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ICON_LIBRARY_HLT,
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ICON_IMAGE_HLT,
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ICON_CONSTRAINT,
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ICON_CAMERA_DEHLT,
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ICON_ARMATURE_DEHLT,
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ICON_SMOOTHCURVE,
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ICON_SPHERECURVE,
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ICON_ROOTCURVE,
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ICON_SHARPCURVE,
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ICON_LINCURVE,
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ICON_NOCURVE,
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ICON_PROP_OFF,
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ICON_PROP_ON,
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ICON_PROP_CON,
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ICON_SYNTAX,
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ICON_SYNTAX_OFF,
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ICON_BLANK52,
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ICON_BLANK53,
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ICON_BLANK54,
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ICON_VIEWMOVE,
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ICON_HOME,
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ICON_CLIPUV_DEHLT,
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ICON_CLIPUV_HLT,
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ICON_SOME_WACKY_VERTS_AND_LINES,
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ICON_A_WACKY_VERT_AND_SOME_LINES,
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ICON_VPAINT_COL,
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ICON_MAN_TRANS,
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ICON_MAN_ROT,
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ICON_MAN_SCALE,
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ICON_MANIPUL,
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ICON_BLANK65,
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ICON_MODIFIER,
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ICON_MOD_WAVE,
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ICON_MOD_BUILD,
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ICON_MOD_DECIM,
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ICON_MOD_MIRROR,
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ICON_MOD_SOFT,
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ICON_MOD_SUBSURF,
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ICON_BLANK73,
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ICON_BLANK74,
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ICON_BLANK75,
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ICON_BLANK76,
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ICON_ROTATE,
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ICON_CURSOR,
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ICON_ROTATECOLLECTION,
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ICON_ROTATECENTER,
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ICON_ROTACTIVE,
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VICON_VIEW3D,
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VICON_EDIT,
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VICON_EDITMODE_DEHLT,
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VICON_EDITMODE_HLT,
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VICON_DISCLOSURE_TRI_RIGHT,
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VICON_DISCLOSURE_TRI_DOWN,
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VICON_MOVE_UP,
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VICON_MOVE_DOWN,
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VICON_X
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#define BIFICONID_LAST (VICON_X)
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#define BIFNICONIDS (BIFICONID_LAST-BIFICONID_FIRST + 1)
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} BIFIconID;
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typedef enum {
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#define BIFCOLORSHADE_FIRST (COLORSHADE_DARK)
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COLORSHADE_DARK,
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COLORSHADE_GREY,
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COLORSHADE_MEDIUM,
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COLORSHADE_HILITE,
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COLORSHADE_LIGHT,
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COLORSHADE_WHITE
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#define BIFCOLORSHADE_LAST (COLORSHADE_WHITE)
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#define BIFNCOLORSHADES (BIFCOLORSHADE_LAST-BIFCOLORSHADE_FIRST + 1)
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} BIFColorShade;
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typedef enum {
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#define BIFCOLORID_FIRST (BUTGREY)
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BUTGREY = 0,
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BUTGREEN,
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BUTBLUE,
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BUTSALMON,
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MIDGREY,
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BUTPURPLE,
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BUTYELLOW,
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REDALERT,
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BUTRUST,
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BUTWHITE,
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BUTDBLUE,
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BUTPINK,
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BUTDPINK,
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BUTMACTIVE,
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BUTIPO,
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BUTAUDIO,
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BUTCAMERA,
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BUTRANDOM,
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BUTEDITOBJECT,
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BUTPROPERTY,
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BUTSCENE,
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BUTMOTION,
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BUTMESSAGE,
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BUTACTION,
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BUTCD,
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BUTGAME,
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BUTVISIBILITY,
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BUTYUCK,
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BUTSEASICK,
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BUTCHOKE,
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BUTIMPERIAL,
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BUTTEXTCOLOR,
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BUTTEXTPRESSED,
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BUTSBACKGROUND,
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VIEWPORTBACKCOLOR,
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VIEWPORTGRIDCOLOR,
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VIEWPORTACTIVECOLOR,
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VIEWPORTSELECTEDCOLOR,
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VIEWPORTUNSELCOLOR,
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EDITVERTSEL,
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EDITVERTUNSEL,
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EDITEDGESEL,
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EDITEDGEUNSEL
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#define BIFCOLORID_LAST (EDITEDGEUNSEL)
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#define BIFNCOLORIDS (BIFCOLORID_LAST-BIFCOLORID_FIRST + 1)
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} BIFColorID;
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/* XXX WARNING: this is saved in file, so do not change order! */
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enum {
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TH_AUTO, /* for buttons, to signal automatic color assignment */
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// uibutton colors
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TH_BUT_OUTLINE,
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TH_BUT_NEUTRAL,
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TH_BUT_ACTION,
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TH_BUT_SETTING,
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TH_BUT_SETTING1,
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TH_BUT_SETTING2,
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TH_BUT_NUM,
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TH_BUT_TEXTFIELD,
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TH_BUT_POPUP,
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TH_BUT_TEXT,
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TH_BUT_TEXT_HI,
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TH_MENU_BACK,
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TH_MENU_ITEM,
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TH_MENU_HILITE,
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TH_MENU_TEXT,
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TH_MENU_TEXT_HI,
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TH_BUT_DRAWTYPE,
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TH_REDALERT,
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TH_CUSTOM,
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TH_BUT_TEXTFIELD_HI,
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TH_THEMEUI,
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// common colors among spaces
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TH_BACK,
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TH_TEXT,
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TH_TEXT_HI,
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TH_HEADER,
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TH_HEADERDESEL,
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TH_PANEL,
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TH_SHADE1,
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TH_SHADE2,
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TH_HILITE,
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TH_GRID,
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TH_WIRE,
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TH_SELECT,
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TH_ACTIVE,
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TH_TRANSFORM,
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TH_VERTEX,
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TH_VERTEX_SELECT,
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TH_VERTEX_SIZE,
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TH_EDGE,
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TH_EDGE_SELECT,
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TH_EDGE_SEAM,
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TH_EDGE_FACESEL,
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TH_FACE,
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TH_FACE_SELECT,
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TH_NORMAL,
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TH_FACE_DOT,
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TH_FACEDOT_SIZE,
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TH_SYNTAX_B,
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TH_SYNTAX_V,
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TH_SYNTAX_C,
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TH_SYNTAX_L,
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TH_SYNTAX_N,
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TH_BONE_SOLID,
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TH_BONE_POSE,
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TH_STRIP,
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TH_STRIP_SELECT,
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TH_LAMP
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};
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/* XXX WARNING: previous is saved in file, so do not change order! */
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/* specific defines per space should have higher define values */
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struct bTheme;
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// THE CODERS API FOR THEMES:
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// sets the color
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void BIF_ThemeColor(int colorid);
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// sets the color plus alpha
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void BIF_ThemeColor4(int colorid);
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// sets color plus offset for shade
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void BIF_ThemeColorShade(int colorid, int offset);
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// sets color plus offset for alpha
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void BIF_ThemeColorShadeAlpha(int colorid, int coloffset, int alphaoffset);
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// sets color, which is blend between two theme colors
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void BIF_ThemeColorBlend(int colorid1, int colorid2, float fac);
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// same, with shade offset
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void BIF_ThemeColorBlendShade(int colorid1, int colorid2, float fac, int offset);
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// returns one value, not scaled
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float BIF_GetThemeValuef(int colorid);
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int BIF_GetThemeValue(int colorid);
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// get three color values, scaled to 0.0-1.0 range
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void BIF_GetThemeColor3fv(int colorid, float *col);
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// get the 3 or 4 byte values
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void BIF_GetThemeColor3ubv(int colorid, char *col);
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void BIF_GetThemeColor4ubv(int colorid, char *col);
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// get a theme color from specified space type
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void BIF_GetThemeColorType4ubv(int colorid, int spacetype, char *col);
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struct ScrArea;
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// internal (blender) usage only, for init and set active
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void BIF_InitTheme(void);
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void BIF_SetTheme(struct ScrArea *sa);
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void BIF_resources_init (void);
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void BIF_resources_free (void);
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void BIF_colors_init (void);
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void BIF_load_ui_colors (void);
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// icon API
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int BIF_get_icon_width (BIFIconID icon);
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int BIF_get_icon_height (BIFIconID icon);
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void BIF_draw_icon (float x, float y, BIFIconID icon);
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void BIF_draw_icon_blended (float x, float y, BIFIconID icon, int colorid, int shade);
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/* only for buttons in theme editor! */
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char *BIF_ThemeGetColorPtr(struct bTheme *btheme, int spacetype, int colorid);
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char *BIF_ThemeColorsPup(int spacetype);
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void BIF_def_color (BIFColorID colorid, unsigned char r, unsigned char g, unsigned char b);
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#endif /* BIF_ICONS_H */
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