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  1. /*
  2. Blendish - Blender 2.5 UI based theming functions for NanoVG
  3. Copyright (c) 2014 Leonard Ritter <leonard.ritter@duangle.com>
  4. Permission is hereby granted, free of charge, to any person obtaining a copy
  5. of this software and associated documentation files (the "Software"), to deal
  6. in the Software without restriction, including without limitation the rights
  7. to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. copies of the Software, and to permit persons to whom the Software is
  9. furnished to do so, subject to the following conditions:
  10. The above copyright notice and this permission notice shall be included in
  11. all copies or substantial portions of the Software.
  12. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  13. IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  14. FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  15. AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  16. LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  17. OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  18. THE SOFTWARE.
  19. */
  20. #ifndef BLENDISH_H
  21. #define BLENDISH_H
  22. #include <nanovg.h>
  23. #ifdef __cplusplus
  24. extern "C" {
  25. #endif
  26. /*
  27. Revision 6 (2014-09-21)
  28. Summary
  29. -------
  30. Blendish is a small collection of drawing functions for NanoVG, designed to
  31. replicate the look of the Blender 2.5+ User Interface. You can use these
  32. functions to theme your UI library. Several metric constants for faithful
  33. reproduction are also included.
  34. Blendish supports the original Blender icon sheet; As the licensing of Blenders
  35. icons is unclear, they are not included in Blendishes repository, but a SVG
  36. template, "icons_template.svg" is provided, which you can use to build your own
  37. icon sheet.
  38. To use icons, you must first load the icon sheet using one of the
  39. nvgCreateImage*() functions and then pass the image handle to bndSetIconImage();
  40. otherwise, no icons will be drawn. See bndSetIconImage() for more information.
  41. Blendish will not render text until a suitable UI font has been passed to
  42. bndSetFont() has been called. See bndSetFont() for more information.
  43. Drawbacks
  44. ---------
  45. There is no support for varying dpi resolutions yet. The library is hardcoded
  46. to the equivalent of 72 dpi in the Blender system settings.
  47. Support for label truncation is missing. Text rendering breaks when widgets are
  48. too short to contain their labels.
  49. Usage
  50. -----
  51. To use this header file in implementation mode, define BLENDISH_IMPLEMENTATION
  52. before including blendish.h, otherwise the file will be in header-only mode.
  53. */
  54. // you can override this from the outside to pick
  55. // the export level you need
  56. #ifndef BND_EXPORT
  57. #define BND_EXPORT
  58. #endif
  59. // if that typedef is provided elsewhere, you may define
  60. // BLENDISH_NO_NVG_TYPEDEFS before including the header.
  61. #ifndef BLENDISH_NO_NVG_TYPEDEFS
  62. typedef struct NVGcontext NVGcontext;
  63. typedef struct NVGcolor NVGcolor;
  64. typedef struct NVGglyphPosition NVGglyphPosition;
  65. #endif
  66. // describes the theme used to draw a single widget or widget box;
  67. // these values correspond to the same values that can be retrieved from
  68. // the Theme panel in the Blender preferences
  69. typedef struct BNDwidgetTheme {
  70. // color of widget box outline
  71. NVGcolor outlineColor;
  72. // color of widget item (meaning changes depending on class)
  73. NVGcolor itemColor;
  74. // fill color of widget box
  75. NVGcolor innerColor;
  76. // fill color of widget box when active
  77. NVGcolor innerSelectedColor;
  78. // color of text label
  79. NVGcolor textColor;
  80. // color of text label when active
  81. NVGcolor textSelectedColor;
  82. // delta modifier for upper part of gradient (-100 to 100)
  83. int shadeTop;
  84. // delta modifier for lower part of gradient (-100 to 100)
  85. int shadeDown;
  86. } BNDwidgetTheme;
  87. // describes the theme used to draw nodes
  88. typedef struct BNDnodeTheme {
  89. // inner color of selected node (and downarrow)
  90. NVGcolor nodeSelectedColor;
  91. // outline of wires
  92. NVGcolor wiresColor;
  93. // color of text label when active
  94. NVGcolor textSelectedColor;
  95. // inner color of active node (and dragged wire)
  96. NVGcolor activeNodeColor;
  97. // color of selected wire
  98. NVGcolor wireSelectColor;
  99. // color of background of node
  100. NVGcolor nodeBackdropColor;
  101. // how much a noodle curves (0 to 10)
  102. int noodleCurving;
  103. } BNDnodeTheme;
  104. // describes the theme used to draw widgets
  105. typedef struct BNDtheme {
  106. // the background color of panels and windows
  107. NVGcolor backgroundColor;
  108. // theme for labels
  109. BNDwidgetTheme regularTheme;
  110. // theme for tool buttons
  111. BNDwidgetTheme toolTheme;
  112. // theme for radio buttons
  113. BNDwidgetTheme radioTheme;
  114. // theme for text fields
  115. BNDwidgetTheme textFieldTheme;
  116. // theme for option buttons (checkboxes)
  117. BNDwidgetTheme optionTheme;
  118. // theme for choice buttons (comboboxes)
  119. // Blender calls them "menu buttons"
  120. BNDwidgetTheme choiceTheme;
  121. // theme for number fields
  122. BNDwidgetTheme numberFieldTheme;
  123. // theme for slider controls
  124. BNDwidgetTheme sliderTheme;
  125. // theme for scrollbars
  126. BNDwidgetTheme scrollBarTheme;
  127. // theme for tooltips
  128. BNDwidgetTheme tooltipTheme;
  129. // theme for menu backgrounds
  130. BNDwidgetTheme menuTheme;
  131. // theme for menu items
  132. BNDwidgetTheme menuItemTheme;
  133. // theme for nodes
  134. BNDnodeTheme nodeTheme;
  135. } BNDtheme;
  136. // how text on a control is aligned
  137. typedef enum BNDtextAlignment {
  138. BND_LEFT = 0,
  139. BND_CENTER,
  140. } BNDtextAlignment;
  141. // states altering the styling of a widget
  142. typedef enum BNDwidgetState {
  143. // not interacting
  144. BND_DEFAULT = 0,
  145. // the mouse is hovering over the control
  146. BND_HOVER,
  147. // the widget is activated (pressed) or in an active state (toggled)
  148. BND_ACTIVE
  149. } BNDwidgetState;
  150. // flags indicating which corners are sharp (for grouping widgets)
  151. typedef enum BNDcornerFlags {
  152. // all corners are round
  153. BND_CORNER_NONE = 0,
  154. // sharp top left corner
  155. BND_CORNER_TOP_LEFT = 1,
  156. // sharp top right corner
  157. BND_CORNER_TOP_RIGHT = 2,
  158. // sharp bottom right corner
  159. BND_CORNER_DOWN_RIGHT = 4,
  160. // sharp bottom left corner
  161. BND_CORNER_DOWN_LEFT = 8,
  162. // all corners are sharp;
  163. // you can invert a set of flags using ^= BND_CORNER_ALL
  164. BND_CORNER_ALL = 0xF,
  165. // top border is sharp
  166. BND_CORNER_TOP = 3,
  167. // bottom border is sharp
  168. BND_CORNER_DOWN = 0xC,
  169. // left border is sharp
  170. BND_CORNER_LEFT = 9,
  171. // right border is sharp
  172. BND_CORNER_RIGHT = 6
  173. } BNDcornerFlags;
  174. // build an icon ID from two coordinates into the icon sheet, where
  175. // (0,0) designates the upper-leftmost icon, (1,0) the one right next to it,
  176. // and so on.
  177. #define BND_ICONID(x,y) ((x)|((y)<<8))
  178. // alpha of disabled widget groups
  179. // can be used in conjunction with nvgGlobalAlpha()
  180. #define BND_DISABLED_ALPHA 0.5
  181. // default widget height
  182. #define BND_WIDGET_HEIGHT 21
  183. // default toolbutton width (if icon only)
  184. #define BND_TOOL_WIDTH 20
  185. // default radius of node ports
  186. #define BND_NODE_PORT_RADIUS 5
  187. // top margin of node content
  188. #define BND_NODE_MARGIN_TOP 25
  189. // bottom margin of node content
  190. #define BND_NODE_MARGIN_DOWN 5
  191. // left and right margin of node content
  192. #define BND_NODE_MARGIN_SIDE 10
  193. // height of node title bar
  194. #define BND_NODE_TITLE_HEIGHT 20
  195. // width of node title arrow click area
  196. #define BND_NODE_ARROW_AREA_WIDTH 20
  197. // size of splitter corner click area
  198. #define BND_SPLITTER_AREA_SIZE 12
  199. // width of vertical scrollbar
  200. #define BND_SCROLLBAR_WIDTH 13
  201. // height of horizontal scrollbar
  202. #define BND_SCROLLBAR_HEIGHT 14
  203. // default vertical spacing
  204. #define BND_VSPACING 1
  205. // default vertical spacing between groups
  206. #define BND_VSPACING_GROUP 8
  207. // default horizontal spacing
  208. #define BND_HSPACING 8
  209. // default text size
  210. #define BND_LABEL_FONT_SIZE 13
  211. // default text padding in inner box
  212. #define BND_PAD_LEFT 8
  213. #define BND_PAD_RIGHT 8
  214. // label: value separator string
  215. #define BND_LABEL_SEPARATOR ": "
  216. // alpha intensity of transparent items (0xa4)
  217. #define BND_TRANSPARENT_ALPHA 0.9
  218. // shade intensity of beveled panels
  219. #define BND_BEVEL_SHADE 30
  220. // shade intensity of beveled insets
  221. #define BND_INSET_BEVEL_SHADE 30
  222. // shade intensity of hovered inner boxes
  223. #define BND_HOVER_SHADE 15
  224. // shade intensity of splitter bevels
  225. #define BND_SPLITTER_SHADE 100
  226. // width of icon sheet
  227. #define BND_ICON_SHEET_WIDTH 602
  228. // height of icon sheet
  229. #define BND_ICON_SHEET_HEIGHT 640
  230. // gridsize of icon sheet in both dimensions
  231. #define BND_ICON_SHEET_GRID 21
  232. // offset of first icon tile relative to left border
  233. #define BND_ICON_SHEET_OFFSET_X 5
  234. // offset of first icon tile relative to top border
  235. #define BND_ICON_SHEET_OFFSET_Y 10
  236. // resolution of single icon
  237. #define BND_ICON_SHEET_RES 16
  238. // size of number field arrow
  239. #define BND_NUMBER_ARROW_SIZE 4
  240. // default text color
  241. #define BND_COLOR_TEXT {{{ 0,0,0,1 }}}
  242. // default highlighted text color
  243. #define BND_COLOR_TEXT_SELECTED {{{ 1,1,1,1 }}}
  244. // radius of tool button
  245. #define BND_TOOL_RADIUS 4
  246. // radius of option button
  247. #define BND_OPTION_RADIUS 4
  248. // width of option button checkbox
  249. #define BND_OPTION_WIDTH 14
  250. // height of option button checkbox
  251. #define BND_OPTION_HEIGHT 15
  252. // radius of text field
  253. #define BND_TEXT_RADIUS 4
  254. // radius of number button
  255. #define BND_NUMBER_RADIUS 10
  256. // radius of menu popup
  257. #define BND_MENU_RADIUS 3
  258. // feather of menu popup shadow
  259. #define BND_SHADOW_FEATHER 12
  260. // alpha of menu popup shadow
  261. #define BND_SHADOW_ALPHA 0.5
  262. // radius of scrollbar
  263. #define BND_SCROLLBAR_RADIUS 7
  264. // shade intensity of active scrollbar
  265. #define BND_SCROLLBAR_ACTIVE_SHADE 15
  266. // max glyphs for position testing
  267. #define BND_MAX_GLYPHS 1024
  268. // max rows for position testing
  269. #define BND_MAX_ROWS 32
  270. // text distance from bottom
  271. #define BND_TEXT_PAD_DOWN 7
  272. // stroke width of wire outline
  273. #define BND_NODE_WIRE_OUTLINE_WIDTH 4
  274. // stroke width of wire
  275. #define BND_NODE_WIRE_WIDTH 2
  276. // radius of node box
  277. #define BND_NODE_RADIUS 8
  278. // feather of node title text
  279. #define BND_NODE_TITLE_FEATHER 1
  280. // size of node title arrow
  281. #define BND_NODE_ARROW_SIZE 9
  282. typedef enum BNDicon {
  283. BND_ICON_NONE = BND_ICONID(0,29),
  284. BND_ICON_QUESTION = BND_ICONID(1,29),
  285. BND_ICON_ERROR = BND_ICONID(2,29),
  286. BND_ICON_CANCEL = BND_ICONID(3,29),
  287. BND_ICON_TRIA_RIGHT = BND_ICONID(4,29),
  288. BND_ICON_TRIA_DOWN = BND_ICONID(5,29),
  289. BND_ICON_TRIA_LEFT = BND_ICONID(6,29),
  290. BND_ICON_TRIA_UP = BND_ICONID(7,29),
  291. BND_ICON_ARROW_LEFTRIGHT = BND_ICONID(8,29),
  292. BND_ICON_PLUS = BND_ICONID(9,29),
  293. BND_ICON_DISCLOSURE_TRI_DOWN = BND_ICONID(10,29),
  294. BND_ICON_DISCLOSURE_TRI_RIGHT = BND_ICONID(11,29),
  295. BND_ICON_RADIOBUT_OFF = BND_ICONID(12,29),
  296. BND_ICON_RADIOBUT_ON = BND_ICONID(13,29),
  297. BND_ICON_MENU_PANEL = BND_ICONID(14,29),
  298. BND_ICON_BLENDER = BND_ICONID(15,29),
  299. BND_ICON_GRIP = BND_ICONID(16,29),
  300. BND_ICON_DOT = BND_ICONID(17,29),
  301. BND_ICON_COLLAPSEMENU = BND_ICONID(18,29),
  302. BND_ICON_X = BND_ICONID(19,29),
  303. BND_ICON_GO_LEFT = BND_ICONID(21,29),
  304. BND_ICON_PLUG = BND_ICONID(22,29),
  305. BND_ICON_UI = BND_ICONID(23,29),
  306. BND_ICON_NODE = BND_ICONID(24,29),
  307. BND_ICON_NODE_SEL = BND_ICONID(25,29),
  308. BND_ICON_FULLSCREEN = BND_ICONID(0,28),
  309. BND_ICON_SPLITSCREEN = BND_ICONID(1,28),
  310. BND_ICON_RIGHTARROW_THIN = BND_ICONID(2,28),
  311. BND_ICON_BORDERMOVE = BND_ICONID(3,28),
  312. BND_ICON_VIEWZOOM = BND_ICONID(4,28),
  313. BND_ICON_ZOOMIN = BND_ICONID(5,28),
  314. BND_ICON_ZOOMOUT = BND_ICONID(6,28),
  315. BND_ICON_PANEL_CLOSE = BND_ICONID(7,28),
  316. BND_ICON_COPY_ID = BND_ICONID(8,28),
  317. BND_ICON_EYEDROPPER = BND_ICONID(9,28),
  318. BND_ICON_LINK_AREA = BND_ICONID(10,28),
  319. BND_ICON_AUTO = BND_ICONID(11,28),
  320. BND_ICON_CHECKBOX_DEHLT = BND_ICONID(12,28),
  321. BND_ICON_CHECKBOX_HLT = BND_ICONID(13,28),
  322. BND_ICON_UNLOCKED = BND_ICONID(14,28),
  323. BND_ICON_LOCKED = BND_ICONID(15,28),
  324. BND_ICON_UNPINNED = BND_ICONID(16,28),
  325. BND_ICON_PINNED = BND_ICONID(17,28),
  326. BND_ICON_SCREEN_BACK = BND_ICONID(18,28),
  327. BND_ICON_RIGHTARROW = BND_ICONID(19,28),
  328. BND_ICON_DOWNARROW_HLT = BND_ICONID(20,28),
  329. BND_ICON_DOTSUP = BND_ICONID(21,28),
  330. BND_ICON_DOTSDOWN = BND_ICONID(22,28),
  331. BND_ICON_LINK = BND_ICONID(23,28),
  332. BND_ICON_INLINK = BND_ICONID(24,28),
  333. BND_ICON_PLUGIN = BND_ICONID(25,28),
  334. BND_ICON_HELP = BND_ICONID(0,27),
  335. BND_ICON_GHOST_ENABLED = BND_ICONID(1,27),
  336. BND_ICON_COLOR = BND_ICONID(2,27),
  337. BND_ICON_LINKED = BND_ICONID(3,27),
  338. BND_ICON_UNLINKED = BND_ICONID(4,27),
  339. BND_ICON_HAND = BND_ICONID(5,27),
  340. BND_ICON_ZOOM_ALL = BND_ICONID(6,27),
  341. BND_ICON_ZOOM_SELECTED = BND_ICONID(7,27),
  342. BND_ICON_ZOOM_PREVIOUS = BND_ICONID(8,27),
  343. BND_ICON_ZOOM_IN = BND_ICONID(9,27),
  344. BND_ICON_ZOOM_OUT = BND_ICONID(10,27),
  345. BND_ICON_RENDER_REGION = BND_ICONID(11,27),
  346. BND_ICON_BORDER_RECT = BND_ICONID(12,27),
  347. BND_ICON_BORDER_LASSO = BND_ICONID(13,27),
  348. BND_ICON_FREEZE = BND_ICONID(14,27),
  349. BND_ICON_STYLUS_PRESSURE = BND_ICONID(15,27),
  350. BND_ICON_GHOST_DISABLED = BND_ICONID(16,27),
  351. BND_ICON_NEW = BND_ICONID(17,27),
  352. BND_ICON_FILE_TICK = BND_ICONID(18,27),
  353. BND_ICON_QUIT = BND_ICONID(19,27),
  354. BND_ICON_URL = BND_ICONID(20,27),
  355. BND_ICON_RECOVER_LAST = BND_ICONID(21,27),
  356. BND_ICON_FULLSCREEN_ENTER = BND_ICONID(23,27),
  357. BND_ICON_FULLSCREEN_EXIT = BND_ICONID(24,27),
  358. BND_ICON_BLANK1 = BND_ICONID(25,27),
  359. BND_ICON_LAMP = BND_ICONID(0,26),
  360. BND_ICON_MATERIAL = BND_ICONID(1,26),
  361. BND_ICON_TEXTURE = BND_ICONID(2,26),
  362. BND_ICON_ANIM = BND_ICONID(3,26),
  363. BND_ICON_WORLD = BND_ICONID(4,26),
  364. BND_ICON_SCENE = BND_ICONID(5,26),
  365. BND_ICON_EDIT = BND_ICONID(6,26),
  366. BND_ICON_GAME = BND_ICONID(7,26),
  367. BND_ICON_RADIO = BND_ICONID(8,26),
  368. BND_ICON_SCRIPT = BND_ICONID(9,26),
  369. BND_ICON_PARTICLES = BND_ICONID(10,26),
  370. BND_ICON_PHYSICS = BND_ICONID(11,26),
  371. BND_ICON_SPEAKER = BND_ICONID(12,26),
  372. BND_ICON_TEXTURE_SHADED = BND_ICONID(13,26),
  373. BND_ICON_VIEW3D = BND_ICONID(0,25),
  374. BND_ICON_IPO = BND_ICONID(1,25),
  375. BND_ICON_OOPS = BND_ICONID(2,25),
  376. BND_ICON_BUTS = BND_ICONID(3,25),
  377. BND_ICON_FILESEL = BND_ICONID(4,25),
  378. BND_ICON_IMAGE_COL = BND_ICONID(5,25),
  379. BND_ICON_INFO = BND_ICONID(6,25),
  380. BND_ICON_SEQUENCE = BND_ICONID(7,25),
  381. BND_ICON_TEXT = BND_ICONID(8,25),
  382. BND_ICON_IMASEL = BND_ICONID(9,25),
  383. BND_ICON_SOUND = BND_ICONID(10,25),
  384. BND_ICON_ACTION = BND_ICONID(11,25),
  385. BND_ICON_NLA = BND_ICONID(12,25),
  386. BND_ICON_SCRIPTWIN = BND_ICONID(13,25),
  387. BND_ICON_TIME = BND_ICONID(14,25),
  388. BND_ICON_NODETREE = BND_ICONID(15,25),
  389. BND_ICON_LOGIC = BND_ICONID(16,25),
  390. BND_ICON_CONSOLE = BND_ICONID(17,25),
  391. BND_ICON_PREFERENCES = BND_ICONID(18,25),
  392. BND_ICON_CLIP = BND_ICONID(19,25),
  393. BND_ICON_ASSET_MANAGER = BND_ICONID(20,25),
  394. BND_ICON_OBJECT_DATAMODE = BND_ICONID(0,24),
  395. BND_ICON_EDITMODE_HLT = BND_ICONID(1,24),
  396. BND_ICON_FACESEL_HLT = BND_ICONID(2,24),
  397. BND_ICON_VPAINT_HLT = BND_ICONID(3,24),
  398. BND_ICON_TPAINT_HLT = BND_ICONID(4,24),
  399. BND_ICON_WPAINT_HLT = BND_ICONID(5,24),
  400. BND_ICON_SCULPTMODE_HLT = BND_ICONID(6,24),
  401. BND_ICON_POSE_HLT = BND_ICONID(7,24),
  402. BND_ICON_PARTICLEMODE = BND_ICONID(8,24),
  403. BND_ICON_LIGHTPAINT = BND_ICONID(9,24),
  404. BND_ICON_SCENE_DATA = BND_ICONID(0,23),
  405. BND_ICON_RENDERLAYERS = BND_ICONID(1,23),
  406. BND_ICON_WORLD_DATA = BND_ICONID(2,23),
  407. BND_ICON_OBJECT_DATA = BND_ICONID(3,23),
  408. BND_ICON_MESH_DATA = BND_ICONID(4,23),
  409. BND_ICON_CURVE_DATA = BND_ICONID(5,23),
  410. BND_ICON_META_DATA = BND_ICONID(6,23),
  411. BND_ICON_LATTICE_DATA = BND_ICONID(7,23),
  412. BND_ICON_LAMP_DATA = BND_ICONID(8,23),
  413. BND_ICON_MATERIAL_DATA = BND_ICONID(9,23),
  414. BND_ICON_TEXTURE_DATA = BND_ICONID(10,23),
  415. BND_ICON_ANIM_DATA = BND_ICONID(11,23),
  416. BND_ICON_CAMERA_DATA = BND_ICONID(12,23),
  417. BND_ICON_PARTICLE_DATA = BND_ICONID(13,23),
  418. BND_ICON_LIBRARY_DATA_DIRECT = BND_ICONID(14,23),
  419. BND_ICON_GROUP = BND_ICONID(15,23),
  420. BND_ICON_ARMATURE_DATA = BND_ICONID(16,23),
  421. BND_ICON_POSE_DATA = BND_ICONID(17,23),
  422. BND_ICON_BONE_DATA = BND_ICONID(18,23),
  423. BND_ICON_CONSTRAINT = BND_ICONID(19,23),
  424. BND_ICON_SHAPEKEY_DATA = BND_ICONID(20,23),
  425. BND_ICON_CONSTRAINT_BONE = BND_ICONID(21,23),
  426. BND_ICON_CAMERA_STEREO = BND_ICONID(22,23),
  427. BND_ICON_PACKAGE = BND_ICONID(23,23),
  428. BND_ICON_UGLYPACKAGE = BND_ICONID(24,23),
  429. BND_ICON_BRUSH_DATA = BND_ICONID(0,22),
  430. BND_ICON_IMAGE_DATA = BND_ICONID(1,22),
  431. BND_ICON_FILE = BND_ICONID(2,22),
  432. BND_ICON_FCURVE = BND_ICONID(3,22),
  433. BND_ICON_FONT_DATA = BND_ICONID(4,22),
  434. BND_ICON_RENDER_RESULT = BND_ICONID(5,22),
  435. BND_ICON_SURFACE_DATA = BND_ICONID(6,22),
  436. BND_ICON_EMPTY_DATA = BND_ICONID(7,22),
  437. BND_ICON_SETTINGS = BND_ICONID(8,22),
  438. BND_ICON_RENDER_ANIMATION = BND_ICONID(9,22),
  439. BND_ICON_RENDER_STILL = BND_ICONID(10,22),
  440. BND_ICON_BOIDS = BND_ICONID(12,22),
  441. BND_ICON_STRANDS = BND_ICONID(13,22),
  442. BND_ICON_LIBRARY_DATA_INDIRECT = BND_ICONID(14,22),
  443. BND_ICON_GREASEPENCIL = BND_ICONID(15,22),
  444. BND_ICON_LINE_DATA = BND_ICONID(16,22),
  445. BND_ICON_GROUP_BONE = BND_ICONID(18,22),
  446. BND_ICON_GROUP_VERTEX = BND_ICONID(19,22),
  447. BND_ICON_GROUP_VCOL = BND_ICONID(20,22),
  448. BND_ICON_GROUP_UVS = BND_ICONID(21,22),
  449. BND_ICON_RNA = BND_ICONID(24,22),
  450. BND_ICON_RNA_ADD = BND_ICONID(25,22),
  451. BND_ICON_OUTLINER_OB_EMPTY = BND_ICONID(0,20),
  452. BND_ICON_OUTLINER_OB_MESH = BND_ICONID(1,20),
  453. BND_ICON_OUTLINER_OB_CURVE = BND_ICONID(2,20),
  454. BND_ICON_OUTLINER_OB_LATTICE = BND_ICONID(3,20),
  455. BND_ICON_OUTLINER_OB_META = BND_ICONID(4,20),
  456. BND_ICON_OUTLINER_OB_LAMP = BND_ICONID(5,20),
  457. BND_ICON_OUTLINER_OB_CAMERA = BND_ICONID(6,20),
  458. BND_ICON_OUTLINER_OB_ARMATURE = BND_ICONID(7,20),
  459. BND_ICON_OUTLINER_OB_FONT = BND_ICONID(8,20),
  460. BND_ICON_OUTLINER_OB_SURFACE = BND_ICONID(9,20),
  461. BND_ICON_OUTLINER_OB_SPEAKER = BND_ICONID(10,20),
  462. BND_ICON_RESTRICT_VIEW_OFF = BND_ICONID(19,20),
  463. BND_ICON_RESTRICT_VIEW_ON = BND_ICONID(20,20),
  464. BND_ICON_RESTRICT_SELECT_OFF = BND_ICONID(21,20),
  465. BND_ICON_RESTRICT_SELECT_ON = BND_ICONID(22,20),
  466. BND_ICON_RESTRICT_RENDER_OFF = BND_ICONID(23,20),
  467. BND_ICON_RESTRICT_RENDER_ON = BND_ICONID(24,20),
  468. BND_ICON_OUTLINER_DATA_EMPTY = BND_ICONID(0,19),
  469. BND_ICON_OUTLINER_DATA_MESH = BND_ICONID(1,19),
  470. BND_ICON_OUTLINER_DATA_CURVE = BND_ICONID(2,19),
  471. BND_ICON_OUTLINER_DATA_LATTICE = BND_ICONID(3,19),
  472. BND_ICON_OUTLINER_DATA_META = BND_ICONID(4,19),
  473. BND_ICON_OUTLINER_DATA_LAMP = BND_ICONID(5,19),
  474. BND_ICON_OUTLINER_DATA_CAMERA = BND_ICONID(6,19),
  475. BND_ICON_OUTLINER_DATA_ARMATURE = BND_ICONID(7,19),
  476. BND_ICON_OUTLINER_DATA_FONT = BND_ICONID(8,19),
  477. BND_ICON_OUTLINER_DATA_SURFACE = BND_ICONID(9,19),
  478. BND_ICON_OUTLINER_DATA_SPEAKER = BND_ICONID(10,19),
  479. BND_ICON_OUTLINER_DATA_POSE = BND_ICONID(11,19),
  480. BND_ICON_MESH_PLANE = BND_ICONID(0,18),
  481. BND_ICON_MESH_CUBE = BND_ICONID(1,18),
  482. BND_ICON_MESH_CIRCLE = BND_ICONID(2,18),
  483. BND_ICON_MESH_UVSPHERE = BND_ICONID(3,18),
  484. BND_ICON_MESH_ICOSPHERE = BND_ICONID(4,18),
  485. BND_ICON_MESH_GRID = BND_ICONID(5,18),
  486. BND_ICON_MESH_MONKEY = BND_ICONID(6,18),
  487. BND_ICON_MESH_CYLINDER = BND_ICONID(7,18),
  488. BND_ICON_MESH_TORUS = BND_ICONID(8,18),
  489. BND_ICON_MESH_CONE = BND_ICONID(9,18),
  490. BND_ICON_LAMP_POINT = BND_ICONID(12,18),
  491. BND_ICON_LAMP_SUN = BND_ICONID(13,18),
  492. BND_ICON_LAMP_SPOT = BND_ICONID(14,18),
  493. BND_ICON_LAMP_HEMI = BND_ICONID(15,18),
  494. BND_ICON_LAMP_AREA = BND_ICONID(16,18),
  495. BND_ICON_META_EMPTY = BND_ICONID(19,18),
  496. BND_ICON_META_PLANE = BND_ICONID(20,18),
  497. BND_ICON_META_CUBE = BND_ICONID(21,18),
  498. BND_ICON_META_BALL = BND_ICONID(22,18),
  499. BND_ICON_META_ELLIPSOID = BND_ICONID(23,18),
  500. BND_ICON_META_CAPSULE = BND_ICONID(24,18),
  501. BND_ICON_SURFACE_NCURVE = BND_ICONID(0,17),
  502. BND_ICON_SURFACE_NCIRCLE = BND_ICONID(1,17),
  503. BND_ICON_SURFACE_NSURFACE = BND_ICONID(2,17),
  504. BND_ICON_SURFACE_NCYLINDER = BND_ICONID(3,17),
  505. BND_ICON_SURFACE_NSPHERE = BND_ICONID(4,17),
  506. BND_ICON_SURFACE_NTORUS = BND_ICONID(5,17),
  507. BND_ICON_CURVE_BEZCURVE = BND_ICONID(9,17),
  508. BND_ICON_CURVE_BEZCIRCLE = BND_ICONID(10,17),
  509. BND_ICON_CURVE_NCURVE = BND_ICONID(11,17),
  510. BND_ICON_CURVE_NCIRCLE = BND_ICONID(12,17),
  511. BND_ICON_CURVE_PATH = BND_ICONID(13,17),
  512. BND_ICON_COLOR_RED = BND_ICONID(19,17),
  513. BND_ICON_COLOR_GREEN = BND_ICONID(20,17),
  514. BND_ICON_COLOR_BLUE = BND_ICONID(21,17),
  515. BND_ICON_FORCE_FORCE = BND_ICONID(0,16),
  516. BND_ICON_FORCE_WIND = BND_ICONID(1,16),
  517. BND_ICON_FORCE_VORTEX = BND_ICONID(2,16),
  518. BND_ICON_FORCE_MAGNETIC = BND_ICONID(3,16),
  519. BND_ICON_FORCE_HARMONIC = BND_ICONID(4,16),
  520. BND_ICON_FORCE_CHARGE = BND_ICONID(5,16),
  521. BND_ICON_FORCE_LENNARDJONES = BND_ICONID(6,16),
  522. BND_ICON_FORCE_TEXTURE = BND_ICONID(7,16),
  523. BND_ICON_FORCE_CURVE = BND_ICONID(8,16),
  524. BND_ICON_FORCE_BOID = BND_ICONID(9,16),
  525. BND_ICON_FORCE_TURBULENCE = BND_ICONID(10,16),
  526. BND_ICON_FORCE_DRAG = BND_ICONID(11,16),
  527. BND_ICON_FORCE_SMOKEFLOW = BND_ICONID(12,16),
  528. BND_ICON_MODIFIER = BND_ICONID(0,12),
  529. BND_ICON_MOD_WAVE = BND_ICONID(1,12),
  530. BND_ICON_MOD_BUILD = BND_ICONID(2,12),
  531. BND_ICON_MOD_DECIM = BND_ICONID(3,12),
  532. BND_ICON_MOD_MIRROR = BND_ICONID(4,12),
  533. BND_ICON_MOD_SOFT = BND_ICONID(5,12),
  534. BND_ICON_MOD_SUBSURF = BND_ICONID(6,12),
  535. BND_ICON_HOOK = BND_ICONID(7,12),
  536. BND_ICON_MOD_PHYSICS = BND_ICONID(8,12),
  537. BND_ICON_MOD_PARTICLES = BND_ICONID(9,12),
  538. BND_ICON_MOD_BOOLEAN = BND_ICONID(10,12),
  539. BND_ICON_MOD_EDGESPLIT = BND_ICONID(11,12),
  540. BND_ICON_MOD_ARRAY = BND_ICONID(12,12),
  541. BND_ICON_MOD_UVPROJECT = BND_ICONID(13,12),
  542. BND_ICON_MOD_DISPLACE = BND_ICONID(14,12),
  543. BND_ICON_MOD_CURVE = BND_ICONID(15,12),
  544. BND_ICON_MOD_LATTICE = BND_ICONID(16,12),
  545. BND_ICON_CONSTRAINT_DATA = BND_ICONID(17,12),
  546. BND_ICON_MOD_ARMATURE = BND_ICONID(18,12),
  547. BND_ICON_MOD_SHRINKWRAP = BND_ICONID(19,12),
  548. BND_ICON_MOD_CAST = BND_ICONID(20,12),
  549. BND_ICON_MOD_MESHDEFORM = BND_ICONID(21,12),
  550. BND_ICON_MOD_BEVEL = BND_ICONID(22,12),
  551. BND_ICON_MOD_SMOOTH = BND_ICONID(23,12),
  552. BND_ICON_MOD_SIMPLEDEFORM = BND_ICONID(24,12),
  553. BND_ICON_MOD_MASK = BND_ICONID(25,12),
  554. BND_ICON_MOD_CLOTH = BND_ICONID(0,11),
  555. BND_ICON_MOD_EXPLODE = BND_ICONID(1,11),
  556. BND_ICON_MOD_FLUIDSIM = BND_ICONID(2,11),
  557. BND_ICON_MOD_MULTIRES = BND_ICONID(3,11),
  558. BND_ICON_MOD_SMOKE = BND_ICONID(4,11),
  559. BND_ICON_MOD_SOLIDIFY = BND_ICONID(5,11),
  560. BND_ICON_MOD_SCREW = BND_ICONID(6,11),
  561. BND_ICON_MOD_VERTEX_WEIGHT = BND_ICONID(7,11),
  562. BND_ICON_MOD_DYNAMICPAINT = BND_ICONID(8,11),
  563. BND_ICON_MOD_REMESH = BND_ICONID(9,11),
  564. BND_ICON_MOD_OCEAN = BND_ICONID(10,11),
  565. BND_ICON_MOD_WARP = BND_ICONID(11,11),
  566. BND_ICON_MOD_SKIN = BND_ICONID(12,11),
  567. BND_ICON_MOD_TRIANGULATE = BND_ICONID(13,11),
  568. BND_ICON_MOD_WIREFRAME = BND_ICONID(14,11),
  569. BND_ICON_REC = BND_ICONID(0,10),
  570. BND_ICON_PLAY = BND_ICONID(1,10),
  571. BND_ICON_FF = BND_ICONID(2,10),
  572. BND_ICON_REW = BND_ICONID(3,10),
  573. BND_ICON_PAUSE = BND_ICONID(4,10),
  574. BND_ICON_PREV_KEYFRAME = BND_ICONID(5,10),
  575. BND_ICON_NEXT_KEYFRAME = BND_ICONID(6,10),
  576. BND_ICON_PLAY_AUDIO = BND_ICONID(7,10),
  577. BND_ICON_PLAY_REVERSE = BND_ICONID(8,10),
  578. BND_ICON_PREVIEW_RANGE = BND_ICONID(9,10),
  579. BND_ICON_ACTION_TWEAK = BND_ICONID(10,10),
  580. BND_ICON_PMARKER_ACT = BND_ICONID(11,10),
  581. BND_ICON_PMARKER_SEL = BND_ICONID(12,10),
  582. BND_ICON_PMARKER = BND_ICONID(13,10),
  583. BND_ICON_MARKER_HLT = BND_ICONID(14,10),
  584. BND_ICON_MARKER = BND_ICONID(15,10),
  585. BND_ICON_SPACE2 = BND_ICONID(16,10),
  586. BND_ICON_SPACE3 = BND_ICONID(17,10),
  587. BND_ICON_KEYINGSET = BND_ICONID(18,10),
  588. BND_ICON_KEY_DEHLT = BND_ICONID(19,10),
  589. BND_ICON_KEY_HLT = BND_ICONID(20,10),
  590. BND_ICON_MUTE_IPO_OFF = BND_ICONID(21,10),
  591. BND_ICON_MUTE_IPO_ON = BND_ICONID(22,10),
  592. BND_ICON_VISIBLE_IPO_OFF = BND_ICONID(23,10),
  593. BND_ICON_VISIBLE_IPO_ON = BND_ICONID(24,10),
  594. BND_ICON_DRIVER = BND_ICONID(25,10),
  595. BND_ICON_SOLO_OFF = BND_ICONID(0,9),
  596. BND_ICON_SOLO_ON = BND_ICONID(1,9),
  597. BND_ICON_FRAME_PREV = BND_ICONID(2,9),
  598. BND_ICON_FRAME_NEXT = BND_ICONID(3,9),
  599. BND_ICON_NLA_PUSHDOWN = BND_ICONID(4,9),
  600. BND_ICON_IPO_CONSTANT = BND_ICONID(5,9),
  601. BND_ICON_IPO_LINEAR = BND_ICONID(6,9),
  602. BND_ICON_IPO_BEZIER = BND_ICONID(7,9),
  603. BND_ICON_IPO_SINE = BND_ICONID(8,9),
  604. BND_ICON_IPO_QUAD = BND_ICONID(9,9),
  605. BND_ICON_IPO_CUBIC = BND_ICONID(10,9),
  606. BND_ICON_IPO_QUART = BND_ICONID(11,9),
  607. BND_ICON_IPO_QUINT = BND_ICONID(12,9),
  608. BND_ICON_IPO_EXPO = BND_ICONID(13,9),
  609. BND_ICON_IPO_CIRC = BND_ICONID(14,9),
  610. BND_ICON_IPO_BOUNCE = BND_ICONID(15,9),
  611. BND_ICON_IPO_ELASTIC = BND_ICONID(16,9),
  612. BND_ICON_IPO_BACK = BND_ICONID(17,9),
  613. BND_ICON_IPO_EASE_IN = BND_ICONID(18,9),
  614. BND_ICON_IPO_EASE_OUT = BND_ICONID(19,9),
  615. BND_ICON_IPO_EASE_IN_OUT = BND_ICONID(20,9),
  616. BND_ICON_VERTEXSEL = BND_ICONID(0,8),
  617. BND_ICON_EDGESEL = BND_ICONID(1,8),
  618. BND_ICON_FACESEL = BND_ICONID(2,8),
  619. BND_ICON_LOOPSEL = BND_ICONID(3,8),
  620. BND_ICON_ROTATE = BND_ICONID(5,8),
  621. BND_ICON_CURSOR = BND_ICONID(6,8),
  622. BND_ICON_ROTATECOLLECTION = BND_ICONID(7,8),
  623. BND_ICON_ROTATECENTER = BND_ICONID(8,8),
  624. BND_ICON_ROTACTIVE = BND_ICONID(9,8),
  625. BND_ICON_ALIGN = BND_ICONID(10,8),
  626. BND_ICON_SMOOTHCURVE = BND_ICONID(12,8),
  627. BND_ICON_SPHERECURVE = BND_ICONID(13,8),
  628. BND_ICON_ROOTCURVE = BND_ICONID(14,8),
  629. BND_ICON_SHARPCURVE = BND_ICONID(15,8),
  630. BND_ICON_LINCURVE = BND_ICONID(16,8),
  631. BND_ICON_NOCURVE = BND_ICONID(17,8),
  632. BND_ICON_RNDCURVE = BND_ICONID(18,8),
  633. BND_ICON_PROP_OFF = BND_ICONID(19,8),
  634. BND_ICON_PROP_ON = BND_ICONID(20,8),
  635. BND_ICON_PROP_CON = BND_ICONID(21,8),
  636. BND_ICON_SCULPT_DYNTOPO = BND_ICONID(22,8),
  637. BND_ICON_PARTICLE_POINT = BND_ICONID(23,8),
  638. BND_ICON_PARTICLE_TIP = BND_ICONID(24,8),
  639. BND_ICON_PARTICLE_PATH = BND_ICONID(25,8),
  640. BND_ICON_MAN_TRANS = BND_ICONID(0,7),
  641. BND_ICON_MAN_ROT = BND_ICONID(1,7),
  642. BND_ICON_MAN_SCALE = BND_ICONID(2,7),
  643. BND_ICON_MANIPUL = BND_ICONID(3,7),
  644. BND_ICON_SNAP_OFF = BND_ICONID(4,7),
  645. BND_ICON_SNAP_ON = BND_ICONID(5,7),
  646. BND_ICON_SNAP_NORMAL = BND_ICONID(6,7),
  647. BND_ICON_SNAP_INCREMENT = BND_ICONID(7,7),
  648. BND_ICON_SNAP_VERTEX = BND_ICONID(8,7),
  649. BND_ICON_SNAP_EDGE = BND_ICONID(9,7),
  650. BND_ICON_SNAP_FACE = BND_ICONID(10,7),
  651. BND_ICON_SNAP_VOLUME = BND_ICONID(11,7),
  652. BND_ICON_STICKY_UVS_LOC = BND_ICONID(13,7),
  653. BND_ICON_STICKY_UVS_DISABLE = BND_ICONID(14,7),
  654. BND_ICON_STICKY_UVS_VERT = BND_ICONID(15,7),
  655. BND_ICON_CLIPUV_DEHLT = BND_ICONID(16,7),
  656. BND_ICON_CLIPUV_HLT = BND_ICONID(17,7),
  657. BND_ICON_SNAP_PEEL_OBJECT = BND_ICONID(18,7),
  658. BND_ICON_GRID = BND_ICONID(19,7),
  659. BND_ICON_PASTEDOWN = BND_ICONID(0,6),
  660. BND_ICON_COPYDOWN = BND_ICONID(1,6),
  661. BND_ICON_PASTEFLIPUP = BND_ICONID(2,6),
  662. BND_ICON_PASTEFLIPDOWN = BND_ICONID(3,6),
  663. BND_ICON_SNAP_SURFACE = BND_ICONID(8,6),
  664. BND_ICON_AUTOMERGE_ON = BND_ICONID(9,6),
  665. BND_ICON_AUTOMERGE_OFF = BND_ICONID(10,6),
  666. BND_ICON_RETOPO = BND_ICONID(11,6),
  667. BND_ICON_UV_VERTEXSEL = BND_ICONID(12,6),
  668. BND_ICON_UV_EDGESEL = BND_ICONID(13,6),
  669. BND_ICON_UV_FACESEL = BND_ICONID(14,6),
  670. BND_ICON_UV_ISLANDSEL = BND_ICONID(15,6),
  671. BND_ICON_UV_SYNC_SELECT = BND_ICONID(16,6),
  672. BND_ICON_BBOX = BND_ICONID(0,5),
  673. BND_ICON_WIRE = BND_ICONID(1,5),
  674. BND_ICON_SOLID = BND_ICONID(2,5),
  675. BND_ICON_SMOOTH = BND_ICONID(3,5),
  676. BND_ICON_POTATO = BND_ICONID(4,5),
  677. BND_ICON_ORTHO = BND_ICONID(6,5),
  678. BND_ICON_LOCKVIEW_OFF = BND_ICONID(9,5),
  679. BND_ICON_LOCKVIEW_ON = BND_ICONID(10,5),
  680. BND_ICON_AXIS_SIDE = BND_ICONID(12,5),
  681. BND_ICON_AXIS_FRONT = BND_ICONID(13,5),
  682. BND_ICON_AXIS_TOP = BND_ICONID(14,5),
  683. BND_ICON_NDOF_DOM = BND_ICONID(15,5),
  684. BND_ICON_NDOF_TURN = BND_ICONID(16,5),
  685. BND_ICON_NDOF_FLY = BND_ICONID(17,5),
  686. BND_ICON_NDOF_TRANS = BND_ICONID(18,5),
  687. BND_ICON_LAYER_USED = BND_ICONID(19,5),
  688. BND_ICON_LAYER_ACTIVE = BND_ICONID(20,5),
  689. BND_ICON_SORTALPHA = BND_ICONID(0,3),
  690. BND_ICON_SORTBYEXT = BND_ICONID(1,3),
  691. BND_ICON_SORTTIME = BND_ICONID(2,3),
  692. BND_ICON_SORTSIZE = BND_ICONID(3,3),
  693. BND_ICON_LONGDISPLAY = BND_ICONID(4,3),
  694. BND_ICON_SHORTDISPLAY = BND_ICONID(5,3),
  695. BND_ICON_GHOST = BND_ICONID(6,3),
  696. BND_ICON_IMGDISPLAY = BND_ICONID(7,3),
  697. BND_ICON_SAVE_AS = BND_ICONID(8,3),
  698. BND_ICON_SAVE_COPY = BND_ICONID(9,3),
  699. BND_ICON_BOOKMARKS = BND_ICONID(10,3),
  700. BND_ICON_FONTPREVIEW = BND_ICONID(11,3),
  701. BND_ICON_FILTER = BND_ICONID(12,3),
  702. BND_ICON_NEWFOLDER = BND_ICONID(13,3),
  703. BND_ICON_OPEN_RECENT = BND_ICONID(14,3),
  704. BND_ICON_FILE_PARENT = BND_ICONID(15,3),
  705. BND_ICON_FILE_REFRESH = BND_ICONID(16,3),
  706. BND_ICON_FILE_FOLDER = BND_ICONID(17,3),
  707. BND_ICON_FILE_BLANK = BND_ICONID(18,3),
  708. BND_ICON_FILE_BLEND = BND_ICONID(19,3),
  709. BND_ICON_FILE_IMAGE = BND_ICONID(20,3),
  710. BND_ICON_FILE_MOVIE = BND_ICONID(21,3),
  711. BND_ICON_FILE_SCRIPT = BND_ICONID(22,3),
  712. BND_ICON_FILE_SOUND = BND_ICONID(23,3),
  713. BND_ICON_FILE_FONT = BND_ICONID(24,3),
  714. BND_ICON_FILE_TEXT = BND_ICONID(25,3),
  715. BND_ICON_RECOVER_AUTO = BND_ICONID(0,2),
  716. BND_ICON_SAVE_PREFS = BND_ICONID(1,2),
  717. BND_ICON_LINK_BLEND = BND_ICONID(2,2),
  718. BND_ICON_APPEND_BLEND = BND_ICONID(3,2),
  719. BND_ICON_IMPORT = BND_ICONID(4,2),
  720. BND_ICON_EXPORT = BND_ICONID(5,2),
  721. BND_ICON_EXTERNAL_DATA = BND_ICONID(6,2),
  722. BND_ICON_LOAD_FACTORY = BND_ICONID(7,2),
  723. BND_ICON_LOOP_BACK = BND_ICONID(13,2),
  724. BND_ICON_LOOP_FORWARDS = BND_ICONID(14,2),
  725. BND_ICON_BACK = BND_ICONID(15,2),
  726. BND_ICON_FORWARD = BND_ICONID(16,2),
  727. BND_ICON_FILE_BACKUP = BND_ICONID(24,2),
  728. BND_ICON_DISK_DRIVE = BND_ICONID(25,2),
  729. BND_ICON_MATPLANE = BND_ICONID(0,1),
  730. BND_ICON_MATSPHERE = BND_ICONID(1,1),
  731. BND_ICON_MATCUBE = BND_ICONID(2,1),
  732. BND_ICON_MONKEY = BND_ICONID(3,1),
  733. BND_ICON_HAIR = BND_ICONID(4,1),
  734. BND_ICON_ALIASED = BND_ICONID(5,1),
  735. BND_ICON_ANTIALIASED = BND_ICONID(6,1),
  736. BND_ICON_MAT_SPHERE_SKY = BND_ICONID(7,1),
  737. BND_ICON_WORDWRAP_OFF = BND_ICONID(12,1),
  738. BND_ICON_WORDWRAP_ON = BND_ICONID(13,1),
  739. BND_ICON_SYNTAX_OFF = BND_ICONID(14,1),
  740. BND_ICON_SYNTAX_ON = BND_ICONID(15,1),
  741. BND_ICON_LINENUMBERS_OFF = BND_ICONID(16,1),
  742. BND_ICON_LINENUMBERS_ON = BND_ICONID(17,1),
  743. BND_ICON_SCRIPTPLUGINS = BND_ICONID(18,1),
  744. BND_ICON_SEQ_SEQUENCER = BND_ICONID(0,0),
  745. BND_ICON_SEQ_PREVIEW = BND_ICONID(1,0),
  746. BND_ICON_SEQ_LUMA_WAVEFORM = BND_ICONID(2,0),
  747. BND_ICON_SEQ_CHROMA_SCOPE = BND_ICONID(3,0),
  748. BND_ICON_SEQ_HISTOGRAM = BND_ICONID(4,0),
  749. BND_ICON_SEQ_SPLITVIEW = BND_ICONID(5,0),
  750. BND_ICON_IMAGE_RGB = BND_ICONID(9,0),
  751. BND_ICON_IMAGE_RGB_ALPHA = BND_ICONID(10,0),
  752. BND_ICON_IMAGE_ALPHA = BND_ICONID(11,0),
  753. BND_ICON_IMAGE_ZDEPTH = BND_ICONID(12,0),
  754. BND_ICON_IMAGEFILE = BND_ICONID(13,0),
  755. } BNDicon;
  756. ////////////////////////////////////////////////////////////////////////////////
  757. // set the current theme all widgets will be drawn with.
  758. // the default Blender 2.6 theme is set by default.
  759. BND_EXPORT void bndSetTheme(BNDtheme theme);
  760. // Returns the currently set theme
  761. BND_EXPORT const BNDtheme *bndGetTheme();
  762. // designates an image handle as returned by nvgCreateImage*() as the themes'
  763. // icon sheet. The icon sheet format must be compatible to Blender 2.6's icon
  764. // sheet; the order of icons does not matter.
  765. // A valid icon sheet is e.g. shown at
  766. // http://wiki.blender.org/index.php/Dev:2.5/Doc/How_to/Add_an_icon
  767. BND_EXPORT void bndSetIconImage(int image);
  768. // designates an image handle as returned by nvgCreateFont*() as the themes'
  769. // UI font. Blender's original UI font Droid Sans is perfectly suited and
  770. // available here:
  771. // https://svn.blender.org/svnroot/bf-blender/trunk/blender/release/datafiles/fonts/
  772. BND_EXPORT void bndSetFont(int font);
  773. ////////////////////////////////////////////////////////////////////////////////
  774. // High Level Functions
  775. // --------------------
  776. // Use these functions to draw themed widgets with your NVGcontext.
  777. // Draw a label with its lower left origin at (x,y) and size of (w,h).
  778. // if iconid >= 0, an icon will be added to the widget
  779. // if label is not NULL, a label will be added to the widget
  780. // widget looks best when height is BND_WIDGET_HEIGHT
  781. BND_EXPORT void bndLabel(NVGcontext *ctx,
  782. float x, float y, float w, float h, int iconid, const char *label);
  783. // Draw a tool button with its lower left origin at (x,y) and size of (w,h),
  784. // where flags is one or multiple flags from BNDcornerFlags and state denotes
  785. // the widgets current UI state.
  786. // if iconid >= 0, an icon will be added to the widget
  787. // if label is not NULL, a label will be added to the widget
  788. // widget looks best when height is BND_WIDGET_HEIGHT
  789. BND_EXPORT void bndToolButton(NVGcontext *ctx,
  790. float x, float y, float w, float h, int flags, BNDwidgetState state,
  791. int iconid, const char *label);
  792. // Draw a radio button with its lower left origin at (x,y) and size of (w,h),
  793. // where flags is one or multiple flags from BNDcornerFlags and state denotes
  794. // the widgets current UI state.
  795. // if iconid >= 0, an icon will be added to the widget
  796. // if label is not NULL, a label will be added to the widget
  797. // widget looks best when height is BND_WIDGET_HEIGHT
  798. BND_EXPORT void bndRadioButton(NVGcontext *ctx,
  799. float x, float y, float w, float h, int flags, BNDwidgetState state,
  800. int iconid, const char *label);
  801. // Calculate the corresponding text position for given coordinates px/py
  802. // in a text field.
  803. // See bndTextField for more info.
  804. BND_EXPORT int bndTextFieldTextPosition(NVGcontext *ctx, float x, float y, float w, float h,
  805. int iconid, const char *text, int px, int py);
  806. // Draw a text field with its lower left origin at (x,y) and size of (w,h),
  807. // where flags is one or multiple flags from BNDcornerFlags and state denotes
  808. // the widgets current UI state.
  809. // if iconid >= 0, an icon will be added to the widget
  810. // if text is not NULL, text will be printed to the widget
  811. // cbegin must be >= 0 and <= strlen(text) and denotes the beginning of the caret
  812. // cend must be >= cbegin and <= strlen(text) and denotes the end of the caret
  813. // if cend < cbegin, then no caret will be drawn
  814. // widget looks best when height is BND_WIDGET_HEIGHT
  815. BND_EXPORT void bndTextField(NVGcontext *ctx,
  816. float x, float y, float w, float h, int flags, BNDwidgetState state,
  817. int iconid, const char *text, int cbegin, int cend);
  818. // Draw an option button with its lower left origin at (x,y) and size of (w,h),
  819. // where flags is one or multiple flags from BNDcornerFlags and state denotes
  820. // the widgets current UI state.
  821. // if label is not NULL, a label will be added to the widget
  822. // widget looks best when height is BND_WIDGET_HEIGHT
  823. BND_EXPORT void bndOptionButton(NVGcontext *ctx,
  824. float x, float y, float w, float h, BNDwidgetState state,
  825. const char *label);
  826. // Draw a choice button with its lower left origin at (x,y) and size of (w,h),
  827. // where flags is one or multiple flags from BNDcornerFlags and state denotes
  828. // the widgets current UI state.
  829. // if iconid >= 0, an icon will be added to the widget
  830. // if label is not NULL, a label will be added to the widget
  831. // widget looks best when height is BND_WIDGET_HEIGHT
  832. BND_EXPORT void bndChoiceButton(NVGcontext *ctx,
  833. float x, float y, float w, float h, int flags, BNDwidgetState state,
  834. int iconid, const char *label);
  835. // Draw a color button with its lower left origin at (x,y) and size of (w,h),
  836. // where flags is one or multiple flags from BNDcornerFlags and state denotes
  837. // the widgets current UI state.
  838. // widget looks best when height is BND_WIDGET_HEIGHT
  839. BND_EXPORT void bndColorButton(NVGcontext *ctx,
  840. float x, float y, float w, float h, int flags, NVGcolor color);
  841. // Draw a number field with its lower left origin at (x,y) and size of (w,h),
  842. // where flags is one or multiple flags from BNDcornerFlags and state denotes
  843. // the widgets current UI state.
  844. // if label is not NULL, a label will be added to the widget
  845. // if value is not NULL, a value will be added to the widget, along with
  846. // a ":" separator
  847. // widget looks best when height is BND_WIDGET_HEIGHT
  848. BND_EXPORT void bndNumberField(NVGcontext *ctx,
  849. float x, float y, float w, float h, int flags, BNDwidgetState state,
  850. const char *label, const char *value);
  851. // Draw slider control with its lower left origin at (x,y) and size of (w,h),
  852. // where flags is one or multiple flags from BNDcornerFlags and state denotes
  853. // the widgets current UI state.
  854. // progress must be in the range 0..1 and controls the size of the slider bar
  855. // if label is not NULL, a label will be added to the widget
  856. // if value is not NULL, a value will be added to the widget, along with
  857. // a ":" separator
  858. // widget looks best when height is BND_WIDGET_HEIGHT
  859. BND_EXPORT void bndSlider(NVGcontext *ctx,
  860. float x, float y, float w, float h, int flags, BNDwidgetState state,
  861. float progress, const char *label, const char *value);
  862. // Draw scrollbar with its lower left origin at (x,y) and size of (w,h),
  863. // where state denotes the widgets current UI state.
  864. // offset is in the range 0..1 and controls the position of the scroll handle
  865. // size is in the range 0..1 and controls the size of the scroll handle
  866. // horizontal widget looks best when height is BND_SCROLLBAR_HEIGHT,
  867. // vertical looks best when width is BND_SCROLLBAR_WIDTH
  868. BND_EXPORT void bndScrollBar(NVGcontext *ctx,
  869. float x, float y, float w, float h, BNDwidgetState state,
  870. float offset, float size);
  871. // Draw a menu background with its lower left origin at (x,y) and size of (w,h),
  872. // where flags is one or multiple flags from BNDcornerFlags.
  873. BND_EXPORT void bndMenuBackground(NVGcontext *ctx,
  874. float x, float y, float w, float h, int flags);
  875. // Draw a menu label with its lower left origin at (x,y) and size of (w,h).
  876. // if iconid >= 0, an icon will be added to the widget
  877. // if label is not NULL, a label will be added to the widget
  878. // widget looks best when height is BND_WIDGET_HEIGHT
  879. BND_EXPORT void bndMenuLabel(NVGcontext *ctx,
  880. float x, float y, float w, float h, int iconid, const char *label);
  881. // Draw a menu item with its lower left origin at (x,y) and size of (w,h),
  882. // where state denotes the widgets current UI state.
  883. // if iconid >= 0, an icon will be added to the widget
  884. // if label is not NULL, a label will be added to the widget
  885. // widget looks best when height is BND_WIDGET_HEIGHT
  886. BND_EXPORT void bndMenuItem(NVGcontext *ctx,
  887. float x, float y, float w, float h, BNDwidgetState state,
  888. int iconid, const char *label);
  889. // Draw a tooltip background with its lower left origin at (x,y) and size of (w,h)
  890. BND_EXPORT void bndTooltipBackground(NVGcontext *ctx, float x, float y, float w, float h);
  891. // Draw a node port at the given position filled with the given color
  892. BND_EXPORT void bndNodePort(NVGcontext *ctx, float x, float y, BNDwidgetState state,
  893. NVGcolor color);
  894. // Draw a node wire originating at (x0,y0) and floating to (x1,y1), with
  895. // a colored gradient based on the states state0 and state1:
  896. // BND_DEFAULT: default wire color
  897. // BND_HOVER: selected wire color
  898. // BND_ACTIVE: dragged wire color
  899. BND_EXPORT void bndNodeWire(NVGcontext *ctx, float x0, float y0, float x1, float y1,
  900. BNDwidgetState state0, BNDwidgetState state1);
  901. // Draw a node wire originating at (x0,y0) and floating to (x1,y1), with
  902. // a colored gradient based on the two colors color0 and color1
  903. BND_EXPORT void bndColoredNodeWire(NVGcontext *ctx, float x0, float y0, float x1, float y1,
  904. NVGcolor color0, NVGcolor color1);
  905. // Draw a node background with its upper left origin at (x,y) and size of (w,h)
  906. // where titleColor provides the base color for the title bar
  907. BND_EXPORT void bndNodeBackground(NVGcontext *ctx, float x, float y, float w, float h,
  908. BNDwidgetState state, int iconid, const char *label, NVGcolor titleColor);
  909. // Draw a window with the upper right and lower left splitter widgets into
  910. // the rectangle at origin (x,y) and size (w, h)
  911. BND_EXPORT void bndSplitterWidgets(NVGcontext *ctx, float x, float y, float w, float h);
  912. // Draw the join area overlay stencil into the rectangle
  913. // at origin (x,y) and size (w,h)
  914. // vertical is 0 or 1 and designates the arrow orientation,
  915. // mirror is 0 or 1 and flips the arrow side
  916. BND_EXPORT void bndJoinAreaOverlay(NVGcontext *ctx, float x, float y, float w, float h,
  917. int vertical, int mirror);
  918. ////////////////////////////////////////////////////////////////////////////////
  919. // Estimator Functions
  920. // -------------------
  921. // Use these functions to estimate sizes for widgets with your NVGcontext.
  922. // returns the ideal width for a label with given icon and text
  923. BND_EXPORT float bndLabelWidth(NVGcontext *ctx, int iconid, const char *label);
  924. // returns the height for a label with given icon, text and width; this
  925. // function is primarily useful in conjunction with multiline labels and textboxes
  926. BND_EXPORT float bndLabelHeight(NVGcontext *ctx, int iconid, const char *label,
  927. float width);
  928. ////////////////////////////////////////////////////////////////////////////////
  929. // Low Level Functions
  930. // -------------------
  931. // these are part of the implementation detail and can be used to theme
  932. // new kinds of controls in a similar fashion.
  933. // make color transparent using the default alpha value
  934. BND_EXPORT NVGcolor bndTransparent(NVGcolor color);
  935. // offset a color by a given integer delta in the range -100 to 100
  936. BND_EXPORT NVGcolor bndOffsetColor(NVGcolor color, int delta);
  937. // assigns radius r to the four entries of array radiuses depending on whether
  938. // the corner is marked as sharp or not; see BNDcornerFlags for possible
  939. // flag values.
  940. BND_EXPORT void bndSelectCorners(float *radiuses, float r, int flags);
  941. // computes the upper and lower gradient colors for the inner box from a widget
  942. // theme and the widgets state. If flipActive is set and the state is
  943. // BND_ACTIVE, the upper and lower colors will be swapped.
  944. BND_EXPORT void bndInnerColors(NVGcolor *shade_top, NVGcolor *shade_down,
  945. const BNDwidgetTheme *theme, BNDwidgetState state, int flipActive);
  946. // computes the text color for a widget label from a widget theme and the
  947. // widgets state.
  948. BND_EXPORT NVGcolor bndTextColor(const BNDwidgetTheme *theme, BNDwidgetState state);
  949. // computes the bounds of the scrollbar handle from the scrollbar size
  950. // and the handles offset and size.
  951. // offset is in the range 0..1 and defines the position of the scroll handle
  952. // size is in the range 0..1 and defines the size of the scroll handle
  953. BND_EXPORT void bndScrollHandleRect(float *x, float *y, float *w, float *h,
  954. float offset, float size);
  955. // Add a rounded box path at position (x,y) with size (w,h) and a separate
  956. // radius for each corner listed in clockwise order, so that cr0 = top left,
  957. // cr1 = top right, cr2 = bottom right, cr3 = bottom left;
  958. // this is a low level drawing function: the path must be stroked or filled
  959. // to become visible.
  960. BND_EXPORT void bndRoundedBox(NVGcontext *ctx, float x, float y, float w, float h,
  961. float cr0, float cr1, float cr2, float cr3);
  962. // Draw a flat panel without any decorations at position (x,y) with size (w,h)
  963. // and fills it with backgroundColor
  964. BND_EXPORT void bndBackground(NVGcontext *ctx, float x, float y, float w, float h);
  965. // Draw a beveled border at position (x,y) with size (w,h) shaded with
  966. // lighter and darker versions of backgroundColor
  967. BND_EXPORT void bndBevel(NVGcontext *ctx, float x, float y, float w, float h);
  968. // Draw a lower inset for a rounded box at position (x,y) with size (w,h)
  969. // that gives the impression the surface has been pushed in.
  970. // cr2 and cr3 contain the radiuses of the bottom right and bottom left
  971. // corners of the rounded box.
  972. BND_EXPORT void bndBevelInset(NVGcontext *ctx, float x, float y, float w, float h,
  973. float cr2, float cr3);
  974. // Draw an icon with (x,y) as its upper left coordinate; the iconid selects
  975. // the icon from the sheet; use the BND_ICONID macro to build icon IDs.
  976. BND_EXPORT void bndIcon(NVGcontext *ctx, float x, float y, int iconid);
  977. // Draw a drop shadow around the rounded box at (x,y) with size (w,h) and
  978. // radius r, with feather as its maximum range in pixels.
  979. // No shadow will be painted inside the rounded box.
  980. BND_EXPORT void bndDropShadow(NVGcontext *ctx, float x, float y, float w, float h,
  981. float r, float feather, float alpha);
  982. // Draw the inner part of a widget box, with a gradient from shade_top to
  983. // shade_down. If h>w, the gradient will be horizontal instead of
  984. // vertical.
  985. BND_EXPORT void bndInnerBox(NVGcontext *ctx, float x, float y, float w, float h,
  986. float cr0, float cr1, float cr2, float cr3,
  987. NVGcolor shade_top, NVGcolor shade_down);
  988. // Draw the outline part of a widget box with the given color
  989. BND_EXPORT void bndOutlineBox(NVGcontext *ctx, float x, float y, float w, float h,
  990. float cr0, float cr1, float cr2, float cr3, NVGcolor color);
  991. // Draw an optional icon specified by <iconid> and an optional label with
  992. // given alignment (BNDtextAlignment), fontsize and color within a widget box.
  993. // if iconid is >= 0, an icon will be drawn and the labels remaining space
  994. // will be adjusted.
  995. // if label is not NULL, it will be drawn with the specified alignment, fontsize
  996. // and color.
  997. // if value is not NULL, label and value will be drawn with a ":" separator
  998. // inbetween.
  999. BND_EXPORT void bndIconLabelValue(NVGcontext *ctx, float x, float y, float w, float h,
  1000. int iconid, NVGcolor color, int align, float fontsize, const char *label,
  1001. const char *value);
  1002. // Draw an optional icon specified by <iconid> and an optional label with
  1003. // given alignment (BNDtextAlignment), fontsize and color within a node title bar
  1004. // if iconid is >= 0, an icon will be drawn
  1005. // if label is not NULL, it will be drawn with the specified alignment, fontsize
  1006. // and color.
  1007. BND_EXPORT void bndNodeIconLabel(NVGcontext *ctx, float x, float y, float w, float h,
  1008. int iconid, NVGcolor color, NVGcolor shadowColor, int align,
  1009. float fontsize, const char *label);
  1010. // Calculate the corresponding text position for given coordinates px/py
  1011. // in an iconLabel.
  1012. // See bndIconLabelCaret for more info.
  1013. BND_EXPORT int bndIconLabelTextPosition(NVGcontext *ctx, float x, float y, float w, float h,
  1014. int iconid, float fontsize, const char *label, int px, int py);
  1015. // Draw an optional icon specified by <iconid>, an optional label and
  1016. // a caret with given fontsize and color within a widget box.
  1017. // if iconid is >= 0, an icon will be drawn and the labels remaining space
  1018. // will be adjusted.
  1019. // if label is not NULL, it will be drawn with the specified alignment, fontsize
  1020. // and color.
  1021. // cbegin must be >= 0 and <= strlen(text) and denotes the beginning of the caret
  1022. // cend must be >= cbegin and <= strlen(text) and denotes the end of the caret
  1023. // if cend < cbegin, then no caret will be drawn
  1024. BND_EXPORT void bndIconLabelCaret(NVGcontext *ctx, float x, float y, float w, float h,
  1025. int iconid, NVGcolor color, float fontsize, const char *label,
  1026. NVGcolor caretcolor, int cbegin, int cend);
  1027. // Draw a checkmark for an option box with the given upper left coordinates
  1028. // (ox,oy) with the specified color.
  1029. BND_EXPORT void bndCheck(NVGcontext *ctx, float ox, float oy, NVGcolor color);
  1030. // Draw a horizontal arrow for a number field with its center at (x,y) and
  1031. // size s; if s is negative, the arrow points to the left.
  1032. BND_EXPORT void bndArrow(NVGcontext *ctx, float x, float y, float s, NVGcolor color);
  1033. // Draw an up/down arrow for a choice box with its center at (x,y) and size s
  1034. BND_EXPORT void bndUpDownArrow(NVGcontext *ctx, float x, float y, float s, NVGcolor color);
  1035. // Draw a node down-arrow with its tip at (x,y) and size s
  1036. BND_EXPORT void bndNodeArrowDown(NVGcontext *ctx, float x, float y, float s, NVGcolor color);
  1037. // return the color of a node wire based on state
  1038. // BND_HOVER indicates selected state,
  1039. // BND_ACTIVE indicates dragged state
  1040. BND_EXPORT NVGcolor bndNodeWireColor(const BNDnodeTheme *theme, BNDwidgetState state);
  1041. #ifdef __cplusplus
  1042. };
  1043. #endif
  1044. #endif // BLENDISH_H