/* * * ***** BEGIN GPL/BL DUAL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. The Blender * Foundation also sells licenses for use in proprietary software under * the Blender License. See http://www.blender.org/BL/ for information * about this. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. * All rights reserved. * * This is a new part of Blender. * * Contributor(s): Willian P. Germano * * ***** END GPL/BL DUAL LICENSE BLOCK ***** */ #ifndef BPY_MENUS_H #define BPY_MENUS_H /* This header exposes BPyMenu related public declarations. The implementation * adds 'dynamic' menus to Blender, letting scripts register themselves in any * of a few pre-defined (trivial to upgrade) places in menus. These places or * slots are called groups here (Import, Export, etc). This is how it works: * - scripts at some specific folder (only the user pref U.pythondir, right * now) are scanned for registration info. * - this data is also saved to a .Bpymenus file at the user's home dir and * only re-created when the scripts folder gets modified. * - on start-up Blender uses this info to fill a table, which is used to * create the menu entries when they are needed (see header_info.c or * header_script.c, under source/blender/src/, for examples). */ /* These two structs hold py menu/submenu info. * BPyMenu holds a script's name (as should appear in the menu) and filename, * plus an optional list of submenus. Each submenu is related to a string * (arg) that the script can get from the __script__ pydict, to know which * submenu was chosen. */ typedef struct BPySubMenu { char *name; char *arg; struct BPySubMenu *next; } BPySubMenu; typedef struct BPyMenu { char *name; char *filename; char *tooltip; short version; /* Blender version */ int dir; /* 0: default, 1: U.pythondir */ struct BPySubMenu *submenus; struct BPyMenu *next; } BPyMenu; /* Scripts can be added to only a few pre-defined places in menus, like * File->Import, File->Export, etc. (for speed and better control). * To make a new menu 'slot' available for scripts: * - add an entry to the enum below, right before PYMENU_TOTAL, of course; * - update the bpymenu_group_atoi() and BPyMenu_group_itoa() functions in * BPY_menus.c; * - add the necessary code to the header_***.c file in * source/blender/src/, like done in header_info.c for import/export; * - update the bpython registering function and its documentation to include * the new group. */ typedef enum { PYMENU_IMPORT, PYMENU_EXPORT, PYMENU_MISC, PYMENU_TOTAL } PYMENUHOOKS; /* BPyMenuTable holds all registered pymenus, as linked lists for each menu * where they can appear (see PYMENUHOOKS enum above). */ extern BPyMenu *BPyMenuTable[]; /* defined in BPY_menus.c */ /* public functions: */ int BPyMenu_Init(int usedir); void BPyMenu_RemoveAllEntries(void); void BPyMenu_PrintAllEntries(void); char *BPyMenu_CreatePupmenuStr(BPyMenu *pym, short group); char *BPyMenu_group_itoa (short group); char *bpymenu_gethome(); struct BPyMenu *BPyMenu_GetEntry (short group, short pos); #endif /* BPY_MENUS_H */