25#include "RNA_prototypes.hh"
62 ot->name =
"Flip MatCap";
63 ot->description =
"Flip MatCap";
64 ot->idname =
"VIEW3D_OT_toggle_matcap_flip";
119 static_cast<ID *
>(ob->
data), &RNA_Mesh, ob->
data);
145 bool is_paint = (ob &&
ELEM(ob->
mode,
152 if ((obedit ==
nullptr) && is_paint) {
ScrArea * CTX_wm_area(const bContext *C)
Scene * CTX_data_scene(const bContext *C)
Object * CTX_data_edit_object(const bContext *C)
Main * CTX_data_main(const bContext *C)
View3D * CTX_wm_view3d(const bContext *C)
ViewLayer * CTX_data_view_layer(const bContext *C)
BMEditMesh * BKE_editmesh_from_object(Object *ob)
Return the BMEditMesh for a given object.
void BKE_view_layer_synced_ensure(const Scene *scene, ViewLayer *view_layer)
Object * BKE_view_layer_active_object_get(const ViewLayer *view_layer)
General operations, lookup, etc. for blender objects.
Object * BKE_object_pose_armature_get(Object *ob)
void DEG_id_tag_update(ID *id, unsigned int flags)
Object is a sort of wrapper for general info.
@ V3D_SHADING_MATCAP_FLIP_X
void ED_view3d_shade_update(Main *bmain, View3D *v3d, ScrArea *area)
#define ND_RENDER_OPTIONS
void RNA_enum_set(PointerRNA *ptr, const char *name, int value)
PointerRNA RNA_pointer_create_discrete(ID *id, StructRNA *type, void *data)
struct SceneDisplay display
uiLayout & row(bool align)
PointerRNA op(wmOperatorType *ot, std::optional< blender::StringRef > name, int icon, blender::wm::OpCallContext context, eUI_Item_Flag flag)
void prop(PointerRNA *ptr, PropertyRNA *prop, int index, int value, eUI_Item_Flag flag, std::optional< blender::StringRef > name_opt, int icon, std::optional< blender::StringRef > placeholder=std::nullopt)
void WM_event_add_notifier(const bContext *C, uint type, void *reference)
wmOperatorType * WM_operatortype_find(const char *idname, bool quiet)