text: /*
   * 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.
   *
   * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
   *
   * The Original Code is Copyright (C) 2008 Blender Foundation.
   * All rights reserved.
   */
  
  /** \file
   * \ingroup eduv
   */
  
  #pragma once
  
  struct BMFace;
  struct BMLoop;
  struct Object;
  struct Scene;
  struct SpaceImage;
  struct wmOperatorType;
  
  /* geometric utilities */
  void uv_poly_copy_aspect(float uv_orig[][2], float uv[][2], float aspx, float aspy, int len);
  
  /* find nearest */
  
  typedef struct UvNearestHit {
    /** Only for `*_multi(..)` versions of functions. */
    struct Object *ob;
    /** Always set if we have a hit. */
    struct BMFace *efa;
    struct BMLoop *l;
    /**
     * Needs to be set before calling nearest functions.
     *
     * \note When #UV_NEAREST_HIT_INIT_DIST_PX or #UV_NEAREST_HIT_INIT_MAX are used,
     * this value is pixels squared.
     */
    float dist_sq;
  
    /** Scale the UV's to account for aspect ratio from the image view. */
    float scale[2];
  } UvNearestHit;
  
  #define UV_NEAREST_HIT_INIT_DIST_PX(v2d, dist_px) \
    { \
      .dist_sq = square_f(U.pixelsize * dist_px), \
      .scale = { \
          UI_view2d_scale_get_x(v2d), \
          UI_view2d_scale_get_y(v2d), \
      }, \
    }
  
  #define UV_NEAREST_HIT_INIT_MAX(v2d) \
    { \
      .dist_sq = FLT_MAX, \
      .scale = { \
          UI_view2d_scale_get_x(v2d), \
          UI_view2d_scale_get_y(v2d), \
      }, \
    }
  
  bool uv_find_nearest_vert(struct Scene *scene,
                            struct Object *obedit,
                            const float co[2],
                            const float penalty_dist,
                            struct UvNearestHit *hit);
  bool uv_find_nearest_vert_multi(struct Scene *scene,
                                  struct Object **objects,
                                  const uint objects_len,
                                  const float co[2],
                                  const float penalty_dist,
                                  struct UvNearestHit *hit);
  
  bool uv_find_nearest_edge(struct Scene *scene,
                            struct Object *obedit,
                            const float co[2],
                            struct UvNearestHit *hit);
  bool uv_find_nearest_edge_multi(struct Scene *scene,
                                  struct Object **objects,
                                  const uint objects_len,
                                  const float co[2],
                                  struct UvNearestHit *hit);
  
  bool uv_find_nearest_face_ex(struct Scene *scene,
                               struct Object *obedit,
                               const float co[2],
                               struct UvNearestHit *hit,
                               const bool only_in_face);
  bool uv_find_nearest_face(struct Scene *scene,
                            struct Object *obedit,
                            const float co[2],
                            struct UvNearestHit *hit);
  bool uv_find_nearest_face_multi_ex(struct Scene *scene,
                                     struct Object **objects,
                                     const uint objects_len,
                                     const float co[2],
                                     struct UvNearestHit *hit,
                                     const bool only_in_face);
  bool uv_find_nearest_face_multi(struct Scene *scene,
                                  struct Object **objects,
                                  const uint objects_len,
                                  const float co[2],
                                  struct UvNearestHit *hit);
  
  BMLoop *uv_find_nearest_loop_from_vert(struct Scene *scene,
                                         struct Object *obedit,
                                         struct BMVert *v,
                                         const float co[2]);
  BMLoop *uv_find_nearest_loop_from_edge(struct Scene *scene,
                                         struct Object *obedit,
                                         struct BMEdge *e,
                                         const float co[2]);
  
  /* utility tool functions */
  
  void uvedit_live_unwrap_update(struct SpaceImage *sima,
                                 struct Scene *scene,
                                 struct Object *obedit);
  
  /* operators */
  
  void UV_OT_average_islands_scale(struct wmOperatorType *ot);
  void UV_OT_cube_project(struct wmOperatorType *ot);
  void UV_OT_cylinder_project(struct wmOperatorType *ot);
  void UV_OT_project_from_view(struct wmOperatorType *ot);
  void UV_OT_minimize_stretch(struct wmOperatorType *ot);
  void UV_OT_pack_islands(struct wmOperatorType *ot);
  void UV_OT_reset(struct wmOperatorType *ot);
  void UV_OT_sphere_project(struct wmOperatorType *ot);
  void UV_OT_unwrap(struct wmOperatorType *ot);
  void UV_OT_rip(struct wmOperatorType *ot);
  void UV_OT_stitch(struct wmOperatorType *ot);
  void UV_OT_smart_project(struct wmOperatorType *ot);
  
  /* uvedit_path.c */
  void UV_OT_shortest_path_pick(struct wmOperatorType *ot);
  void UV_OT_shortest_path_select(struct wmOperatorType *ot);
  
  /* uvedit_select.c */
  
  bool uvedit_select_is_any_selected(struct Scene *scene, struct Object *obedit);
  bool uvedit_select_is_any_selected_multi(struct Scene *scene,
                                           struct Object **objects,
                                           const uint objects_len);
  const float *uvedit_first_selected_uv_from_vertex(struct Scene *scene,
                                                    struct BMVert *eve,
                                                    const int cd_loop_uv_offset);
  
  void UV_OT_select_all(struct wmOperatorType *ot);
  void UV_OT_select(struct wmOperatorType *ot);
  void UV_OT_select_loop(struct wmOperatorType *ot);
  void UV_OT_select_edge_ring(struct wmOperatorType *ot);
  void UV_OT_select_linked(struct wmOperatorType *ot);
  void UV_OT_select_linked_pick(struct wmOperatorType *ot);
  void UV_OT_select_split(struct wmOperatorType *ot);
  void UV_OT_select_pinned(struct wmOperatorType *ot);
  void UV_OT_select_box(struct wmOperatorType *ot);
  void UV_OT_select_lasso(struct wmOperatorType *ot);
  void UV_OT_select_circle(struct wmOperatorType *ot);
  void UV_OT_select_more(struct wmOperatorType *ot);
  void UV_OT_select_less(struct wmOperatorType *ot);
  void UV_OT_select_overlap(struct wmOperatorType *ot);
  