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blender-archive/source/blender/editors/interface/interface_context_path.cc

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/*
* 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) 2021 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup edinterface
*/
#include "BLI_vector.hh"
#include "BKE_screen.h"
#include "RNA_access.h"
#include "ED_screen.h"
#include "UI_interface.h"
#include "UI_interface.hh"
#include "UI_resources.h"
#include "WM_api.h"
namespace blender::ui {
void context_path_add_generic(Vector<ContextPathItem> &path,
StructRNA &rna_type,
void *ptr,
const BIFIconID icon_override)
{
/* Add the null check here to make calling functions less verbose. */
if (!ptr) {
return;
}
PointerRNA rna_ptr;
RNA_pointer_create(nullptr, &rna_type, ptr, &rna_ptr);
char name[128];
RNA_struct_name_get_alloc(&rna_ptr, name, sizeof(name), nullptr);
/* Use a blank icon by default to check whether to retrieve it automatically from the type. */
const BIFIconID icon = icon_override == ICON_NONE ?
static_cast<BIFIconID>(RNA_struct_ui_icon(rna_ptr.type)) :
icon_override;
path.append({name, static_cast<int>(icon)});
}
/* -------------------------------------------------------------------- */
/** \name Breadcrumb Template
* \{ */
void template_breadcrumbs(uiLayout &layout, Span<ContextPathItem> context_path)
{
uiLayout *row = uiLayoutRow(&layout, true);
uiLayoutSetAlignment(&layout, UI_LAYOUT_ALIGN_LEFT);
for (const int i : context_path.index_range()) {
uiLayout *sub_row = uiLayoutRow(row, true);
uiLayoutSetAlignment(sub_row, UI_LAYOUT_ALIGN_LEFT);
if (i > 0) {
uiItemL(sub_row, "", ICON_RIGHTARROW_THIN);
}
uiItemL(sub_row, context_path[i].name.c_str(), context_path[i].icon);
}
}
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/** \} */
} // namespace blender::ui