Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
70 lines
1.8 KiB
C++
70 lines
1.8 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2021 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup edinterface
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*/
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#include "BLI_vector.hh"
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#include "BKE_screen.h"
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#include "RNA_access.h"
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#include "ED_screen.h"
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#include "UI_interface.h"
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#include "UI_interface.hh"
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#include "UI_resources.h"
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#include "WM_api.h"
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namespace blender::ui {
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void context_path_add_generic(Vector<ContextPathItem> &path,
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StructRNA &rna_type,
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void *ptr,
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const BIFIconID icon_override)
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{
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/* Add the null check here to make calling functions less verbose. */
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if (!ptr) {
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return;
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}
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PointerRNA rna_ptr;
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RNA_pointer_create(nullptr, &rna_type, ptr, &rna_ptr);
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char name[128];
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RNA_struct_name_get_alloc(&rna_ptr, name, sizeof(name), nullptr);
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/* Use a blank icon by default to check whether to retrieve it automatically from the type. */
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const BIFIconID icon = icon_override == ICON_NONE ?
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static_cast<BIFIconID>(RNA_struct_ui_icon(rna_ptr.type)) :
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icon_override;
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path.append({name, static_cast<int>(icon)});
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}
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/* -------------------------------------------------------------------- */
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/** \name Breadcrumb Template
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* \{ */
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void template_breadcrumbs(uiLayout &layout, Span<ContextPathItem> context_path)
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{
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uiLayout *row = uiLayoutRow(&layout, true);
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uiLayoutSetAlignment(&layout, UI_LAYOUT_ALIGN_LEFT);
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for (const int i : context_path.index_range()) {
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uiLayout *sub_row = uiLayoutRow(row, true);
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uiLayoutSetAlignment(sub_row, UI_LAYOUT_ALIGN_LEFT);
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if (i > 0) {
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uiItemL(sub_row, "", ICON_RIGHTARROW_THIN);
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}
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uiItemL(sub_row, context_path[i].name.c_str(), context_path[i].icon);
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}
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}
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/** \} */
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} // namespace blender::ui
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