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blender-archive/source/blender/editors/interface/interface_context_path.cc
Campbell Barton c434782e3a File headers: SPDX License migration
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
2022-02-11 09:14:36 +11:00

70 lines
1.8 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 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);
}
}
/** \} */
} // namespace blender::ui