Files
test2/source/blender/editors/interface/interface_context_path.cc
Guillermo Venegas e5dcd0de99 Refactor: UI: Replace uiItemL with class method uiLayout::label
This converts the public `uiItemL` function to an object oriented
API (`uiLayout::label`), matching the python API.
This reduces the difference between the C++ API with the python version,
its also helps while converting code from python to C++ code (or vice-versa),
making it almost seamless.

Part of: #117604

Pull Request: https://projects.blender.org/blender/blender/pulls/138608
2025-05-08 17:21:08 +02:00

75 lines
2.0 KiB
C++

/* SPDX-FileCopyrightText: 2021 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup edinterface
*/
#include "BLI_vector.hh"
#include "RNA_access.hh"
#include "UI_interface.hh"
#include "UI_resources.hh"
#include "RNA_prototypes.hh"
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_discrete(nullptr, &rna_type, ptr);
char name_buf[128], *name;
name = RNA_struct_name_get_alloc(&rna_ptr, name_buf, sizeof(name_buf), nullptr);
/* Use a blank icon by default to check whether to retrieve it automatically from the type. */
const BIFIconID icon = icon_override == ICON_NONE ? RNA_struct_ui_icon(rna_ptr.type) :
icon_override;
if (&rna_type == &RNA_NodeTree) {
ID *id = (ID *)ptr;
path.append({name, icon, ID_REAL_USERS(id)});
}
else {
path.append({name, icon, 1});
}
if (name != name_buf) {
MEM_freeN(name);
}
}
/* -------------------------------------------------------------------- */
/** \name Breadcrumb Template
* \{ */
void template_breadcrumbs(uiLayout &layout, Span<ContextPathItem> context_path)
{
uiLayout *row = &layout.row(true);
uiLayoutSetAlignment(&layout, UI_LAYOUT_ALIGN_LEFT);
for (const int i : context_path.index_range()) {
uiLayout *sub_row = &row->row(true);
uiLayoutSetAlignment(sub_row, UI_LAYOUT_ALIGN_LEFT);
if (i > 0) {
sub_row->label("", ICON_RIGHTARROW_THIN);
}
uiBut *but = uiItemL_ex(
sub_row, context_path[i].name.c_str(), context_path[i].icon, false, false);
UI_but_icon_indicator_number_set(but, context_path[i].icon_indicator_number);
}
}
/** \} */
} // namespace blender::ui