Files
test2/source/blender/editors/interface/interface_context_path.cc
Maxime-Cots 7a01f736a5 Nodes: Make context path breadcrumbs interactive
Make it possible to navigate in/out node groups through the breacrumbs
context path overlay.

See PR for details and screenshots.

Pull Request: https://projects.blender.org/blender/blender/pulls/141292
2025-08-20 17:53:34 +02:00

85 lines
2.3 KiB
C++

/* SPDX-FileCopyrightText: 2021 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup edinterface
*/
#include "BLF_api.hh"
#include "BLI_vector.hh"
#include "RNA_access.hh"
#include "UI_interface.hh"
#include "UI_interface_layout.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,
std::function<void(bContext &)> handle_func)
{
/* 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), handle_func});
}
else {
path.append({name, icon, 1, handle_func});
}
if (name != name_buf) {
MEM_freeN(name);
}
}
/* -------------------------------------------------------------------- */
/** \name Breadcrumb Template
* \{ */
void template_breadcrumbs(uiLayout &layout, Span<ContextPathItem> context_path)
{
uiLayout *row = &layout.row(true);
layout.alignment_set(LayoutAlign::Left);
for (const int i : context_path.index_range()) {
uiLayout *sub_row = &row->row(true);
sub_row->alignment_set(LayoutAlign::Left);
if (i > 0) {
sub_row->label("", ICON_RIGHTARROW_THIN);
}
uiBut *but;
int icon = context_path[i].icon;
std::string name = context_path[i].name;
if (context_path[i].handle_func) {
but = sub_row->button(name.c_str(), icon, context_path[i].handle_func);
}
else {
but = uiItemL_ex(sub_row, name.c_str(), icon, false, false);
}
UI_but_icon_indicator_number_set(but, context_path[i].icon_indicator_number);
}
}
/** \} */
} // namespace blender::ui