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
85 lines
2.3 KiB
C++
85 lines
2.3 KiB
C++
/* SPDX-FileCopyrightText: 2021 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup edinterface
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*/
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#include "BLF_api.hh"
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#include "BLI_vector.hh"
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#include "RNA_access.hh"
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#include "UI_interface.hh"
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#include "UI_interface_layout.hh"
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#include "UI_resources.hh"
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#include "RNA_prototypes.hh"
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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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std::function<void(bContext &)> handle_func)
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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 = RNA_pointer_create_discrete(nullptr, &rna_type, ptr);
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char name_buf[128], *name;
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name = RNA_struct_name_get_alloc(&rna_ptr, name_buf, sizeof(name_buf), 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 ? RNA_struct_ui_icon(rna_ptr.type) :
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icon_override;
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if (&rna_type == &RNA_NodeTree) {
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ID *id = (ID *)ptr;
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path.append({name, icon, ID_REAL_USERS(id), handle_func});
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}
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else {
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path.append({name, icon, 1, handle_func});
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}
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if (name != name_buf) {
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MEM_freeN(name);
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}
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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 = &layout.row(true);
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layout.alignment_set(LayoutAlign::Left);
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for (const int i : context_path.index_range()) {
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uiLayout *sub_row = &row->row(true);
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sub_row->alignment_set(LayoutAlign::Left);
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if (i > 0) {
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sub_row->label("", ICON_RIGHTARROW_THIN);
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}
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uiBut *but;
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int icon = context_path[i].icon;
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std::string name = context_path[i].name;
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if (context_path[i].handle_func) {
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but = sub_row->button(name.c_str(), icon, context_path[i].handle_func);
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}
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else {
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but = uiItemL_ex(sub_row, name.c_str(), icon, false, false);
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}
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UI_but_icon_indicator_number_set(but, context_path[i].icon_indicator_number);
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}
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}
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/** \} */
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} // namespace blender::ui
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