Cleanup: Split properties editor layout function
Getting the string for a specific context is a basic thing that can be its own function. This way it can also be reused in other functions.
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@ -230,67 +230,57 @@ int ED_buttons_tabs_list(SpaceProperties *sbuts, int *context_tabs_array)
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return length;
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}
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static const char *buttons_main_region_context_string(const short mainb)
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{
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switch (mainb) {
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case BCONTEXT_SCENE:
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return "scene";
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case BCONTEXT_RENDER:
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return "render";
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case BCONTEXT_OUTPUT:
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return "output";
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case BCONTEXT_VIEW_LAYER:
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return "view_layer";
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case BCONTEXT_WORLD:
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return "world";
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case BCONTEXT_OBJECT:
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return "object";
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case BCONTEXT_DATA:
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return "data";
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case BCONTEXT_MATERIAL:
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return "material";
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case BCONTEXT_TEXTURE:
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return "texture";
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case BCONTEXT_PARTICLE:
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return "particle";
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case BCONTEXT_PHYSICS:
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return "physics";
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case BCONTEXT_BONE:
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return "bone";
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case BCONTEXT_MODIFIER:
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return "modifier";
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case BCONTEXT_SHADERFX:
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return "shaderfx";
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case BCONTEXT_CONSTRAINT:
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return "constraint";
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case BCONTEXT_BONE_CONSTRAINT:
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return "bone_constraint";
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case BCONTEXT_TOOL:
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return "tool";
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}
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/* All the cases should be handled. */
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BLI_assert(false);
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return "";
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}
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static void buttons_main_region_layout_properties(const bContext *C,
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SpaceProperties *sbuts,
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ARegion *region)
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{
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buttons_context_compute(C, sbuts);
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const char *contexts[2] = {NULL, NULL};
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switch (sbuts->mainb) {
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case BCONTEXT_SCENE:
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contexts[0] = "scene";
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break;
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case BCONTEXT_RENDER:
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contexts[0] = "render";
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break;
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case BCONTEXT_OUTPUT:
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contexts[0] = "output";
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break;
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case BCONTEXT_VIEW_LAYER:
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contexts[0] = "view_layer";
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break;
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case BCONTEXT_WORLD:
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contexts[0] = "world";
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break;
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case BCONTEXT_OBJECT:
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contexts[0] = "object";
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break;
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case BCONTEXT_DATA:
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contexts[0] = "data";
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break;
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case BCONTEXT_MATERIAL:
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contexts[0] = "material";
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break;
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case BCONTEXT_TEXTURE:
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contexts[0] = "texture";
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break;
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case BCONTEXT_PARTICLE:
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contexts[0] = "particle";
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break;
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case BCONTEXT_PHYSICS:
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contexts[0] = "physics";
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break;
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case BCONTEXT_BONE:
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contexts[0] = "bone";
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break;
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case BCONTEXT_MODIFIER:
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contexts[0] = "modifier";
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break;
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case BCONTEXT_SHADERFX:
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contexts[0] = "shaderfx";
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break;
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case BCONTEXT_CONSTRAINT:
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contexts[0] = "constraint";
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break;
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case BCONTEXT_BONE_CONSTRAINT:
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contexts[0] = "bone_constraint";
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break;
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case BCONTEXT_TOOL:
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contexts[0] = "tool";
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break;
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}
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const char *contexts[2] = {buttons_main_region_context_string(sbuts->mainb), NULL};
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ED_region_panels_layout_ex(C, region, ®ion->type->paneltypes, contexts, NULL);
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}
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