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authorTon Roosendaal <ton@blender.org>2009-05-24 17:29:29 +0400
committerTon Roosendaal <ton@blender.org>2009-05-24 17:29:29 +0400
commitab407f6ac748225386c5f09685490d6df67916f8 (patch)
treef66ec462386dbfcc847f690551866bf2a3630c14 /source/blender/blenlib/BLI_arithb.h
parentef01c5bf0abda3893b3a7f075a3ab20f164d5081 (diff)
2.5
First version of region-scaling. WIP commit, so bear with me a while! - All fixed sized regions have a small 'drag' widget, on the left or top. (not yet for free-sized regions, like 4-split). - Mouse-over on widget changes cursor and allows drag. - Click on widget hides/reveals. - Fun for test; 3d view header, if high enough, draws more rows of buttons when width is too small. The WIP stuff; - It doesn't save yet in files, using the "minsize" variable of region definitions, also means other similar areas show same sizes now. - Definitions for pref size, min/max will be added. - Properties panel in Fcurve window draws widget on wrong place when hidden (subdiv system needs tweak) - Widgets don't draw perfect yet, also needs further tweaks. But, in general it's quite fun and usable. :) Many variatians are possible, like for real tabs, or little icons, or just click-drag on edge. The reason to first try the widget/tab variation: - it re-uses the "Area Action Zone" code, widgets for layouting Screens - it's visible, hotkey-only options for screen layouts are not preferred. - distinguish clearly area-edges from region-edges this way. Having the cursor change shape on every edge (and block input) is probably annoying too... but that can be tested. Later more!
Diffstat (limited to 'source/blender/blenlib/BLI_arithb.h')
-rw-r--r--source/blender/blenlib/BLI_arithb.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/blenlib/BLI_arithb.h b/source/blender/blenlib/BLI_arithb.h
index 30bb4d11450..787579250ed 100644
--- a/source/blender/blenlib/BLI_arithb.h
+++ b/source/blender/blenlib/BLI_arithb.h
@@ -402,7 +402,7 @@ int AabbIntersectAabb(float min1[3], float max1[3], float min2[3], float max2[3]
void VecfCubicInterpol(float *x1, float *v1, float *x2, float *v2, float t, float *x, float *v);
void PointInQuad2DUV(float v0[2], float v1[2], float v2[2], float v3[2], float pt[2], float *uv);
void PointInFace2DUV(int isquad, float v0[2], float v1[2], float v2[2], float v3[2], float pt[2], float *uv);
-int IsPointInTri2D(float v0[2], float v1[2], float v2[2], float pt[2]);
+int IsPointInTri2D(float v1[2], float v2[2], float v3[2], float pt[2]);
int IsPointInTri2DInts(int x1, int y1, int x2, int y2, int a, int b);
int point_in_tri_prism(float p[3], float v1[3], float v2[3], float v3[3]);