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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2009-07-30 02:57:53 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2009-07-30 02:57:53 +0400
commit408ba429e6aa392f769aac4a442a7a06c1740326 (patch)
tree63ae81d4fd4799cf3d6e4afd444681c6fc5ea1d3 /source/blender/editors/space_buttons/space_buttons.c
parent2df1eeba0e212fe551f2e4cbfe222bd36026670f (diff)
2.5: Buttons View
* When resizing the window, the top position is now preserved, instead of the center position. * Fix zoom level not being preserved in various cases, when changing both with and height. This replaces some earlier code which did this at screen level but wasn't very reliable. * Different tabs now each preserve their own scroll. * When switching between tabs, it now scrolls to show as many buttons as possible, instead of possibly showing empty space. There is a trade-off here between doing that keeping the buttons in the same place, no ideal solution exists I think. * Change zooming in/out to be symmetric, for example doing numpad + then - did not give the original zoom level back. * Added some calls to avoid hanging tooltips when manipulating the view. Internals: * Added V2D_KEEPOFS_X and V2D_KEEPOFS_Y to keep the top/bottom rather than the center. * Renamed V2D_KEEPZOOM to V2D_LIMITZOOM (seems more appropriate), and make V2D_KEEPZOOM preserve the zoom level.
Diffstat (limited to 'source/blender/editors/space_buttons/space_buttons.c')
-rw-r--r--source/blender/editors/space_buttons/space_buttons.c22
1 files changed, 11 insertions, 11 deletions
diff --git a/source/blender/editors/space_buttons/space_buttons.c b/source/blender/editors/space_buttons/space_buttons.c
index 0f57152cef6..71f8642afd4 100644
--- a/source/blender/editors/space_buttons/space_buttons.c
+++ b/source/blender/editors/space_buttons/space_buttons.c
@@ -155,27 +155,27 @@ static void buttons_main_area_draw(const bContext *C, ARegion *ar)
buttons_context_compute(C, sbuts);
if(sbuts->mainb == BCONTEXT_SCENE)
- ED_region_panels(C, ar, vertical, "scene");
+ ED_region_panels(C, ar, vertical, "scene", sbuts->mainb);
else if(sbuts->mainb == BCONTEXT_WORLD)
- ED_region_panels(C, ar, vertical, "world");
+ ED_region_panels(C, ar, vertical, "world", sbuts->mainb);
else if(sbuts->mainb == BCONTEXT_OBJECT)
- ED_region_panels(C, ar, vertical, "object");
+ ED_region_panels(C, ar, vertical, "object", sbuts->mainb);
else if(sbuts->mainb == BCONTEXT_DATA)
- ED_region_panels(C, ar, vertical, "data");
+ ED_region_panels(C, ar, vertical, "data", sbuts->mainb);
else if(sbuts->mainb == BCONTEXT_MATERIAL)
- ED_region_panels(C, ar, vertical, "material");
+ ED_region_panels(C, ar, vertical, "material", sbuts->mainb);
else if(sbuts->mainb == BCONTEXT_TEXTURE)
- ED_region_panels(C, ar, vertical, "texture");
+ ED_region_panels(C, ar, vertical, "texture", sbuts->mainb);
else if(sbuts->mainb == BCONTEXT_PARTICLE)
- ED_region_panels(C, ar, vertical, "particle");
+ ED_region_panels(C, ar, vertical, "particle", sbuts->mainb);
else if(sbuts->mainb == BCONTEXT_PHYSICS)
- ED_region_panels(C, ar, vertical, "physics");
+ ED_region_panels(C, ar, vertical, "physics", sbuts->mainb);
else if(sbuts->mainb == BCONTEXT_BONE)
- ED_region_panels(C, ar, vertical, "bone");
+ ED_region_panels(C, ar, vertical, "bone", sbuts->mainb);
else if(sbuts->mainb == BCONTEXT_MODIFIER)
- ED_region_panels(C, ar, vertical, "modifier");
+ ED_region_panels(C, ar, vertical, "modifier", sbuts->mainb);
else if (sbuts->mainb == BCONTEXT_CONSTRAINT)
- ED_region_panels(C, ar, vertical, "constraint");
+ ED_region_panels(C, ar, vertical, "constraint", sbuts->mainb);
sbuts->re_align= 0;
sbuts->mainbo= sbuts->mainb;