diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2009-07-30 02:57:53 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2009-07-30 02:57:53 +0400 |
commit | 408ba429e6aa392f769aac4a442a7a06c1740326 (patch) | |
tree | 63ae81d4fd4799cf3d6e4afd444681c6fc5ea1d3 /source/blender/editors/space_buttons | |
parent | 2df1eeba0e212fe551f2e4cbfe222bd36026670f (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')
-rw-r--r-- | source/blender/editors/space_buttons/space_buttons.c | 22 |
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; |