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authorThomas Dinges <blender@dingto.org>2014-02-04 16:21:30 +0400
committerThomas Dinges <blender@dingto.org>2014-02-04 16:21:30 +0400
commit5f99f8bee7825d2a49b286f9fbaf3db3d60a6391 (patch)
treefa6513e4203e7c551736c46755997f8d3aac65ee /source/blender/editors
parent605910f060c774c7d2396c1659b560a26ad2cdcf (diff)
Node UI: Improved layout for the Shader Mapping node, to match UI guidelines better (top -> bottom layout).
Patch by Sebastian König. Thanks!
Diffstat (limited to 'source/blender/editors')
-rw-r--r--source/blender/editors/space_node/drawnode.c50
1 files changed, 29 insertions, 21 deletions
diff --git a/source/blender/editors/space_node/drawnode.c b/source/blender/editors/space_node/drawnode.c
index b3d29c7bbdd..558fc160cf9 100644
--- a/source/blender/editors/space_node/drawnode.c
+++ b/source/blender/editors/space_node/drawnode.c
@@ -699,29 +699,37 @@ static void node_shader_buts_material(uiLayout *layout, bContext *C, PointerRNA
static void node_shader_buts_mapping(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
- uiLayout *row;
-
+ uiLayout *row, *col, *sub;
+
uiItemR(layout, ptr, "vector_type", UI_ITEM_R_EXPAND, NULL, ICON_NONE);
- uiItemL(layout, IFACE_("Location:"), ICON_NONE);
- row = uiLayoutRow(layout, TRUE);
- uiItemR(row, ptr, "translation", 0, "", ICON_NONE);
-
- uiItemL(layout, IFACE_("Rotation:"), ICON_NONE);
- row = uiLayoutRow(layout, TRUE);
- uiItemR(row, ptr, "rotation", 0, "", ICON_NONE);
-
- uiItemL(layout, IFACE_("Scale:"), ICON_NONE);
- row = uiLayoutRow(layout, TRUE);
- uiItemR(row, ptr, "scale", 0, "", ICON_NONE);
-
- row = uiLayoutRow(layout, TRUE);
- uiItemR(row, ptr, "use_min", 0, IFACE_("Min"), ICON_NONE);
- uiItemR(row, ptr, "min", 0, "", ICON_NONE);
-
- row = uiLayoutRow(layout, TRUE);
- uiItemR(row, ptr, "use_max", 0, IFACE_("Max"), ICON_NONE);
- uiItemR(row, ptr, "max", 0, "", ICON_NONE);
+ row = uiLayoutRow(layout, FALSE);
+
+ col = uiLayoutColumn(row, TRUE);
+ uiItemL(col, IFACE_("Location:"), ICON_NONE);
+ uiItemR(col, ptr, "translation", 0, "", ICON_NONE);
+
+ col = uiLayoutColumn(row, TRUE);
+ uiItemL(col, IFACE_("Rotation:"), ICON_NONE);
+ uiItemR(col, ptr, "rotation", 0, "", ICON_NONE);
+
+ col = uiLayoutColumn(row, TRUE);
+ uiItemL(col, IFACE_("Scale:"), ICON_NONE);
+ uiItemR(col, ptr, "scale", 0, "", ICON_NONE);
+
+ row = uiLayoutRow(layout, FALSE);
+
+ col = uiLayoutColumn(row, TRUE);
+ uiItemR(col, ptr, "use_min", 0, IFACE_("Min"), ICON_NONE);
+ sub = uiLayoutColumn(col, TRUE);
+ uiLayoutSetActive(sub, RNA_boolean_get(ptr, "use_min"));
+ uiItemR(sub, ptr, "min", 0, "", ICON_NONE);
+
+ col = uiLayoutColumn(row, TRUE);
+ uiItemR(col, ptr, "use_max", 0, IFACE_("Max"), ICON_NONE);
+ sub = uiLayoutColumn(col, TRUE);
+ uiLayoutSetActive(sub, RNA_boolean_get(ptr, "use_max"));
+ uiItemR(sub, ptr, "max", 0, "", ICON_NONE);
}
static void node_shader_buts_vect_math(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)