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authorCampbell Barton <ideasman42@gmail.com>2007-01-17 15:40:40 +0300
committerCampbell Barton <ideasman42@gmail.com>2007-01-17 15:40:40 +0300
commitf7522a5d77042c29a46cf3b40dba0d128c80d78d (patch)
treecb3489eda390ffd363474c34227bcae84dc29c46 /source/blender/src/buttons_logic.c
parente773ecc6a37f483c6145555b682e50f55dbeddad (diff)
button alignment for logic buttons
Diffstat (limited to 'source/blender/src/buttons_logic.c')
-rw-r--r--source/blender/src/buttons_logic.c23
1 files changed, 20 insertions, 3 deletions
diff --git a/source/blender/src/buttons_logic.c b/source/blender/src/buttons_logic.c
index 0292a737d80..65cf4a7f6c9 100644
--- a/source/blender/src/buttons_logic.c
+++ b/source/blender/src/buttons_logic.c
@@ -2440,6 +2440,7 @@ void buttons_ketsji(uiBlock *block, Object *ob)
//if (!(ob->gameflag & OB_GHOST))
//Ghost can be any bound type in Bullet
{
+ uiBlockBeginAlign(block);
uiDefButBitI(block, TOG, OB_BOUNDS, B_REDR, "Bounds", 10, 125, 75, 19,
&ob->gameflag, 0, 0,0, 0,
"Specify a bounds object for physics");
@@ -2451,6 +2452,7 @@ void buttons_ketsji(uiBlock *block, Object *ob)
&ob->gameflag, 0, 0, 0, 0,
"Add Children");
}
+ uiBlockEndAlign(block);
}
}
@@ -2508,7 +2510,7 @@ void logic_buts(void)
prop= ob->prop.first;
// uiBlockBeginAlign(block);
while(prop) {
-
+ uiBlockBeginAlign(block);
but= uiDefBut(block, BUT, 1, "Del", 10, (short)(70-20*a), 40, 19, NULL, 0.0, 0.0, 1, (float)a, "");
uiButSetFunc(but, del_property, prop, NULL);
uiDefButS(block, MENU, B_CHANGE_PROP, pupstr, 50, (short)(70-20*a), 60, 19, &prop->type, 0, 0, 0, 0, "");
@@ -2535,9 +2537,11 @@ void logic_buts(void)
uiDefButF(block, NUM, butreturn, "", 215, (short)(70-20*a), 110, 19, (float*) &prop->data, -10000, 10000, 0, 0, "");
uiDefButBitS(block, TOG, PROP_DEBUG, 0, "D", 325, (short)(70-20*a), 20, 19, &prop->flag, 0, 0, 0, 0, "Print Debug info");
+ uiBlockEndAlign(block);
a++;
prop= prop->next;
+
}
// uiBlockEndAlign(block);
// Note: something is wrong with alignment... it attempts to align the next buttons now? will check later...
@@ -2551,9 +2555,12 @@ void logic_buts(void)
uiBlockSetEmboss(block, UI_EMBOSSP);
uiDefBlockBut(block, sensor_menu, NULL, "Sensors", xco-10, yco+35, 80, 19, "");
uiBlockSetEmboss(block, UI_EMBOSS);
+
+ uiBlockBeginAlign(block);
uiDefButBitS(block, TOG, BUTS_SENS_SEL, B_REDR, "Sel", xco+110, yco+35, (width-100)/3, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show all selected Objects");
uiDefButBitS(block, TOG, BUTS_SENS_ACT, B_REDR, "Act", xco+110+(width-100)/3, yco+35, (width-100)/3, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show active Object");
uiDefButBitS(block, TOG, BUTS_SENS_LINK, B_REDR, "Link", xco+110+2*(width-100)/3, yco+35, (width-100)/3, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show linked Objects to Controller");
+ uiBlockEndAlign(block);
for(a=0; a<count; a++) {
ob= (Object *)idar[a];
@@ -2564,10 +2571,12 @@ void logic_buts(void)
/* presume it is only objects for now */
uiBlockSetEmboss(block, UI_EMBOSS);
+ uiBlockBeginAlign(block);
if(ob->sensors.first) uiSetCurFont(block, UI_HELVB);
uiDefButBitS(block, TOG, OB_SHOWSENS, B_REDR, ob->id.name+2,(short)(xco-10), yco, (short)(width-30), 19, &ob->scaflag, 0, 31, 0, 0, "Object name, click to show/hide sensors");
if(ob->sensors.first) uiSetCurFont(block, UI_HELV);
uiDefButBitS(block, TOG, OB_ADDSENS, B_ADD_SENS, "Add",(short)(xco+width-40), yco, 50, 19, &ob->scaflag, 0, 0, 0, 0, "Add a new Sensor");
+ uiBlockEndAlign(block);
yco-=20;
if(ob->scaflag & OB_SHOWSENS) {
@@ -2615,9 +2624,12 @@ void logic_buts(void)
uiBlockSetEmboss(block, UI_EMBOSSP);
uiDefBlockBut(block, controller_menu, NULL, "Controllers", xco-10, yco+35, 100, 19, "");
uiBlockSetEmboss(block, UI_EMBOSS);
+
+ uiBlockBeginAlign(block);
uiDefButBitS(block, TOG, BUTS_CONT_SEL, B_REDR, "Sel", xco+110, yco+35, (width-100)/3, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show all selected Objects");
uiDefButBitS(block, TOG, BUTS_CONT_ACT, B_REDR, "Act", xco+110+(width-100)/3, yco+35, (width-100)/3, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show active Object");
uiDefButBitS(block, TOG, BUTS_CONT_LINK, B_REDR, "Link", xco+110+2*(width-100)/3, yco+35, (width-100)/3, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show linked Objects to Sensor/Actuator");
+ uiBlockEndAlign(block);
ob= OBACT;
@@ -2629,10 +2641,12 @@ void logic_buts(void)
/* presume it is only objects for now */
uiBlockSetEmboss(block, UI_EMBOSS);
- uiDefButBitS(block, TOG, OB_ADDCONT, B_ADD_CONT, "Add",(short)(xco+width-40), yco, 50, 19, &ob->scaflag, 0, 0, 0, 0, "Add a new Controller");
+ uiBlockBeginAlign(block);
if(ob->controllers.first) uiSetCurFont(block, UI_HELVB);
uiDefButBitS(block, TOG, OB_SHOWCONT, B_REDR, ob->id.name+2,(short)(xco-10), yco, (short)(width-30), 19, &ob->scaflag, 0, 0, 0, 0, "Active Object name");
if(ob->controllers.first) uiSetCurFont(block, UI_HELV);
+ uiDefButBitS(block, TOG, OB_ADDCONT, B_ADD_CONT, "Add",(short)(xco+width-40), yco, 50, 19, &ob->scaflag, 0, 0, 0, 0, "Add a new Controller");
+ uiBlockEndAlign(block);
yco-=20;
if(ob->scaflag & OB_SHOWCONT) {
@@ -2682,10 +2696,11 @@ void logic_buts(void)
uiBlockSetEmboss(block, UI_EMBOSSP);
uiDefBlockBut(block, actuator_menu, NULL, "Actuators", xco-10, yco+35, 100, 19, "");
uiBlockSetEmboss(block, UI_EMBOSS);
+ uiBlockBeginAlign(block);
uiDefButBitS(block, TOG, BUTS_ACT_SEL, B_REDR, "Sel", xco+110, yco+35, (width-110)/3, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show all selected Objects");
uiDefButBitS(block, TOG, BUTS_ACT_ACT, B_REDR, "Act", xco+110+(width-110)/3, yco+35, (width-110)/3, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show active Object");
uiDefButBitS(block, TOG, BUTS_ACT_LINK, B_REDR, "Link", xco+110+2*(width-110)/3, yco+35, (width-110)/3, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show linked Objects to Controller");
-
+ uiBlockEndAlign(block);
for(a=0; a<count; a++) {
ob= (Object *)idar[a];
uiClearButLock();
@@ -2694,10 +2709,12 @@ void logic_buts(void)
/* presume it is only objects for now */
uiBlockSetEmboss(block, UI_EMBOSS);
+ uiBlockBeginAlign(block);
if(ob->actuators.first) uiSetCurFont(block, UI_HELVB);
uiDefButBitS(block, TOG, OB_SHOWACT, B_REDR, ob->id.name+2,(short)(xco-10), yco,(short)(width-30), 19, &ob->scaflag, 0, 31, 0, 0, "Object name, click to show/hide actuators");
if(ob->actuators.first) uiSetCurFont(block, UI_HELV);
uiDefButBitS(block, TOG, OB_ADDACT, B_ADD_ACT, "Add",(short)(xco+width-40), yco, 50, 19, &ob->scaflag, 0, 0, 0, 0, "Add a new Actuator");
+ uiBlockEndAlign(block);
yco-=20;
if(ob->scaflag & OB_SHOWACT) {