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authorTon Roosendaal <ton@blender.org>2004-01-16 22:30:25 +0300
committerTon Roosendaal <ton@blender.org>2004-01-16 22:30:25 +0300
commitd5a1b582c3fc83eba91bf1ef9f594b9d37966a6d (patch)
tree8a0cad1477a0dd69be67bdac780a4582e5efd0ac /source/blender/src/header_sound.c
parentdcc8af9374bce0609980778f5b3d5ce858014a4f (diff)
two fixes:
- while Faceselect mode on Subsurf, it didnt render the changes. this was because the displaylist wasnt updated (the 3d window shows original mesh) - added proper redraw event for F10-sound buttons when you add a new sound. somehow sound doesnt play anymore here... have to check further.
Diffstat (limited to 'source/blender/src/header_sound.c')
-rw-r--r--source/blender/src/header_sound.c21
1 files changed, 13 insertions, 8 deletions
diff --git a/source/blender/src/header_sound.c b/source/blender/src/header_sound.c
index b55a5887b73..ec59c8cd4c6 100644
--- a/source/blender/src/header_sound.c
+++ b/source/blender/src/header_sound.c
@@ -68,8 +68,11 @@
#include "BIF_screen.h"
#include "BIF_space.h"
#include "BIF_toolbox.h"
+#include "BIF_butspace.h"
+
#include "BKE_global.h"
#include "BKE_main.h"
+
#include "BSE_drawipo.h"
#include "BSE_filesel.h"
#include "BSE_headerbuttons.h"
@@ -133,9 +136,9 @@ void do_sound_buttons(unsigned short event)
if (G.buts->texnr == 32766) {
if (id) strcpy(name, ((bSound *)id)->name);
else strcpy(name, U.sounddir);
- activate_fileselect(FILE_SPECIAL, "SELECT WAV FILE",
- name, load_sound_buttons);
- } else {
+ activate_fileselect(FILE_SPECIAL, "SELECT WAV FILE", name, load_sound_buttons);
+ }
+ else {
nr= 1;
idtest= G.main->sound.first;
@@ -330,13 +333,15 @@ void load_sound_buttons(char *str)
sound= sound_new_sound(str);
if (sound) {
if (curarea && curarea->spacetype==SPACE_BUTS) {
-// if (G.buts->mainb == BUTS_SOUND) {
-// G.buts->lockpoin = sound;
-// }
+ if (G.buts->mainb == CONTEXT_SCENE) {
+ if( G.buts->tab[CONTEXT_SCENE]==TAB_SCENE_SOUND )
+ G.buts->lockpoin = sound;
+ }
}
- } else {
+ }
+ else {
error("Not a valid sample: %s", str);
}
- //allqueue(REDRAWBUTSSOUND, 0);
+ allqueue(REDRAWBUTSSCENE, 0);
}