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authorTon Roosendaal <ton@blender.org>2004-10-29 22:47:58 +0400
committerTon Roosendaal <ton@blender.org>2004-10-29 22:47:58 +0400
commitc47029a710d522c4157e277d9cef8f72aca0ba6b (patch)
tree5e06e1e6379ac43049caed850fa3a0730bb06aa2 /source/blender/src/interface.c
parentaa223d1812e8974e349c18ea7eb8e1f6254b8218 (diff)
Menus like 'edge' or 'game engine framing' could get flipped whilst the
alignment of buttons was still active, resulting in garbish.
Diffstat (limited to 'source/blender/src/interface.c')
-rw-r--r--source/blender/src/interface.c2
1 files changed, 2 insertions, 0 deletions
diff --git a/source/blender/src/interface.c b/source/blender/src/interface.c
index 0477f45be27..910398bb67b 100644
--- a/source/blender/src/interface.c
+++ b/source/blender/src/interface.c
@@ -4593,6 +4593,7 @@ void uiBlockSetDirection(uiBlock *block, int direction)
block->direction= direction;
}
+/* this call escapes if there's alignment flags */
void uiBlockFlipOrder(uiBlock *block)
{
ListBase lb;
@@ -4600,6 +4601,7 @@ void uiBlockFlipOrder(uiBlock *block)
float centy, miny=10000, maxy= -10000;
for(but= block->buttons.first; but; but= but->next) {
+ if(but->flag & UI_BUT_ALIGN) return;
if(but->y1 < miny) miny= but->y1;
if(but->y2 > maxy) maxy= but->y2;
}