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Diffstat (limited to 'source/blender/editors/space_view3d/view3d_header.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_header.c12
1 files changed, 6 insertions, 6 deletions
diff --git a/source/blender/editors/space_view3d/view3d_header.c b/source/blender/editors/space_view3d/view3d_header.c
index 213b48931b9..0f2f182e951 100644
--- a/source/blender/editors/space_view3d/view3d_header.c
+++ b/source/blender/editors/space_view3d/view3d_header.c
@@ -450,7 +450,7 @@ void uiTemplateHeader3D(uiLayout *layout, struct bContext *C)
uiBlockEndAlign(block);
/* Draw type */
- uiItemR(layout, &v3dptr, "viewport_shade", UI_ITEM_R_ICON_ONLY, "", 0);
+ uiItemR(layout, &v3dptr, "viewport_shade", UI_ITEM_R_ICON_ONLY, "", ICON_NULL);
if (obedit==NULL && ((ob && ob->mode & (OB_MODE_VERTEX_PAINT|OB_MODE_WEIGHT_PAINT|OB_MODE_TEXTURE_PAINT)))) {
/* Manipulators aren't used in weight paint mode */
@@ -458,13 +458,13 @@ void uiTemplateHeader3D(uiLayout *layout, struct bContext *C)
PointerRNA meshptr;
RNA_pointer_create(&ob->id, &RNA_Mesh, ob->data, &meshptr);
- uiItemR(layout, &meshptr, "use_paint_mask", UI_ITEM_R_ICON_ONLY, "", 0);
+ uiItemR(layout, &meshptr, "use_paint_mask", UI_ITEM_R_ICON_ONLY, "", ICON_NULL);
} else {
const char *str_menu;
row= uiLayoutRow(layout, 1);
- uiItemR(row, &v3dptr, "pivot_point", UI_ITEM_R_ICON_ONLY, "", 0);
- uiItemR(row, &v3dptr, "use_pivot_point_align", UI_ITEM_R_ICON_ONLY, "", 0);
+ uiItemR(row, &v3dptr, "pivot_point", UI_ITEM_R_ICON_ONLY, "", ICON_NULL);
+ uiItemR(row, &v3dptr, "use_pivot_point_align", UI_ITEM_R_ICON_ONLY, "", ICON_NULL);
/* NDOF */
/* Not implemented yet
@@ -479,7 +479,7 @@ void uiTemplateHeader3D(uiLayout *layout, struct bContext *C)
/* Transform widget / manipulators */
row= uiLayoutRow(layout, 1);
- uiItemR(row, &v3dptr, "show_manipulator", UI_ITEM_R_ICON_ONLY, "", 0);
+ uiItemR(row, &v3dptr, "show_manipulator", UI_ITEM_R_ICON_ONLY, "", ICON_NULL);
block= uiLayoutGetBlock(row);
if(v3d->twflag & V3D_USE_MANIPULATOR) {
@@ -507,7 +507,7 @@ void uiTemplateHeader3D(uiLayout *layout, struct bContext *C)
uiTemplateLayers(layout, &v3dptr, "layers", &v3dptr, "layers_used", ob_lay);
/* Scene lock */
- uiItemR(layout, &v3dptr, "lock_camera_and_layers", UI_ITEM_R_ICON_ONLY, "", 0);
+ uiItemR(layout, &v3dptr, "lock_camera_and_layers", UI_ITEM_R_ICON_ONLY, "", ICON_NULL);
}
/* selection modus, dont use python for this since it cant do the toggle buttons with shift+click as well as clicking to set one. */