diff options
Diffstat (limited to 'source/blender/src/buttons_scene.c')
-rw-r--r-- | source/blender/src/buttons_scene.c | 90 |
1 files changed, 45 insertions, 45 deletions
diff --git a/source/blender/src/buttons_scene.c b/source/blender/src/buttons_scene.c index 5a218a168cc..8060a91653a 100644 --- a/source/blender/src/buttons_scene.c +++ b/source/blender/src/buttons_scene.c @@ -312,8 +312,8 @@ static void sound_panel_sequencer(void) uiDefBut(block, BUT, B_SOUND_RECALC, "Recalc", xco+160,yco,75,20, 0, 0, 0, 0, 0, "Recalculate samples"); yco -= 25; - uiDefButS(block, TOG|BIT|1, B_SOUND_CHANGED, "Sync", xco,yco,115,20, &G.scene->audio.flag, 0, 0, 0, 0, "Use sample clock for syncing animation to audio"); - uiDefButS(block, TOG|BIT|2, B_SOUND_CHANGED, "Scrub", xco+120,yco,115,20, &G.scene->audio.flag, 0, 0, 0, 0, "Scrub when changing frames"); + uiDefButBitS(block, TOG, AUDIO_SYNC, B_SOUND_CHANGED, "Sync", xco,yco,115,20, &G.scene->audio.flag, 0, 0, 0, 0, "Use sample clock for syncing animation to audio"); + uiDefButBitS(block, TOG, AUDIO_SCRUB, B_SOUND_CHANGED, "Scrub", xco+120,yco,115,20, &G.scene->audio.flag, 0, 0, 0, 0, "Scrub when changing frames"); yco -= 25; uiDefBut(block, LABEL, 0, "Main mix", xco,yco,295,20, 0, 0, 0, 0, 0, ""); @@ -323,7 +323,7 @@ static void sound_panel_sequencer(void) xco,yco,235,24,&G.scene->audio.main, -24.0, 6.0, 0, 0, "Set the audio master gain/attenuation in dB"); yco -= 25; - uiDefButS(block, TOG|BIT|0, 0, "Mute", xco,yco,235,24, &G.scene->audio.flag, 0, 0, 0, 0, "Mute audio from sequencer"); + uiDefButBitS(block, TOG, AUDIO_MUTE, 0, "Mute", xco,yco,235,24, &G.scene->audio.flag, 0, 0, 0, 0, "Mute audio from sequencer"); yco -= 35; uiDefBut(block, BUT, B_SOUND_MIXDOWN, "MIXDOWN", xco,yco,235,24, 0, 0, 0, 0, 0, "Create WAV file from sequenced audio"); @@ -384,7 +384,7 @@ static void sound_panel_sound(bSound *sound) if (sound->sample->packedfile) packdummy = 1; else packdummy = 0; - uiDefIconButI(block, TOG|BIT|0, B_SOUND_UNPACK_SAMPLE, ICON_PACKAGE, + uiDefIconButBitI(block, TOG, 1, B_SOUND_UNPACK_SAMPLE, ICON_PACKAGE, 285, 120,25,24, &packdummy, 0, 0, 0, 0,"Pack/Unpack this sample"); uiDefBut(block, BUT, B_SOUND_LOAD_SAMPLE, "Load sample", 10, 95,150,24, 0, 0, 0, 0, 0, "Load a different sample file"); @@ -398,11 +398,11 @@ static void sound_panel_sound(bSound *sound) 160,70,150,20, &sound->pitch, -12.0, 12.0, 0, 0, "Game engine only: Set the pitch of this sound"); /* looping */ - uiDefButI(block, TOG|BIT|SOUND_FLAGS_LOOP_BIT, B_SOUND_REDRAW, "Loop", + uiDefButBitI(block, TOG, SOUND_FLAGS_LOOP, B_SOUND_REDRAW, "Loop", 10, 50, 95, 20, &sound->flags, 0.0, 0.0, 0, 0, "Game engine only: Toggle between looping on/off"); if (sound->flags & SOUND_FLAGS_LOOP) { - uiDefButI(block, TOG|BIT|SOUND_FLAGS_BIDIRECTIONAL_LOOP_BIT, B_SOUND_REDRAW, "Ping Pong", + uiDefButBitI(block, TOG, SOUND_FLAGS_BIDIRECTIONAL_LOOP, B_SOUND_REDRAW, "Ping Pong", 105, 50, 95, 20, &sound->flags, 0.0, 0.0, 0, 0, "Game engine only: Toggle between A->B and A->B->A looping"); } @@ -411,7 +411,7 @@ static void sound_panel_sound(bSound *sound) /* 3D settings ------------------------------------------------------------------ */ if (sound->sample->channels == 1) { - uiDefButI(block, TOG|BIT|SOUND_FLAGS_3D_BIT, B_SOUND_REDRAW, "3D Sound", + uiDefButBitI(block, TOG, SOUND_FLAGS_3D, B_SOUND_REDRAW, "3D Sound", 10, 10, 90, 20, &sound->flags, 0, 0, 0, 0, "Game engine only: Turns 3D sound on"); if (sound->flags & SOUND_FLAGS_3D) { @@ -1021,38 +1021,38 @@ static void render_panel_output(void) uiBlockEndAlign(block); uiBlockSetCol(block, TH_BUT_SETTING1); - uiDefButS(block, TOG|BIT|0, B_NOP,"Backbuf", 10, 94, 80, 20, &G.scene->r.bufflag, 0, 0, 0, 0, "Enable/Disable use of Backbuf image"); - uiDefButI(block, TOG|BIT|19, B_NOP,"Threads", 10, 68, 80, 20, &G.scene->r.mode, 0, 0, 0, 0, "Enable/Disable render in two threads"); + uiDefButBitS(block, TOG, R_BACKBUF, B_NOP,"Backbuf", 10, 94, 80, 20, &G.scene->r.bufflag, 0, 0, 0, 0, "Enable/Disable use of Backbuf image"); + uiDefButBitI(block, TOG, R_THREADS, B_NOP,"Threads", 10, 68, 80, 20, &G.scene->r.mode, 0, 0, 0, 0, "Enable/Disable render in two threads"); uiBlockSetCol(block, TH_AUTO); uiBlockBeginAlign(block); for(b=2; b>=0; b--) for(a=0; a<3; a++) - uiDefButS(block, TOG|BIT|(3*b+a), 800,"", (short)(10+18*a),(short)(10+14*b),16,12, &G.winpos, 0, 0, 0, 0, "Render window placement on screen"); + uiDefButBitS(block, TOG, 1<<(3*b+a), 800,"", (short)(10+18*a),(short)(10+14*b),16,12, &G.winpos, 0, 0, 0, 0, "Render window placement on screen"); uiBlockEndAlign(block); uiBlockBeginAlign(block); - uiDefButS(block, TOG|BIT|2, REDRAWVIEW3D, "Passepartout", 72, 30, 122, 20, &G.scene->r.scemode, 0.0, 0.0, 0, 0, "Draws darkened passepartout in camera view"); + uiDefButBitS(block, TOG, R_PASSEPARTOUT, REDRAWVIEW3D, "Passepartout", 72, 30, 122, 20, &G.scene->r.scemode, 0.0, 0.0, 0, 0, "Draws darkened passepartout in camera view"); uiDefButS(block, ROW, B_REDR, "DispWin", 72, 10, 60, 20, &G.displaymode, 0.0, (float)R_DISPLAYWIN, 0, 0, "Sets render output to display in a seperate window"); uiDefButS(block, ROW, B_REDR, "DispView", 134, 10, 60, 20, &G.displaymode, 0.0, (float)R_DISPLAYVIEW, 0, 0, "Sets render output to display in 3D view"); uiBlockEndAlign(block); - uiDefButS(block, TOG|BIT|4, 0, "Extensions", 205, 10, 105, 19, &G.scene->r.scemode, 0.0, 0.0, 0, 0, "Adds extensions to the output when rendering animations"); + uiDefButBitS(block, TOG, R_EXTENSION, 0, "Extensions", 205, 10, 105, 19, &G.scene->r.scemode, 0.0, 0.0, 0, 0, "Adds extensions to the output when rendering animations"); /* Dither control */ uiDefButF(block, NUM,B_DIFF, "Dither:", 205,31,105,19, &G.scene->r.dither_intensity, 0.0, 2.0, 0, 0, "The amount of dithering noise present in the output image (0.0 = no dithering)"); /* Toon shading buttons */ uiBlockBeginAlign(block); - uiDefButI(block, TOG|BIT|5, 0,"Edge", 100, 94, 70, 20, &G.scene->r.mode, 0, 0, 0, 0, "Enable Toon edge shading"); + uiDefButBitI(block, TOG, R_EDGE, 0,"Edge", 100, 94, 70, 20, &G.scene->r.mode, 0, 0, 0, 0, "Enable Toon edge shading"); uiDefBlockBut(block, edge_render_menu, NULL, "Edge Settings", 170, 94, 140, 20, "Display edge settings"); /* postprocess render buttons */ uiBlockBeginAlign(block); if(R.rectftot) - uiDefIconTextButI(block, TOG|BIT|18, B_NOP, ICON_IMAGE_DEHLT," Fbuf", 100, 68, 70, 20, &G.scene->r.mode, 0, 0, 0, 0, "Keep RGBA float buffer after render; buffer available"); + uiDefIconTextButBitI(block, TOG, R_FBUF, B_NOP, ICON_IMAGE_DEHLT," Fbuf", 100, 68, 70, 20, &G.scene->r.mode, 0, 0, 0, 0, "Keep RGBA float buffer after render; buffer available"); else - uiDefButI(block, TOG|BIT|18, 0,"Fbuf", 100, 68, 70, 20, &G.scene->r.mode, 0, 0, 0, 0, "Keep RGBA float buffer after render, no buffer available now"); + uiDefButBitI(block, TOG, R_FBUF, 0,"Fbuf", 100, 68, 70, 20, &G.scene->r.mode, 0, 0, 0, 0, "Keep RGBA float buffer after render, no buffer available now"); uiDefBlockBut(block, post_render_menu, NULL, "Post process", 170, 68, 140, 20, "Applies on RGBA floats while render or with Fbuf available"); uiBlockEndAlign(block); @@ -1079,7 +1079,7 @@ static void render_panel_render(void) 369, 142, 191, 20, &G.scene->r.renderer, 0, 0, 0, 0, "Choose rendering engine"); uiBlockBeginAlign(block); - uiDefButI(block, TOG|BIT|0, 0, "OSA", 369,109,122,20,&G.scene->r.mode, 0, 0, 0, 0, "Enables Oversampling (Anti-aliasing)"); + uiDefButBitI(block, TOG, R_OSA, 0, "OSA", 369,109,122,20,&G.scene->r.mode, 0, 0, 0, 0, "Enables Oversampling (Anti-aliasing)"); uiDefButS(block, ROW,B_DIFF,"5", 369,88,29,20,&G.scene->r.osa,2.0,5.0, 0, 0, "Sets oversample level to 5"); uiDefButS(block, ROW,B_DIFF,"8", 400,88,29,20,&G.scene->r.osa,2.0,8.0, 0, 0, "Sets oversample level to 8 (Recommended)"); uiDefButS(block, ROW,B_DIFF,"11", 431,88,29,20,&G.scene->r.osa,2.0,11.0, 0, 0, "Sets oversample level to 11"); @@ -1087,7 +1087,7 @@ static void render_panel_render(void) uiBlockEndAlign(block); uiBlockBeginAlign(block); - uiDefButI(block, TOG|BIT|14, 0, "MBLUR", 496,109,64,20,&G.scene->r.mode, 0, 0, 0, 0, "Enables Motion Blur calculation"); + uiDefButBitI(block, TOG, R_MBLUR, 0, "MBLUR", 496,109,64,20,&G.scene->r.mode, 0, 0, 0, 0, "Enables Motion Blur calculation"); uiDefButF(block, NUM,B_DIFF,"Bf:", 496,88,64,20,&G.scene->r.blurfac, 0.01, 5.0, 10, 2, "Sets motion blur factor"); uiBlockEndAlign(block); @@ -1106,11 +1106,11 @@ static void render_panel_render(void) uiDefButS(block, MENU, B_DIFF,"Octree resolution %t|64 %x64|128 %x128|256 %x256|512 %x512", 496,13,64,20,&G.scene->r.ocres,0.0,0.0, 0, 0, "Octree resolution for ray tracing"); uiBlockBeginAlign(block); - uiDefButI(block, TOG|BIT|1,0,"Shadow", 565,172,60,29, &G.scene->r.mode, 0, 0, 0, 0, "Enable shadow calculation"); - uiDefButI(block, TOG|BIT|4,0,"EnvMap", 627,172,60,29, &G.scene->r.mode, 0, 0, 0, 0, "Enable environment map rendering"); - uiDefButI(block, TOG|BIT|10,0,"Pano", 565,142,40,29, &G.scene->r.mode, 0, 0, 0, 0, "Enable panorama rendering (output width is multiplied by Xparts)"); - uiDefButI(block, TOG|BIT|16,B_REDR,"Ray",606,142,40,29, &G.scene->r.mode, 0, 0, 0, 0, "Enable ray tracing"); - uiDefButI(block, TOG|BIT|8,0,"Radio", 647,142,40,29, &G.scene->r.mode, 0, 0, 0, 0, "Enable radiosity rendering"); + uiDefButBitI(block, TOG, R_SHADOW, 0,"Shadow", 565,172,60,29, &G.scene->r.mode, 0, 0, 0, 0, "Enable shadow calculation"); + uiDefButBitI(block, TOG, R_ENVMAP, 0,"EnvMap", 627,172,60,29, &G.scene->r.mode, 0, 0, 0, 0, "Enable environment map rendering"); + uiDefButBitI(block, TOG, R_PANORAMA, 0,"Pano", 565,142,40,29, &G.scene->r.mode, 0, 0, 0, 0, "Enable panorama rendering (output width is multiplied by Xparts)"); + uiDefButBitI(block, TOG, R_RAYTRACE, B_REDR,"Ray",606,142,40,29, &G.scene->r.mode, 0, 0, 0, 0, "Enable ray tracing"); + uiDefButBitI(block, TOG, R_RADIO, 0,"Radio", 647,142,40,29, &G.scene->r.mode, 0, 0, 0, 0, "Enable radiosity rendering"); uiBlockEndAlign(block); uiBlockBeginAlign(block); @@ -1121,15 +1121,15 @@ static void render_panel_render(void) uiBlockEndAlign(block); uiBlockBeginAlign(block); - uiDefButI(block, TOG|BIT|6,0,"Fields", 565,55,60,20,&G.scene->r.mode, 0, 0, 0, 0, "Enables field rendering"); - uiDefButI(block, TOG|BIT|13,0,"Odd", 627,55,39,20,&G.scene->r.mode, 0, 0, 0, 0, "Enables Odd field first rendering (Default: Even field)"); - uiDefButI(block, TOG|BIT|7,0,"X", 668,55,19,20,&G.scene->r.mode, 0, 0, 0, 0, "Disables time difference in field calculations"); + uiDefButBitI(block, TOG, R_FIELDS, 0,"Fields", 565,55,60,20,&G.scene->r.mode, 0, 0, 0, 0, "Enables field rendering"); + uiDefButBitI(block, TOG, R_ODDFIELD, 0,"Odd", 627,55,39,20,&G.scene->r.mode, 0, 0, 0, 0, "Enables Odd field first rendering (Default: Even field)"); + uiDefButBitI(block, TOG, R_FIELDSTILL, 0,"X", 668,55,19,20,&G.scene->r.mode, 0, 0, 0, 0, "Disables time difference in field calculations"); - uiDefButI(block, TOG|BIT|17,0,"Gauss", 565,34,60,20, &G.scene->r.mode, 0, 0, 0, 0, "Enable Gaussian sampling filter for antialiasing"); + uiDefButBitI(block, TOG, R_GAUSS, 0,"Gauss", 565,34,60,20, &G.scene->r.mode, 0, 0, 0, 0, "Enable Gaussian sampling filter for antialiasing"); uiDefButF(block, NUM,B_DIFF,"", 627,34,60,20,&G.scene->r.gauss,0.5, 1.5, 100, 2, "Sets the Gaussian filter size"); - uiDefButI(block, TOG|BIT|9,REDRAWVIEWCAM, "Border", 565,13,60,20, &G.scene->r.mode, 0, 0, 0, 0, "Render a small cut-out of the image"); - uiDefButI(block, TOG|BIT|2, B_REDR, "Gamma", 627,13,60,20, &G.scene->r.mode, 0, 0, 0, 0, "Enable gamma correction"); + uiDefButBitI(block, TOG, R_BORDER, REDRAWVIEWCAM, "Border", 565,13,60,20, &G.scene->r.mode, 0, 0, 0, 0, "Render a small cut-out of the image"); + uiDefButBitI(block, TOG, R_GAMMA, B_REDR, "Gamma", 627,13,60,20, &G.scene->r.mode, 0, 0, 0, 0, "Enable gamma correction"); uiBlockEndAlign(block); } @@ -1147,8 +1147,8 @@ static void render_panel_anim(void) uiBlockSetCol(block, TH_BUT_SETTING1); uiBlockBeginAlign(block); - uiDefButS(block, TOG|BIT|0, 0, "Do Sequence",692,114,192,20, &G.scene->r.scemode, 0, 0, 0, 0, "Enables sequence output rendering (Default: 3D rendering)"); - uiDefButS(block, TOG|BIT|1, 0, "Render Daemon",692,90,192,20, &G.scene->r.scemode, 0, 0, 0, 0, "Let external network render current scene"); + uiDefButBitS(block, TOG, R_DOSEQ, 0, "Do Sequence",692,114,192,20, &G.scene->r.scemode, 0, 0, 0, 0, "Enables sequence output rendering (Default: 3D rendering)"); + uiDefButBitS(block, TOG, R_BG_RENDER, 0, "Render Daemon",692,90,192,20, &G.scene->r.scemode, 0, 0, 0, 0, "Let external network render current scene"); uiBlockEndAlign(block); uiBlockSetCol(block, TH_AUTO); @@ -1190,11 +1190,11 @@ static void render_panel_format(void) #ifdef __sgi yofs = 76; uiDefButS(block, NUM,B_DIFF,"MaxSize:", 892,32,165,20, &G.scene->r.maximsize, 0.0, 500.0, 0, 0, "Maximum size per frame to save in an SGI movie"); - uiDefButI(block, TOG|BIT|12,0,"Cosmo", 1059,32,60,20, &G.scene->r.mode, 0, 0, 0, 0, "Attempt to save SGI movies using Cosmo hardware"); + uiDefButBitI(block, TOG, R_COSMO, 0,"Cosmo", 1059,32,60,20, &G.scene->r.mode, 0, 0, 0, 0, "Attempt to save SGI movies using Cosmo hardware"); #endif uiDefButS(block, MENU,B_FILETYPEMENU,imagetype_pup(), 892,yofs,174,20, &G.scene->r.imtype, 0, 0, 0, 0, "Images are saved in this file format"); - uiDefButI(block, TOG|BIT|11,B_DIFF, "Crop", 1068,yofs,51,20, &G.scene->r.mode, 0, 0, 0, 0, "Exclude border rendering from total image"); + uiDefButBitI(block, TOG, R_MOVIECROP, B_DIFF, "Crop", 1068,yofs,51,20, &G.scene->r.mode, 0, 0, 0, 0, "Exclude border rendering from total image"); yofs -= 22; @@ -1248,7 +1248,7 @@ static void render_panel_format(void) uiDefBut(block, BUT,B_PR_PAL169, "PAL 16:9",1146,70,100,18, 0, 0, 0, 0, 0, "Size preset: Image size - 720x576, Aspect ratio - 64x45"); uiDefBut(block, BUT,B_PR_PANO, "PANO", 1146,50,100,18, 0, 0, 0, 0, 0, "Standard panorama settings"); uiDefBut(block, BUT,B_PR_FULL, "FULL", 1146,30,100,18, 0, 0, 0, 0, 0, "Size preset: Image size - 1280x1024, Aspect ratio - 1x1"); - uiDefButI(block, TOG|BIT|15, B_REDR, "Unified Renderer", 1146,10,100,18, &G.scene->r.mode, 0, 0, 0, 0, "Use the unified renderer."); + uiDefButBitI(block, TOG, R_UNIFIED, B_REDR, "Unified Renderer", 1146,10,100,18, &G.scene->r.mode, 0, 0, 0, 0, "Use the unified renderer."); uiBlockEndAlign(block); } @@ -1283,13 +1283,13 @@ static void render_panel_yafrayGI() if (G.scene->r.GImethod==2) { uiDefButI(block, NUM, B_DIFF, "Depth:", 180,175,110,20, &G.scene->r.GIdepth, 1.0, 100.0, 10, 10, "Number of bounces of the indirect light"); uiDefButI(block, NUM, B_DIFF, "CDepth:", 180,150,110,20, &G.scene->r.GIcausdepth, 1.0, 100.0, 10, 10, "Number of bounces inside objects (for caustics)"); - uiDefButS(block,TOG|BIT|0, B_REDR, "Photons",210,125,100,20, &G.scene->r.GIphotons, 0, 0, 0, 0, "Use global photons to help in GI"); + uiDefButBitS(block, TOG, 1, B_REDR, "Photons",210,125,100,20, &G.scene->r.GIphotons, 0, 0, 0, 0, "Use global photons to help in GI"); } - uiDefButS(block,TOG|BIT|0, B_REDR, "Cache",6,125,95,20, &G.scene->r.GIcache, 0, 0, 0, 0, "Cache occlusion/irradiance samples (faster)"); + uiDefButBitS(block, TOG, 1, B_REDR, "Cache",6,125,95,20, &G.scene->r.GIcache, 0, 0, 0, 0, "Cache occlusion/irradiance samples (faster)"); if (G.scene->r.GIcache) { - uiDefButS(block,TOG|BIT|0, B_REDR, "NoBump",108,125,95,20, &G.scene->r.YF_nobump, 0, 0, 0, 0, "Don't use bumpnormals for cache (faster, but no bumpmapping in total indirectly lit areas)"); + uiDefButBitS(block,TOG, 1, B_REDR, "NoBump",108,125,95,20, &G.scene->r.YF_nobump, 0, 0, 0, 0, "Don't use bumpnormals for cache (faster, but no bumpmapping in total indirectly lit areas)"); uiDefBut(block, LABEL, 0, "Cache parameters:", 5,105,130,20, 0, 1.0, 0, 0, 0, ""); if (G.scene->r.GIshadowquality==0.0) G.scene->r.GIshadowquality=0.9; uiDefButF(block, NUM, B_DIFF,"ShadQu:", 5,85,154,20, &(G.scene->r.GIshadowquality), 0.01, 1.0 ,1,0, "Sets the shadow quality, keep it under 0.95 :-) "); @@ -1312,7 +1312,7 @@ static void render_panel_yafrayGI() if(G.scene->r.GImixphotons==0) G.scene->r.GImixphotons=100; uiDefButI(block, NUM, B_DIFF, "MixCount:", 170,35,140,20, &G.scene->r.GImixphotons, 0, 1000, 10, 10, "Number of photons to mix"); - uiDefButS(block,TOG|BIT|0, B_REDR, "Tune Photons",170,10,140,20, &G.scene->r.GIdirect, + uiDefButBitS(block, TOG, 1, B_REDR, "Tune Photons",170,10,140,20, &G.scene->r.GIdirect, 0, 0, 0, 0, "Show the photonmap directly in the render for tuning"); } } @@ -1332,7 +1332,7 @@ static void render_panel_yafrayGlobal() // label to force a boundbox for buttons not to be centered uiDefBut(block, LABEL, 0, " ", 305,180,10,10, 0, 0, 0, 0, 0, ""); - uiDefButS(block,TOGN|BIT|0, B_REDR, "xml", 5,180,75,20, &G.scene->r.YFexportxml, + uiDefButBitS(block, TOGN, 1, B_REDR, "xml", 5,180,75,20, &G.scene->r.YFexportxml, 0, 0, 0, 0, "Export to an xml file and call yafray instead of plugin"); uiDefButF(block, NUMSLI, B_DIFF,"Bi ", 5,35,150,20, &(G.scene->r.YF_raybias), @@ -1345,9 +1345,9 @@ static void render_panel_yafrayGlobal() uiDefButI(block, NUM, B_DIFF, "Processors:", 160,60,150,20, &G.scene->r.YF_numprocs, 1.0, 8.0, 10, 10, "Number of processors to use"); /*AA Settings*/ - uiDefButS(block,TOGN|BIT|0, B_REDR, "Auto AA", 5,140,150,20, &G.scene->r.YF_AA, + uiDefButBitS(block, TOGN, 1, B_REDR, "Auto AA", 5,140,150,20, &G.scene->r.YF_AA, 0, 0, 0, 0, "Set AA using OSA and GI quality, disable for manual control"); - uiDefButS(block, TOGN|BIT|0, B_DIFF, "Clamp RGB", 160,140,150,20, &G.scene->r.YF_clamprgb, 1.0, 8.0, 10, 10, "For AA on fast high contrast changes. Not advisable for Bokeh! Dulls lens shape detail."); + uiDefButBitS(block, TOGN, 1, B_DIFF, "Clamp RGB", 160,140,150,20, &G.scene->r.YF_clamprgb, 1.0, 8.0, 10, 10, "For AA on fast high contrast changes. Not advisable for Bokeh! Dulls lens shape detail."); if(G.scene->r.YF_AA){ uiDefButI(block, NUM, B_DIFF, "AA Passes ", 5,115,150,20, &G.scene->r.YF_AApasses, 0, 64, 10, 10, "Number of AA passes (0 is no AA)"); uiDefButI(block, NUM, B_DIFF, "AA Samples ", 160,115,150,20, &G.scene->r.YF_AAsamples, 0, 2048, 10, 10, "Number of samples per pass"); @@ -1366,7 +1366,7 @@ static void render_panel_sfx(void) if(uiNewPanel(curarea, block, "Post Effects", "Render", 320, 0, 318, 204)==0) return; uiBlockBeginAlign(block); - uiDefButI(block, TOG|BIT|20,B_SET_ZBLUR,"Zblur", 10,180,140,20,&G.scene->r.mode,0,0, 0, 0, "Apply blur based on depth values in z-buffer"); + uiDefButBitI(block, TOG, R_ZBLUR,B_SET_ZBLUR,"Zblur", 10,180,140,20,&G.scene->r.mode,0,0, 0, 0, "Apply blur based on depth values in z-buffer"); uiDefButF(block, NUM,B_DIFF, "ZMin:", 10,160,140,20, &G.scene->r.zmin, 0.0, 1.0, 0, 0, "Specify the start distance with maximum blur"); uiDefButF(block, NUM,B_DIFF, "Focus:", 10,140,140,20, &G.scene->r.focus, 0.0, 1.0, 0, 0, "Specify the focus distance (not blurred)"); uiDefButF(block, NUM,B_DIFF, "Blur:", 10,120,140,20, &G.scene->r.zblur, 1.0, 100.0, 0, 0, "Specify the maximum blur radius"); @@ -1375,15 +1375,15 @@ static void render_panel_sfx(void) /* Toon shading buttons */ uiBlockBeginAlign(block); - uiDefButI(block, TOG|BIT|5, B_SET_EDGE, "Edge", 160, 180, 150, 20, &G.scene->r.mode, 0, 0, 0, 0, "Enable Toon edge shading"); + uiDefButBitI(block, TOG, R_EDGE, B_SET_EDGE, "Edge", 160, 180, 150, 20, &G.scene->r.mode, 0, 0, 0, 0, "Enable Toon edge shading"); uiDefBlockBut(block, edge_render_menu, NULL, "Edge Settings", 160, 160, 150, 20, "Display edge settings"); /* postprocess render buttons */ uiBlockBeginAlign(block); if(R.rectftot) - uiDefIconTextButI(block, TOG|BIT|18, B_NOP, ICON_IMAGE_DEHLT," Fbuf", 160, 130, 150, 20, &G.scene->r.mode, 0, 0, 0, 0, "Keep RGBA float buffer after render; buffer available"); + uiDefIconTextButI(block, TOG, R_FBUF, B_NOP, ICON_IMAGE_DEHLT," Fbuf", 160, 130, 150, 20, &G.scene->r.mode, 0, 0, 0, 0, "Keep RGBA float buffer after render; buffer available"); else - uiDefButI(block, TOG|BIT|18, 0,"Fbuf", 160, 130, 150, 20, &G.scene->r.mode, 0, 0, 0, 0, "Keep RGBA float buffer after render, no buffer available now"); + uiDefButBitI(block, TOG, R_FBUF, 0,"Fbuf", 160, 130, 150, 20, &G.scene->r.mode, 0, 0, 0, 0, "Keep RGBA float buffer after render, no buffer available now"); uiDefBlockBut(block, post_render_menu, NULL, "Post process", 160, 110, 150, 20, "Applies on RGBA floats while render or with Fbuf available"); uiBlockEndAlign(block); @@ -1432,7 +1432,7 @@ void anim_panels() uiBlockBeginAlign(block); uiDefButS(block, NUM,B_FRAMEMAP,"Frs/sec:", 10,130,150,20, &G.scene->r.frs_sec, 1.0, 120.0, 100.0, 0, "Frames per second"); - uiDefButS(block, TOG|BIT|1, B_SOUND_CHANGED, "Sync",160,130,150,20, &G.scene->audio.flag, 0, 0, 0, 0, "Use sample clock for syncing animation to audio"); + uiDefButBitS(block, TOG, AUDIO_SYNC, B_SOUND_CHANGED, "Sync",160,130,150,20, &G.scene->audio.flag, 0, 0, 0, 0, "Use sample clock for syncing animation to audio"); uiBlockBeginAlign(block); uiDefButS(block, NUM,REDRAWSEQ,"Sta:", 10,100,150,20,&G.scene->r.sfra,1.0,MAXFRAMEF, 0, 0, "Specify the start frame of the animation"); |