[Bf-funboard] buttons window icons

Ton Roosendaal bf-funboard@blender.org
Wed, 22 Oct 2003 15:24:18 +0200


Hi,

This discussion is obsolete... I am executing design as laid out in the =20=

UI doc:
http://www.blender.org/docs/UI/ui_redesign2.html

I hardly bothered about final design yet, but made sure the system =20
that's coded allows a flexible hierarchical configurable tree:

- main groups
	- sub groups
		- panels

You (and python or plugins or the coder) can create as many main =20
groups, adding subgroups to it, and assign panels to them. The system =20=

checks on 'context', and makes sure the Panels are fed with the =20
appropriate info (selected data) or not drawn at all.

What is written below can be done, or all 'sub groups' in one row, etc =20=

etc. You can even duplicate subgroups or panels... it can be icons, =20
pulldowns, or a mix.

All thoughts people mention here I had as well, moving groups around, =20=

assigning different hotkeys to it, etc. Still don't know the most =20
optimal configuration... and maybe there just is no, just opinions.
Of course the setup we'll use in the first release (or for the manual) =20=

will be based at feedback I get. Whether or not, and how, it's user =20
configurable is a nice issue for later.

-Ton-



On Monday, Oct 20, 2003, at 18:43 Europe/Amsterdam, William Reynish =20
wrote:

>
>
> Luke Wrote:=A0
>> Hi,
>> Apparently there was a large amount of discussion in
>> the past about the
>> buttons window icons. Well I think the conclusion
>> needs to be
>> rethought.
>>
>> Currently in 2.29:
>> (1) Logic
>> (1) Script
>> (5) [Shading] Lamp, Material, Texture, Radiosity,
>> World
>> (1) Object
>> (1) Editing
>> (3) [Scene] Render, Anim/playback, Sound block
>> =3D 12 button window categories.
>>
>> Initial proposal
>> All the icons shown at once - but only 11 are needed.
>> The "lamp" and
>> "editing" can toggle automatically depending on if a
>> lamp is the active
>> object or not, since if a lamp is active, >the
> "editing" buttons aren't
>> available. And if a lamp isn't the active object,
>> the "lamp" buttons
>> aren't
>> available. (so it makes sense not to bother showing
>> those icons) And
>> the
>> buttons could switch from editing to lamp and vice
>> versa, depending on
>> if
>> the lamp is the active object or not. (Currently the
>> switch is between
>> material and lamp)
>>
>> The icons could be organized into 4 logical groups:
>> A) Object
>> A) Editing/Lamp
>> B) Material
>> B) Texture
>> B) Radiosity
>> B) World
>> C) Logic
>> C) Script
>> C) Sound block
>> D) Anim/playback
>> D) Render
>
>
> I think your organisation is much more logical,
> however Lampbuttons should appear instead of
> Materialbuttons if you select a lamp object. This is
> more logical, because they both have to do with
> shading.
> All the options about how to display the lamp object
> should be moved into the object buttons though, to
> keep things consistent.
>
> Also I think Radiositybuttons should be in the same
> category as Renderbuttons (obviousely) because they
> both have to do with rendering.
>
>
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------------------------------------------------------------------------=20=

--
Ton Roosendaal  Blender Foundation ton@blender.org =20
http://www.blender.org