[Bf-blender-cvs] [f2124c5624e] blender2.8: UI: revert 3D menu alignment
Campbell Barton
noreply at git.blender.org
Mon Jul 2 15:04:48 CEST 2018
Commit: f2124c5624ed83cfeef8ad7fed0b00d7e68d744c
Author: Campbell Barton
Date: Mon Jul 2 15:01:20 2018 +0200
Branches: blender2.8
https://developer.blender.org/rBf2124c5624ed83cfeef8ad7fed0b00d7e68d744c
UI: revert 3D menu alignment
This caused collapsed menu to draw in a row,
will look into alternate way to avoid menus taking too much room.
===================================================================
M release/scripts/startup/bl_ui/space_view3d.py
===================================================================
diff --git a/release/scripts/startup/bl_ui/space_view3d.py b/release/scripts/startup/bl_ui/space_view3d.py
index a97ff48fb60..df1c39084d4 100644
--- a/release/scripts/startup/bl_ui/space_view3d.py
+++ b/release/scripts/startup/bl_ui/space_view3d.py
@@ -218,56 +218,54 @@ class VIEW3D_MT_editor_menus(Menu):
edit_object = context.edit_object
gp_edit = context.gpencil_data and context.gpencil_data.use_stroke_edit_mode
- # Use aligned row to squeeze out a bit more space.
- row = layout.row(align=True)
- row.menu("VIEW3D_MT_view")
+ layout.menu("VIEW3D_MT_view")
# Select Menu
if gp_edit:
- row.menu("VIEW3D_MT_select_gpencil")
+ layout.menu("VIEW3D_MT_select_gpencil")
elif mode_string in {'PAINT_WEIGHT', 'PAINT_VERTEX', 'PAINT_TEXTURE'}:
mesh = obj.data
if mesh.use_paint_mask:
- row.menu("VIEW3D_MT_select_paint_mask")
+ layout.menu("VIEW3D_MT_select_paint_mask")
elif mesh.use_paint_mask_vertex and mode_string in {'PAINT_WEIGHT', 'PAINT_VERTEX'}:
- row.menu("VIEW3D_MT_select_paint_mask_vertex")
+ layout.menu("VIEW3D_MT_select_paint_mask_vertex")
elif mode_string != 'SCULPT':
- row.menu("VIEW3D_MT_select_%s" % mode_string.lower())
+ layout.menu("VIEW3D_MT_select_%s" % mode_string.lower())
if gp_edit:
pass
elif mode_string == 'OBJECT':
- row.menu("INFO_MT_add", text="Add")
+ layout.menu("INFO_MT_add", text="Add")
elif mode_string == 'EDIT_MESH':
- row.menu("INFO_MT_mesh_add", text="Add")
+ layout.menu("INFO_MT_mesh_add", text="Add")
elif mode_string == 'EDIT_CURVE':
- row.menu("INFO_MT_curve_add", text="Add")
+ layout.menu("INFO_MT_curve_add", text="Add")
elif mode_string == 'EDIT_SURFACE':
- row.menu("INFO_MT_surface_add", text="Add")
+ layout.menu("INFO_MT_surface_add", text="Add")
elif mode_string == 'EDIT_METABALL':
- row.menu("INFO_MT_metaball_add", text="Add")
+ layout.menu("INFO_MT_metaball_add", text="Add")
elif mode_string == 'EDIT_ARMATURE':
- row.menu("INFO_MT_edit_armature_add", text="Add")
+ layout.menu("INFO_MT_edit_armature_add", text="Add")
if gp_edit:
- row.menu("VIEW3D_MT_edit_gpencil")
+ layout.menu("VIEW3D_MT_edit_gpencil")
elif edit_object:
- row.menu("VIEW3D_MT_edit_%s" % edit_object.type.lower())
+ layout.menu("VIEW3D_MT_edit_%s" % edit_object.type.lower())
if mode_string == 'EDIT_MESH':
- row.menu("VIEW3D_MT_edit_mesh_vertices")
- row.menu("VIEW3D_MT_edit_mesh_edges")
- row.menu("VIEW3D_MT_edit_mesh_faces")
+ layout.menu("VIEW3D_MT_edit_mesh_vertices")
+ layout.menu("VIEW3D_MT_edit_mesh_edges")
+ layout.menu("VIEW3D_MT_edit_mesh_faces")
elif obj:
if mode_string != 'PAINT_TEXTURE':
- row.menu("VIEW3D_MT_%s" % mode_string.lower())
+ layout.menu("VIEW3D_MT_%s" % mode_string.lower())
if mode_string in {'SCULPT', 'PAINT_VERTEX', 'PAINT_WEIGHT', 'PAINT_TEXTURE'}:
- row.menu("VIEW3D_MT_brush")
+ layout.menu("VIEW3D_MT_brush")
if mode_string == 'SCULPT':
- row.menu("VIEW3D_MT_hide_mask")
+ layout.menu("VIEW3D_MT_hide_mask")
else:
- row.menu("VIEW3D_MT_object")
+ layout.menu("VIEW3D_MT_object")
# ********** Menu **********
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