[Bf-committers] GUI menu locked in window
Mon, 26 Apr 2004 15:46:21 -0700 (PDT)
One thing I think would be nice is having a stack of
user defined functions in the 3D view. With an easy
way to assign functions to the stack from the header
menu, simple icons, this in itself could be a good way
to make the workflow faster. Especially if it is user
configurable (and as usual saves itself in the .blend
files so you can have per-project setups) and comes
with a good default setup.
--- trip <firstname.lastname@example.org> wrote:
> All of which sounds great! And should be added.
> My goal is to create an interface that will keep a
> lot of runaways to
> stay a little bit longer. As out lined by this post
> that eventually
> went in to a crap fight, but the begging of it
> seemed to have some good
> outlines of what outsiders think. ANd what still
> keeps them away.
> The different window panes and divisions are a great
> tool for stream
> lining the interface and then using the short cut to
> hide all other
> windows and just work in one full screen window is a
> great asset to
> have as it stands. My idea is just to get the
> buttons that are just
> needed for a constant tack or group of tasks into
> plain view grouped
> together and to disperse with the other buttons that
> are not needed.
> I will work on mock ups.
> My current question is. Where is the code that locks
> a window into a
> window pane? The transform pane is the same window
> type as the IPO N
> key. So they should be able to move around into each
> others window pane
> for example, instead of being locked in their own
> window . While that
> is a silly idea, it just apart of this idea. The
> real meat of the idea
> is to have ALL menu groups to be able to freely hop
> into each others
> The next idea is the hard one. To be able to have a
> new GUI window pane
> that will let you create and assign a button to a to
> your custom
> button. So a truly custom menu could be created for
> supreme speed work
> flow. The buttons would just be stock buttons or a
> simple draw button
> Another idea is taken from an out side source. To be
> able to just
> physically drag a button out and onto a menu group.
> This would not let
> you determine the size of the button but it would
> give the power of
> The one and exact reason for all of this is to
> attract more coders into
> the coder base. I am trying to find an answer to the
> massive amount of
> feature requests that are made and dreamed upon but
> never created.
> My other project of Bounty is in the works still.
> And it is another
> idea that complements this.
> On Apr 25, 2004, at 6:13 AM, Ton Roosendaal wrote:
> > Hi,
> > I find it hard to digest information from this
> proposal... but it
> > resembles one of the design proposals from the
> original 2.3 todo doc.
> > When I can find time, I wanted to allow to have
> another (or multiple)
> > Blender windows open next to each to each other.
> This in first
> > instance to support dual screen better, but it
> could also allow to
> > visualize multiple Blender scenes on one desktop,
> multiple editmodes,
> > or the rendered window on other screen, etc.
> > In theory, you then can also "unglue" an existing
> (subdivision) window
> > in Blender to become a real desktop based window.
> Optional of course.
> > I still consider a subdivision system offering
> better workflow than
> > having your desktop cluttered with lotsa
> overlapping windows.
> Bf-committers mailing list
Do you Yahoo!?
Yahoo! Photos: High-quality 4x6 digital prints for 25¢