[Bf-committers] Texture button alignment patch
Ton Roosendaal
ton at blender.org
Sat Dec 11 17:58:36 CET 2004
Hi,
I've committed the swatch patch, that was almost a "bug". And at least
very useful for the copy-paste.
This however is part of an ongoing project, and not wise to sneak in
such work last minute.
If all goes fine, the team working on button/panel reshuffle can
complete work for 2.37.
-Ton-
On 11 Dec, 2004, at 7:00, Chris Burt wrote:
> Just did some minor adjustments so the alignment of some of the
> texture buttons. Nothing really big to review. It just makes the
> individual texture types look consistent with more similar positioning
> of the buttons for Clouds, Marble, Stucci, and Wood. Not part of the
> UI project but a quick improvement to appearance for 2.36 in my
> opinion. Thanks!
>
> --Chris Burt
> Index: source/blender/src/buttons_shading.c
> ===================================================================
> RCS file:
> /cvsroot/bf-blender/blender/source/blender/src/buttons_shading.c,v
> retrieving revision 1.113
> diff -u -p -u -r1.113 buttons_shading.c
> --- source/blender/src/buttons_shading.c 7 Dec 2004 18:14:03
> -0000 1.113
> +++ source/blender/src/buttons_shading.c 11 Dec 2004 05:35:09 -0000
> @@ -879,17 +879,17 @@ static void texture_panel_wood(Tex *tex)
> uiSetButLock(tex->id.lib!=0, "Can't edit library data");
>
> uiBlockBeginAlign(block);
> - uiDefButS(block, ROW, B_TEXPRV, "Bands", 10, 180, 75, 18,
> &tex->stype, 2.0, 0.0, 0, 0, "Uses standard wood texture in bands");
> - uiDefButS(block, ROW, B_TEXPRV, "Rings", 85, 180, 75, 18,
> &tex->stype, 2.0, 1.0, 0, 0, "Uses wood texture in rings");
> - uiDefButS(block, ROW, B_TEXPRV, "BandNoise", 160, 180, 75, 18,
> &tex->stype, 2.0, 2.0, 0, 0, "Adds noise to standard wood");
> - uiDefButS(block, ROW, B_TEXPRV, "RingNoise", 235, 180, 75, 18,
> &tex->stype, 2.0, 3.0, 0, 0, "Adds noise to rings");
> + uiDefButS(block, ROW, B_TEXPRV, "Bands", 10, 180, 75, 19,
> &tex->stype, 2.0, 0.0, 0, 0, "Uses standard wood texture in bands");
> + uiDefButS(block, ROW, B_TEXPRV, "Rings", 85, 180, 75, 19,
> &tex->stype, 2.0, 1.0, 0, 0, "Uses wood texture in rings");
> + uiDefButS(block, ROW, B_TEXPRV, "BandNoise", 160, 180, 75, 19,
> &tex->stype, 2.0, 2.0, 0, 0, "Adds noise to standard wood");
> + uiDefButS(block, ROW, B_TEXPRV, "RingNoise", 235, 180, 75, 19,
> &tex->stype, 2.0, 3.0, 0, 0, "Adds noise to rings");
>
> uiDefButS(block, ROW, B_TEXPRV, "Soft noise", 10, 160, 150, 19,
> &tex->noisetype, 12.0, 0.0, 0, 0, "Generates soft noise");
> uiDefButS(block, ROW, B_TEXPRV, "Hard noise", 160, 160, 150, 19,
> &tex->noisetype, 12.0, 1.0, 0, 0, "Generates hard noise");
>
> uiBlockBeginAlign(block);
> - uiDefButF(block, NUM, B_TEXPRV, "NoiseSize :", 10, 130, 150, 19,
> &tex->noisesize, 0.0001, 2.0, 10, 0, "Sets scaling for noise input");
> - uiDefButF(block, NUM, B_TEXPRV, "Turbulence:", 160, 130, 150, 19,
> &tex->turbul, 0.0, 200.0, 10, 0, "Sets the turbulence of the bandnoise
> and ringnoise types");
> + uiDefButF(block, NUM, B_TEXPRV, "NoiseSize :", 10, 110, 150, 19,
> &tex->noisesize, 0.0001, 2.0, 10, 0, "Sets scaling for noise input");
> + uiDefButF(block, NUM, B_TEXPRV, "Turbulence:", 10, 90, 150, 19,
> &tex->turbul, 0.0, 200.0, 10, 0, "Sets the turbulence of the bandnoise
> and ringnoise types");
> uiBlockEndAlign(block);
>
> /* newnoise: noisebasis menu */
> @@ -936,9 +936,9 @@ static void texture_panel_marble(Tex *te
> uiSetButLock(tex->id.lib!=0, "Can't edit library data");
>
> uiBlockBeginAlign(block);
> - uiDefButS(block, ROW, B_TEXPRV, "Soft", 10, 180, 100, 18,
> &tex->stype, 2.0, 0.0, 0, 0, "Uses soft marble");
> - uiDefButS(block, ROW, B_TEXPRV, "Sharp", 110, 180, 100, 18,
> &tex->stype, 2.0, 1.0, 0, 0, "Uses more clearly defined marble");
> - uiDefButS(block, ROW, B_TEXPRV, "Sharper", 210, 180, 100, 18,
> &tex->stype, 2.0, 2.0, 0, 0, "Uses very clearly defined marble");
> + uiDefButS(block, ROW, B_TEXPRV, "Soft", 10, 180, 100, 19,
> &tex->stype, 2.0, 0.0, 0, 0, "Uses soft marble");
> + uiDefButS(block, ROW, B_TEXPRV, "Sharp", 110, 180, 100, 19,
> &tex->stype, 2.0, 1.0, 0, 0, "Uses more clearly defined marble");
> + uiDefButS(block, ROW, B_TEXPRV, "Sharper", 210, 180, 100, 19,
> &tex->stype, 2.0, 2.0, 0, 0, "Uses very clearly defined marble");
>
> uiDefButS(block, ROW, B_TEXPRV, "Soft noise", 10, 160, 150, 19,
> &tex->noisetype, 12.0, 0.0, 0, 0, "Generates soft noise");
> uiDefButS(block, ROW, B_TEXPRV, "Hard noise", 160, 160, 150, 19,
> &tex->noisetype, 12.0, 1.0, 0, 0, "Generates hard noise");
> @@ -965,13 +965,13 @@ static void texture_panel_clouds(Tex *te
> uiSetButLock(tex->id.lib!=0, "Can't edit library data");
>
> uiBlockBeginAlign(block);
> - uiDefButS(block, ROW, B_TEXPRV, "Default", 10, 180, 70, 18,
> &tex->stype, 2.0, 0.0, 0, 0, "Uses standard noise");
> - uiDefButS(block, ROW, B_TEXPRV, "Color", 80, 180, 70, 18,
> &tex->stype, 2.0, 1.0, 0, 0, "Lets Noise return RGB value");
> + uiDefButS(block, ROW, B_TEXPRV, "Default", 10, 180, 70, 19,
> &tex->stype, 2.0, 0.0, 0, 0, "Uses standard noise");
> + uiDefButS(block, ROW, B_TEXPRV, "Color", 80, 180, 70, 19,
> &tex->stype, 2.0, 1.0, 0, 0, "Lets Noise return RGB value");
> uiDefButS(block, ROW, B_TEXPRV, "Soft noise", 155, 180, 75, 19,
> &tex->noisetype, 12.0, 0.0, 0, 0, "Generates soft noise");
> uiDefButS(block, ROW, B_TEXPRV, "Hard noise", 230, 180, 80, 19,
> &tex->noisetype, 12.0, 1.0, 0, 0, "Generates hard noise");
> uiBlockBeginAlign(block);
> - uiDefButF(block, NUM, B_TEXPRV, "NoiseSize :", 10, 130, 150, 19,
> &tex->noisesize, 0.0001, 2.0, 10, 0, "Sets scaling for noise input");
> - uiDefButS(block, NUM, B_TEXPRV, "NoiseDepth:", 160, 130, 150, 19,
> &tex->noisedepth, 0.0, 6.0, 0, 0, "Sets the depth of the cloud
> calculation");
> + uiDefButF(block, NUM, B_TEXPRV, "NoiseSize :", 10, 110, 150, 19,
> &tex->noisesize, 0.0001, 2.0, 10, 0, "Sets scaling for noise input");
> + uiDefButS(block, NUM, B_TEXPRV, "NoiseDepth:", 10, 90, 150, 19,
> &tex->noisedepth, 0.0, 6.0, 0, 0, "Sets the depth of the cloud
> calculation");
> uiBlockEndAlign(block);
>
> /* newnoise: noisebasis menu */
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--
Ton Roosendaal Blender Foundation ton at blender.org
http://www.blender.org
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