[Bf-committers] UI layout engine

trip somewhere trip0o at gmail.com
Mon Nov 26 20:14:18 CET 2007


Why not use something akin to css ?
That would open the door up to logical ui designing and css is really
simple here since it does not have to render in web broswers hell.
Just Blender ui hell :P



On 11/26/07, Martin Poirier <theeth at yahoo.com> wrote:
>
> --- GSR <gsr.b3d at infernal-iceberg.com> wrote:
>
> > Hi,
> > theeth at yahoo.com (2007-11-26 at 0930.44 -0800):
> > >
> > > --- Alexander Ewering <blender at instinctive.de>
> > wrote:
> > >
> > > > To summarize:
> > > >
> > > > 1) Remove coordinates completely from uiDefBut*
> > > > 2) Instead, make containers which take
> > PERCENTAGES
> > > > relative to parent
> > > >     as coordinates
> > > > 3) Auto-arrange buttons from uiDefBut in their
> > > > containers
> > >
> > > I'll add:
> > >
> > > 4) Fix the bugs with the alignment code (certain
> > > orders of subdivisions don't align properly).
> >
> > Is this about four buttons in a row?
>
> It had to do with the order of the rows. If I had row
> with more than one buttons followed by a single button
> row, it would mess up (or the contrary).
>
> The problem is in uiBlockEndAlign somewhere, depending
> on number of rows and column detected. I haven't dig
> deeper than that, just shuffled things around to make
> it work.
>
> Martin
>
>
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