[Bf-committers] Some changes in 3D view header (and general RNA-generated UI)

Bastien Montagne montagne29 at wanadoo.fr
Sun May 12 12:19:47 CEST 2013



On 12/05/2013 11:58, Brecht Van Lommel wrote:
> On Sun, May 12, 2013 at 11:18 AM, Bastien Montagne
> <montagne29 at wanadoo.fr>  wrote:
>> * Object mode menu is now longer when the "mode name" is too short
>> (using a cheap trick)... But do we really want that? It takes some room
>> in the header, on small screens it’s not optimal imho.
> Ah, I just now noticed you left out the Mode, thought that was being
> clipped. I think that should really be added back so that we have
> "Object Mode", "Sculpt Mode", .. etc. That's how it's called in
> documentation and elsewhere in the UI, it's really "Object Mode"
> rather than Mode: "Object". Also to communicate that this option is
> related to modes as there is no Mode: label.

Done ( http://www.pasteall.org/42167/diff ), simply edited the relevant 
items' labels (did not add "Mode" to paint modes, those names are 
already long enough imho). Also removed the "cheap trick", think mode 
selector is big enough by default now. ;)

>> * Transform space is solved by adapting Enum menus' width to the longest
>> string of the enum, instead of using a dummy placeholder text when
>> computing width. This should benefits to other similar UI items too,
>> especially when translated.
> Ok.
>
>> * EnumPropertyItem manipulators_items[] values' identifiers have been
>> cleaned up.
>>
>> Regarding the PROP_ENUM_NO_CONTEXT stuff, yes, it was giving me a
>> (strange) issue with mode selector, where on startup the enum itemf func
>> was getting a NULL context from rna access code (and hence returning all
>> items), as this flag was enabled... :/
>>
>> Yet I agree that "quick fix" was not a good idea, investigating a bit
>> more I found another way to solve this (by calling
>> WM_operator_properties_sanitize() in uiItemsFullEnumO(), which imho
>> makes sense). I still wonder a bit why this PROP_ENUM_NO_CONTEXT is set
>> on startup, though...
> Ok.
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