UI: add dedicated icon IDs for decorators, tool settings, shaderfx, overlays.

The preset and decorator icons were updated to be monochrome and draw in the
same color as text. Other icons are unchanged, having them as separate icon IDs
prepares for an artist to make them.
This commit is contained in:
Brecht Van Lommel 2018-08-24 12:54:48 +02:00
parent af21053087
commit d2ad256326
30 changed files with 722 additions and 567 deletions

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@ -232,7 +232,7 @@ class VIEW3D_HT_header(Header):
)
row = layout.row(align=True)
row.prop(overlay, "show_overlays", icon='WIRE', text="")
row.prop(overlay, "show_overlays", icon='OVERLAY', text="")
sub = row.row(align=True)
sub.active = overlay.show_overlays
sub.popover(panel="VIEW3D_PT_overlay")

@ -113,7 +113,9 @@ DEF_ICON(FILE_TICK)
DEF_ICON(QUIT)
DEF_ICON(URL)
DEF_ICON(RECOVER_LAST)
DEF_ICON(PRESET)
#ifndef DEF_ICON_BLANK_SKIP
DEF_ICON(BLANK030)
#endif
DEF_ICON(FULLSCREEN_ENTER)
DEF_ICON(FULLSCREEN_EXIT)
DEF_ICON(BLANK1) // Not actually blank - this is used all over the place
@ -133,9 +135,9 @@ DEF_ICON(PARTICLES)
DEF_ICON(PHYSICS)
DEF_ICON(SPEAKER)
DEF_ICON(TEXTURE_SHADED)
DEF_ICON(TOOL_SETTINGS)
DEF_ICON(SHADERFX)
#ifndef DEF_ICON_BLANK_SKIP
DEF_ICON(BLANK042)
DEF_ICON(BLANK043)
DEF_ICON(BLANK044)
DEF_ICON(BLANK045)
DEF_ICON(BLANK046)
@ -275,19 +277,22 @@ DEF_ICON(MOUSE_MOVE)
DEF_ICON(MOUSE_LMB_DRAG)
DEF_ICON(MOUSE_MMB_DRAG)
DEF_ICON(MOUSE_RMB_DRAG)
#ifndef DEF_ICON_BLANK_SKIP
DEF_ICON(BLANK099)
DEF_ICON(BLANK100)
#endif
DEF_ICON(PRESET)
#ifndef DEF_ICON_BLANK_SKIP
DEF_ICON(BLANK101)
DEF_ICON(BLANK102)
DEF_ICON(BLANK103)
DEF_ICON(BLANK104)
DEF_ICON(BLANK105)
DEF_ICON(BLANK106)
DEF_ICON(BLANK107)
DEF_ICON(BLANK108)
DEF_ICON(BLANK109)
#endif
DEF_ICON(DECORATE)
DEF_ICON(DECORATE_KEYFRAME)
DEF_ICON(DECORATE_ANIMATE)
DEF_ICON(DECORATE_DRIVER)
DEF_ICON(DECORATE_LINKED)
DEF_ICON(DECORATE_OVERRIDE)
DEF_ICON(DECORATE_UNLOCKED)
DEF_ICON(DECORATE_LOCKED)
#ifndef DEF_ICON_BLANK_SKIP
DEF_ICON(BLANK110)
DEF_ICON(BLANK111)
DEF_ICON(BLANK112)
@ -759,9 +764,7 @@ DEF_ICON(WIRE)
DEF_ICON(SOLID)
DEF_ICON(SMOOTH)
DEF_ICON(POTATO)
#ifndef DEF_ICON_BLANK_SKIP
DEF_ICON(BLANK248)
#endif
DEF_ICON(OVERLAY)
DEF_ICON(ORTHO)
#ifndef DEF_ICON_BLANK_SKIP
DEF_ICON(BLANK249)

@ -108,19 +108,19 @@ void ui_but_anim_decorate_update_from_flag(uiBut *but)
BLI_assert(UI_but_is_decorator(but) && but->prev);
int flag = but->prev->flag;
if (flag & UI_BUT_DRIVEN) {
but->icon = ICON_AUTO;
but->icon = ICON_DECORATE_DRIVER;
}
else if (flag & UI_BUT_ANIMATED_KEY) {
but->icon = ICON_SPACE2;
but->icon = ICON_DECORATE_KEYFRAME;
}
else if (flag & UI_BUT_ANIMATED) {
but->icon = ICON_SPACE3;
but->icon = ICON_DECORATE_ANIMATE;
}
else if (flag & UI_BUT_OVERRIDEN) {
but->icon = ICON_LIBRARY_DATA_OVERRIDE;
but->icon = ICON_DECORATE_OVERRIDE;
}
else {
but->icon = ICON_DOT;
but->icon = ICON_DECORATE;
}
const int flag_copy = (UI_BUT_DISABLED | UI_BUT_INACTIVE);

@ -938,6 +938,7 @@ static void v3d_transform_butsR(uiLayout *layout, PointerRNA *ptr)
colsub = uiLayoutColumn(split, true);
uiItemR(colsub, ptr, "location", 0, NULL, ICON_NONE);
colsub = uiLayoutColumn(split, true);
uiLayoutSetEmboss(colsub, UI_EMBOSS_NONE);
uiItemL(colsub, "", ICON_NONE);
uiItemR(colsub, ptr, "lock_location", UI_ITEM_R_TOGGLE | UI_ITEM_R_ICON_ONLY, "", ICON_NONE);
@ -948,6 +949,7 @@ static void v3d_transform_butsR(uiLayout *layout, PointerRNA *ptr)
colsub = uiLayoutColumn(split, true);
uiItemR(colsub, ptr, "rotation_quaternion", 0, IFACE_("Rotation"), ICON_NONE);
colsub = uiLayoutColumn(split, true);
uiLayoutSetEmboss(colsub, UI_EMBOSS_NONE);
uiItemR(colsub, ptr, "lock_rotations_4d", UI_ITEM_R_TOGGLE, IFACE_("4L"), ICON_NONE);
if (RNA_boolean_get(ptr, "lock_rotations_4d"))
uiItemR(colsub, ptr, "lock_rotation_w", UI_ITEM_R_TOGGLE + UI_ITEM_R_ICON_ONLY, "", ICON_NONE);
@ -959,6 +961,7 @@ static void v3d_transform_butsR(uiLayout *layout, PointerRNA *ptr)
colsub = uiLayoutColumn(split, true);
uiItemR(colsub, ptr, "rotation_axis_angle", 0, IFACE_("Rotation"), ICON_NONE);
colsub = uiLayoutColumn(split, true);
uiLayoutSetEmboss(colsub, UI_EMBOSS_NONE);
uiItemR(colsub, ptr, "lock_rotations_4d", UI_ITEM_R_TOGGLE, IFACE_("4L"), ICON_NONE);
if (RNA_boolean_get(ptr, "lock_rotations_4d"))
uiItemR(colsub, ptr, "lock_rotation_w", UI_ITEM_R_TOGGLE | UI_ITEM_R_ICON_ONLY, "", ICON_NONE);
@ -970,6 +973,7 @@ static void v3d_transform_butsR(uiLayout *layout, PointerRNA *ptr)
colsub = uiLayoutColumn(split, true);
uiItemR(colsub, ptr, "rotation_euler", 0, IFACE_("Rotation"), ICON_NONE);
colsub = uiLayoutColumn(split, true);
uiLayoutSetEmboss(colsub, UI_EMBOSS_NONE);
uiItemL(colsub, "", ICON_NONE);
uiItemR(colsub, ptr, "lock_rotation", UI_ITEM_R_TOGGLE | UI_ITEM_R_ICON_ONLY, "", ICON_NONE);
break;
@ -980,6 +984,7 @@ static void v3d_transform_butsR(uiLayout *layout, PointerRNA *ptr)
colsub = uiLayoutColumn(split, true);
uiItemR(colsub, ptr, "scale", 0, NULL, ICON_NONE);
colsub = uiLayoutColumn(split, true);
uiLayoutSetEmboss(colsub, UI_EMBOSS_NONE);
uiItemL(colsub, "", ICON_NONE);
uiItemR(colsub, ptr, "lock_scale", UI_ITEM_R_TOGGLE | UI_ITEM_R_ICON_ONLY, "", ICON_NONE);

@ -273,7 +273,7 @@ const EnumPropertyItem rna_enum_clip_editor_mode_items[] = {
/* Actually populated dynamically trough a function, but helps for context-less access (e.g. doc, i18n...). */
static const EnumPropertyItem buttons_context_items[] = {
{BCONTEXT_TOOL, "TOOL", ICON_PREFERENCES, "Tool", "Tool settings"},
{BCONTEXT_TOOL, "TOOL", ICON_TOOL_SETTINGS, "Tool", "Tool settings"},
{BCONTEXT_SCENE, "SCENE", ICON_SCENE_DATA, "Scene", "Scene"},
{BCONTEXT_RENDER, "RENDER", ICON_SCENE, "Render", "Render"},
{BCONTEXT_VIEW_LAYER, "VIEW_LAYER", ICON_RENDER_RESULT, "View Layer", "View layer"},
@ -288,7 +288,7 @@ static const EnumPropertyItem buttons_context_items[] = {
{BCONTEXT_TEXTURE, "TEXTURE", ICON_TEXTURE, "Texture", "Texture"},
{BCONTEXT_PARTICLE, "PARTICLES", ICON_PARTICLES, "Particles", "Particle"},
{BCONTEXT_PHYSICS, "PHYSICS", ICON_PHYSICS, "Physics", "Physics"},
{BCONTEXT_SHADERFX, "SHADERFX", ICON_SOLO_ON, "Effects", "Object visual effects" },
{BCONTEXT_SHADERFX, "SHADERFX", ICON_SHADERFX, "Effects", "Object visual effects" },
{0, NULL, 0, NULL, NULL}
};