tooltips for some dual toggle buttons as well as tooltips from wim van hoydonck ([#8166] [python-scripts] fix for tooltips of torus primitive + newline)

This commit is contained in:
Campbell Barton 2008-01-28 10:56:42 +00:00
parent 0751592d7a
commit 0f157c6304
3 changed files with 13 additions and 12 deletions

@ -51,9 +51,9 @@ def main():
if not Draw.PupBlock('Add Torus', [\
('Major Radius:', PREF_MAJOR_RAD, 0.01, 100, 'Radius for the main ring of the torus'),\
('Minor Radius:', PREF_MINOR_RAD, 0.01, 100, 'Radius for the minor ring of the torus setting the thickness of the ring.'),\
('Major Segments:', PREF_MAJOR_SEG, 3, 256, 'Radius for the main ring of the torus'),\
('Minor Segments:', PREF_MINOR_SEG, 3, 256, 'Radius for the minor ring of the torus setting the thickness of the ring.'),\
('Minor Radius:', PREF_MINOR_RAD, 0.01, 100, 'Radius for the minor ring of the torus setting the thickness of the ring'),\
('Major Segments:', PREF_MAJOR_SEG, 3, 256, 'Number of segments for the main ring of the torus'),\
('Minor Segments:', PREF_MINOR_SEG, 3, 256, 'Number of segments for the minor ring of the torus'),\
]):
return
@ -62,3 +62,4 @@ def main():
BPyAddMesh.add_mesh_simple('Torus', verts, [], faces)
main()

@ -4052,13 +4052,13 @@ static void editing_panel_armature_type(Object *ob, bArmature *arm)
uiBlockBeginAlign(block);
for(a=0; a<8; a++) {
short dx= 18;
but= uiDefButBitS(block, BUT_TOGDUAL, 1<<a, REDRAWVIEW3D, "", 10+a*dx, 115, dx, 15, &arm->layer, 0, 0, 0, 0, "");
but= uiDefButBitS(block, BUT_TOGDUAL, 1<<a, REDRAWVIEW3D, "", 10+a*dx, 115, dx, 15, &arm->layer, 0, 0, 0, 0, "Armature layer (Hold Ctrl for locking in a proxy instance)");
uiButSetFunc(but, armature_layer_cb, &arm->layer, (void *)(1<<a));
}
uiBlockBeginAlign(block);
for(a=8; a<16; a++) {
short dx= 18;
but= uiDefButBitS(block, BUT_TOGDUAL, 1<<a, REDRAWVIEW3D, "", 18+a*dx, 115, dx, 15, &arm->layer, 0, 0, 0, 0, "");
but= uiDefButBitS(block, BUT_TOGDUAL, 1<<a, REDRAWVIEW3D, "", 18+a*dx, 115, dx, 15, &arm->layer, 0, 0, 0, 0, "Armature layer (Hold Ctrl for locking in a proxy instance)");
uiButSetFunc(but, armature_layer_cb, &arm->layer, (void *)(1<<a));
}
/* quite bad here, but I don't know a better place for copy... */

@ -2651,12 +2651,12 @@ static void render_panel_layers(void)
uiDefButBitI(block, TOG, SCE_PASS_RGBA, B_SET_PASS,"Col", 10, 10, 35, 20, &srl->passflag, 0, 0, 0, 0, "Deliver shade-less Color pass");
uiDefButBitI(block, TOG, SCE_PASS_DIFFUSE, B_SET_PASS,"Diff", 45, 10, 35, 20, &srl->passflag, 0, 0, 0, 0, "Deliver Diffuse pass");
uiDefButBitI(block, BUT_TOGDUAL, SCE_PASS_SPEC, B_SET_PASS,"Spec", 80, 10, 40, 20, &srl->passflag, 0, 0, 0, 0, "Deliver Specular pass");
uiDefButBitI(block, BUT_TOGDUAL, SCE_PASS_SHADOW, B_SET_PASS,"Shad", 120, 10, 40, 20, &srl->passflag, 0, 0, 0, 0, "Deliver Shadow pass");
uiDefButBitI(block, BUT_TOGDUAL, SCE_PASS_AO, B_SET_PASS,"AO", 160, 10, 30, 20, &srl->passflag, 0, 0, 0, 0, "Deliver AO pass");
uiDefButBitI(block, BUT_TOGDUAL, SCE_PASS_REFLECT, B_SET_PASS,"Refl", 190, 10, 40, 20, &srl->passflag, 0, 0, 0, 0, "Deliver Raytraced Reflection pass");
uiDefButBitI(block, BUT_TOGDUAL, SCE_PASS_REFRACT, B_SET_PASS,"Refr", 230, 10, 40, 20, &srl->passflag, 0, 0, 0, 0, "Deliver Raytraced Refraction pass");
uiDefButBitI(block, BUT_TOGDUAL, SCE_PASS_RADIO, B_SET_PASS,"Rad", 270, 10, 40, 20, &srl->passflag, 0, 0, 0, 0, "Deliver Radiosity pass");
uiDefButBitI(block, BUT_TOGDUAL, SCE_PASS_SPEC, B_SET_PASS,"Spec", 80, 10, 40, 20, &srl->passflag, 0, 0, 0, 0, "Deliver Specular pass (Hold Ctrl to exclude from combined)");
uiDefButBitI(block, BUT_TOGDUAL, SCE_PASS_SHADOW, B_SET_PASS,"Shad", 120, 10, 40, 20, &srl->passflag, 0, 0, 0, 0, "Deliver Shadow pass (Hold Ctrl to exclude from combined)");
uiDefButBitI(block, BUT_TOGDUAL, SCE_PASS_AO, B_SET_PASS,"AO", 160, 10, 30, 20, &srl->passflag, 0, 0, 0, 0, "Deliver AO pass (Hold Ctrl to exclude from combined)");
uiDefButBitI(block, BUT_TOGDUAL, SCE_PASS_REFLECT, B_SET_PASS,"Refl", 190, 10, 40, 20, &srl->passflag, 0, 0, 0, 0, "Deliver Raytraced Reflection pass (Hold Ctrl to exclude from combined)");
uiDefButBitI(block, BUT_TOGDUAL, SCE_PASS_REFRACT, B_SET_PASS,"Refr", 230, 10, 40, 20, &srl->passflag, 0, 0, 0, 0, "Deliver Raytraced Refraction pass (Hold Ctrl to exclude from combined)");
uiDefButBitI(block, BUT_TOGDUAL, SCE_PASS_RADIO, B_SET_PASS,"Rad", 270, 10, 40, 20, &srl->passflag, 0, 0, 0, 0, "Deliver Radiosity pass (Hold Ctrl to exclude from combined)");
}
void render_panels()