forked from bartvdbraak/blender
2.5: various one-liner fixes
* Image window only show game properties in game mode. * Fix image window render info drawing wrong with alpha enabled. * Win32 editmode cursor now uses a different one than the system cursor, that one is barely visible, especially in the new theme colors. * Center text in operator header print. * Fix sequencer unlock shortcut key. * Fix uv layer / vertex color active render button now graying out. * Workaround to get default zoom level 1:1 again for new buttons (will try to fix properly later, is due to scrollbars).
This commit is contained in:
parent
801d44a09e
commit
8cf4ef091c
@ -275,8 +275,9 @@ class IMAGE_PT_game_properties(bpy.types.Panel):
|
||||
__label__ = "Game Properties"
|
||||
|
||||
def poll(self, context):
|
||||
rd = context.scene.render_data
|
||||
sima = context.space_data
|
||||
return (sima and sima.image)
|
||||
return (sima and sima.image) and (rd.engine == 'BLENDER_GAME')
|
||||
|
||||
def draw(self, context):
|
||||
sima = context.space_data
|
||||
|
@ -1558,7 +1558,7 @@ ListBase uiTemplateList(uiLayout *layout, bContext *C, PointerRNA *ptr, char *pr
|
||||
/* XXX hardcoded */
|
||||
if(itemptr.type == &RNA_MeshTextureFaceLayer || itemptr.type == &RNA_MeshColorLayer) {
|
||||
uiBlockSetEmboss(block, UI_EMBOSSN);
|
||||
uiItemR(subrow, "", ICON_SCENE, &itemptr, "active_render", 0, 0, 0);
|
||||
uiDefIconButR(block, TOG, 0, ICON_SCENE, 0, 0, UI_UNIT_X, UI_UNIT_Y, &itemptr, "active_render", 0, 0, 0, 0, 0, NULL);
|
||||
uiBlockSetEmboss(block, UI_EMBOSS);
|
||||
}
|
||||
|
||||
|
@ -273,10 +273,12 @@ void UI_view2d_region_reinit(View2D *v2d, short type, int winx, int winy)
|
||||
v2d->tot.ymin= -winy;
|
||||
|
||||
v2d->cur.xmin= 0.0f;
|
||||
v2d->cur.xmax= winx*panelzoom;
|
||||
/* bad workaround for keeping zoom level with scrollers */
|
||||
v2d->cur.xmax= (winx - V2D_SCROLL_WIDTH)*panelzoom;
|
||||
|
||||
v2d->cur.ymax= 0.0f;
|
||||
v2d->cur.ymin= -winy*panelzoom;
|
||||
/* bad workaround for keeping zoom level with scrollers */
|
||||
v2d->cur.ymin= (-winy + V2D_SCROLL_HEIGHT)*panelzoom;
|
||||
}
|
||||
break;
|
||||
|
||||
|
@ -330,7 +330,7 @@ void ED_region_do_draw(bContext *C, ARegion *ar)
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
UI_ThemeColor(TH_TEXT);
|
||||
BLF_draw_default(20, 6, 0.0f, ar->headerstr);
|
||||
BLF_draw_default(20, 8, 0.0f, ar->headerstr);
|
||||
}
|
||||
else if(at->draw) {
|
||||
at->draw(C, ar);
|
||||
|
@ -151,6 +151,7 @@ static void draw_render_info(Image *ima, ARegion *ar)
|
||||
/* clear header rect */
|
||||
UI_GetThemeColor3fv(TH_BACK, colf);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
|
||||
glColor4f(colf[0]+0.1f, colf[1]+0.1f, colf[2]+0.1f, 0.5f);
|
||||
glRecti(rect.xmin, rect.ymin, rect.xmax, rect.ymax+1);
|
||||
glDisable(GL_BLEND);
|
||||
|
@ -123,7 +123,7 @@ void sequencer_keymap(wmWindowManager *wm)
|
||||
RNA_boolean_set(WM_keymap_add_item(keymap, "SEQUENCER_OT_unmute", HKEY, KM_PRESS, KM_ALT|KM_SHIFT, 0)->ptr, "unselected", 1);
|
||||
|
||||
WM_keymap_add_item(keymap, "SEQUENCER_OT_lock", LKEY, KM_PRESS, KM_SHIFT, 0);
|
||||
WM_keymap_add_item(keymap, "SEQUENCER_OT_unlock", HKEY, KM_PRESS, KM_SHIFT|KM_ALT, 0);
|
||||
WM_keymap_add_item(keymap, "SEQUENCER_OT_unlock", LKEY, KM_PRESS, KM_SHIFT|KM_ALT, 0);
|
||||
|
||||
WM_keymap_add_item(keymap, "SEQUENCER_OT_reload", RKEY, KM_PRESS, KM_ALT, 0);
|
||||
|
||||
|
@ -104,6 +104,13 @@ void WM_cursor_set(wmWindow *win, int curs)
|
||||
return;
|
||||
}
|
||||
|
||||
#ifdef _WIN32
|
||||
/* the default win32 cross cursor is barely visible,
|
||||
* only 1 pixel thick, use another one instead */
|
||||
if(curs==CURSOR_EDIT)
|
||||
curs= BC_CROSSCURSOR;
|
||||
#endif
|
||||
|
||||
GHOST_SetCursorVisibility(win->ghostwin, 1);
|
||||
|
||||
win->cursor= curs;
|
||||
|
Loading…
Reference in New Issue
Block a user