small usability edit, now there is some feedback on when the camera is locked to view.

A warnign will now appear in the top left corner and the camera outline becomes red, this warning only appears in camera view
This commit is contained in:
Michael Fox
2012-01-18 10:41:38 +00:00
parent 7001747cdc
commit dcceda33a6

View File

@@ -829,6 +829,16 @@ static void draw_viewport_name(ARegion *ar, View3D *v3d)
}
}
static void draw_camera_view_locked(ARegion *ar, View3D *v3d)
{
RegionView3D *rv3d= ar->regiondata;
if (v3d->flag2 & V3D_LOCK_CAMERA && rv3d->persp==RV3D_CAMOB) {
UI_ThemeColor(TH_REDALERT);
BLF_draw_default_ascii(22, ar->winy-28, 0.0f, "Camera is LOCKED to view", BLF_DRAW_STR_DUMMY_MAX);
}
}
/* draw info beside axes in bottom left-corner:
* framenum, object name, bone name (if available), marker name (if available)
*/
@@ -1097,7 +1107,12 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
setlinestyle(0);
UI_ThemeColor(TH_BACK);
if (v3d->flag2 & V3D_LOCK_CAMERA)
UI_ThemeColor(TH_REDALERT);
else
UI_ThemeColor(TH_BACK);
glRectf(x1i, y1i, x2i, y2i);
#ifdef VIEW3D_CAMERA_BORDER_HACK
@@ -2889,6 +2904,9 @@ static void view3d_main_area_draw_info(const bContext *C, ARegion *ar, const cha
else if(U.uiflag & USER_SHOW_VIEWPORTNAME) {
draw_viewport_name(ar, v3d);
}
draw_camera_view_locked(ar, v3d);
if (grid_unit) { /* draw below the viewport name */
char numstr[32]= "";