Cleaned up pop-up menus for F10; edge settings and framing menu.
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@@ -786,28 +786,33 @@ static uiBlock *edge_render_menu(void *arg_unused)
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block= uiNewBlock(&curarea->uiblocks, "edge render", UI_EMBOSS, UI_HELV, curarea->win);
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/* use this for a fake extra empy space around the buttons */
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uiDefBut(block, LABEL, 0, "", 285, -20, 230, 120, NULL, 0, 0, 0, 0, "");
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uiDefBut(block, LABEL, 0, "", 285, -20, 230, 125, NULL, 0, 0, 0, 0, "");
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uiDefButS(block, NUM, 0,"Eint:", 295,50,70,19, &G.scene->r.edgeint, 0.0, 255.0, 0, 0,
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uiBlockBeginAlign(block);
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uiDefButS(block, NUM, 0,"Eint:", 370,75,135,19, &G.scene->r.edgeint, 0.0, 255.0, 0, 0,
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"Sets edge intensity for Toon shading");
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uiDefButI(block, TOG, 0,"Shift", 365,50,70,19, &G.compat, 0, 0, 0, 0,
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"For unified renderer: use old offsets for edges");
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uiDefButI(block, TOG, 0,"All", 435,50,70,19, &G.notonlysolid, 0, 0, 0, 0,
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"For unified renderer: also consider transparent faces for toon shading");
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/* colour settings for the toon shading */
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uiDefButF(block, COL, 0, "", 295,-10,30,60, &(G.scene->r.edgeR), 0, 0, 0, B_EDGECOLSLI, "");
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uiDefButF(block, NUMSLI, 0, "R ", 325, 30, 180,19, &G.scene->r.edgeR, 0.0, 1.0, B_EDGECOLSLI, 0,
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"For unified renderer: Colour for edges in toon shading mode.");
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uiDefButF(block, NUMSLI, 0, "G ", 325, 10, 180,19, &G.scene->r.edgeG, 0.0, 1.0, B_EDGECOLSLI, 0,
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"For unified renderer: Colour for edges in toon shading mode.");
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uiDefButF(block, NUMSLI, 0, "B ", 325, -10, 180,19, &G.scene->r.edgeB, 0.0, 1.0, B_EDGECOLSLI, 0,
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"For unified renderer: Colour for edges in toon shading mode.");
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uiDefButS(block, NUM, 0,"AntiShift", 365,70,140,19, &(G.scene->r.same_mat_redux), 0, 255.0, 0, 0,
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uiDefButS(block, NUM, 0,"AntiShift",370,55,135,19, &(G.scene->r.same_mat_redux), 0, 255.0, 0, 0,
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"For unified renderer: reduce intensity on boundaries "
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"with identical materials with this number.");
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uiBlockBeginAlign(block);
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uiDefButI(block, TOG, 0,"Shift", 295,75,70,19, &G.compat, 0, 0, 0, 0,
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"For unified renderer: use old offsets for edges");
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uiDefButI(block, TOG, 0,"All", 295,55,70,19, &G.notonlysolid, 0, 0, 0, 0,
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"For unified renderer: also consider transparent faces for toon shading");
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uiBlockEndAlign(block);
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/* colour settings for the toon shading */
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uiDefButF(block, COL, 0, "", 295,-10,30,60, &(G.scene->r.edgeR), 0, 0, 0, B_EDGECOLSLI, "");
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uiBlockBeginAlign(block);
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uiDefButF(block, NUMSLI, 0, "R ", 330, 30, 175,19, &G.scene->r.edgeR, 0.0, 1.0, B_EDGECOLSLI, 0,
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"For unified renderer: Colour for edges in toon shading mode.");
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uiDefButF(block, NUMSLI, 0, "G ", 330, 10, 175,19, &G.scene->r.edgeG, 0.0, 1.0, B_EDGECOLSLI, 0,
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"For unified renderer: Colour for edges in toon shading mode.");
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uiDefButF(block, NUMSLI, 0, "B ", 330, -10, 175,19, &G.scene->r.edgeB, 0.0, 1.0, B_EDGECOLSLI, 0,
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"For unified renderer: Colour for edges in toon shading mode.");
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uiBlockSetDirection(block, UI_TOP);
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@@ -836,29 +841,32 @@ static uiBlock *post_render_menu(void *arg_unused)
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static uiBlock *framing_render_menu(void *arg_unused)
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{
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uiBlock *block;
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short yco = 60, xco = 0;
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short yco = 65, xco = 0;
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int randomcolorindex = 1234;
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block= uiNewBlock(&curarea->uiblocks, "framing_options", UI_EMBOSS, UI_HELV, curarea->win);
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/* use this for a fake extra empy space around the buttons */
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uiDefBut(block, LABEL, 0, "", -10, -10, 300, 100, NULL, 0, 0, 0, 0, "");
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uiDefBut(block, LABEL, 0, "", -10, -10, 300, 105, NULL, 0, 0, 0, 0, "");
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uiDefBut(block, LABEL, B_NOP, "Framing:", xco, yco, 68,19, 0, 0, 0, 0, 0, "");
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uiDefButC(block, ROW, 0, "Stretch", xco += 70, yco, 68, 19, &G.scene->framing.type, 1.0, SCE_GAMEFRAMING_SCALE , 0, 0, "Stretch or squeeze the viewport to fill the display window");
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uiDefButC(block, ROW, 0, "Expose", xco += 70, yco, 68, 19, &G.scene->framing.type, 1.0, SCE_GAMEFRAMING_EXTEND, 0, 0, "Show the entire viewport in the display window, viewing more horizontally or vertically");
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uiBlockBeginAlign(block);
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uiDefButC(block, ROW, 0, "Stretch", xco += 70, yco, 68, 19, &G.scene->framing.type, 1.0, SCE_GAMEFRAMING_SCALE , 0, 0, "Stretch or squeeze the viewport to fill the display window");
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uiDefButC(block, ROW, 0, "Expose", xco += 70, yco, 68, 19, &G.scene->framing.type, 1.0, SCE_GAMEFRAMING_EXTEND, 0, 0, "Show the entire viewport in the display window, viewing more horizontally or vertically");
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uiDefButC(block, ROW, 0, "Bars", xco += 70, yco, 68, 19, &G.scene->framing.type, 1.0, SCE_GAMEFRAMING_BARS , 0, 0, "Show the entire viewport in the display window, using bar horizontally or vertically");
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yco -= 20;
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xco = 35;
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uiBlockEndAlign(block);
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yco -= 25;
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xco = 40;
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uiDefButF(block, COL, 0, "", 0, yco - 58 + 18, 33, 58, &G.scene->framing.col[0], 0, 0, 0, randomcolorindex, "");
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uiDefButF(block, NUMSLI, 0, "R ", xco,yco,243,18, &G.scene->framing.col[0], 0.0, 1.0, randomcolorindex, 0, "Set the red component of the bars");
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uiBlockBeginAlign(block);
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uiDefButF(block, NUMSLI, 0, "R ", xco,yco,238,19, &G.scene->framing.col[0], 0.0, 1.0, randomcolorindex, 0, "Set the red component of the bars");
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yco -= 20;
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uiDefButF(block, NUMSLI, 0, "G ", xco,yco,243,18, &G.scene->framing.col[1], 0.0, 1.0, randomcolorindex, 0, "Set the green component of the bars");
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uiDefButF(block, NUMSLI, 0, "G ", xco,yco,238,19, &G.scene->framing.col[1], 0.0, 1.0, randomcolorindex, 0, "Set the green component of the bars");
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yco -= 20;
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uiDefButF(block, NUMSLI, 0, "B ", xco,yco,243,18, &G.scene->framing.col[2], 0.0, 1.0, randomcolorindex, 0, "Set the blue component of the bars");
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uiDefButF(block, NUMSLI, 0, "B ", xco,yco,238,19, &G.scene->framing.col[2], 0.0, 1.0, randomcolorindex, 0, "Set the blue component of the bars");
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uiBlockSetDirection(block, UI_TOP);
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