Fixed a problem with button alignment I added a while ago.
Added button allignment to sequencer, ogl light prefs some areas of the fluidsim
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@@ -2974,13 +2974,14 @@ void drawinfospace(ScrArea *sa, void *spacedata)
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xpos+edgsp, y3label, mpref, buth,
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0, 0, 0, 0, 0, "");
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uiBlockBeginAlign(block);
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uiDefButS(block, MENU, B_REDR, "Light1 %x0|Light2 %x1|Light3 %x2",
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xpos+edgsp, y2, 2*mpref/6, buth, &cur_light, 0.0, 0.0, 0, 0, "");
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uiBlockSetCol(block, TH_BUT_SETTING1);
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uiDefButBitI(block, TOG, 1, B_RECALCLIGHT, "On",
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xpos+edgsp+2*mpref/6, y2, mpref/6, buth,
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&U.light[cur_light].flag, 0.0, 0.0, 0, 0, "Enable this OpenGL light in Solid draw mode");
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uiBlockSetCol(block, TH_AUTO);
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uiDefButS(block, ROW, B_REDR, "Vec",
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xpos+edgsp+3*mpref/6, y2, mpref/6, buth,
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@@ -2991,7 +2992,9 @@ void drawinfospace(ScrArea *sa, void *spacedata)
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uiDefButS(block, ROW, B_REDR, "Spec",
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xpos+edgsp+5*mpref/6, y2, mpref/6, buth,
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&cur_light_var, 123.0, 2.0, 0, 0, "Specular color for OpenGL light");
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uiBlockEndAlign(block);
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uiBlockBeginAlign(block);
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if(cur_light_var==1) {
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uiDefButF(block, NUM, B_RECALCLIGHT, "R ",
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xpos+edgsp, y1, mpref/3, buth,
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@@ -3025,6 +3028,7 @@ void drawinfospace(ScrArea *sa, void *spacedata)
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xpos+edgsp+2*mpref/3, y1, mpref/3, buth,
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U.light[cur_light].vec+2, -1.0, 1.0, 100, 2, "");
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}
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uiBlockEndAlign(block);
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/*
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uiDefButBitS(block, TOG, USER_EVTTOCONSOLE, 0, "Log Events to Console",
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