- got rid of silly #define ..._BIT, #define ... (1<<..._BIT) stuff

- switched almost all uiDefBut(..., TOG|BIT|..) to use UiDefButBit and the
   name of the actual bit define instead of just a magic constant, this makes
   searching the code much nicer. most of the credit here goes to LetterRip
   who did almost all of the conversions, I mostly just checked them over.
This commit is contained in:
2005-08-03 18:48:22 +00:00
parent 2cc6d565cb
commit b03a20d272
40 changed files with 465 additions and 561 deletions

View File

@@ -482,7 +482,7 @@ void start_game(void)
restore_all_scene_cfra(scene_cfra_store);
set_scene_bg(startscene);
if (G.flags & G_FLAGS_AUTOPLAY)
if (G.flags & G_FILE_AUTOPLAY)
exit_usiblender();
/* groups could have changed ipo */
@@ -2362,7 +2362,7 @@ void drawinfospace(ScrArea *sa, void *spacedata)
&(U.flag), 0, 0, 0, 0,
"Forces the current Scene to be displayed in all Screens");
#ifndef __APPLE__
uiDefButS(block, TOG|BIT|0, 0, "Large Cursors",
uiDefButBitS(block, TOG, 1, 0, "Large Cursors",
(xpos+edgsp),y2,spref,buth,
&(U.curssize), 0, 0, 0, 0,
"Use large mouse cursors when available");
@@ -2737,7 +2737,7 @@ void drawinfospace(ScrArea *sa, void *spacedata)
uiDefButS(block, MENU, B_REDR, "Light1 %x0|Light2 %x1|Light3 %x2",
xpos+edgsp, y2, 2*mpref/6, buth, &cur_light, 0.0, 0.0, 0, 0, "");
uiBlockSetCol(block, TH_BUT_SETTING1);
uiDefButI(block, TOG|BIT|0, B_RECALCLIGHT, "On",
uiDefButBitI(block, TOG, 1, B_RECALCLIGHT, "On",
xpos+edgsp+2*mpref/6, y2, mpref/6, buth,
&U.light[cur_light].flag, 0.0, 0.0, 0, 0, "Enable this OpenGL light in Solid draw mode");
@@ -2787,7 +2787,7 @@ void drawinfospace(ScrArea *sa, void *spacedata)
}
/*
uiDefButS(block, TOG|BIT|5, 0, "Log Events to Console",
uiDefButBitS(block, TOG, USER_EVTTOCONSOLE, 0, "Log Events to Console",
(xpos+edgsp),y2,lpref,buth,
&(U.uiflag), 0, 0, 0, 0, "Display a list of input events in the console");