two fixes:

- while Faceselect mode on Subsurf, it didnt render the changes. this was
  because the displaylist wasnt updated (the 3d window shows original mesh)
- added proper redraw event for F10-sound buttons when you add a new sound.
  somehow sound doesnt play anymore here... have to check further.
This commit is contained in:
2004-01-16 19:30:25 +00:00
parent dcc8af9374
commit d5a1b582c3
4 changed files with 21 additions and 11 deletions

View File

@@ -68,8 +68,11 @@
#include "BIF_screen.h"
#include "BIF_space.h"
#include "BIF_toolbox.h"
#include "BIF_butspace.h"
#include "BKE_global.h"
#include "BKE_main.h"
#include "BSE_drawipo.h"
#include "BSE_filesel.h"
#include "BSE_headerbuttons.h"
@@ -133,9 +136,9 @@ void do_sound_buttons(unsigned short event)
if (G.buts->texnr == 32766) {
if (id) strcpy(name, ((bSound *)id)->name);
else strcpy(name, U.sounddir);
activate_fileselect(FILE_SPECIAL, "SELECT WAV FILE",
name, load_sound_buttons);
} else {
activate_fileselect(FILE_SPECIAL, "SELECT WAV FILE", name, load_sound_buttons);
}
else {
nr= 1;
idtest= G.main->sound.first;
@@ -330,13 +333,15 @@ void load_sound_buttons(char *str)
sound= sound_new_sound(str);
if (sound) {
if (curarea && curarea->spacetype==SPACE_BUTS) {
// if (G.buts->mainb == BUTS_SOUND) {
// G.buts->lockpoin = sound;
// }
if (G.buts->mainb == CONTEXT_SCENE) {
if( G.buts->tab[CONTEXT_SCENE]==TAB_SCENE_SOUND )
G.buts->lockpoin = sound;
}
}
} else {
}
else {
error("Not a valid sample: %s", str);
}
//allqueue(REDRAWBUTSSOUND, 0);
allqueue(REDRAWBUTSSCENE, 0);
}