UI: revert 3D menu alignment

This caused collapsed menu to draw in a row,
will look into alternate way to avoid menus taking too much room.
This commit is contained in:
2018-07-02 15:01:20 +02:00
parent 6a323d196f
commit f2124c5624

View File

@@ -218,56 +218,54 @@ class VIEW3D_MT_editor_menus(Menu):
edit_object = context.edit_object edit_object = context.edit_object
gp_edit = context.gpencil_data and context.gpencil_data.use_stroke_edit_mode gp_edit = context.gpencil_data and context.gpencil_data.use_stroke_edit_mode
# Use aligned row to squeeze out a bit more space. layout.menu("VIEW3D_MT_view")
row = layout.row(align=True)
row.menu("VIEW3D_MT_view")
# Select Menu # Select Menu
if gp_edit: if gp_edit:
row.menu("VIEW3D_MT_select_gpencil") layout.menu("VIEW3D_MT_select_gpencil")
elif mode_string in {'PAINT_WEIGHT', 'PAINT_VERTEX', 'PAINT_TEXTURE'}: elif mode_string in {'PAINT_WEIGHT', 'PAINT_VERTEX', 'PAINT_TEXTURE'}:
mesh = obj.data mesh = obj.data
if mesh.use_paint_mask: if mesh.use_paint_mask:
row.menu("VIEW3D_MT_select_paint_mask") layout.menu("VIEW3D_MT_select_paint_mask")
elif mesh.use_paint_mask_vertex and mode_string in {'PAINT_WEIGHT', 'PAINT_VERTEX'}: elif mesh.use_paint_mask_vertex and mode_string in {'PAINT_WEIGHT', 'PAINT_VERTEX'}:
row.menu("VIEW3D_MT_select_paint_mask_vertex") layout.menu("VIEW3D_MT_select_paint_mask_vertex")
elif mode_string != 'SCULPT': elif mode_string != 'SCULPT':
row.menu("VIEW3D_MT_select_%s" % mode_string.lower()) layout.menu("VIEW3D_MT_select_%s" % mode_string.lower())
if gp_edit: if gp_edit:
pass pass
elif mode_string == 'OBJECT': elif mode_string == 'OBJECT':
row.menu("INFO_MT_add", text="Add") layout.menu("INFO_MT_add", text="Add")
elif mode_string == 'EDIT_MESH': elif mode_string == 'EDIT_MESH':
row.menu("INFO_MT_mesh_add", text="Add") layout.menu("INFO_MT_mesh_add", text="Add")
elif mode_string == 'EDIT_CURVE': elif mode_string == 'EDIT_CURVE':
row.menu("INFO_MT_curve_add", text="Add") layout.menu("INFO_MT_curve_add", text="Add")
elif mode_string == 'EDIT_SURFACE': elif mode_string == 'EDIT_SURFACE':
row.menu("INFO_MT_surface_add", text="Add") layout.menu("INFO_MT_surface_add", text="Add")
elif mode_string == 'EDIT_METABALL': elif mode_string == 'EDIT_METABALL':
row.menu("INFO_MT_metaball_add", text="Add") layout.menu("INFO_MT_metaball_add", text="Add")
elif mode_string == 'EDIT_ARMATURE': elif mode_string == 'EDIT_ARMATURE':
row.menu("INFO_MT_edit_armature_add", text="Add") layout.menu("INFO_MT_edit_armature_add", text="Add")
if gp_edit: if gp_edit:
row.menu("VIEW3D_MT_edit_gpencil") layout.menu("VIEW3D_MT_edit_gpencil")
elif edit_object: elif edit_object:
row.menu("VIEW3D_MT_edit_%s" % edit_object.type.lower()) layout.menu("VIEW3D_MT_edit_%s" % edit_object.type.lower())
if mode_string == 'EDIT_MESH': if mode_string == 'EDIT_MESH':
row.menu("VIEW3D_MT_edit_mesh_vertices") layout.menu("VIEW3D_MT_edit_mesh_vertices")
row.menu("VIEW3D_MT_edit_mesh_edges") layout.menu("VIEW3D_MT_edit_mesh_edges")
row.menu("VIEW3D_MT_edit_mesh_faces") layout.menu("VIEW3D_MT_edit_mesh_faces")
elif obj: elif obj:
if mode_string != 'PAINT_TEXTURE': if mode_string != 'PAINT_TEXTURE':
row.menu("VIEW3D_MT_%s" % mode_string.lower()) layout.menu("VIEW3D_MT_%s" % mode_string.lower())
if mode_string in {'SCULPT', 'PAINT_VERTEX', 'PAINT_WEIGHT', 'PAINT_TEXTURE'}: if mode_string in {'SCULPT', 'PAINT_VERTEX', 'PAINT_WEIGHT', 'PAINT_TEXTURE'}:
row.menu("VIEW3D_MT_brush") layout.menu("VIEW3D_MT_brush")
if mode_string == 'SCULPT': if mode_string == 'SCULPT':
row.menu("VIEW3D_MT_hide_mask") layout.menu("VIEW3D_MT_hide_mask")
else: else:
row.menu("VIEW3D_MT_object") layout.menu("VIEW3D_MT_object")
# ********** Menu ********** # ********** Menu **********