New Drag Widget Appearance #34397

Closed
opened 2013-02-24 08:16:48 +01:00 by Benjamin Tolputt · 22 comments

%%%In discussing the consistency of (& possible improvements to) the Blender UI at BlenderArtists, the fact that the drag widget for panels happened to look almost exactly like the split area widget. The image here (http://www.pasteall.org/pic/show.php?id=45977) shows the issue, examples of how other applications represent the widget, and the solution contained in the patch.
%%%

%%%In discussing the consistency of (& possible improvements to) the Blender UI at BlenderArtists, the fact that the drag widget for panels happened to look almost exactly like the split area widget. The image here (http://www.pasteall.org/pic/show.php?id=45977) shows the issue, examples of how other applications represent the widget, and the solution contained in the patch. %%%

Changed status to: 'Open'

Changed status to: 'Open'

%%%I've added the patch for a version with only two rows of dots (as some users expressed a preference for this in the BlenderArtists thread on the matter).%%%

%%%I've added the patch for a version with only two rows of dots (as some users expressed a preference for this in the BlenderArtists thread on the matter).%%%

%%%For the most part - LGTM

minor criticisms.

  • for high DPI it could be more clear.
  • would check on using vertex arrays: see GL_VERTEX_ARRAY use in existing UI code.%%%
%%%For the most part - LGTM minor criticisms. - for high DPI it could be more clear. - would check on using vertex arrays: see GL_VERTEX_ARRAY use in existing UI code.%%%

%%%I would prefer the 2 line version. But better to check with Ton as well. %%%

%%%I would prefer the 2 line version. But better to check with Ton as well. %%%
Member

%%%+1 A nice logical improvement.%%%

%%%+1 A nice logical improvement.%%%

%%%Definitely a step in the right direction.%%%

%%%Definitely a step in the right direction.%%%

Any updates here? I'd like to commit this, but see Campbells open questions. :)

Any updates here? I'd like to commit this, but see Campbells open questions. :)

Added subscriber: @billrey

Added subscriber: @billrey

I'm not sure why its even necessary to have those dota/lines at all.

Window headers and panels in most apps can be dragged around without the need for drag widget. Instead, the dragable area could just be expanded to the entire panel header, and the drag widget could be removed entirely.

This way, it'd be easier to drag panels, and the UI would be cleaner to boot

I'm not sure why its even necessary to have those dota/lines at all. Window headers and panels in most apps can be dragged around without the need for drag widget. Instead, the dragable area could just be expanded to the entire panel header, and the drag widget could be removed entirely. This way, it'd be easier to drag panels, and the UI would be cleaner to boot

Added subscriber: @brecht

Added subscriber: @brecht

It used to be that you could only click the arrow to expand/collapse the panel, but it was changed to the entire header. I think the reason was that reordering panels is not something you do as often.

It used to be that you could only click the arrow to expand/collapse the panel, but it was changed to the entire header. I think the reason was that reordering panels is not something you do as often.

I haven't had a chance to put the new Blender code on this laptop, so I can't fiddle with the code right now. To directly address Campbell's comments though:

  • I'm not sure how to cater for DPI in Blender. The code I based the widget appearance on seemed to ignore it as well (the diagonal lines). Where would I get the DPI setting I need to use for scaling?

  • Same as above, the code I based it on (the existing diagonal line stuff) didn't use arrays, so I didn't. Is it necessary? If so, which widget should I look at as the basis for GL_VERTEX_ARRAY use inside Blender's UI code?

I haven't had a chance to put the new Blender code on this laptop, so I can't fiddle with the code right now. To directly address Campbell's comments though: - I'm not sure how to cater for DPI in Blender. The code I based the widget appearance on seemed to ignore it as well (the diagonal lines). Where would I get the DPI setting I need to use for scaling? - Same as above, the code I based it on (the existing diagonal line stuff) didn't use arrays, so I didn't. Is it necessary? If so, which widget should I look at as the basis for GL_VERTEX_ARRAY use inside Blender's UI code?

@brecht: you're right.

Perhaps the drag event should be different from click then? Click to open/close, drag to drag. Might be wonky, would need test.

@brecht: you're right. Perhaps the drag event should be different from click then? Click to open/close, drag to drag. Might be wonky, would need test.

If we remove the drag widget and handle it differently, ok.

But if the widget stays, it would be nice to change it. The reasoning for this is to distinguish them from the Editor Split/Collapse Widgets, as said in the original task description.

If we remove the drag widget and handle it differently, ok. But if the widget stays, it would be nice to change it. The reasoning for this is to distinguish them from the Editor Split/Collapse Widgets, as said in the original task description.

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
Bastien Montagne self-assigned this 2014-08-15 19:26:50 +02:00

A similar patch has finally be applied recently, think we can close this one. :)

A similar patch has finally be applied recently, think we can close this one. :)

Which patch was that? Just want to compare the code as I never got feedback on my questions in regards to DPI changes.

Which patch was that? Just want to compare the code as I never got feedback on my questions in regards to DPI changes.

Sorry about this, I wasn't aware we had a duplicate patch here: D637 ended up getting more attention from UI guys, and I ended up updating it and committing
046d7590a6

Sorry about this, I wasn't aware we had a duplicate patch here: [D637](https://archive.blender.org/developer/D637) ended up getting more attention from UI guys, and I ended up updating it and committing 046d7590a6

Wasn't after an apology. Simply wanted to look at the code that replaced mine implementing the same feature. After all, it's not terribly surprising or insulting that a patch created by you, Campbell, is going to get more attention than mine :)

Wasn't after an apology. Simply wanted to look at the code that replaced mine implementing the same feature. After all, it's not terribly surprising or insulting that a patch created by you, Campbell, is going to get more attention than mine :)

Added subscriber: @blakenator

Added subscriber: @blakenator

The patch was created by @blakenator, I'm just listed as the author because I last updated the patch. (a quirk of Prabricator, sometimes annoying)

The patch was created by @blakenator, I'm just listed as the author because I last updated the patch. (a quirk of Prabricator, sometimes annoying)
Member

The other (superseding) task is here:

https:*developer.blender.org/D637

The other (superseding) task is here: [https:*developer.blender.org/D637 ](https:*developer.blender.org/D637)
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Reference: blender/blender#34397
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