UI: Reorder enums in render results image editor header
The convention is to put the label at the bottom of the enum, or in the spot furthest away from the button. This commit reorders the items in the "Slot", "Layer", and "Pass" menus to be consistent with this convention. It also reorders the numbering so that higher numbers are lower. The original patch was by Adrian Newton (@TFS), with slight changes and additions. Differential Revision: https://developer.blender.org/D7142
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38b77ef8b2
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@ -86,26 +86,9 @@ static void ui_imageuser_slot_menu(bContext *UNUSED(C), uiLayout *layout, void *
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{
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uiBlock *block = uiLayoutGetBlock(layout);
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Image *image = image_p;
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int slot_id;
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uiDefBut(block,
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UI_BTYPE_LABEL,
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0,
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IFACE_("Slot"),
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0,
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0,
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UI_UNIT_X * 5,
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UI_UNIT_Y,
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NULL,
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0.0,
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0.0,
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0,
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0,
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"");
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uiItemS(layout);
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slot_id = BLI_listbase_count(&image->renderslots) - 1;
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for (RenderSlot *slot = image->renderslots.last; slot; slot = slot->prev) {
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LISTBASE_FOREACH_INDEX (RenderSlot *, slot, &image->renderslots, slot_id) {
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char str[64];
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if (slot->name[0] != '\0') {
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BLI_strncpy(str, slot->name, sizeof(str));
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@ -127,8 +110,23 @@ static void ui_imageuser_slot_menu(bContext *UNUSED(C), uiLayout *layout, void *
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0,
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-1,
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"");
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slot_id--;
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}
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uiItemS(layout);
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uiDefBut(block,
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UI_BTYPE_LABEL,
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0,
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IFACE_("Slot"),
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0,
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0,
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UI_UNIT_X * 5,
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UI_UNIT_Y,
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NULL,
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0.0,
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0.0,
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0,
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0,
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"");
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}
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static bool ui_imageuser_slot_menu_step(bContext *C, int direction, void *image_p)
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@ -175,14 +173,9 @@ static void ui_imageuser_layer_menu(bContext *UNUSED(C), uiLayout *layout, void
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Image *image = rnd_data->image;
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ImageUser *iuser = rnd_data->iuser;
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Scene *scene = iuser->scene;
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RenderResult *rr;
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RenderLayer *rl;
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RenderLayer rl_fake = {NULL};
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const char *fake_name;
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int nr;
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/* may have been freed since drawing */
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rr = BKE_image_acquire_renderresult(scene, image);
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/* May have been freed since drawing. */
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RenderResult *rr = BKE_image_acquire_renderresult(scene, image);
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if (UNLIKELY(rr == NULL)) {
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return;
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}
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@ -190,32 +183,26 @@ static void ui_imageuser_layer_menu(bContext *UNUSED(C), uiLayout *layout, void
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UI_block_layout_set_current(block, layout);
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uiLayoutColumn(layout, false);
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uiDefBut(block,
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UI_BTYPE_LABEL,
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0,
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IFACE_("Layer"),
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0,
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0,
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UI_UNIT_X * 5,
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UI_UNIT_Y,
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NULL,
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0.0,
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0.0,
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0,
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0,
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"");
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uiItemS(layout);
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nr = BLI_listbase_count(&rr->layers) - 1;
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fake_name = ui_imageuser_layer_fake_name(rr);
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const char *fake_name = ui_imageuser_layer_fake_name(rr);
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if (fake_name) {
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BLI_strncpy(rl_fake.name, fake_name, sizeof(rl_fake.name));
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nr += 1;
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uiDefButS(block,
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UI_BTYPE_BUT_MENU,
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B_NOP,
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fake_name,
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0,
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0,
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UI_UNIT_X * 5,
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UI_UNIT_X,
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&iuser->layer,
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0.0,
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0.0,
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0,
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-1,
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"");
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}
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for (rl = rr->layers.last; rl; rl = rl->prev, nr--) {
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final:
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int nr = fake_name ? 1 : 0;
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for (RenderLayer *rl = rr->layers.first; rl; rl = rl->next, nr++) {
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uiDefButS(block,
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UI_BTYPE_BUT_MENU,
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B_NOP,
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@ -232,13 +219,21 @@ static void ui_imageuser_layer_menu(bContext *UNUSED(C), uiLayout *layout, void
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"");
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}
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if (fake_name) {
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fake_name = NULL;
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rl = &rl_fake;
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goto final;
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}
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BLI_assert(nr == -1);
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uiItemS(layout);
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uiDefBut(block,
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UI_BTYPE_LABEL,
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0,
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IFACE_("Layer"),
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0,
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0,
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UI_UNIT_X * 5,
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UI_UNIT_Y,
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NULL,
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0.0,
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0.0,
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0,
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0,
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"");
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BKE_image_release_renderresult(scene, image);
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}
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@ -268,23 +263,6 @@ static void ui_imageuser_pass_menu(bContext *UNUSED(C), uiLayout *layout, void *
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UI_block_layout_set_current(block, layout);
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uiLayoutColumn(layout, false);
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uiDefBut(block,
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UI_BTYPE_LABEL,
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0,
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IFACE_("Pass"),
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0,
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0,
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UI_UNIT_X * 5,
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UI_UNIT_Y,
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NULL,
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0.0,
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0.0,
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0,
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0,
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"");
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uiItemS(layout);
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nr = (rl == NULL) ? 1 : 0;
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ListBase added_passes;
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@ -315,6 +293,22 @@ static void ui_imageuser_pass_menu(bContext *UNUSED(C), uiLayout *layout, void *
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"");
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}
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uiItemS(layout);
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uiDefBut(block,
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UI_BTYPE_LABEL,
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0,
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IFACE_("Pass"),
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0,
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0,
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UI_UNIT_X * 5,
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UI_UNIT_Y,
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NULL,
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0.0,
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0.0,
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0,
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0,
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"");
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BLI_freelistN(&added_passes);
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BKE_image_release_renderresult(scene, image);
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