BLI_addtail(&sbuts->regionbase, ar);
ar->regiontype= RGN_TYPE_HEADER;
ar->alignment= RGN_ALIGN_BOTTOM;
- UI_view2d_header_default(&ar->v2d);
/* main area */
ar= MEM_callocN(sizeof(ARegion), "main area for buts");
sbuts->v2d.maxzoom= 1.21f;
sbuts->v2d.scroll= 0; // TODO: will we need scrollbars?
+ sbuts->v2d.align= V2D_ALIGN_NO_NEG_X|V2D_ALIGN_NO_NEG_Y;
sbuts->v2d.keepzoom= V2D_KEEPZOOM|V2D_KEEPASPECT;
sbuts->v2d.keeptot= 1;
sbuts->v2d.cur= sbuts->v2d.tot;
{
ListBase *keymap;
- UI_view2d_size_update(&ar->v2d, ar->winx, ar->winy);
+ UI_view2d_region_reinit(&ar->v2d, V2D_COMMONVIEW_CUSTOM, ar->winx, ar->winy);
/* own keymap */
keymap= WM_keymap_listbase(wm, "Buttons", SPACE_BUTS, 0); /* XXX weak? */
/* add handlers, stuff you only do once or on area/region changes */
static void buttons_header_area_init(wmWindowManager *wm, ARegion *ar)
{
- UI_view2d_size_update(&ar->v2d, ar->winx, ar->winy);
+ UI_view2d_region_reinit(&ar->v2d, V2D_COMMONVIEW_HEADER, ar->winx, ar->winy);
}
static void buttons_header_area_draw(const bContext *C, ARegion *ar)