From 6a68da487166d630d6d9232a9be492a763cf2d04 Mon Sep 17 00:00:00 2001 From: Uwe Date: Sun, 6 Nov 2022 03:46:19 +0100 Subject: [PATCH] [Gui][Mod]: uniform spin button step size to 5% - as discussed here: https://github.com/FreeCAD/FreeCAD/pull/7103 we have different transparency spin button step sizes. This PR uniforms them all to 5%. --- src/Gui/DlgMaterialProperties.ui | 29 +++++++++-- src/Gui/ViewProviderGeometryObject.cpp | 8 +-- src/Mod/Mesh/Gui/DlgSettingsMeshView.ui | 60 ++++++++++++++++++---- src/Mod/Mesh/Gui/ViewProvider.cpp | 2 +- src/Mod/Part/Gui/DlgSettingsObjectColor.ui | 2 +- 5 files changed, 82 insertions(+), 19 deletions(-) diff --git a/src/Gui/DlgMaterialProperties.ui b/src/Gui/DlgMaterialProperties.ui index 45d16fa709..31ad22e65c 100644 --- a/src/Gui/DlgMaterialProperties.ui +++ b/src/Gui/DlgMaterialProperties.ui @@ -26,7 +26,16 @@ Material - + + 9 + + + 9 + + + 9 + + 9 @@ -46,7 +55,7 @@ - + Diffuse color: @@ -93,7 +102,16 @@ 6 - + + 0 + + + 0 + + + 0 + + 0 @@ -124,11 +142,14 @@ % + + 5 + - + diff --git a/src/Gui/ViewProviderGeometryObject.cpp b/src/Gui/ViewProviderGeometryObject.cpp index a99a34646b..7ffaf7bb4a 100644 --- a/src/Gui/ViewProviderGeometryObject.cpp +++ b/src/Gui/ViewProviderGeometryObject.cpp @@ -53,7 +53,7 @@ using namespace Gui; PROPERTY_SOURCE(Gui::ViewProviderGeometryObject, Gui::ViewProviderDragger) -const App::PropertyIntegerConstraint::Constraints intPercent = {0, 100, 1}; +const App::PropertyIntegerConstraint::Constraints intPercent = {0, 100, 5}; ViewProviderGeometryObject::ViewProviderGeometryObject() : pcBoundSwitch(nullptr) @@ -65,9 +65,9 @@ ViewProviderGeometryObject::ViewProviderGeometryObject() if (randomColor){ auto fMax = (float)RAND_MAX; - r = (float)rand()/fMax; - g = (float)rand()/fMax; - b = (float)rand()/fMax; + r = (float)rand() / fMax; + g = (float)rand() / fMax; + b = (float)rand() / fMax; } else { unsigned long shcol = hGrp->GetUnsigned("DefaultShapeColor", 3435973887UL); // light gray (204,204,204) diff --git a/src/Mod/Mesh/Gui/DlgSettingsMeshView.ui b/src/Mod/Mesh/Gui/DlgSettingsMeshView.ui index 0d3a635ac3..a3710e081c 100644 --- a/src/Mod/Mesh/Gui/DlgSettingsMeshView.ui +++ b/src/Mod/Mesh/Gui/DlgSettingsMeshView.ui @@ -14,7 +14,16 @@ Mesh view - + + 9 + + + 9 + + + 9 + + 9 @@ -26,7 +35,16 @@ Default appearance for new meshes - + + 9 + + + 9 + + + 9 + + 9 @@ -34,7 +52,16 @@ - + + 0 + + + 0 + + + 0 + + 0 @@ -83,7 +110,7 @@ - + Mesh transparency @@ -98,6 +125,9 @@ 100 + + 5 + MeshTransparency @@ -164,6 +194,9 @@ 100 + + 5 + LineTransparency @@ -216,7 +249,7 @@ The bottom side of surface will be rendered the same way than top side. -If not checked, it depends on the option "Enable backlight color" +If not checked, it depends on the option "Enable backlight color" (preferences section Display -> 3D View). Either the backlight color will be used or black. @@ -253,7 +286,7 @@ will be used or black. - + @@ -280,7 +313,16 @@ will be used or black. Smoothing - + + 9 + + + 9 + + + 9 + + 9 @@ -311,7 +353,7 @@ to a smoother appearance. - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">This is the smallest angle between two faces where normals get calculated to do flat shading.</p><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If the angle between the normals of two neighbouring faces is less than the crease angle, the faces will be smoothshaded around their common edge.</p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">This is the smallest angle between two faces where normals get calculated to do flat shading.</p><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If the angle between the normals of two neighbouring faces is less than the crease angle, the faces will be smoothshaded around their common edge.</p></body></html> Crease angle @@ -359,7 +401,7 @@ to a smoother appearance. - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html> diff --git a/src/Mod/Mesh/Gui/ViewProvider.cpp b/src/Mod/Mesh/Gui/ViewProvider.cpp index 0a1ef78adf..21114ea27a 100644 --- a/src/Mod/Mesh/Gui/ViewProvider.cpp +++ b/src/Mod/Mesh/Gui/ViewProvider.cpp @@ -234,7 +234,7 @@ QIcon ViewProviderExport::getIcon() const App::PropertyFloatConstraint::Constraints ViewProviderMesh::floatRange = {1.0f, 64.0f, 1.0f}; App::PropertyFloatConstraint::Constraints ViewProviderMesh::angleRange = {0.0f, 180.0f, 1.0f}; -App::PropertyIntegerConstraint::Constraints ViewProviderMesh::intPercent = {0, 100, 1}; +App::PropertyIntegerConstraint::Constraints ViewProviderMesh::intPercent = {0, 100, 5}; const char* ViewProviderMesh::LightingEnums[]= {"One side", "Two side", nullptr}; PROPERTY_SOURCE(MeshGui::ViewProviderMesh, Gui::ViewProviderGeometryObject) diff --git a/src/Mod/Part/Gui/DlgSettingsObjectColor.ui b/src/Mod/Part/Gui/DlgSettingsObjectColor.ui index 369bc8a79f..7784e9e6f2 100644 --- a/src/Mod/Part/Gui/DlgSettingsObjectColor.ui +++ b/src/Mod/Part/Gui/DlgSettingsObjectColor.ui @@ -96,7 +96,7 @@ 100 - 10 + 5 DefaultShapeTransparency