diff --git a/paint/sources/ui/tab_meshes.c b/paint/sources/ui/tab_meshes.c index e378bb2a..58972dc4 100644 --- a/paint/sources/ui/tab_meshes.c +++ b/paint/sources/ui/tab_meshes.c @@ -605,9 +605,6 @@ void tab_meshes_draw_mesh_slot(mesh_object_t *o, i32 i) { f32 uix = g_ui->_x; f32 uiy = g_ui->_y; - // Separator - ui_fill(0, 0, (g_ui->_w / (float)UI_SCALE() - 2), 1 * UI_SCALE(), g_theme->SEPARATOR_COL); - // Eye icon f32_array_t *row = f32_array_create_from_raw( (f32[]){ @@ -701,6 +698,9 @@ void tab_meshes_draw_mesh_slot(mesh_object_t *o, i32 i) { g_ui->_y = uiy + step * 2 * UI_SCALE(); g_ui->_w = uiw; + // Separator line + ui_fill(0, 0, (g_ui->_w / (float)UI_SCALE() - 2), 1 * UI_SCALE(), g_theme->SEPARATOR_COL); + // Highlight selected if (g_context->paint_object == o) { ui_rect(1, -step * 2 - 1, g_ui->_w / (float)UI_SCALE() - 2, step * 2 + 1, g_theme->HIGHLIGHT_COL, 2); diff --git a/paint/sources/ui/ui_view2d.c b/paint/sources/ui/ui_view2d.c index 2c6b931b..74457bba 100644 --- a/paint/sources/ui/ui_view2d.c +++ b/paint/sources/ui/ui_view2d.c @@ -95,6 +95,16 @@ void ui_view2d_draw_edit() { } g_ui->enabled = true; } + + char *view_type = ui_view2d_type == VIEW_2D_TYPE_ASSET ? tr("Asset") + : ui_view2d_type == VIEW_2D_TYPE_NODE ? tr("Node") + : ui_view2d_type == VIEW_2D_TYPE_FONT ? tr("Font") + : ui_view2d_type == VIEW_2D_TYPE_UVMAP ? tr("UVMap") + : tr("Layer"); + + g_ui->enabled = false; + ui_text(view_type, UI_ALIGN_LEFT, 0x00000000); + g_ui->enabled = true; } void ui_view2d_draw_image(gpu_texture_t *image, f32 dx, f32 dy, f32 dw, f32 dh, i32 channel) { @@ -587,14 +597,8 @@ void ui_view2d_update(void *_) { g_ui->_y = 2 + start_y; } - char *view_type = ui_view2d_type == VIEW_2D_TYPE_ASSET ? tr("Asset") - : ui_view2d_type == VIEW_2D_TYPE_NODE ? tr("Node") - : ui_view2d_type == VIEW_2D_TYPE_FONT ? tr("Font") - : ui_view2d_type == VIEW_2D_TYPE_UVMAP ? tr("UVMap") - : tr("Layer"); - g_ui->_w = math_floor(ew * 0.7 + 3); - if (ui_icon_button(view_type, ICON_EDIT, UI_ALIGN_CENTER)) { + if (ui_icon_button("Edit", ICON_EDIT, UI_ALIGN_CENTER)) { gc_unroot(ui_view2d_tex); ui_view2d_tex = tex; gc_root(ui_view2d_tex);