Commit: 5f99f8bee7825d2a49b286f9fbaf3db3d60a6391
Author: Thomas Dinges
Date:   Tue Feb 4 13:21:30 2014 +0100
https://developer.blender.org/rB5f99f8bee7825d2a49b286f9fbaf3db3d60a6391

Node UI: Improved layout for the Shader Mapping node, to match UI guidelines 
better (top -> bottom layout).

Patch by Sebastian König. Thanks!

===================================================================

M       source/blender/editors/space_node/drawnode.c

===================================================================

diff --git a/source/blender/editors/space_node/drawnode.c 
b/source/blender/editors/space_node/drawnode.c
index b3d29c7..558fc16 100644
--- a/source/blender/editors/space_node/drawnode.c
+++ b/source/blender/editors/space_node/drawnode.c
@@ -699,29 +699,37 @@ static void node_shader_buts_material(uiLayout *layout, 
bContext *C, PointerRNA
 
 static void node_shader_buts_mapping(uiLayout *layout, bContext *UNUSED(C), 
PointerRNA *ptr)
 {
-       uiLayout *row;
-       
+       uiLayout *row, *col, *sub;
+
        uiItemR(layout, ptr, "vector_type", UI_ITEM_R_EXPAND, NULL, ICON_NONE);
 
-       uiItemL(layout, IFACE_("Location:"), ICON_NONE);
-       row = uiLayoutRow(layout, TRUE);
-       uiItemR(row, ptr, "translation", 0, "", ICON_NONE);
-       
-       uiItemL(layout, IFACE_("Rotation:"), ICON_NONE);
-       row = uiLayoutRow(layout, TRUE);
-       uiItemR(row, ptr, "rotation", 0, "", ICON_NONE);
-       
-       uiItemL(layout, IFACE_("Scale:"), ICON_NONE);
-       row = uiLayoutRow(layout, TRUE);
-       uiItemR(row, ptr, "scale", 0, "", ICON_NONE);
-       
-       row = uiLayoutRow(layout, TRUE);
-       uiItemR(row, ptr, "use_min", 0, IFACE_("Min"), ICON_NONE);
-       uiItemR(row, ptr, "min", 0, "", ICON_NONE);
-       
-       row = uiLayoutRow(layout, TRUE);
-       uiItemR(row, ptr, "use_max", 0, IFACE_("Max"), ICON_NONE);
-       uiItemR(row, ptr, "max", 0, "", ICON_NONE);
+       row = uiLayoutRow(layout, FALSE);
+
+       col = uiLayoutColumn(row, TRUE);
+       uiItemL(col, IFACE_("Location:"), ICON_NONE);
+       uiItemR(col, ptr, "translation", 0, "", ICON_NONE);
+
+       col = uiLayoutColumn(row, TRUE);
+       uiItemL(col, IFACE_("Rotation:"), ICON_NONE);
+       uiItemR(col, ptr, "rotation", 0, "", ICON_NONE);
+
+       col = uiLayoutColumn(row, TRUE);
+       uiItemL(col, IFACE_("Scale:"), ICON_NONE);
+       uiItemR(col, ptr, "scale", 0, "", ICON_NONE);
+
+       row = uiLayoutRow(layout, FALSE);
+
+       col = uiLayoutColumn(row, TRUE);
+       uiItemR(col, ptr, "use_min", 0, IFACE_("Min"), ICON_NONE);
+       sub = uiLayoutColumn(col, TRUE);
+       uiLayoutSetActive(sub, RNA_boolean_get(ptr, "use_min"));
+       uiItemR(sub, ptr, "min", 0, "", ICON_NONE);
+
+       col = uiLayoutColumn(row, TRUE);
+       uiItemR(col, ptr, "use_max", 0, IFACE_("Max"), ICON_NONE);
+       sub = uiLayoutColumn(col, TRUE);
+       uiLayoutSetActive(sub, RNA_boolean_get(ptr, "use_max"));
+       uiItemR(sub, ptr, "max", 0, "", ICON_NONE);
 }
 
 static void node_shader_buts_vect_math(uiLayout *layout, bContext *UNUSED(C), 
PointerRNA *ptr)

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