[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [21732] branches/blender2.5/blender: BGE panels: wip

Dalai Felinto dfelinto at gmail.com
Mon Jul 20 22:28:29 CEST 2009


Revision: 21732
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=21732
Author:   dfelinto
Date:     2009-07-20 22:28:29 +0200 (Mon, 20 Jul 2009)

Log Message:
-----------
BGE panels: wip

Logic Panel:
- world settings (moved from world)
 ... that includes physic engine selection + gravity
- game player (from gamesettings, it wasn't wrapped)
- stereo/dome (from gamesettings, it wasn't wrapped)
 ... separated stereom into stereoflag and stereomode
- properties
 ... (didn't touch it)

Buttons Game Panel:
(wip panel)
- Physics (moved from Logic Panel)
 ... it will be a datablock in the future (right Campbell ?)
- Material Physics (not currently implemented)
 ... a datablock link to the materials of an object + the dynamic physic variables

* NOTE:
in readfile.c::do_version I couldn't do if(scene->world). There is something wrong with scenes with an unlinked world. So so far we are ignoring the old values....

Modified Paths:
--------------
    branches/blender2.5/blender/release/ui/buttons_world.py
    branches/blender2.5/blender/release/ui/space_logic.py
    branches/blender2.5/blender/source/blender/blenkernel/intern/scene.c
    branches/blender2.5/blender/source/blender/blenkernel/intern/world.c
    branches/blender2.5/blender/source/blender/blenloader/intern/readfile.c
    branches/blender2.5/blender/source/blender/editors/space_buttons/buttons_context.c
    branches/blender2.5/blender/source/blender/editors/space_buttons/buttons_header.c
    branches/blender2.5/blender/source/blender/editors/space_buttons/space_buttons.c
    branches/blender2.5/blender/source/blender/makesdna/DNA_scene_types.h
    branches/blender2.5/blender/source/blender/makesdna/DNA_world_types.h
    branches/blender2.5/blender/source/blender/makesrna/RNA_access.h
    branches/blender2.5/blender/source/blender/makesrna/intern/rna_scene.c
    branches/blender2.5/blender/source/blender/makesrna/intern/rna_space.c
    branches/blender2.5/blender/source/blender/makesrna/intern/rna_world.c
    branches/blender2.5/blender/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
    branches/blender2.5/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp
    branches/blender2.5/blender/source/gameengine/GamePlayer/ghost/GPG_Application.cpp
    branches/blender2.5/blender/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp

Added Paths:
-----------
    branches/blender2.5/blender/release/ui/buttons_game.py

Added: branches/blender2.5/blender/release/ui/buttons_game.py
===================================================================
--- branches/blender2.5/blender/release/ui/buttons_game.py	                        (rev 0)
+++ branches/blender2.5/blender/release/ui/buttons_game.py	2009-07-20 20:28:29 UTC (rev 21732)
@@ -0,0 +1,118 @@
+
+import bpy
+ 
+class GameButtonsPanel(bpy.types.Panel):
+	__space_type__ = "BUTTONS_WINDOW"
+	__region_type__ = "WINDOW"
+	__context__ = "game"
+
+class GAME_PT_context_game(GameButtonsPanel):
+	__idname__ = "GAME_PT_context_game"
+	__no_header__ = True
+
+	def draw(self, context):
+		layout = self.layout
+		ob = context.object
+		game = context.game
+
+		split = layout.split(percentage=0.06)
+		split.itemL(text="", icon="ICON_GAME")
+		split.itemR(game, "name", text="")
+
+class GAME_PT_data(GameButtonsPanel):
+	__idname__ = "GAME_PT_data"
+	__label__ = "Data"
+
+	def draw(self, context):
+		layout = self.layout
+		ob = context.object
+		game = context.game
+
+class GAME_PT_physics(GameButtonsPanel):
+	__idname__ = "GAME_PT_physics"
+	__label__ = "Physics"
+
+	def poll(self, context):
+		ob = context.active_object
+		return ob and ob.game
+
+	def draw(self, context):
+		layout = self.layout
+		ob = context.active_object
+		
+		game = ob.game
+
+		flow = layout.column_flow()
+		flow.active = True
+		flow.itemR(game, "physics_type")
+		flow.itemR(game, "actor")
+		
+		row = layout.row()
+		row.itemR(game, "ghost")
+		row.itemR(ob, "restrict_render", text="Invisible") # out of place but useful
+		
+		flow = layout.column_flow()
+		flow.itemR(game, "mass")
+		flow.itemR(game, "radius")
+		flow.itemR(game, "no_sleeping")
+		flow.itemR(game, "damping")
+		flow.itemR(game, "rotation_damping")
+		flow.itemR(game, "minimum_velocity")
+		flow.itemR(game, "maximum_velocity")
+		
+		row = layout.row()
+		row.itemR(game, "do_fh")
+		row.itemR(game, "rotation_fh")
+		
+		flow = layout.column_flow()
+		flow.itemR(game, "form_factor")
+		flow.itemR(game, "anisotropic_friction")
+		
+		flow = layout.column_flow()
+		flow.active = game.anisotropic_friction
+		flow.itemR(game, "friction_coefficients")
+		
+		split = layout.split()
+		sub = split.column()
+		sub.itemR(game, "lock_x_axis")
+		sub.itemR(game, "lock_y_axis")
+		sub.itemR(game, "lock_z_axis")
+		sub = split.column()
+		sub.itemR(game, "lock_x_rot_axis")
+		sub.itemR(game, "lock_y_rot_axis")
+		sub.itemR(game, "lock_z_rot_axis")
+
+
+class GAME_PT_collision_bounds(GameButtonsPanel):
+	__idname__ = "GAME_PT_collision_bounds"
+	__label__ = "Collision Bounds"
+
+	def poll(self, context):
+		ob = context.active_object
+		return ob and ob.game
+	
+	def draw_header(self, context):
+		layout = self.layout
+		ob = context.active_object
+		game = ob.game
+
+		layout.itemR(game, "use_collision_bounds", text="")
+	
+	def draw(self, context):
+		layout = self.layout
+		
+		ob = context.scene.objects[0]
+		game = ob.game
+		
+		flow = layout.column_flow()
+		flow.active = game.use_collision_bounds
+		flow.itemR(game, "collision_bounds")
+		flow.itemR(game, "collision_compound")
+		flow.itemR(game, "collision_margin")
+
+
+
+bpy.types.register(GAME_PT_context_game)
+bpy.types.register(GAME_PT_data)
+bpy.types.register(GAME_PT_physics)
+bpy.types.register(GAME_PT_collision_bounds)
\ No newline at end of file

Modified: branches/blender2.5/blender/release/ui/buttons_world.py
===================================================================
--- branches/blender2.5/blender/release/ui/buttons_world.py	2009-07-20 20:00:59 UTC (rev 21731)
+++ branches/blender2.5/blender/release/ui/buttons_world.py	2009-07-20 20:28:29 UTC (rev 21732)
@@ -175,27 +175,7 @@
 		col.row().itemR(ao, "blend_mode", expand=True)
 		col.row().itemR(ao, "color", expand=True)
 		col.itemR(ao, "energy")
-		
-class WORLD_PT_game(WorldButtonsPanel):
-	__label__ = "Game Settings"
 
-	def draw(self, context):
-		layout = self.layout
-		world = context.world
-		
-		flow = layout.column_flow()
-		flow.itemR(world, "physics_engine")
-		flow.itemR(world, "physics_gravity")
-		
-		flow.itemR(world, "game_fps")
-		flow.itemR(world, "game_logic_step_max")
-		flow.itemR(world, "game_physics_substep")
-		flow.itemR(world, "game_physics_step_max")
-		
-		flow.itemR(world, "game_use_occlusion_culling", text="Enable Occlusion Culling")
-		flow.itemR(world, "game_occlusion_culling_resolution")
-		
-
 bpy.types.register(WORLD_PT_context_world)	
 bpy.types.register(WORLD_PT_preview)
 bpy.types.register(WORLD_PT_world)
@@ -203,4 +183,3 @@
 bpy.types.register(WORLD_PT_mist)
 bpy.types.register(WORLD_PT_stars)
 bpy.types.register(WORLD_PT_color_correction)
-bpy.types.register(WORLD_PT_game)

Modified: branches/blender2.5/blender/release/ui/space_logic.py
===================================================================
--- branches/blender2.5/blender/release/ui/space_logic.py	2009-07-20 20:00:59 UTC (rev 21731)
+++ branches/blender2.5/blender/release/ui/space_logic.py	2009-07-20 20:28:29 UTC (rev 21732)
@@ -1,9 +1,9 @@
 import bpy
 
-class LOGIC_PT_physics(bpy.types.Panel):
+class LOGIC_PT_properties(bpy.types.Panel):
 	__space_type__ = "LOGIC_EDITOR"
 	__region_type__ = "UI"
-	__label__ = "Physics"
+	__label__ = "Properties"
 
 	def poll(self, context):
 		ob = context.active_object
@@ -12,100 +12,168 @@
 	def draw(self, context):
 		layout = self.layout
 		ob = context.active_object
+		game = ob.game
 		
-		game = ob.game
+		for prop in game.properties:
+			flow = layout.row()
+			flow.itemR(prop, "name", text="")
+			flow.itemR(prop, "type", text="")
+			flow.itemR(prop, "value", text="") # we dont care about the type. rna will display correctly
+			flow.itemR(prop, "debug")
 
+"""
+class WORLD_PT_game(WorldButtonsPanel):
+	__space_type__ = "LOGIC_EDITOR"
+	__region_type__ = "UI"
+	__label__ = "Game Settings"
+
+	def draw(self, context):
+		layout = self.layout
+		world = context.world
+		
 		flow = layout.column_flow()
-		flow.active = True
-		flow.itemR(game, "physics_type")
-		flow.itemR(game, "actor")
+		flow.itemR(world, "physics_engine")
+		flow.itemR(world, "physics_gravity")
 		
-		row = layout.row()
-		row.itemR(game, "ghost")
-		row.itemR(ob, "restrict_render", text="Invisible") # out of place but useful
+		flow.itemR(world, "game_fps")
+		flow.itemR(world, "game_logic_step_max")
+		flow.itemR(world, "game_physics_substep")
+		flow.itemR(world, "game_physics_step_max")
 		
-		flow = layout.column_flow()
-		flow.itemR(game, "mass")
-		flow.itemR(game, "radius")
-		flow.itemR(game, "no_sleeping")
-		flow.itemR(game, "damping")
-		flow.itemR(game, "rotation_damping")
-		flow.itemR(game, "minimum_velocity")
-		flow.itemR(game, "maximum_velocity")
-		
+		flow.itemR(world, "game_use_occlusion_culling", text="Enable Occlusion Culling")
+		flow.itemR(world, "game_occlusion_culling_resolution")
+"""
+class LOGIC_PT_player(bpy.types.Panel):
+	__space_type__ = "LOGIC_EDITOR"
+	__region_type__ = "UI"
+	__label__ = "Game Player"
+
+	def draw(self, context):
+		layout = self.layout
+		gs = context.scene.game_data
 		row = layout.row()
-		row.itemR(game, "do_fh")
-		row.itemR(game, "rotation_fh")
-		
-		flow = layout.column_flow()
-		flow.itemR(game, "form_factor")
-		flow.itemR(game, "anisotropic_friction")
-		
-		flow = layout.column_flow()
-		flow.active = game.anisotropic_friction
-		flow.itemR(game, "friction_coefficients")
-		
+		row.itemR(gs, "fullscreen")
+
 		split = layout.split()
-		sub = split.column()
-		sub.itemR(game, "lock_x_axis")
-		sub.itemR(game, "lock_y_axis")
-		sub.itemR(game, "lock_z_axis")
-		sub = split.column()
-		sub.itemR(game, "lock_x_rot_axis")
-		sub.itemR(game, "lock_y_rot_axis")
-		sub.itemR(game, "lock_z_rot_axis")
+		col = split.column(align=True)
+		col.itemR(gs, "resolution_x", slider=False, text="Res. X")
+		col.itemR(gs, "resolution_y", slider=False, text="Res. Y")
 
+		col = split.column(align=True)
+		col.itemR(gs, "depth", slider=False)
+		col.itemR(gs, "frequency", slider=False)
+		
 
-class LOGIC_PT_collision_bounds(bpy.types.Panel):
+		# framing:
+		col = layout.column()
+		col.itemL(text="Framing Options:")
+		col.row().itemR(gs, "framing_type", expand=True)
+
+		colsub = col.column()
+		colsub.itemR(gs, "framing_color", text="")
+
+class LOGIC_PT_stereo(bpy.types.Panel):
 	__space_type__ = "LOGIC_EDITOR"
 	__region_type__ = "UI"
-	__label__ = "Collision Bounds"
+	__label__ = "Stereo and Dome"
 
-	def poll(self, context):
-		ob = context.active_object
-		return ob and ob.game
-	
-	def draw_header(self, context):
-		layout = self.layout
-		ob = context.active_object
-		game = ob.game
-
-		layout.itemR(game, "use_collision_bounds", text="")
-	
 	def draw(self, context):
 		layout = self.layout
-		
-		ob = context.active_object
-		game = ob.game
-		
-		flow = layout.column_flow()
-		flow.active = game.use_collision_bounds
-		flow.itemR(game, "collision_bounds")
-		flow.itemR(game, "collision_compound")
-		flow.itemR(game, "collision_margin")
+		gs = context.scene.game_data
 
-class LOGIC_PT_properties(bpy.types.Panel):
+
+		# stereo options:
+		col= layout.column()
+		col.itemL(text="Stereo Options:")
+		row = col.row()
+		row.itemR(gs, "stereo", expand=True)
+ 
+		stereo_mode = gs.stereo
+ 
+
+		# stereo:
+		if stereo_mode == 'STEREO':
+			col = layout.column(align=True)
+			row = col.row()
+			row.item_enumR(gs, "stereo_mode", "QUADBUFFERED")
+			row.item_enumR(gs, "stereo_mode", "ABOVEBELOW")
+			
+			row = col.row()
+			row.item_enumR(gs, "stereo_mode", "INTERLACED")
+			row.item_enumR(gs, "stereo_mode", "ANAGLYPH")
+			
+			row = col.row()
+			row.item_enumR(gs, "stereo_mode", "SIDEBYSIDE")
+			row.item_enumR(gs, "stereo_mode", "VINTERLACE")
+
+#			row = layout.column_flow()
+#			row.itemR(gs, "stereo_mode")
+
+		# dome:
+		if stereo_mode == 'DOME':
+			row = layout.row()
+			row.itemR(gs, "dome_mode")
+
+			split=layout.split()
+			col=split.column(align=True)
+			col.itemR(gs, "dome_angle", slider=True)
+			col.itemR(gs, "dome_tesselation", text="Tessel.")
+			col=split.column(align=True)
+			col.itemR(gs, "dome_tilt")
+			col.itemR(gs, "dome_buffer_resolution", text="Res.", slider=True)
+			col=layout.column()
+			col.itemR(gs, "dome_text")
+
+
+class LOGIC_PT_physics(bpy.types.Panel):
 	__space_type__ = "LOGIC_EDITOR"
 	__region_type__ = "UI"
-	__label__ = "Properties"
-
-	def poll(self, context):
-		ob = context.active_object
-		return ob and ob.game
-	
+	__label__ = "World Physics"
+ 
 	def draw(self, context):
 		layout = self.layout
-		
-		ob = context.active_object
-		game = ob.game
-		
-		for prop in game.properties:
-			flow = layout.row()

@@ Diff output truncated at 10240 characters. @@




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