[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [21738] branches/blender2.5/blender/ release/ui/buttons_game.py: Mixed EOLs.

gsr b3d gsr.b3d at infernal-iceberg.com
Tue Jul 21 02:14:50 CEST 2009


Revision: 21738
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=21738
Author:   gsrb3d
Date:     2009-07-21 02:14:49 +0200 (Tue, 21 Jul 2009)

Log Message:
-----------
Mixed EOLs.

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

Modified: branches/blender2.5/blender/release/ui/buttons_game.py
===================================================================
--- branches/blender2.5/blender/release/ui/buttons_game.py	2009-07-20 23:52:53 UTC (rev 21737)
+++ branches/blender2.5/blender/release/ui/buttons_game.py	2009-07-21 00:14:49 UTC (rev 21738)
@@ -1,129 +1,129 @@
-
-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
+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
+
 		layout.itemR(game, "physics_type")
 		layout.itemS()
 		
 		split = layout.split()
-		col = split.column()
-		
-		col.itemR(game, "actor")
-		
-		col.itemR(game, "ghost")
-		col.itemR(ob, "restrict_render", text="Invisible") # out of place but useful
 		col = split.column()
-		col.itemR(game, "do_fh", text="Use Material Physics")
+		
+		col.itemR(game, "actor")
+		
+		col.itemR(game, "ghost")
+		col.itemR(ob, "restrict_render", text="Invisible") # out of place but useful
+		col = split.column()
+		col.itemR(game, "do_fh", text="Use Material Physics")
 		col.itemR(game, "rotation_fh", text="Rotate From Normal")
 		
 		layout.itemS()
 		split = layout.split()
-		col = split.column()
-
-		col.itemR(game, "mass")
-		col.itemR(game, "radius")
+		col = split.column()
+
+		col.itemR(game, "mass")
+		col.itemR(game, "radius")
 		col.itemR(game, "no_sleeping")
 		col.itemR(game, "form_factor")
 		col.itemS()
-		col.itemL(text="Damping:")
-		col.itemR(game, "damping", text="Translation", slider=True)
+		col.itemL(text="Damping:")
+		col.itemR(game, "damping", text="Translation", slider=True)
 		col.itemR(game, "rotation_damping", text="Rotation", slider=True)
 		
 		col = split.column()
 		
-		col.itemL(text="Velocity:")
-		col.itemR(game, "minimum_velocity", text="Minimum")
-		col.itemR(game, "maximum_velocity", text="Maximum")
-		col.itemS()
-		col.itemR(game, "anisotropic_friction")
-		
-		colsub = col.column()
-		colsub.active = game.anisotropic_friction
-		colsub.itemR(game, "friction_coefficients", text="", slider=True)
+		col.itemL(text="Velocity:")
+		col.itemR(game, "minimum_velocity", text="Minimum")
+		col.itemR(game, "maximum_velocity", text="Maximum")
+		col.itemS()
+		col.itemR(game, "anisotropic_friction")
 		
-		layout.itemS()
-		split = layout.split()
+		colsub = col.column()
+		colsub.active = game.anisotropic_friction
+		colsub.itemR(game, "friction_coefficients", text="", slider=True)
+		
+		layout.itemS()
+		split = layout.split()
 		sub = split.column()
-		sub.itemL(text="Lock Translation:")
-		sub.itemR(game, "lock_x_axis", text="X")
-		sub.itemR(game, "lock_y_axis", text="Y")
-		sub.itemR(game, "lock_z_axis", text="Z")
+		sub.itemL(text="Lock Translation:")
+		sub.itemR(game, "lock_x_axis", text="X")
+		sub.itemR(game, "lock_y_axis", text="Y")
+		sub.itemR(game, "lock_z_axis", text="Z")
 		sub = split.column()
-		sub.itemL(text="Lock Rotation:")
-		sub.itemR(game, "lock_x_rot_axis", text="X")
-		sub.itemR(game, "lock_y_rot_axis", text="Y")
-		sub.itemR(game, "lock_z_rot_axis", text="Z")
-
-
-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)
+		sub.itemL(text="Lock Rotation:")
+		sub.itemR(game, "lock_x_rot_axis", text="X")
+		sub.itemR(game, "lock_y_rot_axis", text="Y")
+		sub.itemR(game, "lock_z_rot_axis", text="Z")
+
+
+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





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