[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [21735] branches/blender2.5/blender/ release/ui: UI layouts

William Reynish william at reynish.com
Mon Jul 20 23:31:32 CEST 2009


Revision: 21735
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=21735
Author:   billrey
Date:     2009-07-20 23:31:32 +0200 (Mon, 20 Jul 2009)

Log Message:
-----------
UI layouts

Changed order of panels in scene buttons to better follow order of importance, putting the post-processing options further down.

Cleaned up game physics properties

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

Modified: branches/blender2.5/blender/release/ui/buttons_game.py
===================================================================
--- branches/blender2.5/blender/release/ui/buttons_game.py	2009-07-20 20:42:13 UTC (rev 21734)
+++ branches/blender2.5/blender/release/ui/buttons_game.py	2009-07-20 21:31:32 UTC (rev 21735)
@@ -41,46 +41,58 @@
 		ob = context.active_object
 		
 		game = ob.game
-
-		flow = layout.column_flow()
-		flow.active = True
-		flow.itemR(game, "physics_type")
-		flow.itemR(game, "actor")
+
+		layout.itemR(game, "physics_type")
+		layout.itemS()
+		
+		split = layout.split()
+		col = split.column()
 		
-		row = layout.row()
-		row.itemR(game, "ghost")
-		row.itemR(ob, "restrict_render", text="Invisible") # out of place but useful
+		col.itemR(game, "actor")
 		
-		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")
+		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.itemR(game, "no_sleeping")
+		col.itemR(game, "form_factor")
+		col.itemS()
+		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")
 		
-		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")
-		
+		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.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")
+		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 = 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):
@@ -111,7 +123,6 @@
 		flow.itemR(game, "collision_margin")
 
 
-
 bpy.types.register(GAME_PT_context_game)
 bpy.types.register(GAME_PT_data)
 bpy.types.register(GAME_PT_physics)

Modified: branches/blender2.5/blender/release/ui/buttons_physics_field.py
===================================================================
--- branches/blender2.5/blender/release/ui/buttons_physics_field.py	2009-07-20 20:42:13 UTC (rev 21734)
+++ branches/blender2.5/blender/release/ui/buttons_physics_field.py	2009-07-20 21:31:32 UTC (rev 21735)
@@ -86,6 +86,7 @@
 			row.itemR(field, "falloff_power", text="Power")
 			row.itemR(field, "positive_z", text="Positive Z")
 			
+			layout.itemS()	
 			split = layout.split()
 			sub = split.column()
 			

Modified: branches/blender2.5/blender/release/ui/buttons_scene.py
===================================================================
--- branches/blender2.5/blender/release/ui/buttons_scene.py	2009-07-20 20:42:13 UTC (rev 21734)
+++ branches/blender2.5/blender/release/ui/buttons_scene.py	2009-07-20 21:31:32 UTC (rev 21735)
@@ -412,13 +412,13 @@
 		rowsub.itemR(rd, "stamp_note_text", text="")
 
 bpy.types.register(RENDER_PT_render)
+bpy.types.register(RENDER_PT_layers)
 bpy.types.register(RENDER_PT_dimensions)
 bpy.types.register(RENDER_PT_antialiasing)
-bpy.types.register(RENDER_PT_layers)
 bpy.types.register(RENDER_PT_shading)
-bpy.types.register(RENDER_PT_post_processing)
-bpy.types.register(RENDER_PT_performance)
 bpy.types.register(RENDER_PT_output)
 bpy.types.register(RENDER_PT_encoding)
+bpy.types.register(RENDER_PT_performance)
+bpy.types.register(RENDER_PT_post_processing)
 bpy.types.register(RENDER_PT_stamp)
 





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