[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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