[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [21753] branches/blender2.5/blender/ release/ui: Cleaned up logic buttons in logic space slightly.
William Reynish
william at reynish.com
Tue Jul 21 11:35:39 CEST 2009
Revision: 21753
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=21753
Author: billrey
Date: 2009-07-21 11:35:39 +0200 (Tue, 21 Jul 2009)
Log Message:
-----------
Cleaned up logic buttons in logic space slightly.
Moved Shade Smooth/Flat from Mesh obdata panel to tools area. These kinds of operator tools aren't really allowed in the buttons window anymore - whole point of new tools area :)
The only operators that are allowed in buttons window are things that act on the RNA fields, like add/remove buttons for adding vertex groups etc.
Modified Paths:
--------------
branches/blender2.5/blender/release/ui/buttons_data_mesh.py
branches/blender2.5/blender/release/ui/space_logic.py
branches/blender2.5/blender/release/ui/space_view3d_toolbar.py
Modified: branches/blender2.5/blender/release/ui/buttons_data_mesh.py
===================================================================
--- branches/blender2.5/blender/release/ui/buttons_data_mesh.py 2009-07-21 09:26:28 UTC (rev 21752)
+++ branches/blender2.5/blender/release/ui/buttons_data_mesh.py 2009-07-21 09:35:39 UTC (rev 21753)
@@ -49,14 +49,6 @@
sub.itemR(mesh, "vertex_normal_flip")
sub.itemR(mesh, "double_sided")
- row = layout.row(align=True)
- if context.edit_object:
- row.itemO("MESH_OT_faces_shade_smooth")
- row.itemO("MESH_OT_faces_shade_flat")
- else:
- row.itemO("OBJECT_OT_shade_smooth")
- row.itemO("OBJECT_OT_shade_flat")
-
class DATA_PT_vertex_groups(DataButtonsPanel):
__idname__ = "DATA_PT_vertex_groups"
__label__ = "Vertex Groups"
Modified: branches/blender2.5/blender/release/ui/space_logic.py
===================================================================
--- branches/blender2.5/blender/release/ui/space_logic.py 2009-07-21 09:26:28 UTC (rev 21752)
+++ branches/blender2.5/blender/release/ui/space_logic.py 2009-07-21 09:35:39 UTC (rev 21753)
@@ -46,7 +46,7 @@
class LOGIC_PT_player(bpy.types.Panel):
__space_type__ = "LOGIC_EDITOR"
__region_type__ = "UI"
- __label__ = "Game Player"
+ __label__ = "Player"
def draw(self, context):
layout = self.layout
@@ -55,18 +55,22 @@
row.itemR(gs, "fullscreen")
split = layout.split()
- 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()
+ col.itemL(text="Resolution:")
+ colsub = col.column(align=True)
+ colsub.itemR(gs, "resolution_x", slider=False, text="X")
+ colsub.itemR(gs, "resolution_y", slider=False, text="Y")
- col = split.column(align=True)
- col.itemR(gs, "depth", slider=False)
- col.itemR(gs, "frequency", slider=False)
+ col = split.column()
+ col.itemL(text="Quality:")
+ colsub = col.column(align=True)
+ colsub.itemR(gs, "depth", text="Bit Depth", slider=False)
+ colsub.itemR(gs, "frequency", text="FPS", slider=False)
# framing:
col = layout.column()
- col.itemL(text="Framing Options:")
+ col.itemL(text="Framing:")
col.row().itemR(gs, "framing_type", expand=True)
colsub = col.column()
@@ -75,7 +79,7 @@
class LOGIC_PT_stereo(bpy.types.Panel):
__space_type__ = "LOGIC_EDITOR"
__region_type__ = "UI"
- __label__ = "Stereo and Dome"
+ __label__ = "Stereo"
def draw(self, context):
layout = self.layout
@@ -84,7 +88,6 @@
# stereo options:
col= layout.column()
- col.itemL(text="Stereo Options:")
row = col.row()
row.itemR(gs, "stereo", expand=True)
@@ -93,34 +96,22 @@
# stereo:
if stereo_mode == 'STEREO':
- col = layout.column(align=True)
- row = col.row()
- row.item_enumR(gs, "stereo_mode", "ANAGLYPH")
- row.item_enumR(gs, "stereo_mode", "QUADBUFFERED")
-
- row = col.row()
- row.item_enumR(gs, "stereo_mode", "INTERLACED")
- row.item_enumR(gs, "stereo_mode", "VINTERLACE")
-
- row = col.row()
- row.item_enumR(gs, "stereo_mode", "SIDEBYSIDE")
- row.item_enumR(gs, "stereo_mode", "ABOVEBELOW")
-# row = layout.column_flow()
-# row.itemR(gs, "stereo_mode")
+ row = layout.row()
+ row.itemR(gs, "stereo_mode")
# dome:
if stereo_mode == 'DOME':
row = layout.row()
- row.itemR(gs, "dome_mode")
+ row.itemR(gs, "dome_mode", text="Dome Type")
split=layout.split()
- col=split.column(align=True)
+ col=split.column()
col.itemR(gs, "dome_angle", slider=True)
- col.itemR(gs, "dome_tesselation", text="Tessel.")
- col=split.column(align=True)
+ col.itemR(gs, "dome_tesselation", text="Tesselation")
+ col=split.column()
col.itemR(gs, "dome_tilt")
- col.itemR(gs, "dome_buffer_resolution", text="Res.", slider=True)
+ col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True)
col=layout.column()
col.itemR(gs, "dome_text")
@@ -136,30 +127,34 @@
flow = layout.column_flow()
flow.itemR(gs, "physics_engine")
if gs.physics_engine != "NONE":
- flow.itemR(gs, "physics_gravity")
+ flow.itemR(gs, "physics_gravity", text="Gravity")
- row = layout.row()
- row.itemR(gs, "use_occlusion_culling", text="Enable Occlusion Culling")
-
- row = layout.row()
- row.active = gs.use_occlusion_culling
- row.itemR(gs, "occlusion_culling_resolution", text="resol.")
-
split = layout.split()
- col = split.column(align=True)
- col.itemR(gs, "physics_step_max", text="phys")
- col.itemR(gs, "physics_step_sub", text="sub")
+ col = split.column()
+ col.itemL(text="Physics Steps:")
+ colsub = col.column(align=True)
+ colsub.itemR(gs, "physics_step_max", text="Max")
+ colsub.itemR(gs, "physics_step_sub", text="Substeps")
+ col.itemR(gs, "fps", text="FPS")
- col = split.column(align=True)
- col.itemR(gs, "fps", text="fps")
- col.itemR(gs, "logic_step_max", text="log")
+ col = split.column()
+ col.itemL(text="Logic Steps:")
+ col.itemR(gs, "logic_step_max", text="Max")
+ col.itemS()
+ col.itemR(gs, "use_occlusion_culling", text="Occlusion Culling")
+ colsub = col.column()
+ colsub.active = gs.use_occlusion_culling
+ colsub.itemR(gs, "occlusion_culling_resolution", text="Resolution")
+
else:
split = layout.split()
- col = split.column(align=True)
- col.itemR(gs, "fps", text="fps")
- col = split.column(align=True)
- col.itemR(gs, "logic_step_max", text="log")
+ col = split.column()
+ col.itemL(text="Physics Steps:")
+ col.itemR(gs, "fps", text="FPS")
+ col = split.column()
+ col.itemL(text="Logic Steps:")
+ col.itemR(gs, "logic_step_max", text="Max")
bpy.types.register(LOGIC_PT_properties)
bpy.types.register(LOGIC_PT_player)
Modified: branches/blender2.5/blender/release/ui/space_view3d_toolbar.py
===================================================================
--- branches/blender2.5/blender/release/ui/space_view3d_toolbar.py 2009-07-21 09:26:28 UTC (rev 21752)
+++ branches/blender2.5/blender/release/ui/space_view3d_toolbar.py 2009-07-21 09:35:39 UTC (rev 21753)
@@ -44,6 +44,8 @@
layout.row().itemO("mesh.primitive_cube_add")
layout.row().itemO("mesh.primitive_circle_add")
layout.row().itemO("mesh.primitive_cylinder_add")
+ layout.row().itemO("mesh.faces_shade_smooth")
+ layout.row().itemO("mesh.faces_shade_flat")
# ********** default tools for editmode_curve ****************
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