[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [21820] branches/blender2.5/blender/ release/ui: Various layout tweaks.

William Reynish william at reynish.com
Thu Jul 23 16:35:21 CEST 2009


Revision: 21820
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=21820
Author:   billrey
Date:     2009-07-23 16:35:20 +0200 (Thu, 23 Jul 2009)

Log Message:
-----------
Various layout tweaks. Improved game buttons, made minor adjustments to lamp, scene and fluids.

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

Modified: branches/blender2.5/blender/release/ui/buttons_data_lamp.py
===================================================================
--- branches/blender2.5/blender/release/ui/buttons_data_lamp.py	2009-07-23 14:20:08 UTC (rev 21819)
+++ branches/blender2.5/blender/release/ui/buttons_data_lamp.py	2009-07-23 14:35:20 UTC (rev 21820)
@@ -54,7 +54,7 @@
 		col = split.column()
 		#col.itemL(text="Type:")
 		#col.itemR(lamp, "type", text="")
-		colsub = col.column(align=True)
+		colsub = col.column()
 		colsub.itemR(lamp, "color", text="")
 		colsub.itemR(lamp, "energy")
 		
@@ -188,7 +188,7 @@
 			split = layout.split()
 			
 			col = split.column()
-			col.itemR(lamp, "shadow_color")
+			col.itemR(lamp, "shadow_color", text="")
 			
 			sub = split.column()
 			sub.itemR(lamp, "shadow_layer", text="This Layer Only")

Modified: branches/blender2.5/blender/release/ui/buttons_game.py
===================================================================
--- branches/blender2.5/blender/release/ui/buttons_game.py	2009-07-23 14:20:08 UTC (rev 21819)
+++ branches/blender2.5/blender/release/ui/buttons_game.py	2009-07-23 14:35:20 UTC (rev 21820)
@@ -55,25 +55,28 @@
 		col = split.column()
 		col.itemR(game, "do_fh", text="Use Material Physics")
 		col.itemR(game, "rotation_fh", text="Rotate From Normal")
+		col.itemR(game, "no_sleeping")
 		
 		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.itemL(text="Attributes:")
+		colsub = col.column(align=True)
+		colsub.itemR(game, "mass")
+		colsub.itemR(game, "radius")
+		colsub.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)
+		colsub = col.column(align=True)
+		colsub.itemR(game, "damping", text="Translation", slider=True)
+		colsub.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")
+		colsub = col.column(align=True)
+		colsub.itemR(game, "minimum_velocity", text="Minimum")
+		colsub.itemR(game, "maximum_velocity", text="Maximum")
 		col.itemS()
 		col.itemR(game, "anisotropic_friction")
 		
@@ -115,12 +118,17 @@
 		
 		ob = context.scene.objects[0]
 		game = ob.game
+		layout.active = game.use_collision_bounds
 		
-		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")
+		
+		
+		layout.itemR(game, "collision_bounds", text="Bounds")
+		
+		split = layout.split()
+		sub = split.column()
+		sub.itemR(game, "collision_compound", text="Compound")
+		sub = split.column()
+		sub.itemR(game, "collision_margin", text="Margin", slider=True)
 
 
 bpy.types.register(GAME_PT_context_game)

Modified: branches/blender2.5/blender/release/ui/buttons_physics_fluid.py
===================================================================
--- branches/blender2.5/blender/release/ui/buttons_physics_fluid.py	2009-07-23 14:20:08 UTC (rev 21819)
+++ branches/blender2.5/blender/release/ui/buttons_physics_fluid.py	2009-07-23 14:35:20 UTC (rev 21820)
@@ -43,17 +43,8 @@
 		
 		if fluid:
 			
-
 			col = layout.column(align=True)
-			row = col.row()
-			row.item_enumR(fluid, "type", "DOMAIN")
-			row.item_enumR(fluid, "type", "FLUID")
-			row.item_enumR(fluid, "type", "OBSTACLE")
-			row = col.row()
-			row.item_enumR(fluid, "type", "INFLOW")
-			row.item_enumR(fluid, "type", "OUTFLOW")
-			row.item_enumR(fluid, "type", "PARTICLE")
-			row.item_enumR(fluid, "type", "CONTROL")
+			col.itemR(fluid, "type")
 
 			if fluid.type == 'DOMAIN':
 				layout.itemO("fluid.bake", text="BAKE")

Modified: branches/blender2.5/blender/release/ui/buttons_scene.py
===================================================================
--- branches/blender2.5/blender/release/ui/buttons_scene.py	2009-07-23 14:20:08 UTC (rev 21819)
+++ branches/blender2.5/blender/release/ui/buttons_scene.py	2009-07-23 14:35:20 UTC (rev 21820)
@@ -47,7 +47,9 @@
 
 		layout.itemR(rl, "light_override", text="Light")
 		layout.itemR(rl, "material_override", text="Material")
-
+		
+		layout.itemS()
+		layout.itemL(text="Include:")
 		split = layout.split()
 
 		col = split.column()
@@ -71,7 +73,9 @@
 			split = layout.split()
 			split.itemL(text="Zmask Layers:")
 			split.column().itemR(rl, "zmask_layers", text="")
-
+		
+		layout.itemS()
+		
 		split = layout.split()
 		col = split.column()
 		col.itemL(text="Passes:")
@@ -204,22 +208,21 @@
 
 		split = layout.split()
 		col = split.column()
+		col.itemR(rd, "file_format", text="")
+		col.row().itemR(rd, "color_mode", text="Color", expand=True)
+
+		col = split.column()
+		col.itemR(rd, "file_extensions")
 		col.itemR(rd, "placeholders")
 		col.itemR(rd, "no_overwrite")
 
-		col = split.column()
-		col.itemR(rd, "file_format", text="")
-		col.itemR(rd, "file_extensions")		
-
 		if rd.file_format in ('AVIJPEG', 'JPEG'):
 			split = layout.split()
-			split.itemR(rd, "color_mode", text="Color")
 			split.itemR(rd, "quality", slider=True)
 			
 		elif rd.file_format == 'OPENEXR':
 			split = layout.split()
 			col = split.column()
-			col.itemR(rd, "color_mode", text="Color")
 			col.itemR(rd, "exr_codec")
 
 			subsplit = split.split()
@@ -232,7 +235,6 @@
 		elif rd.file_format == 'JPEG2000':
 			split = layout.split()
 			col = split.column()
-			col.itemR(rd, "color_mode", text="Color")
 			col.itemL(text="Depth:")
 			col.row().itemR(rd, "jpeg_depth", expand=True)
 
@@ -244,7 +246,6 @@
 		elif rd.file_format in ('CINEON', 'DPX'):
 			split = layout.split()
 			col = split.column()
-			col.itemR(rd, "color_mode", text="Color")
 			col.itemR(rd, "cineon_log", text="Convert to Log")
 
 			col = split.column(align=True)
@@ -255,13 +256,7 @@
 			
 		elif rd.file_format == 'TIFF':
 			split = layout.split()
-			split.itemR(rd, "color_mode", text="Color")
 			split.itemR(rd, "tiff_bit")
-		
-		else:
-			split = layout.split()
-			split.itemR(rd, "color_mode", text="Color")
-			split.itemL()
 
 class RENDER_PT_encoding(RenderButtonsPanel):
 	__label__ = "Encoding"





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