[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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