[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [22045] branches/blender2.5/blender/ release/ui: 2.5 Part 3 of Layout Code Cleanup:
Thomas Dinges
dingto at gmx.de
Thu Jul 30 12:11:19 CEST 2009
Revision: 22045
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=22045
Author: dingto
Date: 2009-07-30 12:11:19 +0200 (Thu, 30 Jul 2009)
Log Message:
-----------
2.5 Part 3 of Layout Code Cleanup:
* More cleanup to match new coding guidelines.
http://wiki.blender.org/index.php/Dev:Py/Blender2.5/Layouts/Guidelines
* Replaced some if's with proper elif's.
* Removed some unnecessary code.
Note: Please don't use inconsistent assign names like colsub, subcol1 etc. anymore!
Modified Paths:
--------------
branches/blender2.5/blender/release/ui/buttons_data_lamp.py
branches/blender2.5/blender/release/ui/buttons_data_metaball.py
branches/blender2.5/blender/release/ui/buttons_game.py
branches/blender2.5/blender/release/ui/buttons_material.py
branches/blender2.5/blender/release/ui/buttons_object.py
branches/blender2.5/blender/release/ui/buttons_object_constraint.py
branches/blender2.5/blender/release/ui/buttons_physics_field.py
branches/blender2.5/blender/release/ui/buttons_physics_fluid.py
branches/blender2.5/blender/release/ui/buttons_physics_softbody.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 2009-07-30 08:30:57 UTC (rev 22044)
+++ branches/blender2.5/blender/release/ui/buttons_data_lamp.py 2009-07-30 10:11:19 UTC (rev 22045)
@@ -52,41 +52,24 @@
sub = col.column()
sub.itemR(lamp, "color", text="")
sub.itemR(lamp, "energy")
-
-
-
-
- #split = layout.split()
-
+
if lamp.type in ('POINT', 'SPOT'):
- #col = split.column()
- #col.itemL(text="Falloff:")
- sub = col.column()
sub.itemR(lamp, "falloff_type", text="Falloff")
sub.itemR(lamp, "distance")
-
-
+
if lamp.falloff_type == 'LINEAR_QUADRATIC_WEIGHTED':
- #col = split.column()
col.itemL(text="Attenuation Factors:")
sub = col.column(align=True)
sub.itemR(lamp, "linear_attenuation", slider=True, text="Linear")
sub.itemR(lamp, "quadratic_attenuation", slider=True, text="Quadratic")
- #else:
- #
- # split.column()
col.itemR(lamp, "sphere")
if lamp.type == 'AREA':
- #col = split.column()
col.itemR(lamp, "distance")
col.itemR(lamp, "gamma")
-
- #col = split.column()
-
-
col.itemR(lamp, "shape")
+
sub = col.column(align=True)
if (lamp.shape == 'SQUARE'):
sub.itemR(lamp, "size")
@@ -99,7 +82,6 @@
col.itemR(lamp, "layer", text="This Layer Only")
col.itemR(lamp, "specular")
col.itemR(lamp, "diffuse")
-
class DATA_PT_sunsky(DataButtonsPanel):
__label__ = "Sun/Sky"
Modified: branches/blender2.5/blender/release/ui/buttons_data_metaball.py
===================================================================
--- branches/blender2.5/blender/release/ui/buttons_data_metaball.py 2009-07-30 08:30:57 UTC (rev 22044)
+++ branches/blender2.5/blender/release/ui/buttons_data_metaball.py 2009-07-30 10:11:19 UTC (rev 22045)
@@ -76,8 +76,7 @@
col.itemR(metaelem, "stiffness", text="Stiffness")
col.itemR(metaelem, "negative", text="Negative")
col.itemR(metaelem, "hide", text="Hide")
-
-
+
bpy.types.register(DATA_PT_context_metaball)
bpy.types.register(DATA_PT_metaball)
bpy.types.register(DATA_PT_metaball_element)
\ No newline at end of file
Modified: branches/blender2.5/blender/release/ui/buttons_game.py
===================================================================
--- branches/blender2.5/blender/release/ui/buttons_game.py 2009-07-30 08:30:57 UTC (rev 22044)
+++ branches/blender2.5/blender/release/ui/buttons_game.py 2009-07-30 10:11:19 UTC (rev 22045)
@@ -16,70 +16,78 @@
def draw(self, context):
layout = self.layout
+
ob = context.active_object
-
game = ob.game
layout.itemR(game, "physics_type")
layout.itemS()
split = layout.split()
+
col = split.column()
-
col.itemR(game, "actor")
-
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")
col.itemR(game, "no_sleeping")
layout.itemS()
+
split = layout.split()
+
col = split.column()
col.itemL(text="Attributes:")
- colsub = col.column(align=True)
- colsub.itemR(game, "mass")
- colsub.itemR(game, "radius")
- colsub.itemR(game, "form_factor")
+ sub = col.column(align=True)
+ sub.itemR(game, "mass")
+ sub.itemR(game, "radius")
+ sub.itemR(game, "form_factor")
+
col.itemS()
+
col.itemL(text="Damping:")
- colsub = col.column(align=True)
- colsub.itemR(game, "damping", text="Translation", slider=True)
- colsub.itemR(game, "rotation_damping", text="Rotation", slider=True)
+ sub = col.column(align=True)
+ sub.itemR(game, "damping", text="Translation", slider=True)
+ sub.itemR(game, "rotation_damping", text="Rotation", slider=True)
col = split.column()
+ col.itemL(text="Velocity:")
+ sub = col.column(align=True)
+ sub.itemR(game, "minimum_velocity", text="Minimum")
+ sub.itemR(game, "maximum_velocity", text="Maximum")
- col.itemL(text="Velocity:")
- 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")
+ sub = col.column()
+ sub.active = game.anisotropic_friction
+ sub.itemR(game, "friction_coefficients", text="", slider=True)
- colsub = col.column()
- colsub.active = game.anisotropic_friction
- colsub.itemR(game, "friction_coefficients", text="", slider=True)
+ layout.itemS()
- layout.itemS()
split = layout.split()
- 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")
+
+ col = split.column()
+ col.itemL(text="Lock Translation:")
+ col.itemR(game, "lock_x_axis", text="X")
+ col.itemR(game, "lock_y_axis", text="Y")
+ col.itemR(game, "lock_z_axis", text="Z")
+
+ col = split.column()
+ col.itemL(text="Lock Rotation:")
+ col.itemR(game, "lock_x_rot_axis", text="X")
+ col.itemR(game, "lock_y_rot_axis", text="Y")
+ col.itemR(game, "lock_z_rot_axis", text="Z")
class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel):
__label__ = "Collision Bounds"
def draw_header(self, context):
layout = self.layout
+
ob = context.active_object
game = ob.game
@@ -90,17 +98,13 @@
ob = context.scene.objects[0]
game = ob.game
+
layout.active = game.use_collision_bounds
-
-
-
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)
+ row = layout.row()
+ row.itemR(game, "collision_compound", text="Compound")
+ row.itemR(game, "collision_margin", text="Margin", slider=True)
bpy.types.register(PHYSICS_PT_game_physics)
bpy.types.register(PHYSICS_PT_game_collision_bounds)
@@ -119,6 +123,7 @@
def draw(self, context):
layout = self.layout
+
rd = context.scene.render_data
row = layout.row()
@@ -130,64 +135,63 @@
def draw(self, context):
layout = self.layout
+
gs = context.scene.game_data
- row = layout.row()
- row.itemR(gs, "fullscreen")
+
+ layout.itemR(gs, "fullscreen")
split = layout.split()
+
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")
+ sub = col.column(align=True)
+ sub.itemR(gs, "resolution_x", slider=False, text="X")
+ sub.itemR(gs, "resolution_y", slider=False, text="Y")
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)
+ sub = col.column(align=True)
+ sub.itemR(gs, "depth", text="Bit Depth", slider=False)
+ sub.itemR(gs, "frequency", text="FPS", slider=False)
# framing:
col = layout.column()
col.itemL(text="Framing:")
col.row().itemR(gs, "framing_type", expand=True)
+ sub = col.column()
+ sub.itemR(gs, "framing_color", text="")
- colsub = col.column()
- colsub.itemR(gs, "framing_color", text="")
-
class SCENE_PT_game_stereo(SceneButtonsPanel):
__label__ = "Stereo"
def draw(self, context):
layout = self.layout
+
gs = context.scene.game_data
+ stereo_mode = gs.stereo
# stereo options:
- col= layout.column()
- row = col.row()
- row.itemR(gs, "stereo", expand=True)
+ layout.itemR(gs, "stereo", expand=True)
- stereo_mode = gs.stereo
-
# stereo:
if stereo_mode == 'STEREO':
- row = layout.row()
- row.itemR(gs, "stereo_mode")
+ layout.itemR(gs, "stereo_mode")
# dome:
if stereo_mode == 'DOME':
- row = layout.row()
- row.itemR(gs, "dome_mode", text="Dome Type")
+ layout.itemR(gs, "dome_mode", text="Dome Type")
split=layout.split()
+
col=split.column()
col.itemR(gs, "dome_angle", slider=True)
col.itemR(gs, "dome_tesselation", text="Tesselation")
+
col=split.column()
col.itemR(gs, "dome_tilt")
col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True)
- col=layout.column()
- col.itemR(gs, "dome_text")
+
+ layout.itemR(gs, "dome_text")
bpy.types.register(SCENE_PT_game)
bpy.types.register(SCENE_PT_game_player)
@@ -207,7 +211,7 @@
def poll(self, context):
rd = context.scene.render_data
- return (context.scene != None) and (rd.use_game_engine)
+ return (context.scene) and (rd.use_game_engine)
def draw(self, context):
layout = self.layout
@@ -228,6 +232,7 @@
def draw(self, context):
layout = self.layout
+
world = context.world
row = layout.row()
@@ -270,35 +275,39 @@
def draw(self, context):
layout = self.layout
+
gs = context.scene.game_data
- flow = layout.column_flow()
- flow.itemR(gs, "physics_engine")
+
+ layout.itemR(gs, "physics_engine")
if gs.physics_engine != "NONE":
- flow.itemR(gs, "physics_gravity", text="Gravity")
+ layout.itemR(gs, "physics_gravity", text="Gravity")
split = layout.split()
+
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")
+ sub = col.column(align=True)
+ sub.itemR(gs, "physics_step_max", text="Max")
+ sub.itemR(gs, "physics_step_sub", text="Substeps")
col.itemR(gs, "fps", text="FPS")
col = split.column()
col.itemL(text="Logic Steps:")
col.itemR(gs, "logic_step_max", text="Max")
- col.itemS()
+
+ col = layout.column()
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")
-
+ sub = col.column()
+ sub.active = gs.use_occlusion_culling
+ sub.itemR(gs, "occlusion_culling_resolution", text="Resolution")
else:
split = layout.split()
+
col = split.column()
@@ Diff output truncated at 10240 characters. @@
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