[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [24677] trunk/blender/release/scripts/ui: Single Column layout for Fields, Smoke, Cloth and Fluids.

Thomas Dinges dingto at gmx.de
Thu Nov 19 13:58:20 CET 2009


Revision: 24677
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=24677
Author:   dingto
Date:     2009-11-19 13:58:19 +0100 (Thu, 19 Nov 2009)

Log Message:
-----------
Single Column layout for Fields, Smoke, Cloth and Fluids.
Patch by nudelZ. 

Modified Paths:
--------------
    trunk/blender/release/scripts/ui/properties_physics_cloth.py
    trunk/blender/release/scripts/ui/properties_physics_field.py
    trunk/blender/release/scripts/ui/properties_physics_fluid.py
    trunk/blender/release/scripts/ui/properties_physics_smoke.py
    trunk/blender/release/scripts/ui/properties_physics_softbody.py

Modified: trunk/blender/release/scripts/ui/properties_physics_cloth.py
===================================================================
--- trunk/blender/release/scripts/ui/properties_physics_cloth.py	2009-11-19 11:56:13 UTC (rev 24676)
+++ trunk/blender/release/scripts/ui/properties_physics_cloth.py	2009-11-19 12:58:19 UTC (rev 24677)
@@ -19,6 +19,9 @@
 # <pep8 compliant>
 import bpy
 
+narrowui = 180
+
+
 from properties_physics_common import point_cache_ui
 from properties_physics_common import effector_weights_ui
 
@@ -46,6 +49,7 @@
 
         md = context.cloth
         ob = context.object
+        col2 = context.region.width > narrowui
 
         split = layout.split()
         split.operator_context = 'EXEC_DEFAULT'
@@ -61,7 +65,8 @@
         else:
             # add modifier
             split.item_enumO("object.modifier_add", "type", 'CLOTH', text="Add")
-            split.itemL()
+            if col2:
+                split.column()
 
         if md:
             cloth = md.settings
@@ -72,32 +77,33 @@
 
             col = split.column()
 
+            col.itemL(text="Presets:")
+            col.itemL(text="TODO!")
+
             col.itemL(text="Quality:")
             col.itemR(cloth, "quality", text="Steps", slider=True)
 
             col.itemL(text="Material:")
-            sub = col.column(align=True)
-            sub.itemR(cloth, "mass")
-            sub.itemR(cloth, "structural_stiffness", text="Structural")
-            sub.itemR(cloth, "bending_stiffness", text="Bending")
+            col.itemR(cloth, "mass")
+            col.itemR(cloth, "structural_stiffness", text="Structural")
+            col.itemR(cloth, "bending_stiffness", text="Bending")
 
-            col = split.column()
+            if col2:
+                col = split.column()
 
-            col.itemL(text="Presets: TODO")
-            # col.itemL(text="TODO!")
-            col.itemR(cloth, "pre_roll")
-
             col.itemL(text="Damping:")
-            sub = col.column(align=True)
-            sub.itemR(cloth, "spring_damping", text="Spring")
-            sub.itemR(cloth, "air_damping", text="Air")
+            col.itemR(cloth, "spring_damping", text="Spring")
+            col.itemR(cloth, "air_damping", text="Air")
 
-            col.itemR(cloth, "pin_cloth", text="Pin")
-            sub = col.column(align=True)
+            col.itemR(cloth, "pin_cloth", text="Pinning")
+            sub = col.column()
             sub.active = cloth.pin_cloth
+            sub.item_pointerR(cloth, "mass_vertex_group", ob, "vertex_groups", text="")
             sub.itemR(cloth, "pin_stiffness", text="Stiffness")
-            sub.item_pointerR(cloth, "mass_vertex_group", ob, "vertex_groups", text="")
 
+            col.itemL(text="Pre roll:")
+            col.itemR(cloth, "pre_roll", text="Frame")
+
             # Disabled for now
             """
             if cloth.mass_vertex_group:
@@ -140,6 +146,7 @@
 
         cloth = context.cloth.collision_settings
         md = context.cloth
+        col2 = context.region.width > narrowui
 
         layout.active = cloth.enable_collision and cloth_panel_enabled(md)
 
@@ -150,7 +157,8 @@
         col.itemR(cloth, "min_distance", slider=True, text="Distance")
         col.itemR(cloth, "friction")
 
-        col = split.column()
+        if col2:
+            col = split.column()
         col.itemR(cloth, "enable_self_collision", text="Self Collision")
         sub = col.column()
         sub.active = cloth.enable_self_collision
@@ -177,6 +185,7 @@
         md = context.cloth
         ob = context.object
         cloth = context.cloth.settings
+        col2 = context.region.width > narrowui
 
         layout.active = cloth.stiffness_scaling	and cloth_panel_enabled(md)
 
@@ -184,15 +193,14 @@
 
         col = split.column()
         col.itemL(text="Structural Stiffness:")
-        sub = col.column(align=True)
-        sub.itemR(cloth, "structural_stiffness_max", text="Max")
-        sub.item_pointerR(cloth, "structural_stiffness_vertex_group", ob, "vertex_groups", text="")
+        col.item_pointerR(cloth, "structural_stiffness_vertex_group", ob, "vertex_groups", text="")
+        col.itemR(cloth, "structural_stiffness_max", text="Max")
 
-        col = split.column()
+        if col2:
+            col = split.column()
         col.itemL(text="Bending Stiffness:")
-        sub = col.column(align=True)
-        sub.itemR(cloth, "bending_stiffness_max", text="Max")
-        sub.item_pointerR(cloth, "bending_vertex_group", ob, "vertex_groups", text="")
+        col.item_pointerR(cloth, "bending_vertex_group", ob, "vertex_groups", text="")
+        col.itemR(cloth, "bending_stiffness_max", text="Max")
 
 
 class PHYSICS_PT_cloth_field_weights(PhysicButtonsPanel):

Modified: trunk/blender/release/scripts/ui/properties_physics_field.py
===================================================================
--- trunk/blender/release/scripts/ui/properties_physics_field.py	2009-11-19 11:56:13 UTC (rev 24676)
+++ trunk/blender/release/scripts/ui/properties_physics_field.py	2009-11-19 12:58:19 UTC (rev 24677)
@@ -19,6 +19,9 @@
 # <pep8 compliant>
 import bpy
 
+narrowui = 180
+
+
 from properties_physics_common import basic_force_field_settings_ui
 from properties_physics_common import basic_force_field_falloff_ui
 
@@ -41,17 +44,24 @@
 
         ob = context.object
         field = ob.field
+        col2 = context.region.width > narrowui
 
-        split = layout.split(percentage=0.2)
-        split.itemL(text="Type:")
+        if col2:
+            split = layout.split(percentage=0.2)
+            split.itemL(text="Type:")
+        else:
+            split = layout.split()
+
         split.itemR(field, "type", text="")
 
         if field.type not in ('NONE', 'GUIDE', 'TEXTURE'):
-            split = layout.split(percentage=0.2)
-            #split = layout.row()
-            split.itemL(text="Shape:")
+            if col2:
+                split = layout.split(percentage=0.2)
+                split.itemL(text="Shape:")
+            else:
+                split = layout.split()
             split.itemR(field, "shape", text="")
-
+            
         split = layout.split()
 
         if field.type == 'NONE':
@@ -162,6 +172,7 @@
         layout = self.layout
 
         md = context.collision
+        col2 = context.region.width > narrowui
 
         split = layout.split()
         split.operator_context = 'EXEC_DEFAULT'
@@ -170,7 +181,8 @@
             # remove modifier + settings
             split.set_context_pointer("modifier", md)
             split.itemO("object.modifier_remove", text="Remove")
-            col = split.column()
+            if col2:
+                col = split.column()
 
             #row = split.row(align=True)
             #row.itemR(md, "render", text="")
@@ -181,7 +193,8 @@
         else:
             # add modifier
             split.item_enumO("object.modifier_add", "type", 'COLLISION', text="Add")
-            split.itemL()
+            if col2:
+                split.itemL()
 
             coll = None
 
@@ -195,28 +208,29 @@
             col = split.column()
             col.itemL(text="Particle:")
             col.itemR(settings, "permeability", slider=True)
+            col.itemR(settings, "kill_particles")
             col.itemL(text="Particle Damping:")
             sub = col.column(align=True)
             sub.itemR(settings, "damping_factor", text="Factor", slider=True)
             sub.itemR(settings, "random_damping", text="Random", slider=True)
 
+            col.itemL(text="Particle Friction:")
+            sub = col.column(align=True)
+            sub.itemR(settings, "friction_factor", text="Factor", slider=True)
+            sub.itemR(settings, "random_friction", text="Random", slider=True)
+
+            if col2:
+                col = split.column()
             col.itemL(text="Soft Body and Cloth:")
             sub = col.column(align=True)
             sub.itemR(settings, "outer_thickness", text="Outer", slider=True)
             sub.itemR(settings, "inner_thickness", text="Inner", slider=True)
 
-            layout.itemL(text="Force Fields:")
-            layout.itemR(settings, "absorption", text="Absorption")
-
-            col = split.column()
-            col.itemL(text="")
-            col.itemR(settings, "kill_particles")
-            col.itemL(text="Particle Friction:")
-            sub = col.column(align=True)
-            sub.itemR(settings, "friction_factor", text="Factor", slider=True)
-            sub.itemR(settings, "random_friction", text="Random", slider=True)
             col.itemL(text="Soft Body Damping:")
             col.itemR(settings, "damping", text="Factor", slider=True)
 
+            col.itemL(text="Force Fields:")
+            col.itemR(settings, "absorption", text="Absorption")
+
 bpy.types.register(PHYSICS_PT_field)
 bpy.types.register(PHYSICS_PT_collision)

Modified: trunk/blender/release/scripts/ui/properties_physics_fluid.py
===================================================================
--- trunk/blender/release/scripts/ui/properties_physics_fluid.py	2009-11-19 11:56:13 UTC (rev 24676)
+++ trunk/blender/release/scripts/ui/properties_physics_fluid.py	2009-11-19 12:58:19 UTC (rev 24677)
@@ -19,7 +19,9 @@
 # <pep8 compliant>
 import bpy
 
+narrowui = 180
 
+
 class PhysicButtonsPanel(bpy.types.Panel):
     bl_space_type = 'PROPERTIES'
     bl_region_type = 'WINDOW'
@@ -38,6 +40,7 @@
         layout = self.layout
 
         md = context.fluid
+        col2 = context.region.width > narrowui
 
         split = layout.split()
         split.operator_context = 'EXEC_DEFAULT'
@@ -56,13 +59,17 @@
         else:
             # add modifier
             split.item_enumO("object.modifier_add", "type", 'FLUID_SIMULATION', text="Add")
-            split.itemL()
+            if col2:
+                split.itemL()
 
             fluid = None
 
 
         if fluid:
-            layout.itemR(fluid, "type")
+            if col2:
+                layout.itemR(fluid, "type")
+            else:
+                layout.itemR(fluid, "type", text="")
 
             if fluid.type == 'DOMAIN':
                 layout.itemO("fluid.bake", text="Bake Fluid Simulation", icon='ICON_MOD_FLUIDSIM')
@@ -73,17 +80,25 @@
                 col.itemR(fluid, "resolution", text="Final")
                 col.itemL(text="Render Display:")
                 col.itemR(fluid, "render_display_mode", text="")
+
+                if col2:
+                    col = split.column()

@@ Diff output truncated at 10240 characters. @@




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