[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [24968] trunk/blender/release/scripts/ui/ space_view3d.py: slight reorganization of 3D view UI region.

William Reynish william at reynish.com
Sat Nov 28 14:39:39 CET 2009


Revision: 24968
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=24968
Author:   billrey
Date:     2009-11-28 14:39:35 +0100 (Sat, 28 Nov 2009)

Log Message:
-----------
slight reorganization of 3D view UI region.

Modified Paths:
--------------
    trunk/blender/release/scripts/ui/space_view3d.py

Modified: trunk/blender/release/scripts/ui/space_view3d.py
===================================================================
--- trunk/blender/release/scripts/ui/space_view3d.py	2009-11-28 13:33:56 UTC (rev 24967)
+++ trunk/blender/release/scripts/ui/space_view3d.py	2009-11-28 13:39:35 UTC (rev 24968)
@@ -197,7 +197,7 @@
 
         layout.separator()
 
-        layout.operator("view3d.view_persportho", text="Toggle Perspective")
+        layout.operator("view3d.view_persportho")
 
         layout.separator()
 
@@ -1517,25 +1517,21 @@
         col.label(text="Camera:")
         col.prop(view, "camera", text="")
         col.prop(view, "lens")
+        col.label(text="Lock to Object:")
+        col.prop(view, "lock_object", text="")
+        if view.lock_object and view.lock_object.type == 'ARMATURE':
+            col.prop_object(view, "lock_bone", view.lock_object.data, "bones", text="")
 
         col = layout.column(align=True)
         col.label(text="Clip:")
         col.prop(view, "clip_start", text="Start")
         col.prop(view, "clip_end", text="End")
 
-        col = layout.column(align=True)
-        col.label(text="Grid:")
-        col.prop(view, "grid_lines", text="Lines")
-        col.prop(view, "grid_spacing", text="Spacing")
-        col.prop(view, "grid_subdivisions", text="Subdivisions")
 
+
         layout.column().prop(scene, "cursor_location", text="3D Cursor:")
         
-        col = layout.column()
-        col.label(text="Lock to Object:")
-        col.prop(view, "lock_object", text="")
-        if view.lock_object and view.lock_object.type == 'ARMATURE':
-            col.prop_object(view, "lock_bone", view.lock_object.data, "bones", text="")
+        
 
 
 class VIEW3D_PT_3dview_name(bpy.types.Panel):
@@ -1578,9 +1574,8 @@
         view = context.space_data
         gs = context.scene.game_data
         ob = context.object
-
+        
         col = layout.column()
-        col.prop(view, "display_floor", text="Grid Floor")
         col.prop(view, "display_x_axis", text="X Axis")
         col.prop(view, "display_y_axis", text="Y Axis")
         col.prop(view, "display_z_axis", text="Z Axis")
@@ -1590,8 +1585,16 @@
         if ob and ob.type == 'MESH':
             mesh = ob.data
             col.prop(mesh, "all_edges")
-
+        
         col = layout.column()
+        col.prop(view, "display_floor", text="Grid Floor")
+        sub = col.column(align=True)
+        sub.active = view.display_floor
+        sub.prop(view, "grid_lines", text="Lines")
+        sub.prop(view, "grid_spacing", text="Spacing")
+        sub.prop(view, "grid_subdivisions", text="Subdivisions")
+        
+        col = layout.column()
         col.label(text="Shading:")
         col.prop(gs, "material_mode", text="")
         col.prop(view, "textured_solid")





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