[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [46144] trunk/blender/release/scripts/ startup/bl_ui: Python UI Files:
Thomas Dinges
blender at dingto.org
Tue May 1 13:09:06 CEST 2012
Revision: 46144
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=46144
Author: dingto
Date: 2012-05-01 11:09:05 +0000 (Tue, 01 May 2012)
Log Message:
-----------
Python UI Files:
* Panels only dedicated to the Game Engine, belong into properties_game.py.
Modified Paths:
--------------
trunk/blender/release/scripts/startup/bl_ui/properties_data_lamp.py
trunk/blender/release/scripts/startup/bl_ui/properties_game.py
Modified: trunk/blender/release/scripts/startup/bl_ui/properties_data_lamp.py
===================================================================
--- trunk/blender/release/scripts/startup/bl_ui/properties_data_lamp.py 2012-05-01 11:01:24 UTC (rev 46143)
+++ trunk/blender/release/scripts/startup/bl_ui/properties_data_lamp.py 2012-05-01 11:09:05 UTC (rev 46144)
@@ -186,59 +186,8 @@
sub = col.column(align=True)
sub.prop(lamp, "atmosphere_inscattering", slider=True, text="Inscattering")
sub.prop(lamp, "atmosphere_extinction", slider=True, text="Extinction")
-
-class DATA_PT_shadow_game(DataButtonsPanel, bpy.types.Panel):
- bl_label = "Shadow"
- COMPAT_ENGINES = {'BLENDER_GAME'}
- @classmethod
- def poll(cls, context):
- COMPAT_LIGHTS = {'SPOT', 'SUN'}
- lamp = context.lamp
- engine = context.scene.render.engine
- return (lamp and lamp.type in COMPAT_LIGHTS) and (engine in cls.COMPAT_ENGINES)
-
- def draw_header(self, context):
- lamp = context.lamp
-
- self.layout.prop(lamp, "use_shadow", text="")
- def draw(self, context):
- layout = self.layout
-
- lamp = context.lamp
-
- split = layout.split()
-
- col = split.column()
- col.prop(lamp, "shadow_color", text="")
-
- col = split.column()
- col.prop(lamp, "use_shadow_layer", text="This Layer Only")
- col.prop(lamp, "use_only_shadow")
-
- col = layout.column()
- col.label("Buffer Type:")
- col.prop(lamp, "ge_shadow_buffer_type", text="", toggle=True)
- col.label("Quality:")
- col = layout.column(align=True)
- col.prop(lamp, "shadow_buffer_size", text="Size")
- col.prop(lamp, "shadow_buffer_bias", text="Bias")
- col.prop(lamp, "shadow_buffer_bleed_bias", text="Bleed Bias")
-
-
- row = layout.row()
- row.label("Clipping:")
- row = layout.row(align=True)
- row.prop(lamp, "shadow_buffer_clip_start", text="Clip Start")
- row.prop(lamp, "shadow_buffer_clip_end", text="Clip End")
-
- if lamp.type == 'SUN':
- row = layout.row()
- row.prop(lamp, "shadow_frustum_size", text="Frustum Size")
-
- layout.active = lamp.use_shadow
-
class DATA_PT_shadow(DataButtonsPanel, Panel):
bl_label = "Shadow"
COMPAT_ENGINES = {'BLENDER_RENDER'}
Modified: trunk/blender/release/scripts/startup/bl_ui/properties_game.py
===================================================================
--- trunk/blender/release/scripts/startup/bl_ui/properties_game.py 2012-05-01 11:01:24 UTC (rev 46143)
+++ trunk/blender/release/scripts/startup/bl_ui/properties_game.py 2012-05-01 11:09:05 UTC (rev 46144)
@@ -652,6 +652,64 @@
if gs.obstacle_simulation != 'NONE':
layout.prop(gs, "level_height")
layout.prop(gs, "show_obstacle_simulation")
+
+class DataButtonsPanel():
+ bl_space_type = 'PROPERTIES'
+ bl_region_type = 'WINDOW'
+ bl_context = "data"
+
+
+class DATA_PT_shadow_game(DataButtonsPanel, bpy.types.Panel):
+ bl_label = "Shadow"
+ COMPAT_ENGINES = {'BLENDER_GAME'}
+ @classmethod
+ def poll(cls, context):
+ COMPAT_LIGHTS = {'SPOT', 'SUN'}
+ lamp = context.lamp
+ engine = context.scene.render.engine
+ return (lamp and lamp.type in COMPAT_LIGHTS) and (engine in cls.COMPAT_ENGINES)
+
+ def draw_header(self, context):
+ lamp = context.lamp
+
+ self.layout.prop(lamp, "use_shadow", text="")
+
+ def draw(self, context):
+ layout = self.layout
+
+ lamp = context.lamp
+
+ layout.active = lamp.use_shadow
+
+ split = layout.split()
+
+ col = split.column()
+ col.prop(lamp, "shadow_color", text="")
+
+ col = split.column()
+ col.prop(lamp, "use_shadow_layer", text="This Layer Only")
+ col.prop(lamp, "use_only_shadow")
+
+ col = layout.column()
+ col.label("Buffer Type:")
+ col.prop(lamp, "ge_shadow_buffer_type", text="", toggle=True)
+ col.label("Quality:")
+ col = layout.column(align=True)
+ col.prop(lamp, "shadow_buffer_size", text="Size")
+ col.prop(lamp, "shadow_buffer_bias", text="Bias")
+ col.prop(lamp, "shadow_buffer_bleed_bias", text="Bleed Bias")
+
+ row = layout.row()
+ row.label("Clipping:")
+ row = layout.row(align=True)
+ row.prop(lamp, "shadow_buffer_clip_start", text="Clip Start")
+ row.prop(lamp, "shadow_buffer_clip_end", text="Clip End")
+
+ if lamp.type == 'SUN':
+ row = layout.row()
+ row.prop(lamp, "shadow_frustum_size", text="Frustum Size")
+
+
if __name__ == "__main__": # only for live edit.
bpy.utils.register_module(__name__)
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