[Bf-blender-cvs] [f5616bf] master: Code cleanup: Game Engine related panels belong into properties_game.py.

Thomas Dinges noreply at git.blender.org
Wed Dec 18 07:35:13 CET 2013


Commit: f5616bf8b2d87b0a2fcc17491f327a8eb74cb390
Author: Thomas Dinges
Date:   Wed Dec 18 07:35:05 2013 +0100
http://developer.blender.org/rBf5616bf8b2d87b0a2fcc17491f327a8eb74cb390

Code cleanup: Game Engine related panels belong into properties_game.py.

===================================================================

M	release/scripts/startup/bl_ui/properties_game.py
M	release/scripts/startup/bl_ui/properties_object.py

===================================================================

diff --git a/release/scripts/startup/bl_ui/properties_game.py b/release/scripts/startup/bl_ui/properties_game.py
index fdbe02e..503b3cd 100644
--- a/release/scripts/startup/bl_ui/properties_game.py
+++ b/release/scripts/startup/bl_ui/properties_game.py
@@ -18,7 +18,7 @@
 
 # <pep8 compliant>
 import bpy
-from bpy.types import Panel
+from bpy.types import Panel, Menu
 
 
 class PhysicsButtonsPanel():
@@ -749,5 +749,55 @@ class DATA_PT_shadow_game(DataButtonsPanel, Panel):
             row.prop(lamp, "shadow_frustum_size", text="Frustum Size")
 
 
+class ObjectButtonsPanel():
+    bl_space_type = 'PROPERTIES'
+    bl_region_type = 'WINDOW'
+    bl_context = "object"
+
+
+class OBJECT_MT_lod_tools(Menu):
+    bl_label = "Level Of Detail Tools"
+
+    def draw(self, context):
+        layout = self.layout
+
+        layout.operator("object.lod_by_name", text="Set By Name")
+        layout.operator("object.lod_generate", text="Generate")
+        layout.operator("object.lod_clear_all", text="Clear All", icon='PANEL_CLOSE')
+
+
+class OBJECT_PT_levels_of_detail(ObjectButtonsPanel, Panel):
+    bl_label = "Levels of Detail"
+    COMPAT_ENGINES = {'BLENDER_GAME'}
+
+    @classmethod
+    def poll(cls, context):
+        return context.scene.render.engine in cls.COMPAT_ENGINES
+
+    def draw(self, context):
+        layout = self.layout
+        ob = context.object
+
+        col = layout.column()
+
+        for i, level in enumerate(ob.lod_levels):
+            if i == 0:
+                continue
+            box = col.box()
+            row = box.row()
+            row.prop(level, "object", text="")
+            row.operator("object.lod_remove", text="", icon='PANEL_CLOSE').index = i
+
+            row = box.row()
+            row.prop(level, "distance")
+            row = row.row(align=True)
+            row.prop(level, "use_mesh", text="")
+            row.prop(level, "use_material", text="")
+
+        row = col.row(align=True)
+        row.operator("object.lod_add", text="Add", icon='ZOOMIN')
+        row.menu("OBJECT_MT_lod_tools", text="", icon='TRIA_DOWN')
+
+
 if __name__ == "__main__":  # only for live edit.
     bpy.utils.register_module(__name__)
diff --git a/release/scripts/startup/bl_ui/properties_object.py b/release/scripts/startup/bl_ui/properties_object.py
index 38975b8..cbebdaf 100644
--- a/release/scripts/startup/bl_ui/properties_object.py
+++ b/release/scripts/startup/bl_ui/properties_object.py
@@ -18,7 +18,7 @@
 
 # <pep8 compliant>
 import bpy
-from bpy.types import Menu, Panel
+from bpy.types import Panel
 from rna_prop_ui import PropertyPanel
 
 
@@ -125,50 +125,6 @@ class OBJECT_PT_transform_locks(ObjectButtonsPanel, Panel):
             sub.prop(ob, "lock_rotation_w", text="W")
 
 
-class OBJECT_MT_lod_tools(Menu):
-    bl_label = "Level Of Detail Tools"
-
-    def draw(self, context):
-        layout = self.layout
-
-        layout.operator("object.lod_by_name", text="Set By Name")
-        layout.operator("object.lod_generate", text="Generate")
-        layout.operator("object.lod_clear_all", text="Clear All", icon='PANEL_CLOSE')
-
-
-class OBJECT_PT_levels_of_detail(ObjectButtonsPanel, Panel):
-    bl_label = "Levels of Detail"
-    COMPAT_ENGINES = {'BLENDER_GAME'}
-
-    @classmethod
-    def poll(cls, context):
-        return context.scene.render.engine in cls.COMPAT_ENGINES
-
-    def draw(self, context):
-        layout = self.layout
-        ob = context.object
-
-        col = layout.column()
-
-        for i, level in enumerate(ob.lod_levels):
-            if i == 0:
-                continue
-            box = col.box()
-            row = box.row()
-            row.prop(level, "object", text="")
-            row.operator("object.lod_remove", text="", icon='PANEL_CLOSE').index = i
-
-            row = box.row()
-            row.prop(level, "distance")
-            row = row.row(align=True)
-            row.prop(level, "use_mesh", text="")
-            row.prop(level, "use_material", text="")
-
-        row = col.row(align=True)
-        row.operator("object.lod_add", text="Add", icon='ZOOMIN')
-        row.menu("OBJECT_MT_lod_tools", text="", icon='TRIA_DOWN')
-
-
 class OBJECT_PT_relations(ObjectButtonsPanel, Panel):
     bl_label = "Relations"




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