[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [58700] trunk/blender/release/scripts/ startup/bl_ui/properties_object.py: UI / Code:

Thomas Dinges blender at dingto.org
Mon Jul 29 00:12:19 CEST 2013


Revision: 58700
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=58700
Author:   dingto
Date:     2013-07-28 22:12:19 +0000 (Sun, 28 Jul 2013)
Log Message:
-----------
UI / Code:
Cody style changes for r58692.
* First of all, UI code is really simple, especially in such small panels, no need to comment obvious things like left/right column.
* "if 1" nested structs for code clarity? That's a really bad thing, especially if you have 3  lines which belong together, but only 2 of them are indented...

    sub = row.row()
    sub.active = obj.show_bounds
sub.prop(obj, "draw_bounds_type", text="")

* Empty line after layout = self.layout declarations, we still follow these Rules.
http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts/Guidelines/Layouts

Thanks! 

Revision Links:
--------------
    http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=58692

Modified Paths:
--------------
    trunk/blender/release/scripts/startup/bl_ui/properties_object.py

Modified: trunk/blender/release/scripts/startup/bl_ui/properties_object.py
===================================================================
--- trunk/blender/release/scripts/startup/bl_ui/properties_object.py	2013-07-28 19:53:46 UTC (rev 58699)
+++ trunk/blender/release/scripts/startup/bl_ui/properties_object.py	2013-07-28 22:12:19 UTC (rev 58700)
@@ -203,31 +203,28 @@
 
     def draw(self, context):
         layout = self.layout
+
         obj = context.object
         obj_type = obj.type
         is_geometry = (obj_type in {'MESH', 'CURVE', 'SURFACE', 'META', 'FONT'})
         is_empty_image = (obj_type == 'EMPTY' and obj.empty_draw_type == 'IMAGE')
 
-        # start top half
         split = layout.split()
 
-        # left column checkboxes
         col = split.column()
         col.prop(obj, "show_name", text="Name")
         col.prop(obj, "show_axis", text="Axis")
         if is_geometry:
-            # Makes no sense for cameras, armtures, etc.!
+            # Makes no sense for cameras, armatures, etc.!
             col.prop(obj, "show_wire", text="Wire")
         if obj_type == 'MESH':
             col.prop(obj, "show_all_edges")
 
-        # right column checkboxes
         col = split.column()
-        if 1:  # for code nesting clarity
-            row = col.row()
-            row.prop(obj, "show_bounds", text="Bounds")
-            sub = row.row()
-            sub.active = obj.show_bounds
+        row = col.row()
+        row.prop(obj, "show_bounds", text="Bounds")
+        sub = row.row()
+        sub.active = obj.show_bounds
         sub.prop(obj, "draw_bounds_type", text="")
 
         if is_geometry:
@@ -236,16 +233,13 @@
         if obj_type == 'MESH' or is_empty_image:
             col.prop(obj, "show_transparent", text="Transparency")
 
-        # start bottom half
         split = layout.split()
 
-        # left
         col = split.column()
         if obj_type not in {'CAMERA', 'EMPTY'}:
             col.label(text="Maximum draw type:")
             col.prop(obj, "draw_type", text="")
 
-        # right
         col = split.column()
         if is_geometry or is_empty_image:
             # Only useful with object having faces/materials...




More information about the Bf-blender-cvs mailing list