[Bf-blender-cvs] [c68429bc038] master: Cleanup: pep8

Campbell Barton noreply at git.blender.org
Tue Jun 5 16:33:25 CEST 2018


Commit: c68429bc038635a6c2a3f29a5b057c077be3a4b0
Author: Campbell Barton
Date:   Tue Jun 5 16:32:11 2018 +0200
Branches: master
https://developer.blender.org/rBc68429bc038635a6c2a3f29a5b057c077be3a4b0

Cleanup: pep8

Use 'autopep8 --ignore E721,E722' on our UI code, only minor changes.

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

M	release/scripts/startup/bl_ui/__init__.py
M	release/scripts/startup/bl_ui/properties_constraint.py
M	release/scripts/startup/bl_ui/properties_data_armature.py
M	release/scripts/startup/bl_ui/properties_data_bone.py
M	release/scripts/startup/bl_ui/properties_data_curve.py
M	release/scripts/startup/bl_ui/properties_data_modifier.py
M	release/scripts/startup/bl_ui/properties_freestyle.py
M	release/scripts/startup/bl_ui/properties_game.py
M	release/scripts/startup/bl_ui/properties_grease_pencil_common.py
M	release/scripts/startup/bl_ui/properties_mask_common.py
M	release/scripts/startup/bl_ui/properties_object.py
M	release/scripts/startup/bl_ui/properties_paint_common.py
M	release/scripts/startup/bl_ui/properties_particle.py
M	release/scripts/startup/bl_ui/properties_physics_cloth.py
M	release/scripts/startup/bl_ui/properties_physics_common.py
M	release/scripts/startup/bl_ui/properties_physics_rigidbody.py
M	release/scripts/startup/bl_ui/properties_scene.py
M	release/scripts/startup/bl_ui/properties_texture.py
M	release/scripts/startup/bl_ui/space_clip.py
M	release/scripts/startup/bl_ui/space_dopesheet.py
M	release/scripts/startup/bl_ui/space_graph.py
M	release/scripts/startup/bl_ui/space_image.py
M	release/scripts/startup/bl_ui/space_info.py
M	release/scripts/startup/bl_ui/space_node.py
M	release/scripts/startup/bl_ui/space_userpref.py
M	release/scripts/startup/bl_ui/space_view3d.py
M	release/scripts/startup/bl_ui/space_view3d_toolbar.py

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

diff --git a/release/scripts/startup/bl_ui/__init__.py b/release/scripts/startup/bl_ui/__init__.py
index 0a7b2cd2e8b..f98074cdf0b 100644
--- a/release/scripts/startup/bl_ui/__init__.py
+++ b/release/scripts/startup/bl_ui/__init__.py
@@ -79,7 +79,7 @@ _modules = [
     "space_userpref",
     "space_view3d",
     "space_view3d_toolbar",
-    ]
+]
 
 import bpy
 
@@ -158,6 +158,8 @@ def unregister():
 
 # Define a default UIList, when a list does not need any custom drawing...
 # Keep in sync with its #defined name in UI_interface.h
+
+
 class UI_UL_list(bpy.types.UIList):
     # These are common filtering or ordering operations (same as the default C ones!).
     @staticmethod
diff --git a/release/scripts/startup/bl_ui/properties_constraint.py b/release/scripts/startup/bl_ui/properties_constraint.py
index 9b61101778f..b7880e605b3 100644
--- a/release/scripts/startup/bl_ui/properties_constraint.py
+++ b/release/scripts/startup/bl_ui/properties_constraint.py
@@ -941,6 +941,7 @@ class BONE_PT_constraints(ConstraintButtonsPanel, Panel):
         for con in context.pose_bone.constraints:
             self.draw_constraint(context, con)
 
+
 classes = (
     OBJECT_PT_constraints,
     BONE_PT_constraints,
diff --git a/release/scripts/startup/bl_ui/properties_data_armature.py b/release/scripts/startup/bl_ui/properties_data_armature.py
index 411d64e2b94..c0fa82946e1 100644
--- a/release/scripts/startup/bl_ui/properties_data_armature.py
+++ b/release/scripts/startup/bl_ui/properties_data_armature.py
@@ -285,6 +285,7 @@ class DATA_PT_iksolver_itasc(ArmatureButtonsPanel, Panel):
                 row.prop(itasc, "damping_max", text="Damp", slider=True)
                 row.prop(itasc, "damping_epsilon", text="Eps", slider=True)
 
+
 from .properties_animviz import (
     MotionPathButtonsPanel,
     OnionSkinButtonsPanel,
diff --git a/release/scripts/startup/bl_ui/properties_data_bone.py b/release/scripts/startup/bl_ui/properties_data_bone.py
index 9fbb28c0f31..63b5d4f96fc 100644
--- a/release/scripts/startup/bl_ui/properties_data_bone.py
+++ b/release/scripts/startup/bl_ui/properties_data_bone.py
@@ -78,7 +78,7 @@ class BONE_PT_transform(BoneButtonsPanel, Panel):
             if pchan.rotation_mode == 'QUATERNION':
                 col.prop(pchan, "rotation_quaternion", text="Rotation")
             elif pchan.rotation_mode == 'AXIS_ANGLE':
-                #col.label(text="Rotation")
+                # col.label(text="Rotation")
                 #col.prop(pchan, "rotation_angle", text="Angle")
                 #col.prop(pchan, "rotation_axis", text="Axis")
                 col.prop(pchan, "rotation_axis_angle", text="Rotation")
diff --git a/release/scripts/startup/bl_ui/properties_data_curve.py b/release/scripts/startup/bl_ui/properties_data_curve.py
index 3a3ad31a8ef..f57156c1bae 100644
--- a/release/scripts/startup/bl_ui/properties_data_curve.py
+++ b/release/scripts/startup/bl_ui/properties_data_curve.py
@@ -189,9 +189,10 @@ class DATA_PT_geometry_curve(CurveButtonsPanelCurve, Panel):
 
             col = layout.column()
             col.active = (
-                    (curve.bevel_depth > 0.0) or
-                    (curve.extrude > 0.0) or
-                    (curve.bevel_object is not None))
+                (curve.bevel_depth > 0.0) or
+                (curve.extrude > 0.0) or
+                (curve.bevel_object is not None)
+            )
             row = col.row(align=True)
             row.prop(curve, "bevel_factor_mapping_start", text="")
             row.prop(curve, "bevel_factor_start", text="Start")
diff --git a/release/scripts/startup/bl_ui/properties_data_modifier.py b/release/scripts/startup/bl_ui/properties_data_modifier.py
index 5bcf188c683..f1f7091e83b 100644
--- a/release/scripts/startup/bl_ui/properties_data_modifier.py
+++ b/release/scripts/startup/bl_ui/properties_data_modifier.py
@@ -168,7 +168,6 @@ class DATA_PT_modifiers(ModifierButtonsPanel, Panel):
         if bpy.app.debug:
             layout.prop(md, "debug_options")
 
-
     def BUILD(self, layout, ob, md):
         split = layout.split()
 
@@ -329,7 +328,7 @@ class DATA_PT_modifiers(ModifierButtonsPanel, Panel):
             layout_info = layout
 
         layout_info.label(text=iface_("Face Count: {:,}".format(md.face_count)),
-                     translate=False)
+                          translate=False)
 
     def DISPLACE(self, layout, ob, md):
         has_texture = (md.texture is not None)
diff --git a/release/scripts/startup/bl_ui/properties_freestyle.py b/release/scripts/startup/bl_ui/properties_freestyle.py
index 3d105934bf8..7b656f9be81 100644
--- a/release/scripts/startup/bl_ui/properties_freestyle.py
+++ b/release/scripts/startup/bl_ui/properties_freestyle.py
@@ -627,7 +627,7 @@ class RENDERLAYER_PT_freestyle_linestyle(RenderLayerFreestyleEditorButtonsPanel,
         row = layout.row(align=True)
         row.prop(linestyle, "panel", expand=True)
         if linestyle.panel == 'STROKES':
-            ## Chaining
+            # Chaining
             layout.prop(linestyle, "use_chaining", text="Chaining:")
             split = layout.split(align=True)
             split.active = linestyle.use_chaining
@@ -641,7 +641,7 @@ class RENDERLAYER_PT_freestyle_linestyle(RenderLayerFreestyleEditorButtonsPanel,
             col = split.column()
             col.prop(linestyle, "use_same_object")
 
-            ## Splitting
+            # Splitting
             layout.label(text="Splitting:")
             split = layout.split(align=True)
             # First column
@@ -677,7 +677,7 @@ class RENDERLAYER_PT_freestyle_linestyle(RenderLayerFreestyleEditorButtonsPanel,
             sub.prop(linestyle, "split_dash3", text="D3")
             sub.prop(linestyle, "split_gap3", text="G3")
 
-            ## Sorting
+            # Sorting
             layout.prop(linestyle, "use_sorting", text="Sorting:")
             col = layout.column()
             col.active = linestyle.use_sorting
@@ -691,7 +691,7 @@ class RENDERLAYER_PT_freestyle_linestyle(RenderLayerFreestyleEditorButtonsPanel,
             row = col.row(align=True)
             row.prop(linestyle, "sort_order", expand=True)
 
-            ## Selection
+            # Selection
             layout.label(text="Selection:")
             split = layout.split(align=True)
             # First column
@@ -714,12 +714,12 @@ class RENDERLAYER_PT_freestyle_linestyle(RenderLayerFreestyleEditorButtonsPanel,
             sub.active = linestyle.use_chain_count
             sub.prop(linestyle, "chain_count")
 
-            ## Caps
+            # Caps
             layout.label(text="Caps:")
             row = layout.row(align=True)
             row.prop(linestyle, "caps", expand=True)
 
-            ## Dashed lines
+            # Dashed lines
             layout.prop(linestyle, "use_dashed_line", text="Dashed Line:")
             row = layout.row(align=True)
             row.active = linestyle.use_dashed_line
@@ -787,9 +787,10 @@ class RENDERLAYER_PT_freestyle_linestyle(RenderLayerFreestyleEditorButtonsPanel,
 
             row = layout.row()
             props = row.operator(
-                    "wm.properties_context_change",
-                    text="Go to Linestyle Textures Properties",
-                    icon='TEXTURE')
+                "wm.properties_context_change",
+                text="Go to Linestyle Textures Properties",
+                icon='TEXTURE',
+            )
             props.context = 'TEXTURE'
 
         elif linestyle.panel == 'MISC':
diff --git a/release/scripts/startup/bl_ui/properties_game.py b/release/scripts/startup/bl_ui/properties_game.py
index 277b0842b3d..ac51b97e87d 100644
--- a/release/scripts/startup/bl_ui/properties_game.py
+++ b/release/scripts/startup/bl_ui/properties_game.py
@@ -207,7 +207,7 @@ class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel, Panel):
         game = context.object.game
         rd = context.scene.render
         return (rd.engine in cls.COMPAT_ENGINES) \
-                and (game.physics_type in {'SENSOR', 'STATIC', 'DYNAMIC', 'RIGID_BODY', 'CHARACTER', 'SOFT_BODY'})
+            and (game.physics_type in {'SENSOR', 'STATIC', 'DYNAMIC', 'RIGID_BODY', 'CHARACTER', 'SOFT_BODY'})
 
     def draw_header(self, context):
         game = context.active_object.game
@@ -248,7 +248,7 @@ class PHYSICS_PT_game_obstacles(PhysicsButtonsPanel, Panel):
         game = context.object.game
         rd = context.scene.render
         return (rd.engine in cls.COMPAT_ENGINES) \
-                and (game.physics_type in {'SENSOR', 'STATIC', 'DYNAMIC', 'RIGID_BODY', 'SOFT_BODY', 'CHARACTER', 'NO_COLLISION'})
+            and (game.physics_type in {'SENSOR', 'STATIC', 'DYNAMIC', 'RIGID_BODY', 'SOFT_BODY', 'CHARACTER', 'NO_COLLISION'})
 
     def draw_header(self, context):
         game = context.active_object.game
diff --git a/release/scripts/startup/bl_ui/properties_grease_pencil_common.py b/release/scripts/startup/bl_ui/properties_grease_pencil_common.py
index 2aa978a51d8..72d8a53dd69 100644
--- a/release/scripts/startup/bl_ui/properties_grease_pencil_common.py
+++ b/release/scripts/startup/bl_ui/properties_grease_pencil_common.py
@@ -234,7 +234,6 @@ class GreasePencilStrokeEditPanel:
         if is_3d_view:
             layout.separator()
 
-
         layout.separator()
         col = layout.column(align=True)
         col.operator("gpencil.stroke_subdivide", text="Subdivide")
@@ -1075,11 +1074,11 @@ class GreasePencilPaletteColorPanel:
 
                 row = layout.row()
                 sub = row.row(align=True)
-                sub.label(text="Isolate:") # based on active color only
+                sub.label(text="Isolate:")  # based on active color only
                 sub.operator("gpencil.palettecolor_isolate", icon='LOCKED', text="").affect_visibility = False
                 sub.operator("gpencil.palettecolor_isolate", icon='RESTRICT_VIEW_OFF', text="").affect_visibility = True
                 sub = row.row(align=True)
-                sub.label(text="Lock:") # based on other stuff...
+                sub.label(text="Lock:")  # based on other stuff...
                 sub.operator("gpencil.stroke_lock_color", icon='BORDER_RECT', text="")
                 sub.operator("gp

@@ Diff output truncated at 10240 characters. @@



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