[Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [34694] trunk/blender/release/scripts/ui/ properties_game.py: Fix for [#25963] Show mouse option in wrong Panel.

Dalai Felinto dfelinto at gmail.com
Mon Feb 7 20:27:05 CET 2011


Hi Thomas,
options such as framing (Letterbox/Extend/Scale) and background color
are actually used for both Player and the embed BGE. So why not the
mouse? The way I see it (and the reason why it's there) is because
Blender itself always has a mouse pointer. BlenderPlayer, however, as
a standalone application does not necessarily would have one. Yes is a
"shared" property, but it stands on its own in the Player.

That said I don't have a really strong opinion on that topic and
nothing was ever set on stone. I just miss a big picture on the design
here.
For example if mouse fits better under "Display" I would rename it to
"Mouse Cursor" instead of "Show Mouse".

Also I have my doubts on whether "Display Lists" and "Use Frame Rate"
actually belongs to "Performance". Think that way, "DisplayList" is
(finally) on by default. The reason someone would turn it off would
be: (1) to run in a gfx that doesn't support it (is there such a
thing?). or (2) in very particular cases where DL performs better than
Vertex Array. "Use Frame Rate" in the other hand affects the whole
game. It can slow downs the logic and physics to assure the rasterizer
always run on its loops. I'm not sure about you but I only use this
when I want to do screencapture of the game with
bge.render.saveScreenshot. They are known cases where this can benefit
your game (e.g. those with heavy Python calculation) but the change in
the game is so drastic that, again, I don't think Performance is a
good group for them.

I find great that you put time and effort on this, but such a change
should come with a better explanation than the message
"reorganization" and wrong panel may convey. Specially because
otherwise it gets hard to argue on that.

And please, I know you are doing a really nice work in the UI, but
refrain from changes in the code if the person that committed is
active and maintaining it :) A reply in the commit log or a
conversation over IRC can lead to a better dialog. Sometimes the
maintaner-ish of a part of the code have sheltered ideas and future
plans that can add for a better design. E.g. this is a list of things
I would like to see in Blender before 2.5 and some of them does affect
the UI: https://docs.google.com/document/d/1gBzJ_8A8_XHAE5NfyqV5UG7feZuLa_y7v-uccsHBNi0/edit?hl=en&authkey=CK3n9Y4G
(see the 1st and 3rd item)

Kind regards,
Dalai

2011/2/7 Thomas Dinges <blender at dingto.de>:
> Revision: 34694
>          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=34694
> Author:   dingto
> Date:     2011-02-07 14:53:40 +0000 (Mon, 07 Feb 2011)
> Log Message:
> -----------
> Fix for [#25963] Show mouse option in wrong Panel.
> Did some reorganization of the Game buttons, made a new "Display" Panel.
>
> Modified Paths:
> --------------
>    trunk/blender/release/scripts/ui/properties_game.py
>
> Modified: trunk/blender/release/scripts/ui/properties_game.py
> ===================================================================
> --- trunk/blender/release/scripts/ui/properties_game.py 2011-02-07 13:02:44 UTC (rev 34693)
> +++ trunk/blender/release/scripts/ui/properties_game.py 2011-02-07 14:53:40 UTC (rev 34694)
> @@ -232,9 +232,7 @@
>
>         gs = context.scene.game_settings
>
> -        row = layout.row()
> -        row.prop(gs, "show_fullscreen")
> -        row.prop(gs, "show_mouse")
> +        layout.prop(gs, "show_fullscreen")
>
>         split = layout.split()
>
> @@ -345,23 +343,27 @@
>         layout = self.layout
>
>         gs = context.scene.game_settings
> +        row = layout.row()
> +        row.prop(gs, "use_frame_rate")
> +        row.prop(gs, "use_display_lists")
>
> -        split = layout.split()
> +
> +class RENDER_PT_game_display(RenderButtonsPanel, bpy.types.Panel):
> +    bl_label = "Display"
> +    COMPAT_ENGINES = {'BLENDER_GAME'}
>
> -        col = split.column()
> -        col.label(text="Show:")
> -        col.prop(gs, "show_debug_properties", text="Debug Properties")
> -        col.prop(gs, "show_framerate_profile", text="Framerate and Profile")
> -        col.prop(gs, "show_physics_visualization", text="Physics Visualization")
> -        col.prop(gs, "use_deprecation_warnings")
> +    def draw(self, context):
> +        layout = self.layout
>
> -        col = split.column()
> +        gs = context.scene.game_settings
> +        flow = layout.column_flow()
> +        flow.prop(gs, "show_debug_properties", text="Debug Properties")
> +        flow.prop(gs, "show_framerate_profile", text="Framerate and Profile")
> +        flow.prop(gs, "show_physics_visualization", text="Physics Visualization")
> +        flow.prop(gs, "use_deprecation_warnings")
> +        flow.prop(gs, "show_mouse")
>
> -        col.label(text="Render:")
> -        col.prop(gs, "use_frame_rate")
> -        col.prop(gs, "use_display_lists")
>
> -
>  class RENDER_PT_game_sound(RenderButtonsPanel, bpy.types.Panel):
>     bl_label = "Sound"
>     COMPAT_ENGINES = {'BLENDER_GAME'}
>
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