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authorCampbell Barton <ideasman42@gmail.com>2011-09-21 19:18:38 +0400
committerCampbell Barton <ideasman42@gmail.com>2011-09-21 19:18:38 +0400
commitf4c56a879d946fb0a233307f72cd739e900f9f7c (patch)
treee9745cd2367e8cdd763ad515a9951b5f454c2056 /release/scripts/startup/bl_ui/properties_game.py
parentae0124157f012aeda994534c21aebda1bae054cd (diff)
remove use of gettext: _("...") style translation now its handled by rna.
Diffstat (limited to 'release/scripts/startup/bl_ui/properties_game.py')
-rw-r--r--release/scripts/startup/bl_ui/properties_game.py115
1 files changed, 57 insertions, 58 deletions
diff --git a/release/scripts/startup/bl_ui/properties_game.py b/release/scripts/startup/bl_ui/properties_game.py
index efe50b6fe2b..26b95484b28 100644
--- a/release/scripts/startup/bl_ui/properties_game.py
+++ b/release/scripts/startup/bl_ui/properties_game.py
@@ -19,7 +19,6 @@
# <pep8 compliant>
import bpy
from bpy.types import Panel
-from blf import gettext as _
class PhysicsButtonsPanel():
@@ -55,7 +54,7 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, Panel):
col = split.column()
col.prop(game, "use_actor")
col.prop(game, "use_ghost")
- col.prop(ob, "hide_render", text=_("Invisible")) # out of place but useful
+ col.prop(ob, "hide_render", text="Invisible") # out of place but useful
col = split.column()
col.prop(game, "use_material_physics_fh")
@@ -67,7 +66,7 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, Panel):
split = layout.split()
col = split.column()
- col.label(text=_("Attributes:"))
+ col.label(text="Attributes:")
col.prop(game, "mass")
col.prop(game, "radius")
col.prop(game, "form_factor")
@@ -82,29 +81,29 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, Panel):
split = layout.split()
col = split.column()
- col.label(text=_("Velocity:"))
+ col.label(text="Velocity:")
sub = col.column(align=True)
- sub.prop(game, "velocity_min", text=_("Minimum"))
- sub.prop(game, "velocity_max", text=_("Maximum"))
+ sub.prop(game, "velocity_min", text="Minimum")
+ sub.prop(game, "velocity_max", text="Maximum")
col = split.column()
- col.label(text=_("Damping:"))
+ col.label(text="Damping:")
sub = col.column(align=True)
- sub.prop(game, "damping", text=_("Translation"), slider=True)
- sub.prop(game, "rotation_damping", text=_("Rotation"), slider=True)
+ sub.prop(game, "damping", text="Translation", slider=True)
+ sub.prop(game, "rotation_damping", text="Rotation", slider=True)
layout.separator()
split = layout.split()
col = split.column()
- col.label(text=_("Lock Translation:"))
+ col.label(text="Lock Translation:")
col.prop(game, "lock_location_x", text="X")
col.prop(game, "lock_location_y", text="Y")
col.prop(game, "lock_location_z", text="Z")
col = split.column()
- col.label(text=_("Lock Rotation:"))
+ col.label(text="Lock Rotation:")
col.prop(game, "lock_rotation_x", text="X")
col.prop(game, "lock_rotation_y", text="Y")
col.prop(game, "lock_rotation_z", text="Z")
@@ -113,21 +112,21 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, Panel):
col = layout.column()
col.prop(game, "use_actor")
col.prop(game, "use_ghost")
- col.prop(ob, "hide_render", text=_("Invisible"))
+ col.prop(ob, "hide_render", text="Invisible")
layout.separator()
split = layout.split()
col = split.column()
- col.label(text=_("Attributes:"))
+ col.label(text="Attributes:")
col.prop(game, "mass")
col.prop(soft, "weld_threshold")
col.prop(soft, "location_iterations")
col.prop(soft, "linear_stiffness", slider=True)
col.prop(soft, "dynamic_friction", slider=True)
col.prop(soft, "collision_margin", slider=True)
- col.prop(soft, "use_bending_constraints", text=_("Bending Constraints"))
+ col.prop(soft, "use_bending_constraints", text="Bending Constraints")
col = split.column()
col.prop(soft, "use_shape_match")
@@ -137,25 +136,25 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, Panel):
col.separator()
- col.label(text=_("Cluster Collision:"))
+ col.label(text="Cluster Collision:")
col.prop(soft, "use_cluster_rigid_to_softbody")
col.prop(soft, "use_cluster_soft_to_softbody")
sub = col.column()
sub.active = (soft.use_cluster_rigid_to_softbody or soft.use_cluster_soft_to_softbody)
- sub.prop(soft, "cluster_iterations", text=_("Iterations"))
+ sub.prop(soft, "cluster_iterations", text="Iterations")
elif game.physics_type == 'STATIC':
col = layout.column()
col.prop(game, "use_actor")
col.prop(game, "use_ghost")
- col.prop(ob, "hide_render", text=_("Invisible"))
+ col.prop(ob, "hide_render", text="Invisible")
layout.separator()
split = layout.split()
col = split.column()
- col.label(text=_("Attributes:"))
+ col.label(text="Attributes:")
col.prop(game, "radius")
col = split.column()
@@ -166,7 +165,7 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, Panel):
subsub.prop(game, "friction_coefficients", text="", slider=True)
elif game.physics_type in {'SENSOR', 'INVISIBLE', 'NO_COLLISION', 'OCCLUDE'}:
- layout.prop(ob, "hide_render", text=_("Invisible"))
+ layout.prop(ob, "hide_render", text="Invisible")
class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel, Panel):
@@ -190,11 +189,11 @@ class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel, Panel):
game = context.active_object.game
layout.active = game.use_collision_bounds
- layout.prop(game, "collision_bounds_type", text=_("Bounds"))
+ layout.prop(game, "collision_bounds_type", text="Bounds")
row = layout.row()
- row.prop(game, "collision_margin", text=_("Margin"), slider=True)
- row.prop(game, "use_collision_compound", text=_("Compound"))
+ row.prop(game, "collision_margin", text="Margin", slider=True)
+ row.prop(game, "use_collision_compound", text="Compound")
class PHYSICS_PT_game_obstacles(PhysicsButtonsPanel, Panel):
@@ -243,7 +242,7 @@ class RENDER_PT_game(RenderButtonsPanel, Panel):
layout = self.layout
row = layout.row()
- row.operator("view3d.game_start", text=_("Start"))
+ row.operator("view3d.game_start", text="Start")
row.label()
@@ -261,20 +260,20 @@ class RENDER_PT_game_player(RenderButtonsPanel, Panel):
split = layout.split()
col = split.column()
- col.label(text=_("Resolution:"))
+ col.label(text="Resolution:")
sub = col.column(align=True)
sub.prop(gs, "resolution_x", slider=False, text="X")
sub.prop(gs, "resolution_y", slider=False, text="Y")
col = split.column()
- col.label(text=_("Quality:"))
+ col.label(text="Quality:")
sub = col.column(align=True)
- sub.prop(gs, "depth", text=_("Bit Depth"), slider=False)
- sub.prop(gs, "frequency", text=_("FPS"), slider=False)
+ sub.prop(gs, "depth", text="Bit Depth", slider=False)
+ sub.prop(gs, "frequency", text="FPS", slider=False)
# framing:
col = layout.column()
- col.label(text=_("Framing:"))
+ col.label(text="Framing:")
col.row().prop(gs, "frame_type", expand=True)
if gs.frame_type == 'LETTERBOX':
col.prop(gs, "frame_color", text="")
@@ -300,7 +299,7 @@ class RENDER_PT_game_stereo(RenderButtonsPanel, Panel):
# dome:
elif stereo_mode == 'DOME':
- layout.prop(gs, "dome_mode", text=_("Dome Type"))
+ layout.prop(gs, "dome_mode", text="Dome Type")
dome_type = gs.dome_mode
@@ -311,23 +310,23 @@ class RENDER_PT_game_stereo(RenderButtonsPanel, Panel):
dome_type == 'TRUNCATED_FRONT':
col = split.column()
- col.prop(gs, "dome_buffer_resolution", text=_("Resolution"), slider=True)
+ col.prop(gs, "dome_buffer_resolution", text="Resolution", slider=True)
col.prop(gs, "dome_angle", slider=True)
col = split.column()
- col.prop(gs, "dome_tesselation", text=_("Tesselation"))
+ col.prop(gs, "dome_tesselation", text="Tesselation")
col.prop(gs, "dome_tilt")
elif dome_type == 'PANORAM_SPH':
col = split.column()
- col.prop(gs, "dome_buffer_resolution", text=_("Resolution"), slider=True)
+ col.prop(gs, "dome_buffer_resolution", text="Resolution", slider=True)
col = split.column()
- col.prop(gs, "dome_tesselation", text=_("Tesselation"))
+ col.prop(gs, "dome_tesselation", text="Tesselation")
else: # cube map
col = split.column()
- col.prop(gs, "dome_buffer_resolution", text=_("Resolution"), slider=True)
+ col.prop(gs, "dome_buffer_resolution", text="Resolution", slider=True)
col = split.column()
@@ -349,15 +348,15 @@ class RENDER_PT_game_shading(RenderButtonsPanel, Panel):
split = layout.split()
col = split.column()
- col.prop(gs, "use_glsl_lights", text=_("Lights"))
- col.prop(gs, "use_glsl_shaders", text=_("Shaders"))
- col.prop(gs, "use_glsl_shadows", text=_("Shadows"))
- col.prop(gs, "use_glsl_color_management", text=_("Color Management"))
+ col.prop(gs, "use_glsl_lights", text="Lights")
+ col.prop(gs, "use_glsl_shaders", text="Shaders")
+ col.prop(gs, "use_glsl_shadows", text="Shadows")
+ col.prop(gs, "use_glsl_color_management", text="Color Management")
col = split.column()
- col.prop(gs, "use_glsl_ramps", text=_("Ramps"))
- col.prop(gs, "use_glsl_nodes", text=_("Nodes"))
- col.prop(gs, "use_glsl_extra_textures", text=_("Extra Textures"))
+ col.prop(gs, "use_glsl_ramps", text="Ramps")
+ col.prop(gs, "use_glsl_nodes", text="Nodes")
+ col.prop(gs, "use_glsl_extra_textures", text="Extra Textures")
class RENDER_PT_game_performance(RenderButtonsPanel, Panel):
@@ -385,11 +384,11 @@ class RENDER_PT_game_display(RenderButtonsPanel, Panel):
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, "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", text=_("Mouse Cursor"))
+ flow.prop(gs, "show_mouse", text="Mouse Cursor")
class SceneButtonsPanel():
@@ -547,37 +546,37 @@ class WORLD_PT_game_physics(WorldButtonsPanel, Panel):
layout.prop(gs, "physics_engine")
if gs.physics_engine != 'NONE':
- layout.prop(gs, "physics_gravity", text=_("Gravity"))
+ layout.prop(gs, "physics_gravity", text="Gravity")
split = layout.split()
col = split.column()
- col.label(text=_("Physics Steps:"))
+ col.label(text="Physics Steps:")
sub = col.column(align=True)
- sub.prop(gs, "physics_step_max", text=_("Max"))
- sub.prop(gs, "physics_step_sub", text=_("Substeps"))
- col.prop(gs, "fps", text=_("FPS"))
+ sub.prop(gs, "physics_step_max", text="Max")
+ sub.prop(gs, "physics_step_sub", text="Substeps")
+ col.prop(gs, "fps", text="FPS")
col = split.column()
- col.label(text=_("Logic Steps:"))
- col.prop(gs, "logic_step_max", text=_("Max"))
+ col.label(text="Logic Steps:")
+ col.prop(gs, "logic_step_max", text="Max")
col = layout.column()
- col.prop(gs, "use_occlusion_culling", text=_("Occlusion Culling"))
+ col.prop(gs, "use_occlusion_culling", text="Occlusion Culling")
sub = col.column()
sub.active = gs.use_occlusion_culling
- sub.prop(gs, "occlusion_culling_resolution", text=_("Resolution"))
+ sub.prop(gs, "occlusion_culling_resolution", text="Resolution")
else:
split = layout.split()
col = split.column()
- col.label(text=_("Physics Steps:"))
- col.prop(gs, "fps", text=_("FPS"))
+ col.label(text="Physics Steps:")
+ col.prop(gs, "fps", text="FPS")
col = split.column()
- col.label(text=_("Logic Steps:"))
- col.prop(gs, "logic_step_max", text=_("Max"))
+ col.label(text="Logic Steps:")
+ col.prop(gs, "logic_step_max", text="Max")
class WORLD_PT_game_physics_obstacles(WorldButtonsPanel, Panel):