diff options
author | Campbell Barton <ideasman42@gmail.com> | 2011-09-21 19:18:38 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2011-09-21 19:18:38 +0400 |
commit | f4c56a879d946fb0a233307f72cd739e900f9f7c (patch) | |
tree | e9745cd2367e8cdd763ad515a9951b5f454c2056 /release/scripts/startup/bl_ui/properties_game.py | |
parent | ae0124157f012aeda994534c21aebda1bae054cd (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.py | 115 |
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): |