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authorDalai Felinto <dfelinto@gmail.com>2011-12-20 07:11:56 +0400
committerDalai Felinto <dfelinto@gmail.com>2011-12-20 07:11:56 +0400
commit32b23b9f746b9bec4023da1d2ef6085fbbde9ae7 (patch)
tree0f83b23571af2f595d6e747079b1fa66848566bc /release/scripts/startup/bl_ui/properties_game.py
parent553cf289a7aab9a2a53331d623fa2cfa475b7728 (diff)
Cucumber, first batch of merge - UI changes and custom exit key
--------------------------------------------------------------- This was a test drive to see how painful the merge will be. Next batches are: - use desktop option for fullscreen - multisampling option - bullet collision mask - python - storage (vbo, dl, ...) - lighting [lighting still needs review] [python could use review, although it should be straightforward] [storage should be tested more I think] Merged /branches/soc-2011-cucumber:r 36991,37059,37157,37416,37497-37499,37501,37522,39036,40593 36991: ==UI== * Made some options available in Blender Game that were only available in Blender Render (camera resolution, animation fps) * Created a panel for the embedded player * Renamed the FPS option for the standalone player to Refresh Rate * Moved framing options to display * Made a button to launch the blender player from within blender (only tested on windows for now) 37059: ==UI== * Added the option to change the exit key for the BGE. The UI currently just sets a number, and this feature most likely does not work for blenderplayer yet. More work on this to come. * Removed the physics settings from the scene panel for the BGE. * Added an Add menu in the logic brick header. 37157: Making the bake options available in Blender Game 37416: Making the exit key UI element accept key presses instead of numbers. It still does not work for the Blenderplayer, and it does not limit the input to key presses (other events don't work for exiting) 37497: Some more work on getting the exit key to work in the Blenderplayer. Input is now restricted to keyboard events only for the exit key UI. 37498: Some clean up from the last commit. The exit key setting affects the Blenderplayer now. 37499: Cleaning up some duplicate code. Now the reverseTranslateTable for converting blender key codes to ketsji key codes is only defined in BL_BlenderDataConverter. 37501: Centralizing the exit key methods to the keyboard devices. This should make it easier to get exit key control to the python API. [37517: committed previously] 37522: Moved control of the exit key away from the keyboard devices, and moved it to ketsjiengine. Added setExitKey and getExitKey to the python API 39036: A couple of the doversions were in the wrong spot. This should fix some issues with the exit key not being set. [not committed entirely, see below]] 40552: space_logic.py (* fixed an error in space_logic.py *) 40593: launch blenderplayer from ui not working in OSX fix - by Daniel Stokes and me ######################################################## code left behind (to be included in next commit): ######################################################## { /* Initialize default values for collision masks */ Object *ob; for(ob=main->object.first; ob; ob=ob->id.next) ob->col_group = ob->col_mask = 1; }
Diffstat (limited to 'release/scripts/startup/bl_ui/properties_game.py')
-rw-r--r--release/scripts/startup/bl_ui/properties_game.py85
1 files changed, 56 insertions, 29 deletions
diff --git a/release/scripts/startup/bl_ui/properties_game.py b/release/scripts/startup/bl_ui/properties_game.py
index db65b0ff669..66b8cca7866 100644
--- a/release/scripts/startup/bl_ui/properties_game.py
+++ b/release/scripts/startup/bl_ui/properties_game.py
@@ -244,16 +244,22 @@ class RenderButtonsPanel():
return (rd.engine in cls.COMPAT_ENGINES)
-class RENDER_PT_game(RenderButtonsPanel, Panel):
- bl_label = "Game"
+class RENDER_PT_embedded(RenderButtonsPanel, bpy.types.Panel):
+ bl_label = "Embedded Player"
COMPAT_ENGINES = {'BLENDER_GAME'}
-
def draw(self, context):
layout = self.layout
+ rd = context.scene.render
+
row = layout.row()
row.operator("view3d.game_start", text="Start")
row.label()
+ row = layout.row()
+ row.label(text="Resolution:")
+ row = layout.row(align=True)
+ row.prop(rd, "resolution_x", slider=False, text="X")
+ row.prop(rd, "resolution_y", slider=False, text="Y")
class RENDER_PT_game_player(RenderButtonsPanel, Panel):
@@ -264,29 +270,23 @@ class RENDER_PT_game_player(RenderButtonsPanel, Panel):
layout = self.layout
gs = context.scene.game_settings
-
- layout.prop(gs, "show_fullscreen")
-
- split = layout.split()
-
- col = split.column()
- 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()
+
+ row = layout.row()
+ row.operator("wm.blenderplayer_start", text="Start")
+ row.prop(gs, "show_fullscreen")
+
+ row = layout.row()
+ row.label(text="Resolution:")
+ row = layout.row(align=True)
+ row.prop(gs, "resolution_x", slider=False, text="X")
+ row.prop(gs, "resolution_y", slider=False, text="Y")
+
+ col = layout.column()
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)
+ col = layout.column(align=True)
+ col.prop(gs, "depth", text="Bit Depth", slider=False)
+ col.prop(gs, "frequency", text="Refresh Rate", slider=False)
- # framing:
- col = layout.column()
- col.label(text="Framing:")
- col.row().prop(gs, "frame_type", expand=True)
- if gs.frame_type == 'LETTERBOX':
- col.prop(gs, "frame_color", text="")
class RENDER_PT_game_stereo(RenderButtonsPanel, Panel):
@@ -368,20 +368,24 @@ class RENDER_PT_game_shading(RenderButtonsPanel, Panel):
col.prop(gs, "use_glsl_extra_textures", text="Extra Textures")
-class RENDER_PT_game_performance(RenderButtonsPanel, Panel):
- bl_label = "Performance"
+class RENDER_PT_game_system(RenderButtonsPanel, Panel):
+ bl_label = "System"
COMPAT_ENGINES = {'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
gs = context.scene.game_settings
- col = layout.column()
- row = col.row()
+ row = layout.row()
row.prop(gs, "use_frame_rate")
+ row.prop(gs, "restrict_animation_updates")
+
+ row = layout.row()
row.prop(gs, "use_display_lists")
- col.prop(gs, "restrict_animation_updates")
+ row = layout.row()
+ row.label("Exit Key")
+ row.prop(gs, "exit_key", text="", event=True)
class RENDER_PT_game_display(RenderButtonsPanel, Panel):
@@ -391,6 +395,9 @@ class RENDER_PT_game_display(RenderButtonsPanel, Panel):
def draw(self, context):
layout = self.layout
+ row = layout.row()
+ row.prop(context.scene.render, "fps", text="Animation Frame Rate", slider=False)
+
gs = context.scene.game_settings
flow = layout.column_flow()
flow.prop(gs, "show_debug_properties", text="Debug Properties")
@@ -399,6 +406,12 @@ class RENDER_PT_game_display(RenderButtonsPanel, Panel):
flow.prop(gs, "use_deprecation_warnings")
flow.prop(gs, "show_mouse", text="Mouse Cursor")
+ col = layout.column()
+ col.label(text="Framing:")
+ col.row().prop(gs, "frame_type", expand=True)
+ if gs.frame_type == 'LETTERBOX':
+ col.prop(gs, "frame_color", text="")
+
class SceneButtonsPanel():
bl_space_type = 'PROPERTIES'
@@ -463,6 +476,20 @@ class SCENE_PT_game_navmesh(SceneButtonsPanel, Panel):
row.prop(rd, "sample_dist")
row.prop(rd, "sample_max_error")
+class RENDER_PT_game_sound(RenderButtonsPanel, Panel):
+ bl_label = "Sound"
+ COMPAT_ENGINES = {'BLENDER_GAME'}
+
+ def draw(self, context):
+ layout = self.layout
+
+ scene = context.scene
+
+ layout.prop(scene, "audio_distance_model")
+
+ col = layout.column(align=True)
+ col.prop(scene, "audio_doppler_speed", text="Speed")
+ col.prop(scene, "audio_doppler_factor")
class WorldButtonsPanel():
bl_space_type = 'PROPERTIES'