diff options
author | Campbell Barton <ideasman42@gmail.com> | 2009-11-01 02:35:56 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2009-11-01 02:35:56 +0300 |
commit | d96480884666247beba7085cf709c615a80ddc67 (patch) | |
tree | 13984eea7d8325a7dadd2b27606adc8b10cf938b /release/scripts/ui/properties_game.py | |
parent | 41c0236aaa1f4b07650f55905ad1cfa886336268 (diff) |
made scripts pass the pep8 test (though not fully pep8 yet)
added comment in header to know if a script has been converted or not.
Diffstat (limited to 'release/scripts/ui/properties_game.py')
-rw-r--r-- | release/scripts/ui/properties_game.py | 28 |
1 files changed, 21 insertions, 7 deletions
diff --git a/release/scripts/ui/properties_game.py b/release/scripts/ui/properties_game.py index 357d096f28d..11565210a8f 100644 --- a/release/scripts/ui/properties_game.py +++ b/release/scripts/ui/properties_game.py @@ -3,9 +3,10 @@ # http://www.gnu.org/copyleft/gpl.html. Installing, importing or otherwise # using this module constitutes acceptance of the terms of this License. - +# <pep8 compliant> import bpy + class PhysicsButtonsPanel(bpy.types.Panel): bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' @@ -16,6 +17,7 @@ class PhysicsButtonsPanel(bpy.types.Panel): rd = context.scene.render_data return ob and ob.game and (rd.engine == 'BLENDER_GAME') + class PHYSICS_PT_game_physics(PhysicsButtonsPanel): bl_label = "Physics" @@ -122,7 +124,7 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel): col.itemL(text="Cluster Collision:") col.itemR(soft, "cluster_rigid_to_softbody") col.itemR(soft, "cluster_soft_to_softbody") - sub = col.column() + sub = col.column() sub.active = (soft.cluster_rigid_to_softbody or soft.cluster_soft_to_softbody) sub.itemR(soft, "cluster_iterations", text="Iterations") @@ -135,6 +137,7 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel): elif game.physics_type in ('SENSOR', 'INVISIBLE', 'NO_COLLISION', 'OCCLUDE'): layout.itemR(ob, "restrict_render", text="Invisible") + class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel): bl_label = "Collision Bounds" @@ -163,6 +166,7 @@ class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel): bpy.types.register(PHYSICS_PT_game_physics) bpy.types.register(PHYSICS_PT_game_collision_bounds) + class RenderButtonsPanel(bpy.types.Panel): bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' @@ -172,6 +176,7 @@ class RenderButtonsPanel(bpy.types.Panel): rd = context.scene.render_data return (rd.engine == 'BLENDER_GAME') + class RENDER_PT_game(RenderButtonsPanel): bl_label = "Game" @@ -182,6 +187,7 @@ class RENDER_PT_game(RenderButtonsPanel): row.itemO("view3d.game_start", text="Start") row.itemL() + class RENDER_PT_game_player(RenderButtonsPanel): bl_label = "Standalone Player" @@ -213,6 +219,7 @@ class RENDER_PT_game_player(RenderButtonsPanel): if gs.framing_type == 'LETTERBOX': col.itemR(gs, "framing_color", text="") + class RENDER_PT_game_stereo(RenderButtonsPanel): bl_label = "Stereo" @@ -237,31 +244,32 @@ class RENDER_PT_game_stereo(RenderButtonsPanel): dome_type = gs.dome_mode - split=layout.split() + split = layout.split() if dome_type == 'FISHEYE' or \ dome_type == 'TRUNCATED_REAR' or \ dome_type == 'TRUNCATED_FRONT': - col=split.column() + col = split.column() col.itemR(gs, "dome_angle", slider=True) col.itemR(gs, "dome_tilt") - col=split.column() + col = split.column() col.itemR(gs, "dome_tesselation", text="Tesselation") col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True) elif dome_type == 'PANORAM_SPH': - col=split.column() + col = split.column() col.itemR(gs, "dome_tesselation", text="Tesselation") col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True) else: # cube map - col=split.column() + col = split.column() col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True) layout.itemR(gs, "dome_text") + class RENDER_PT_game_shading(RenderButtonsPanel): bl_label = "Shading" @@ -284,6 +292,7 @@ class RENDER_PT_game_shading(RenderButtonsPanel): col.itemR(gs, "glsl_nodes", text="Nodes") col.itemR(gs, "glsl_extra_textures", text="Extra Textures") + class RENDER_PT_game_performance(RenderButtonsPanel): bl_label = "Performance" @@ -306,6 +315,7 @@ class RENDER_PT_game_performance(RenderButtonsPanel): col.itemR(gs, "all_frames") col.itemR(gs, "display_lists") + class RENDER_PT_game_sound(RenderButtonsPanel): bl_label = "Sound" @@ -325,6 +335,7 @@ bpy.types.register(RENDER_PT_game_shading) bpy.types.register(RENDER_PT_game_performance) bpy.types.register(RENDER_PT_game_sound) + class WorldButtonsPanel(bpy.types.Panel): bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' @@ -334,6 +345,7 @@ class WorldButtonsPanel(bpy.types.Panel): rd = context.scene.render_data return (rd.engine == 'BLENDER_GAME') + class WORLD_PT_game_context_world(WorldButtonsPanel): bl_label = "" bl_show_header = False @@ -356,6 +368,7 @@ class WORLD_PT_game_context_world(WorldButtonsPanel): elif world: split.template_ID(space, "pin_id") + class WORLD_PT_game_world(WorldButtonsPanel): bl_label = "World" @@ -375,6 +388,7 @@ class WORLD_PT_game_world(WorldButtonsPanel): row.itemR(world.mist, "start") row.itemR(world.mist, "depth") + class WORLD_PT_game_physics(WorldButtonsPanel): bl_label = "Physics" |