Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorCampbell Barton <ideasman42@gmail.com>2009-11-01 02:35:56 +0300
committerCampbell Barton <ideasman42@gmail.com>2009-11-01 02:35:56 +0300
commitd96480884666247beba7085cf709c615a80ddc67 (patch)
tree13984eea7d8325a7dadd2b27606adc8b10cf938b /release/scripts/ui/properties_game.py
parent41c0236aaa1f4b07650f55905ad1cfa886336268 (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.py28
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"