diff options
author | Thomas Dinges <blender@dingto.org> | 2009-11-19 16:26:51 +0300 |
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committer | Thomas Dinges <blender@dingto.org> | 2009-11-19 16:26:51 +0300 |
commit | 2577bfddfdb8de24ccc807db8ed1c25465b407b9 (patch) | |
tree | 94ae81bfbdfc0d25d8ea30fd4a5627df3f8216e0 /release/scripts/ui/properties_game.py | |
parent | 08a7bbeae5e96b5276c495d9b881fc840a330c67 (diff) |
Renamed "col2" to "wide_ui" which is more meaningful.
Diffstat (limited to 'release/scripts/ui/properties_game.py')
-rw-r--r-- | release/scripts/ui/properties_game.py | 62 |
1 files changed, 31 insertions, 31 deletions
diff --git a/release/scripts/ui/properties_game.py b/release/scripts/ui/properties_game.py index 10d4c604d17..a4730534d6c 100644 --- a/release/scripts/ui/properties_game.py +++ b/release/scripts/ui/properties_game.py @@ -41,9 +41,9 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel): ob = context.active_object game = ob.game soft = ob.game.soft_body - col2 = context.region.width > narrowui + wide_ui = context.region.width > narrowui - if col2: + if wide_ui: layout.itemR(game, "physics_type") else: layout.itemR(game, "physics_type", text="") @@ -58,7 +58,7 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel): col.itemR(game, "ghost") col.itemR(ob, "restrict_render", text="Invisible") # out of place but useful - if col2: + if wide_ui: col = split.column() col.itemR(game, "material_physics") col.itemR(game, "rotate_from_normal") @@ -74,7 +74,7 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel): col.itemR(game, "radius") col.itemR(game, "form_factor") - if col2: + if wide_ui: col = split.column() sub = col.column() sub.active = (game.physics_type == 'RIGID_BODY') @@ -91,7 +91,7 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel): sub.itemR(game, "minimum_velocity", text="Minimum") sub.itemR(game, "maximum_velocity", text="Maximum") - if col2: + if wide_ui: col = split.column() col.itemL(text="Damping:") sub = col.column(align=True) @@ -134,7 +134,7 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel): col.itemR(soft, "margin", slider=True) col.itemR(soft, "bending_const", text="Bending Constraints") - if col2: + if wide_ui: col = split.column() col.itemR(soft, "shape_match") sub = col.column() @@ -177,10 +177,10 @@ class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel): layout = self.layout game = context.active_object.game - col2 = context.region.width > narrowui + wide_ui = context.region.width > narrowui layout.active = game.use_collision_bounds - if col2: + if wide_ui: layout.itemR(game, "collision_bounds", text="Bounds") else: layout.itemR(game, "collision_bounds", text="") @@ -190,7 +190,7 @@ class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel): col = split.column() col.itemR(game, "collision_margin", text="Margin", slider=True) - if col2: + if wide_ui: col = split.column() col.itemR(game, "collision_compound", text="Compound") @@ -227,7 +227,7 @@ class RENDER_PT_game_player(RenderButtonsPanel): layout = self.layout gs = context.scene.game_data - col2 = context.region.width > narrowui + wide_ui = context.region.width > narrowui layout.itemR(gs, "fullscreen") @@ -239,7 +239,7 @@ class RENDER_PT_game_player(RenderButtonsPanel): sub.itemR(gs, "resolution_x", slider=False, text="X") sub.itemR(gs, "resolution_y", slider=False, text="Y") - if col2: + if wide_ui: col = split.column() col.itemL(text="Quality:") sub = col.column(align=True) @@ -249,7 +249,7 @@ class RENDER_PT_game_player(RenderButtonsPanel): # framing: col = layout.column() col.itemL(text="Framing:") - if col2: + if wide_ui: col.row().itemR(gs, "framing_type", expand=True) else: col.itemR(gs, "framing_type", text="") @@ -265,7 +265,7 @@ class RENDER_PT_game_stereo(RenderButtonsPanel): gs = context.scene.game_data stereo_mode = gs.stereo - col2 = context.region.width > narrowui + wide_ui = context.region.width > narrowui # stereo options: layout.itemR(gs, "stereo", expand=True) @@ -278,7 +278,7 @@ class RENDER_PT_game_stereo(RenderButtonsPanel): # dome: elif stereo_mode == 'DOME': - if col2: + if wide_ui: layout.itemR(gs, "dome_mode", text="Dome Type") else: layout.itemR(gs, "dome_mode", text="") @@ -295,7 +295,7 @@ class RENDER_PT_game_stereo(RenderButtonsPanel): col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True) col.itemR(gs, "dome_angle", slider=True) - if col2: + if wide_ui: col = split.column() col.itemR(gs, "dome_tesselation", text="Tesselation") col.itemR(gs, "dome_tilt") @@ -304,14 +304,14 @@ class RENDER_PT_game_stereo(RenderButtonsPanel): col = split.column() col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True) - if col2: + if wide_ui: col = split.column() col.itemR(gs, "dome_tesselation", text="Tesselation") else: # cube map col = split.column() col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True) - if col2: + if wide_ui: col = split.column() layout.itemR(gs, "dome_text") @@ -324,9 +324,9 @@ class RENDER_PT_game_shading(RenderButtonsPanel): layout = self.layout gs = context.scene.game_data - col2 = context.region.width > narrowui + wide_ui = context.region.width > narrowui - if col2: + if wide_ui: layout.itemR(gs, "material_mode", expand=True) else: layout.itemR(gs, "material_mode", text="") @@ -352,7 +352,7 @@ class RENDER_PT_game_performance(RenderButtonsPanel): layout = self.layout gs = context.scene.game_data - col2 = context.region.width > narrowui + wide_ui = context.region.width > narrowui split = layout.split() @@ -363,7 +363,7 @@ class RENDER_PT_game_performance(RenderButtonsPanel): col.itemR(gs, "show_physics_visualization", text="Physics Visualization") col.itemR(gs, "deprecation_warnings") - if col2: + if wide_ui: col = split.column() col.itemL(text="Render:") col.itemR(gs, "all_frames") @@ -377,9 +377,9 @@ class RENDER_PT_game_sound(RenderButtonsPanel): layout = self.layout scene = context.scene - col2 = context.region.width > narrowui + wide_ui = context.region.width > narrowui - if col2: + if wide_ui: layout.itemR(scene, "distance_model") else: layout.itemR(scene, "distance_model", text="") @@ -418,9 +418,9 @@ class WORLD_PT_game_context_world(WorldButtonsPanel): scene = context.scene world = context.world space = context.space_data - col2 = context.region.width > narrowui + wide_ui = context.region.width > narrowui - if col2: + if wide_ui: split = layout.split(percentage=0.65) if scene: split.template_ID(scene, "world", new="world.new") @@ -439,14 +439,14 @@ class WORLD_PT_game_world(WorldButtonsPanel): layout = self.layout world = context.world - col2 = context.region.width > narrowui + wide_ui = context.region.width > narrowui split = layout.split() col = split.column() col.itemR(world, "horizon_color") - if col2: + if wide_ui: col = split.column() col.itemR(world, "ambient_color") @@ -462,7 +462,7 @@ class WORLD_PT_game_mist(WorldButtonsPanel): layout = self.layout world = context.world - col2 = context.region.width > narrowui + wide_ui = context.region.width > narrowui layout.active = world.mist.enabled split = layout.split() @@ -470,7 +470,7 @@ class WORLD_PT_game_mist(WorldButtonsPanel): col = split.column() col.itemR(world.mist, "start") - if col2: + if wide_ui: col = split.column() col.itemR(world.mist, "depth") @@ -481,7 +481,7 @@ class WORLD_PT_game_physics(WorldButtonsPanel): layout = self.layout gs = context.scene.game_data - col2 = context.region.width > narrowui + wide_ui = context.region.width > narrowui layout.itemR(gs, "physics_engine") if gs.physics_engine != 'NONE': @@ -496,7 +496,7 @@ class WORLD_PT_game_physics(WorldButtonsPanel): sub.itemR(gs, "physics_step_sub", text="Substeps") col.itemR(gs, "fps", text="FPS") - if col2: + if wide_ui: col = split.column() col.itemL(text="Logic Steps:") col.itemR(gs, "logic_step_max", text="Max") |