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authorWilliam Reynish <william@reynish.com>2009-11-15 02:24:15 +0300
committerWilliam Reynish <william@reynish.com>2009-11-15 02:24:15 +0300
commit888565e24805ad5d2f3282e4d3e3dc2c726193cb (patch)
tree6002a1e48d8b25fa57c8c25ee8e2a76265e126d4 /release/scripts/ui/properties_game.py
parentd04f94d0c6ec03b09fb37dfa62ec9515789f4489 (diff)
*More single column stuff.
*Fixed and changed minor layout issues in curve and game properties *Merged Curve and Text properties py file as they share a lot of options.
Diffstat (limited to 'release/scripts/ui/properties_game.py')
-rw-r--r--release/scripts/ui/properties_game.py153
1 files changed, 114 insertions, 39 deletions
diff --git a/release/scripts/ui/properties_game.py b/release/scripts/ui/properties_game.py
index b445585507d..10d4c604d17 100644
--- a/release/scripts/ui/properties_game.py
+++ b/release/scripts/ui/properties_game.py
@@ -19,6 +19,7 @@
# <pep8 compliant>
import bpy
+narrowui = 180
class PhysicsButtonsPanel(bpy.types.Panel):
bl_space_type = 'PROPERTIES'
@@ -40,8 +41,12 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel):
ob = context.active_object
game = ob.game
soft = ob.game.soft_body
+ col2 = context.region.width > narrowui
- layout.itemR(game, "physics_type")
+ if col2:
+ layout.itemR(game, "physics_type")
+ else:
+ layout.itemR(game, "physics_type", text="")
layout.itemS()
#if game.physics_type == 'DYNAMIC':
@@ -53,7 +58,8 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel):
col.itemR(game, "ghost")
col.itemR(ob, "restrict_render", text="Invisible") # out of place but useful
- col = split.column()
+ if col2:
+ col = split.column()
col.itemR(game, "material_physics")
col.itemR(game, "rotate_from_normal")
col.itemR(game, "no_sleeping")
@@ -68,7 +74,8 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel):
col.itemR(game, "radius")
col.itemR(game, "form_factor")
- col = split.column()
+ if col2:
+ col = split.column()
sub = col.column()
sub.active = (game.physics_type == 'RIGID_BODY')
sub.itemR(game, "anisotropic_friction")
@@ -84,7 +91,8 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel):
sub.itemR(game, "minimum_velocity", text="Minimum")
sub.itemR(game, "maximum_velocity", text="Maximum")
- col = split.column()
+ if col2:
+ col = split.column()
col.itemL(text="Damping:")
sub = col.column(align=True)
sub.itemR(game, "damping", text="Translation", slider=True)
@@ -126,7 +134,8 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel):
col.itemR(soft, "margin", slider=True)
col.itemR(soft, "bending_const", text="Bending Constraints")
- col = split.column()
+ if col2:
+ col = split.column()
col.itemR(soft, "shape_match")
sub = col.column()
sub.active = soft.shape_match
@@ -168,13 +177,23 @@ class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel):
layout = self.layout
game = context.active_object.game
+ col2 = context.region.width > narrowui
layout.active = game.use_collision_bounds
- layout.itemR(game, "collision_bounds", text="Bounds")
+ if col2:
+ layout.itemR(game, "collision_bounds", text="Bounds")
+ else:
+ layout.itemR(game, "collision_bounds", text="")
- row = layout.row()
- row.itemR(game, "collision_compound", text="Compound")
- row.itemR(game, "collision_margin", text="Margin", slider=True)
+ split = layout.split()
+
+ col = split.column()
+ col.itemR(game, "collision_margin", text="Margin", slider=True)
+
+ if col2:
+ col = split.column()
+ col.itemR(game, "collision_compound", text="Compound")
+
bpy.types.register(PHYSICS_PT_game_physics)
bpy.types.register(PHYSICS_PT_game_collision_bounds)
@@ -208,6 +227,7 @@ class RENDER_PT_game_player(RenderButtonsPanel):
layout = self.layout
gs = context.scene.game_data
+ col2 = context.region.width > narrowui
layout.itemR(gs, "fullscreen")
@@ -219,7 +239,8 @@ class RENDER_PT_game_player(RenderButtonsPanel):
sub.itemR(gs, "resolution_x", slider=False, text="X")
sub.itemR(gs, "resolution_y", slider=False, text="Y")
- col = split.column()
+ if col2:
+ col = split.column()
col.itemL(text="Quality:")
sub = col.column(align=True)
sub.itemR(gs, "depth", text="Bit Depth", slider=False)
@@ -228,7 +249,10 @@ class RENDER_PT_game_player(RenderButtonsPanel):
# framing:
col = layout.column()
col.itemL(text="Framing:")
- col.row().itemR(gs, "framing_type", expand=True)
+ if col2:
+ col.row().itemR(gs, "framing_type", expand=True)
+ else:
+ col.itemR(gs, "framing_type", text="")
if gs.framing_type == 'LETTERBOX':
col.itemR(gs, "framing_color", text="")
@@ -241,6 +265,7 @@ class RENDER_PT_game_stereo(RenderButtonsPanel):
gs = context.scene.game_data
stereo_mode = gs.stereo
+ col2 = context.region.width > narrowui
# stereo options:
layout.itemR(gs, "stereo", expand=True)
@@ -253,7 +278,10 @@ class RENDER_PT_game_stereo(RenderButtonsPanel):
# dome:
elif stereo_mode == 'DOME':
- layout.itemR(gs, "dome_mode", text="Dome Type")
+ if col2:
+ layout.itemR(gs, "dome_mode", text="Dome Type")
+ else:
+ layout.itemR(gs, "dome_mode", text="")
dome_type = gs.dome_mode
@@ -264,21 +292,27 @@ class RENDER_PT_game_stereo(RenderButtonsPanel):
dome_type == 'TRUNCATED_FRONT':
col = split.column()
+ col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True)
col.itemR(gs, "dome_angle", slider=True)
- col.itemR(gs, "dome_tilt")
- col = split.column()
+ if col2:
+ col = split.column()
col.itemR(gs, "dome_tesselation", text="Tesselation")
- col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True)
+ col.itemR(gs, "dome_tilt")
elif dome_type == 'PANORAM_SPH':
col = split.column()
- col.itemR(gs, "dome_tesselation", text="Tesselation")
+
col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True)
+ if col2:
+ 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:
+ col = split.column()
layout.itemR(gs, "dome_text")
@@ -290,7 +324,12 @@ class RENDER_PT_game_shading(RenderButtonsPanel):
layout = self.layout
gs = context.scene.game_data
- layout.itemR(gs, "material_mode", expand=True)
+ col2 = context.region.width > narrowui
+
+ if col2:
+ layout.itemR(gs, "material_mode", expand=True)
+ else:
+ layout.itemR(gs, "material_mode", text="")
if gs.material_mode == 'GLSL':
split = layout.split()
@@ -313,7 +352,8 @@ class RENDER_PT_game_performance(RenderButtonsPanel):
layout = self.layout
gs = context.scene.game_data
-
+ col2 = context.region.width > narrowui
+
split = layout.split()
col = split.column()
@@ -323,7 +363,8 @@ class RENDER_PT_game_performance(RenderButtonsPanel):
col.itemR(gs, "show_physics_visualization", text="Physics Visualization")
col.itemR(gs, "deprecation_warnings")
- col = split.column()
+ if col2:
+ col = split.column()
col.itemL(text="Render:")
col.itemR(gs, "all_frames")
col.itemR(gs, "display_lists")
@@ -336,8 +377,12 @@ class RENDER_PT_game_sound(RenderButtonsPanel):
layout = self.layout
scene = context.scene
+ col2 = context.region.width > narrowui
- layout.itemR(scene, "distance_model")
+ if col2:
+ layout.itemR(scene, "distance_model")
+ else:
+ layout.itemR(scene, "distance_model", text="")
layout.itemR(scene, "speed_of_sound", text="Speed")
layout.itemR(scene, "doppler_factor")
@@ -373,14 +418,19 @@ class WORLD_PT_game_context_world(WorldButtonsPanel):
scene = context.scene
world = context.world
space = context.space_data
-
- split = layout.split(percentage=0.65)
-
- if scene:
- split.template_ID(scene, "world", new="world.new")
- elif world:
- split.template_ID(space, "pin_id")
-
+ col2 = context.region.width > narrowui
+
+ if col2:
+ split = layout.split(percentage=0.65)
+ if scene:
+ split.template_ID(scene, "world", new="world.new")
+ elif world:
+ split.template_ID(space, "pin_id")
+ else:
+ if scene:
+ layout.template_ID(scene, "world", new="world.new")
+ elif world:
+ layout.template_ID(space, "pin_id")
class WORLD_PT_game_world(WorldButtonsPanel):
bl_label = "World"
@@ -389,18 +439,40 @@ class WORLD_PT_game_world(WorldButtonsPanel):
layout = self.layout
world = context.world
+ col2 = context.region.width > narrowui
- row = layout.row()
- row.column().itemR(world, "horizon_color")
- row.column().itemR(world, "ambient_color")
-
- layout.itemR(world.mist, "enabled", text="Mist")
+ split = layout.split()
+
+ col = split.column()
+ col.itemR(world, "horizon_color")
+
+ if col2:
+ col = split.column()
+ col.itemR(world, "ambient_color")
- row = layout.column_flow()
- row.active = world.mist.enabled
- row.itemR(world.mist, "start")
- row.itemR(world.mist, "depth")
+class WORLD_PT_game_mist(WorldButtonsPanel):
+ bl_label = "Mist"
+
+ def draw_header(self, context):
+ world = context.world
+
+ self.layout.itemR(world.mist, "enabled", text="")
+
+ def draw(self, context):
+ layout = self.layout
+ world = context.world
+ col2 = context.region.width > narrowui
+
+ layout.active = world.mist.enabled
+ split = layout.split()
+
+ col = split.column()
+ col.itemR(world.mist, "start")
+
+ if col2:
+ col = split.column()
+ col.itemR(world.mist, "depth")
class WORLD_PT_game_physics(WorldButtonsPanel):
bl_label = "Physics"
@@ -409,6 +481,7 @@ class WORLD_PT_game_physics(WorldButtonsPanel):
layout = self.layout
gs = context.scene.game_data
+ col2 = context.region.width > narrowui
layout.itemR(gs, "physics_engine")
if gs.physics_engine != 'NONE':
@@ -423,7 +496,8 @@ class WORLD_PT_game_physics(WorldButtonsPanel):
sub.itemR(gs, "physics_step_sub", text="Substeps")
col.itemR(gs, "fps", text="FPS")
- col = split.column()
+ if col2:
+ col = split.column()
col.itemL(text="Logic Steps:")
col.itemR(gs, "logic_step_max", text="Max")
@@ -446,4 +520,5 @@ class WORLD_PT_game_physics(WorldButtonsPanel):
bpy.types.register(WORLD_PT_game_context_world)
bpy.types.register(WORLD_PT_game_world)
-bpy.types.register(WORLD_PT_game_physics)
+bpy.types.register(WORLD_PT_game_mist)
+bpy.types.register(WORLD_PT_game_physics) \ No newline at end of file