diff options
author | Campbell Barton <ideasman42@gmail.com> | 2010-08-06 19:17:44 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2010-08-06 19:17:44 +0400 |
commit | acca04bf33a5082cad0cee137d4a7a1fec81350d (patch) | |
tree | 76ff2bdeff5e20188e726040bd9a6d3526574d98 /release/scripts/ui/properties_game.py | |
parent | 17bd603cbcedc78c1adea816ebccfc90dc8837f7 (diff) |
remove narrow ui feature
- re-arranged UI in a way that gave far too much vert scrolling.
- was added all over for simple things like making text="", layout engine should handle this.
- Ton and Brecht are ok with removing this now. Ton would like to work on the layout engine to make it better support these cases.
Diffstat (limited to 'release/scripts/ui/properties_game.py')
-rw-r--r-- | release/scripts/ui/properties_game.py | 103 |
1 files changed, 28 insertions, 75 deletions
diff --git a/release/scripts/ui/properties_game.py b/release/scripts/ui/properties_game.py index ff618965d59..6d3225553ba 100644 --- a/release/scripts/ui/properties_game.py +++ b/release/scripts/ui/properties_game.py @@ -19,8 +19,6 @@ # <pep8 compliant> import bpy -narrowui = bpy.context.user_preferences.view.properties_width_check - class PhysicsButtonsPanel(): bl_space_type = 'PROPERTIES' @@ -44,12 +42,8 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, bpy.types.Panel): ob = context.active_object game = ob.game soft = ob.game.soft_body - wide_ui = context.region.width > narrowui - if wide_ui: - layout.prop(game, "physics_type") - else: - layout.prop(game, "physics_type", text="") + layout.prop(game, "physics_type") layout.separator() #if game.physics_type == 'DYNAMIC': @@ -61,8 +55,7 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, bpy.types.Panel): col.prop(game, "ghost") col.prop(ob, "hide_render", text="Invisible") # out of place but useful - if wide_ui: - col = split.column() + col = split.column() col.prop(game, "material_physics") col.prop(game, "rotate_from_normal") col.prop(game, "no_sleeping") @@ -77,8 +70,7 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, bpy.types.Panel): col.prop(game, "radius") col.prop(game, "form_factor") - if wide_ui: - col = split.column() + col = split.column() sub = col.column() sub.active = (game.physics_type == 'RIGID_BODY') sub.prop(game, "anisotropic_friction") @@ -94,8 +86,7 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, bpy.types.Panel): sub.prop(game, "minimum_velocity", text="Minimum") sub.prop(game, "maximum_velocity", text="Maximum") - if wide_ui: - col = split.column() + col = split.column() col.label(text="Damping:") sub = col.column(align=True) sub.prop(game, "damping", text="Translation", slider=True) @@ -137,8 +128,7 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, bpy.types.Panel): col.prop(soft, "margin", slider=True) col.prop(soft, "bending_const", text="Bending Constraints") - if wide_ui: - col = split.column() + col = split.column() col.prop(soft, "shape_match") sub = col.column() sub.active = soft.shape_match @@ -182,21 +172,16 @@ class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel, bpy.types.Panel): layout = self.layout game = context.active_object.game - wide_ui = context.region.width > narrowui layout.active = game.use_collision_bounds - if wide_ui: - layout.prop(game, "collision_bounds", text="Bounds") - else: - layout.prop(game, "collision_bounds", text="") + layout.prop(game, "collision_bounds", text="Bounds") split = layout.split() col = split.column() col.prop(game, "collision_margin", text="Margin", slider=True) - if wide_ui: - col = split.column() + col = split.column() col.prop(game, "collision_compound", text="Compound") @@ -236,7 +221,6 @@ class RENDER_PT_game_player(RenderButtonsPanel, bpy.types.Panel): layout = self.layout gs = context.scene.game_data - wide_ui = context.region.width > narrowui layout.prop(gs, "fullscreen") @@ -248,8 +232,7 @@ class RENDER_PT_game_player(RenderButtonsPanel, bpy.types.Panel): sub.prop(gs, "resolution_x", slider=False, text="X") sub.prop(gs, "resolution_y", slider=False, text="Y") - if wide_ui: - col = split.column() + col = split.column() col.label(text="Quality:") sub = col.column(align=True) sub.prop(gs, "depth", text="Bit Depth", slider=False) @@ -258,10 +241,7 @@ class RENDER_PT_game_player(RenderButtonsPanel, bpy.types.Panel): # framing: col = layout.column() col.label(text="Framing:") - if wide_ui: - col.row().prop(gs, "framing_type", expand=True) - else: - col.prop(gs, "framing_type", text="") + col.row().prop(gs, "framing_type", expand=True) if gs.framing_type == 'LETTERBOX': col.prop(gs, "framing_color", text="") @@ -280,7 +260,6 @@ class RENDER_PT_game_stereo(RenderButtonsPanel, bpy.types.Panel): gs = context.scene.game_data stereo_mode = gs.stereo - wide_ui = context.region.width > narrowui # stereo options: layout.prop(gs, "stereo", expand=True) @@ -292,10 +271,7 @@ class RENDER_PT_game_stereo(RenderButtonsPanel, bpy.types.Panel): # dome: elif stereo_mode == 'DOME': - if wide_ui: - layout.prop(gs, "dome_mode", text="Dome Type") - else: - layout.prop(gs, "dome_mode", text="") + layout.prop(gs, "dome_mode", text="Dome Type") dome_type = gs.dome_mode @@ -309,8 +285,7 @@ class RENDER_PT_game_stereo(RenderButtonsPanel, bpy.types.Panel): col.prop(gs, "dome_buffer_resolution", text="Resolution", slider=True) col.prop(gs, "dome_angle", slider=True) - if wide_ui: - col = split.column() + col = split.column() col.prop(gs, "dome_tesselation", text="Tesselation") col.prop(gs, "dome_tilt") @@ -318,15 +293,14 @@ class RENDER_PT_game_stereo(RenderButtonsPanel, bpy.types.Panel): col = split.column() col.prop(gs, "dome_buffer_resolution", text="Resolution", slider=True) - if wide_ui: - col = split.column() + col = split.column() col.prop(gs, "dome_tesselation", text="Tesselation") else: # cube map col = split.column() col.prop(gs, "dome_buffer_resolution", text="Resolution", slider=True) - if wide_ui: - col = split.column() + + col = split.column() layout.prop(gs, "dome_text") @@ -344,12 +318,8 @@ class RENDER_PT_game_shading(RenderButtonsPanel, bpy.types.Panel): layout = self.layout gs = context.scene.game_data - wide_ui = context.region.width > narrowui - if wide_ui: - layout.prop(gs, "material_mode", expand=True) - else: - layout.prop(gs, "material_mode", text="") + layout.prop(gs, "material_mode", expand=True) if gs.material_mode == 'GLSL': split = layout.split() @@ -378,7 +348,6 @@ class RENDER_PT_game_performance(RenderButtonsPanel, bpy.types.Panel): layout = self.layout gs = context.scene.game_data - wide_ui = context.region.width > narrowui split = layout.split() @@ -389,8 +358,8 @@ class RENDER_PT_game_performance(RenderButtonsPanel, bpy.types.Panel): col.prop(gs, "show_physics_visualization", text="Physics Visualization") col.prop(gs, "use_deprecation_warnings") - if wide_ui: - col = split.column() + col = split.column() + col.label(text="Render:") col.prop(gs, "use_frame_rate") col.prop(gs, "use_display_lists") @@ -409,12 +378,9 @@ class RENDER_PT_game_sound(RenderButtonsPanel, bpy.types.Panel): layout = self.layout scene = context.scene - wide_ui = context.region.width > narrowui - if wide_ui: - layout.prop(scene, "distance_model") - else: - layout.prop(scene, "distance_model", text="") + layout.prop(scene, "distance_model") + layout.prop(scene, "speed_of_sound", text="Speed") layout.prop(scene, "doppler_factor") @@ -441,19 +407,12 @@ class WORLD_PT_game_context_world(WorldButtonsPanel, bpy.types.Panel): scene = context.scene world = context.world space = context.space_data - wide_ui = context.region.width > narrowui - - if wide_ui: - 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") + + split = layout.split(percentage=0.65) + if scene: + split.template_ID(scene, "world", new="world.new") + elif world: + split.template_ID(space, "pin_id") class WORLD_PT_game_world(WorldButtonsPanel, bpy.types.Panel): @@ -469,15 +428,13 @@ class WORLD_PT_game_world(WorldButtonsPanel, bpy.types.Panel): layout = self.layout world = context.world - wide_ui = context.region.width > narrowui split = layout.split() col = split.column() col.prop(world, "horizon_color") - if wide_ui: - col = split.column() + col = split.column() col.prop(world, "ambient_color") @@ -499,7 +456,6 @@ class WORLD_PT_game_mist(WorldButtonsPanel, bpy.types.Panel): layout = self.layout world = context.world - wide_ui = context.region.width > narrowui layout.active = world.mist.use_mist split = layout.split() @@ -507,8 +463,7 @@ class WORLD_PT_game_mist(WorldButtonsPanel, bpy.types.Panel): col = split.column() col.prop(world.mist, "start") - if wide_ui: - col = split.column() + col = split.column() col.prop(world.mist, "depth") @@ -525,7 +480,6 @@ class WORLD_PT_game_physics(WorldButtonsPanel, bpy.types.Panel): layout = self.layout gs = context.scene.game_data - wide_ui = context.region.width > narrowui layout.prop(gs, "physics_engine") if gs.physics_engine != 'NONE': @@ -540,8 +494,7 @@ class WORLD_PT_game_physics(WorldButtonsPanel, bpy.types.Panel): sub.prop(gs, "physics_step_sub", text="Substeps") col.prop(gs, "fps", text="FPS") - if wide_ui: - col = split.column() + col = split.column() col.label(text="Logic Steps:") col.prop(gs, "logic_step_max", text="Max") |