diff options
author | Thomas Dinges <blender@dingto.org> | 2012-05-01 15:09:05 +0400 |
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committer | Thomas Dinges <blender@dingto.org> | 2012-05-01 15:09:05 +0400 |
commit | 95f4f243f9a5eab9ce739f9e9a46cec38a769417 (patch) | |
tree | f61083459e747fce74850965bee1c8c072791242 /release | |
parent | 6527f42b6bd1b918c5e7b0c865024c14806ac1ae (diff) |
Python UI Files:
* Panels only dedicated to the Game Engine, belong into properties_game.py.
Diffstat (limited to 'release')
-rw-r--r-- | release/scripts/startup/bl_ui/properties_data_lamp.py | 51 | ||||
-rw-r--r-- | release/scripts/startup/bl_ui/properties_game.py | 58 |
2 files changed, 58 insertions, 51 deletions
diff --git a/release/scripts/startup/bl_ui/properties_data_lamp.py b/release/scripts/startup/bl_ui/properties_data_lamp.py index 567833c4988..25b85591873 100644 --- a/release/scripts/startup/bl_ui/properties_data_lamp.py +++ b/release/scripts/startup/bl_ui/properties_data_lamp.py @@ -186,58 +186,7 @@ class DATA_PT_sunsky(DataButtonsPanel, Panel): sub = col.column(align=True) sub.prop(lamp, "atmosphere_inscattering", slider=True, text="Inscattering") sub.prop(lamp, "atmosphere_extinction", slider=True, text="Extinction") - -class DATA_PT_shadow_game(DataButtonsPanel, bpy.types.Panel): - bl_label = "Shadow" - COMPAT_ENGINES = {'BLENDER_GAME'} - - @classmethod - def poll(cls, context): - COMPAT_LIGHTS = {'SPOT', 'SUN'} - lamp = context.lamp - engine = context.scene.render.engine - return (lamp and lamp.type in COMPAT_LIGHTS) and (engine in cls.COMPAT_ENGINES) - - def draw_header(self, context): - lamp = context.lamp - - self.layout.prop(lamp, "use_shadow", text="") - - def draw(self, context): - layout = self.layout - lamp = context.lamp - - split = layout.split() - - col = split.column() - col.prop(lamp, "shadow_color", text="") - - col = split.column() - col.prop(lamp, "use_shadow_layer", text="This Layer Only") - col.prop(lamp, "use_only_shadow") - - col = layout.column() - col.label("Buffer Type:") - col.prop(lamp, "ge_shadow_buffer_type", text="", toggle=True) - col.label("Quality:") - col = layout.column(align=True) - col.prop(lamp, "shadow_buffer_size", text="Size") - col.prop(lamp, "shadow_buffer_bias", text="Bias") - col.prop(lamp, "shadow_buffer_bleed_bias", text="Bleed Bias") - - - row = layout.row() - row.label("Clipping:") - row = layout.row(align=True) - row.prop(lamp, "shadow_buffer_clip_start", text="Clip Start") - row.prop(lamp, "shadow_buffer_clip_end", text="Clip End") - - if lamp.type == 'SUN': - row = layout.row() - row.prop(lamp, "shadow_frustum_size", text="Frustum Size") - - layout.active = lamp.use_shadow class DATA_PT_shadow(DataButtonsPanel, Panel): bl_label = "Shadow" diff --git a/release/scripts/startup/bl_ui/properties_game.py b/release/scripts/startup/bl_ui/properties_game.py index c3f1c42d8a8..9a4091b4de1 100644 --- a/release/scripts/startup/bl_ui/properties_game.py +++ b/release/scripts/startup/bl_ui/properties_game.py @@ -652,6 +652,64 @@ class WORLD_PT_game_physics_obstacles(WorldButtonsPanel, Panel): if gs.obstacle_simulation != 'NONE': layout.prop(gs, "level_height") layout.prop(gs, "show_obstacle_simulation") + +class DataButtonsPanel(): + bl_space_type = 'PROPERTIES' + bl_region_type = 'WINDOW' + bl_context = "data" + + +class DATA_PT_shadow_game(DataButtonsPanel, bpy.types.Panel): + bl_label = "Shadow" + COMPAT_ENGINES = {'BLENDER_GAME'} + + @classmethod + def poll(cls, context): + COMPAT_LIGHTS = {'SPOT', 'SUN'} + lamp = context.lamp + engine = context.scene.render.engine + return (lamp and lamp.type in COMPAT_LIGHTS) and (engine in cls.COMPAT_ENGINES) + + def draw_header(self, context): + lamp = context.lamp + + self.layout.prop(lamp, "use_shadow", text="") + + def draw(self, context): + layout = self.layout + + lamp = context.lamp + + layout.active = lamp.use_shadow + + split = layout.split() + + col = split.column() + col.prop(lamp, "shadow_color", text="") + + col = split.column() + col.prop(lamp, "use_shadow_layer", text="This Layer Only") + col.prop(lamp, "use_only_shadow") + + col = layout.column() + col.label("Buffer Type:") + col.prop(lamp, "ge_shadow_buffer_type", text="", toggle=True) + col.label("Quality:") + col = layout.column(align=True) + col.prop(lamp, "shadow_buffer_size", text="Size") + col.prop(lamp, "shadow_buffer_bias", text="Bias") + col.prop(lamp, "shadow_buffer_bleed_bias", text="Bleed Bias") + + row = layout.row() + row.label("Clipping:") + row = layout.row(align=True) + row.prop(lamp, "shadow_buffer_clip_start", text="Clip Start") + row.prop(lamp, "shadow_buffer_clip_end", text="Clip End") + + if lamp.type == 'SUN': + row = layout.row() + row.prop(lamp, "shadow_frustum_size", text="Frustum Size") + if __name__ == "__main__": # only for live edit. bpy.utils.register_module(__name__) |