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authorThomas Dinges <blender@dingto.org>2012-05-01 15:09:05 +0400
committerThomas Dinges <blender@dingto.org>2012-05-01 15:09:05 +0400
commit95f4f243f9a5eab9ce739f9e9a46cec38a769417 (patch)
treef61083459e747fce74850965bee1c8c072791242 /release
parent6527f42b6bd1b918c5e7b0c865024c14806ac1ae (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.py51
-rw-r--r--release/scripts/startup/bl_ui/properties_game.py58
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__)