diff options
Diffstat (limited to 'release/scripts/startup/bl_ui/space_logic.py')
-rw-r--r-- | release/scripts/startup/bl_ui/space_logic.py | 145 |
1 files changed, 0 insertions, 145 deletions
diff --git a/release/scripts/startup/bl_ui/space_logic.py b/release/scripts/startup/bl_ui/space_logic.py deleted file mode 100644 index b552181f491..00000000000 --- a/release/scripts/startup/bl_ui/space_logic.py +++ /dev/null @@ -1,145 +0,0 @@ -# ##### BEGIN GPL LICENSE BLOCK ##### -# -# This program is free software; you can redistribute it and/or -# modify it under the terms of the GNU General Public License -# as published by the Free Software Foundation; either version 2 -# of the License, or (at your option) any later version. -# -# This program is distributed in the hope that it will be useful, -# but WITHOUT ANY WARRANTY; without even the implied warranty of -# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -# GNU General Public License for more details. -# -# You should have received a copy of the GNU General Public License -# along with this program; if not, write to the Free Software Foundation, -# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. -# -# ##### END GPL LICENSE BLOCK ##### - -# <pep8 compliant> -import bpy -from bpy.types import Header, Menu, Panel - - -class LOGIC_PT_properties(Panel): - bl_space_type = 'LOGIC_EDITOR' - bl_region_type = 'UI' - bl_label = "Properties" - - @classmethod - def poll(cls, context): - ob = context.active_object - return ob and ob.game - - def draw(self, context): - layout = self.layout - - ob = context.active_object - game = ob.game - is_font = (ob.type == 'FONT') - - if is_font: - prop_index = game.properties.find("Text") - if prop_index != -1: - layout.operator("object.game_property_remove", text="Remove Text Game Property", icon='X').index = prop_index - row = layout.row() - sub = row.row() - sub.enabled = 0 - prop = game.properties[prop_index] - sub.prop(prop, "name", text="") - row.prop(prop, "type", text="") - # get the property from the body, not the game property - # note, don't do this - it's too slow and body can potentially be a really long string. - #~ row.prop(ob.data, "body", text="") - row.label("See Text Object") - else: - props = layout.operator("object.game_property_new", text="Add Text Game Property", icon='ZOOMIN') - props.name = "Text" - props.type = 'STRING' - - props = layout.operator("object.game_property_new", text="Add Game Property", icon='ZOOMIN') - props.name = "" - - for i, prop in enumerate(game.properties): - - if is_font and i == prop_index: - continue - - box = layout.box() - row = box.row() - row.prop(prop, "name", text="") - row.prop(prop, "type", text="") - row.prop(prop, "value", text="") - row.prop(prop, "show_debug", text="", toggle=True, icon='INFO') - sub = row.row(align=True) - props = sub.operator("object.game_property_move", text="", icon='TRIA_UP') - props.index = i - props.direction = 'UP' - props = sub.operator("object.game_property_move", text="", icon='TRIA_DOWN') - props.index = i - props.direction = 'DOWN' - row.operator("object.game_property_remove", text="", icon='X', emboss=False).index = i - - -class LOGIC_MT_logicbricks_add(Menu): - bl_label = "Add" - - def draw(self, context): - layout = self.layout - - layout.operator_menu_enum("logic.sensor_add", "type", text="Sensor") - layout.operator_menu_enum("logic.controller_add", "type", text="Controller") - layout.operator_menu_enum("logic.actuator_add", "type", text="Actuator") - - -class LOGIC_HT_header(Header): - bl_space_type = 'LOGIC_EDITOR' - - def draw(self, context): - layout = self.layout.row(align=True) - - layout.template_header() - - LOGIC_MT_editor_menus.draw_collapsible(context, layout) - - -class LOGIC_MT_editor_menus(Menu): - bl_idname = "LOGIC_MT_editor_menus" - bl_label = "" - - def draw(self, context): - self.draw_menus(self.layout, context) - - @staticmethod - def draw_menus(layout, context): - layout.menu("LOGIC_MT_view") - layout.menu("LOGIC_MT_logicbricks_add") - - -class LOGIC_MT_view(Menu): - bl_label = "View" - - def draw(self, context): - layout = self.layout - - layout.operator("logic.properties", icon='MENU_PANEL') - - layout.separator() - - layout.operator("screen.area_dupli") - layout.operator("screen.screen_full_area") - layout.operator("screen.screen_full_area", text="Toggle Fullscreen Area").use_hide_panels = True - - -classes = ( - LOGIC_PT_properties, - LOGIC_MT_logicbricks_add, - LOGIC_HT_header, - LOGIC_MT_editor_menus, - LOGIC_MT_view, -) - -if __name__ == "__main__": # only for live edit. - from bpy.utils import register_class - for cls in classes: - register_class(cls) |