diff options
Diffstat (limited to 'release/scripts/ui/properties_game.py')
-rw-r--r-- | release/scripts/ui/properties_game.py | 250 |
1 files changed, 125 insertions, 125 deletions
diff --git a/release/scripts/ui/properties_game.py b/release/scripts/ui/properties_game.py index 150296af070..6f62d35f8db 100644 --- a/release/scripts/ui/properties_game.py +++ b/release/scripts/ui/properties_game.py @@ -45,120 +45,120 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel): wide_ui = context.region.width > narrowui if wide_ui: - layout.itemR(game, "physics_type") + layout.prop(game, "physics_type") else: - layout.itemR(game, "physics_type", text="") - layout.itemS() + layout.prop(game, "physics_type", text="") + layout.separator() #if game.physics_type == 'DYNAMIC': if game.physics_type in ('DYNAMIC', 'RIGID_BODY'): split = layout.split() col = split.column() - col.itemR(game, "actor") - col.itemR(game, "ghost") - col.itemR(ob, "restrict_render", text="Invisible") # out of place but useful + col.prop(game, "actor") + col.prop(game, "ghost") + col.prop(ob, "restrict_render", text="Invisible") # out of place but useful if wide_ui: col = split.column() - col.itemR(game, "material_physics") - col.itemR(game, "rotate_from_normal") - col.itemR(game, "no_sleeping") + col.prop(game, "material_physics") + col.prop(game, "rotate_from_normal") + col.prop(game, "no_sleeping") - layout.itemS() + layout.separator() split = layout.split() col = split.column() - col.itemL(text="Attributes:") - col.itemR(game, "mass") - col.itemR(game, "radius") - col.itemR(game, "form_factor") + col.label(text="Attributes:") + col.prop(game, "mass") + col.prop(game, "radius") + col.prop(game, "form_factor") if wide_ui: col = split.column() sub = col.column() sub.active = (game.physics_type == 'RIGID_BODY') - sub.itemR(game, "anisotropic_friction") + sub.prop(game, "anisotropic_friction") subsub = sub.column() subsub.active = game.anisotropic_friction - subsub.itemR(game, "friction_coefficients", text="", slider=True) + subsub.prop(game, "friction_coefficients", text="", slider=True) split = layout.split() col = split.column() - col.itemL(text="Velocity:") + col.label(text="Velocity:") sub = col.column(align=True) - sub.itemR(game, "minimum_velocity", text="Minimum") - sub.itemR(game, "maximum_velocity", text="Maximum") + sub.prop(game, "minimum_velocity", text="Minimum") + sub.prop(game, "maximum_velocity", text="Maximum") if wide_ui: col = split.column() - col.itemL(text="Damping:") + col.label(text="Damping:") sub = col.column(align=True) - sub.itemR(game, "damping", text="Translation", slider=True) - sub.itemR(game, "rotation_damping", text="Rotation", slider=True) + sub.prop(game, "damping", text="Translation", slider=True) + sub.prop(game, "rotation_damping", text="Rotation", slider=True) - layout.itemS() + layout.separator() split = layout.split() col = split.column() - col.itemL(text="Lock Translation:") - col.itemR(game, "lock_x_axis", text="X") - col.itemR(game, "lock_y_axis", text="Y") - col.itemR(game, "lock_z_axis", text="Z") + col.label(text="Lock Translation:") + col.prop(game, "lock_x_axis", text="X") + col.prop(game, "lock_y_axis", text="Y") + col.prop(game, "lock_z_axis", text="Z") col = split.column() - col.itemL(text="Lock Rotation:") - col.itemR(game, "lock_x_rot_axis", text="X") - col.itemR(game, "lock_y_rot_axis", text="Y") - col.itemR(game, "lock_z_rot_axis", text="Z") + col.label(text="Lock Rotation:") + col.prop(game, "lock_x_rot_axis", text="X") + col.prop(game, "lock_y_rot_axis", text="Y") + col.prop(game, "lock_z_rot_axis", text="Z") elif game.physics_type == 'SOFT_BODY': col = layout.column() - col.itemR(game, "actor") - col.itemR(game, "ghost") - col.itemR(ob, "restrict_render", text="Invisible") + col.prop(game, "actor") + col.prop(game, "ghost") + col.prop(ob, "restrict_render", text="Invisible") - layout.itemS() + layout.separator() split = layout.split() col = split.column() - col.itemL(text="Attributes:") - col.itemR(game, "mass") - col.itemR(soft, "welding") - col.itemR(soft, "position_iterations") - col.itemR(soft, "linstiff", slider=True) - col.itemR(soft, "dynamic_friction", slider=True) - col.itemR(soft, "margin", slider=True) - col.itemR(soft, "bending_const", text="Bending Constraints") + col.label(text="Attributes:") + col.prop(game, "mass") + col.prop(soft, "welding") + col.prop(soft, "position_iterations") + col.prop(soft, "linstiff", slider=True) + col.prop(soft, "dynamic_friction", slider=True) + col.prop(soft, "margin", slider=True) + col.prop(soft, "bending_const", text="Bending Constraints") if wide_ui: col = split.column() - col.itemR(soft, "shape_match") + col.prop(soft, "shape_match") sub = col.column() sub.active = soft.shape_match - sub.itemR(soft, "threshold", slider=True) + sub.prop(soft, "threshold", slider=True) - col.itemS() + col.separator() - col.itemL(text="Cluster Collision:") - col.itemR(soft, "cluster_rigid_to_softbody") - col.itemR(soft, "cluster_soft_to_softbody") + col.label(text="Cluster Collision:") + col.prop(soft, "cluster_rigid_to_softbody") + col.prop(soft, "cluster_soft_to_softbody") sub = col.column() sub.active = (soft.cluster_rigid_to_softbody or soft.cluster_soft_to_softbody) - sub.itemR(soft, "cluster_iterations", text="Iterations") + sub.prop(soft, "cluster_iterations", text="Iterations") elif game.physics_type == 'STATIC': col = layout.column() - col.itemR(game, "actor") - col.itemR(game, "ghost") - col.itemR(ob, "restrict_render", text="Invisible") + col.prop(game, "actor") + col.prop(game, "ghost") + col.prop(ob, "restrict_render", text="Invisible") elif game.physics_type in ('SENSOR', 'INVISIBLE', 'NO_COLLISION', 'OCCLUDE'): - layout.itemR(ob, "restrict_render", text="Invisible") + layout.prop(ob, "restrict_render", text="Invisible") class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel): @@ -172,7 +172,7 @@ class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel): def draw_header(self, context): game = context.active_object.game - self.layout.itemR(game, "use_collision_bounds", text="") + self.layout.prop(game, "use_collision_bounds", text="") def draw(self, context): layout = self.layout @@ -182,18 +182,18 @@ class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel): layout.active = game.use_collision_bounds if wide_ui: - layout.itemR(game, "collision_bounds", text="Bounds") + layout.prop(game, "collision_bounds", text="Bounds") else: - layout.itemR(game, "collision_bounds", text="") + layout.prop(game, "collision_bounds", text="") split = layout.split() col = split.column() - col.itemR(game, "collision_margin", text="Margin", slider=True) + col.prop(game, "collision_margin", text="Margin", slider=True) if wide_ui: col = split.column() - col.itemR(game, "collision_compound", text="Compound") + col.prop(game, "collision_compound", text="Compound") bpy.types.register(PHYSICS_PT_game_physics) @@ -217,8 +217,8 @@ class RENDER_PT_game(RenderButtonsPanel): layout = self.layout row = layout.row() - row.itemO("view3d.game_start", text="Start") - row.itemL() + row.operator("view3d.game_start", text="Start") + row.label() class RENDER_PT_game_player(RenderButtonsPanel): @@ -230,32 +230,32 @@ class RENDER_PT_game_player(RenderButtonsPanel): gs = context.scene.game_data wide_ui = context.region.width > narrowui - layout.itemR(gs, "fullscreen") + layout.prop(gs, "fullscreen") split = layout.split() col = split.column() - col.itemL(text="Resolution:") + col.label(text="Resolution:") sub = col.column(align=True) - sub.itemR(gs, "resolution_x", slider=False, text="X") - sub.itemR(gs, "resolution_y", slider=False, text="Y") + 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.itemL(text="Quality:") + col.label(text="Quality:") sub = col.column(align=True) - sub.itemR(gs, "depth", text="Bit Depth", slider=False) - sub.itemR(gs, "frequency", text="FPS", slider=False) + sub.prop(gs, "depth", text="Bit Depth", slider=False) + sub.prop(gs, "frequency", text="FPS", slider=False) # framing: col = layout.column() - col.itemL(text="Framing:") + col.label(text="Framing:") if wide_ui: - col.row().itemR(gs, "framing_type", expand=True) + col.row().prop(gs, "framing_type", expand=True) else: - col.itemR(gs, "framing_type", text="") + col.prop(gs, "framing_type", text="") if gs.framing_type == 'LETTERBOX': - col.itemR(gs, "framing_color", text="") + col.prop(gs, "framing_color", text="") class RENDER_PT_game_stereo(RenderButtonsPanel): @@ -269,20 +269,20 @@ class RENDER_PT_game_stereo(RenderButtonsPanel): wide_ui = context.region.width > narrowui # stereo options: - layout.itemR(gs, "stereo", expand=True) + layout.prop(gs, "stereo", expand=True) # stereo: if stereo_mode == 'STEREO': - layout.itemR(gs, "stereo_mode") - layout.itemL(text="To do: Focal Length") - layout.itemL(text="To do: Eye Separation") + layout.prop(gs, "stereo_mode") + layout.label(text="To do: Focal Length") + layout.label(text="To do: Eye Separation") # dome: elif stereo_mode == 'DOME': if wide_ui: - layout.itemR(gs, "dome_mode", text="Dome Type") + layout.prop(gs, "dome_mode", text="Dome Type") else: - layout.itemR(gs, "dome_mode", text="") + layout.prop(gs, "dome_mode", text="") dome_type = gs.dome_mode @@ -293,29 +293,29 @@ 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.prop(gs, "dome_buffer_resolution", text="Resolution", slider=True) + col.prop(gs, "dome_angle", slider=True) if wide_ui: col = split.column() - col.itemR(gs, "dome_tesselation", text="Tesselation") - col.itemR(gs, "dome_tilt") + col.prop(gs, "dome_tesselation", text="Tesselation") + col.prop(gs, "dome_tilt") elif dome_type == 'PANORAM_SPH': col = split.column() - col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True) + col.prop(gs, "dome_buffer_resolution", text="Resolution", slider=True) if wide_ui: col = split.column() - col.itemR(gs, "dome_tesselation", text="Tesselation") + col.prop(gs, "dome_tesselation", text="Tesselation") else: # cube map col = split.column() - col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True) + col.prop(gs, "dome_buffer_resolution", text="Resolution", slider=True) if wide_ui: col = split.column() - layout.itemR(gs, "dome_text") + layout.prop(gs, "dome_text") class RENDER_PT_game_shading(RenderButtonsPanel): @@ -328,22 +328,22 @@ class RENDER_PT_game_shading(RenderButtonsPanel): wide_ui = context.region.width > narrowui if wide_ui: - layout.itemR(gs, "material_mode", expand=True) + layout.prop(gs, "material_mode", expand=True) else: - layout.itemR(gs, "material_mode", text="") + layout.prop(gs, "material_mode", text="") if gs.material_mode == 'GLSL': split = layout.split() col = split.column() - col.itemR(gs, "glsl_lights", text="Lights") - col.itemR(gs, "glsl_shaders", text="Shaders") - col.itemR(gs, "glsl_shadows", text="Shadows") + col.prop(gs, "glsl_lights", text="Lights") + col.prop(gs, "glsl_shaders", text="Shaders") + col.prop(gs, "glsl_shadows", text="Shadows") col = split.column() - col.itemR(gs, "glsl_ramps", text="Ramps") - col.itemR(gs, "glsl_nodes", text="Nodes") - col.itemR(gs, "glsl_extra_textures", text="Extra Textures") + col.prop(gs, "glsl_ramps", text="Ramps") + col.prop(gs, "glsl_nodes", text="Nodes") + col.prop(gs, "glsl_extra_textures", text="Extra Textures") class RENDER_PT_game_performance(RenderButtonsPanel): @@ -358,17 +358,17 @@ class RENDER_PT_game_performance(RenderButtonsPanel): split = layout.split() col = split.column() - col.itemL(text="Show:") - col.itemR(gs, "show_debug_properties", text="Debug Properties") - col.itemR(gs, "show_framerate_profile", text="Framerate and Profile") - col.itemR(gs, "show_physics_visualization", text="Physics Visualization") - col.itemR(gs, "deprecation_warnings") + col.label(text="Show:") + col.prop(gs, "show_debug_properties", text="Debug Properties") + col.prop(gs, "show_framerate_profile", text="Framerate and Profile") + col.prop(gs, "show_physics_visualization", text="Physics Visualization") + col.prop(gs, "deprecation_warnings") if wide_ui: col = split.column() - col.itemL(text="Render:") - col.itemR(gs, "all_frames") - col.itemR(gs, "display_lists") + col.label(text="Render:") + col.prop(gs, "all_frames") + col.prop(gs, "display_lists") class RENDER_PT_game_sound(RenderButtonsPanel): @@ -381,11 +381,11 @@ class RENDER_PT_game_sound(RenderButtonsPanel): wide_ui = context.region.width > narrowui if wide_ui: - layout.itemR(scene, "distance_model") + layout.prop(scene, "distance_model") else: - layout.itemR(scene, "distance_model", text="") - layout.itemR(scene, "speed_of_sound", text="Speed") - layout.itemR(scene, "doppler_factor") + layout.prop(scene, "distance_model", text="") + layout.prop(scene, "speed_of_sound", text="Speed") + layout.prop(scene, "doppler_factor") bpy.types.register(RENDER_PT_game) bpy.types.register(RENDER_PT_game_player) @@ -446,11 +446,11 @@ class WORLD_PT_game_world(WorldButtonsPanel): split = layout.split() col = split.column() - col.itemR(world, "horizon_color") + col.prop(world, "horizon_color") if wide_ui: col = split.column() - col.itemR(world, "ambient_color") + col.prop(world, "ambient_color") class WORLD_PT_game_mist(WorldButtonsPanel): @@ -459,7 +459,7 @@ class WORLD_PT_game_mist(WorldButtonsPanel): def draw_header(self, context): world = context.world - self.layout.itemR(world.mist, "enabled", text="") + self.layout.prop(world.mist, "enabled", text="") def draw(self, context): layout = self.layout @@ -471,11 +471,11 @@ class WORLD_PT_game_mist(WorldButtonsPanel): split = layout.split() col = split.column() - col.itemR(world.mist, "start") + col.prop(world.mist, "start") if wide_ui: col = split.column() - col.itemR(world.mist, "depth") + col.prop(world.mist, "depth") class WORLD_PT_game_physics(WorldButtonsPanel): @@ -487,40 +487,40 @@ class WORLD_PT_game_physics(WorldButtonsPanel): gs = context.scene.game_data wide_ui = context.region.width > narrowui - layout.itemR(gs, "physics_engine") + layout.prop(gs, "physics_engine") if gs.physics_engine != 'NONE': - layout.itemR(gs, "physics_gravity", text="Gravity") + layout.prop(gs, "physics_gravity", text="Gravity") split = layout.split() col = split.column() - col.itemL(text="Physics Steps:") + col.label(text="Physics Steps:") sub = col.column(align=True) - sub.itemR(gs, "physics_step_max", text="Max") - sub.itemR(gs, "physics_step_sub", text="Substeps") - col.itemR(gs, "fps", text="FPS") + sub.prop(gs, "physics_step_max", text="Max") + sub.prop(gs, "physics_step_sub", text="Substeps") + col.prop(gs, "fps", text="FPS") if wide_ui: col = split.column() - col.itemL(text="Logic Steps:") - col.itemR(gs, "logic_step_max", text="Max") + col.label(text="Logic Steps:") + col.prop(gs, "logic_step_max", text="Max") col = layout.column() - col.itemR(gs, "use_occlusion_culling", text="Occlusion Culling") + col.prop(gs, "use_occlusion_culling", text="Occlusion Culling") sub = col.column() sub.active = gs.use_occlusion_culling - sub.itemR(gs, "occlusion_culling_resolution", text="Resolution") + sub.prop(gs, "occlusion_culling_resolution", text="Resolution") else: split = layout.split() col = split.column() - col.itemL(text="Physics Steps:") - col.itemR(gs, "fps", text="FPS") + col.label(text="Physics Steps:") + col.prop(gs, "fps", text="FPS") col = split.column() - col.itemL(text="Logic Steps:") - col.itemR(gs, "logic_step_max", text="Max") + col.label(text="Logic Steps:") + col.prop(gs, "logic_step_max", text="Max") bpy.types.register(WORLD_PT_game_context_world) bpy.types.register(WORLD_PT_game_world) |