diff options
Diffstat (limited to 'release/scripts/ui/properties_game.py')
-rw-r--r-- | release/scripts/ui/properties_game.py | 313 |
1 files changed, 130 insertions, 183 deletions
diff --git a/release/scripts/ui/properties_game.py b/release/scripts/ui/properties_game.py index 9ec7168f834..8d2f075fce0 100644 --- a/release/scripts/ui/properties_game.py +++ b/release/scripts/ui/properties_game.py @@ -19,36 +19,31 @@ # <pep8 compliant> import bpy -narrowui = bpy.context.user_preferences.view.properties_width_check - -class PhysicsButtonsPanel(bpy.types.Panel): +class PhysicsButtonsPanel(): bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' bl_context = "physics" - def poll(self, context): - ob = context.active_object - rd = context.scene.render - return ob and ob.game and (rd.engine in self.COMPAT_ENGINES) - -class PHYSICS_PT_game_physics(PhysicsButtonsPanel): +class PHYSICS_PT_game_physics(PhysicsButtonsPanel, bpy.types.Panel): bl_label = "Physics" COMPAT_ENGINES = {'BLENDER_GAME'} + @classmethod + def poll(cls, context): + ob = context.active_object + rd = context.scene.render + return ob and ob.game and (rd.engine in cls.COMPAT_ENGINES) + def draw(self, context): layout = self.layout 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': @@ -56,15 +51,14 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel): split = layout.split() col = split.column() - col.prop(game, "actor") - col.prop(game, "ghost") - col.prop(ob, "restrict_render", text="Invisible") # out of place but useful + col.prop(game, "use_actor") + col.prop(game, "use_ghost") + col.prop(ob, "hide_render", text="Invisible") # out of place but useful - if wide_ui: - col = split.column() - col.prop(game, "material_physics") - col.prop(game, "rotate_from_normal") - col.prop(game, "no_sleeping") + col = split.column() + col.prop(game, "use_material_physics") + col.prop(game, "use_rotate_from_normal") + col.prop(game, "use_sleep") layout.separator() @@ -76,13 +70,12 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel): 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") + sub.prop(game, "use_anisotropic_friction") subsub = sub.column() - subsub.active = game.anisotropic_friction + subsub.active = game.use_anisotropic_friction subsub.prop(game, "friction_coefficients", text="", slider=True) split = layout.split() @@ -90,11 +83,10 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel): col = split.column() col.label(text="Velocity:") sub = col.column(align=True) - sub.prop(game, "minimum_velocity", text="Minimum") - sub.prop(game, "maximum_velocity", text="Maximum") + sub.prop(game, "velocity_min", text="Minimum") + sub.prop(game, "velocity_max", 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) @@ -106,21 +98,21 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel): col = split.column() 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.prop(game, "lock_location_x", text="X") + col.prop(game, "lock_location_y", text="Y") + col.prop(game, "lock_location_z", text="Z") col = split.column() 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") + col.prop(game, "lock_rotation_x", text="X") + col.prop(game, "lock_rotation_y", text="Y") + col.prop(game, "lock_rotation_z", text="Z") elif game.physics_type == 'SOFT_BODY': col = layout.column() - col.prop(game, "actor") - col.prop(game, "ghost") - col.prop(ob, "restrict_render", text="Invisible") + col.prop(game, "use_actor") + col.prop(game, "use_ghost") + col.prop(ob, "hide_render", text="Invisible") layout.separator() @@ -129,47 +121,47 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel): col = split.column() 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, "weld_threshold") + col.prop(soft, "location_iterations") + col.prop(soft, "linear_stiffness", slider=True) col.prop(soft, "dynamic_friction", slider=True) - col.prop(soft, "margin", slider=True) - col.prop(soft, "bending_const", text="Bending Constraints") + col.prop(soft, "collision_margin", slider=True) + col.prop(soft, "use_bending_constraints", text="Bending Constraints") - if wide_ui: - col = split.column() - col.prop(soft, "shape_match") + col = split.column() + col.prop(soft, "use_shape_match") sub = col.column() - sub.active = soft.shape_match - sub.prop(soft, "threshold", slider=True) + sub.active = soft.use_shape_match + sub.prop(soft, "shape_threshold", slider=True) col.separator() col.label(text="Cluster Collision:") - col.prop(soft, "cluster_rigid_to_softbody") - col.prop(soft, "cluster_soft_to_softbody") + col.prop(soft, "use_cluster_rigid_to_softbody") + col.prop(soft, "use_cluster_soft_to_softbody") sub = col.column() - sub.active = (soft.cluster_rigid_to_softbody or soft.cluster_soft_to_softbody) + sub.active = (soft.use_cluster_rigid_to_softbody or soft.use_cluster_soft_to_softbody) sub.prop(soft, "cluster_iterations", text="Iterations") elif game.physics_type == 'STATIC': col = layout.column() - col.prop(game, "actor") - col.prop(game, "ghost") - col.prop(ob, "restrict_render", text="Invisible") + col.prop(game, "use_actor") + col.prop(game, "use_ghost") + col.prop(ob, "hide_render", text="Invisible") elif game.physics_type in ('SENSOR', 'INVISIBLE', 'NO_COLLISION', 'OCCLUDE'): - layout.prop(ob, "restrict_render", text="Invisible") + layout.prop(ob, "hide_render", text="Invisible") -class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel): +class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel, bpy.types.Panel): bl_label = "Collision Bounds" COMPAT_ENGINES = {'BLENDER_GAME'} - def poll(self, context): + @classmethod + def poll(cls, context): game = context.object.game rd = context.scene.render - return (game.physics_type in ('DYNAMIC', 'RIGID_BODY', 'SENSOR', 'SOFT_BODY', 'STATIC')) and (rd.engine in self.COMPAT_ENGINES) + return (game.physics_type in ('DYNAMIC', 'RIGID_BODY', 'SENSOR', 'SOFT_BODY', 'STATIC')) and (rd.engine in cls.COMPAT_ENGINES) def draw_header(self, context): game = context.active_object.game @@ -180,35 +172,31 @@ class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel): 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_type", text="Bounds") split = layout.split() col = split.column() col.prop(game, "collision_margin", text="Margin", slider=True) - if wide_ui: - col = split.column() - col.prop(game, "collision_compound", text="Compound") + col = split.column() + col.prop(game, "use_collision_compound", text="Compound") -class RenderButtonsPanel(bpy.types.Panel): +class RenderButtonsPanel(): bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' bl_context = "render" - def poll(self, context): + @classmethod + def poll(cls, context): rd = context.scene.render - return (rd.engine in self.COMPAT_ENGINES) + return (rd.engine in cls.COMPAT_ENGINES) -class RENDER_PT_game(RenderButtonsPanel): +class RENDER_PT_game(RenderButtonsPanel, bpy.types.Panel): bl_label = "Game" COMPAT_ENGINES = {'BLENDER_GAME'} @@ -220,17 +208,16 @@ class RENDER_PT_game(RenderButtonsPanel): row.label() -class RENDER_PT_game_player(RenderButtonsPanel): +class RENDER_PT_game_player(RenderButtonsPanel, bpy.types.Panel): bl_label = "Standalone Player" COMPAT_ENGINES = {'BLENDER_GAME'} def draw(self, context): layout = self.layout - gs = context.scene.game_data - wide_ui = context.region.width > narrowui + gs = context.scene.game_settings - layout.prop(gs, "fullscreen") + layout.prop(gs, "show_fullscreen") split = layout.split() @@ -240,8 +227,7 @@ class RENDER_PT_game_player(RenderButtonsPanel): 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) @@ -250,24 +236,20 @@ class RENDER_PT_game_player(RenderButtonsPanel): # 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="") - if gs.framing_type == 'LETTERBOX': - col.prop(gs, "framing_color", text="") + col.row().prop(gs, "frame_type", expand=True) + if gs.frame_type == 'LETTERBOX': + col.prop(gs, "frame_color", text="") -class RENDER_PT_game_stereo(RenderButtonsPanel): +class RENDER_PT_game_stereo(RenderButtonsPanel, bpy.types.Panel): bl_label = "Stereo" COMPAT_ENGINES = {'BLENDER_GAME'} def draw(self, context): layout = self.layout - gs = context.scene.game_data + gs = context.scene.game_settings stereo_mode = gs.stereo - wide_ui = context.region.width > narrowui # stereo options: layout.prop(gs, "stereo", expand=True) @@ -275,14 +257,11 @@ class RENDER_PT_game_stereo(RenderButtonsPanel): # stereo: if stereo_mode == 'STEREO': layout.prop(gs, "stereo_mode") - layout.prop(gs, "eye_separation") + layout.prop(gs, "stereo_eye_separation") # 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 @@ -296,8 +275,7 @@ class RENDER_PT_game_stereo(RenderButtonsPanel): 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") @@ -305,57 +283,51 @@ class RENDER_PT_game_stereo(RenderButtonsPanel): 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") -class RENDER_PT_game_shading(RenderButtonsPanel): +class RENDER_PT_game_shading(RenderButtonsPanel, bpy.types.Panel): bl_label = "Shading" COMPAT_ENGINES = {'BLENDER_GAME'} def draw(self, context): layout = self.layout - gs = context.scene.game_data - wide_ui = context.region.width > narrowui + gs = context.scene.game_settings - 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() col = split.column() - col.prop(gs, "glsl_lights", text="Lights") - col.prop(gs, "glsl_shaders", text="Shaders") - col.prop(gs, "glsl_shadows", text="Shadows") + col.prop(gs, "use_glsl_lights", text="Lights") + col.prop(gs, "use_glsl_shaders", text="Shaders") + col.prop(gs, "use_glsl_shadows", text="Shadows") col = split.column() - col.prop(gs, "glsl_ramps", text="Ramps") - col.prop(gs, "glsl_nodes", text="Nodes") - col.prop(gs, "glsl_extra_textures", text="Extra Textures") + col.prop(gs, "use_glsl_ramps", text="Ramps") + col.prop(gs, "use_glsl_nodes", text="Nodes") + col.prop(gs, "use_glsl_extra_textures", text="Extra Textures") -class RENDER_PT_game_performance(RenderButtonsPanel): +class RENDER_PT_game_performance(RenderButtonsPanel, bpy.types.Panel): bl_label = "Performance" COMPAT_ENGINES = {'BLENDER_GAME'} def draw(self, context): layout = self.layout - gs = context.scene.game_data - wide_ui = context.region.width > narrowui + gs = context.scene.game_settings split = layout.split() @@ -366,14 +338,14 @@ class RENDER_PT_game_performance(RenderButtonsPanel): 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") -class RENDER_PT_game_sound(RenderButtonsPanel): +class RENDER_PT_game_sound(RenderButtonsPanel, bpy.types.Panel): bl_label = "Sound" COMPAT_ENGINES = {'BLENDER_GAME'} @@ -381,32 +353,26 @@ class RENDER_PT_game_sound(RenderButtonsPanel): 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, "speed_of_sound", text="Speed") - layout.prop(scene, "doppler_factor") + layout.prop(scene, "audio_distance_model") + + layout.prop(scene, "audio_doppler_speed", text="Speed") + layout.prop(scene, "audio_doppler_factor") -class WorldButtonsPanel(bpy.types.Panel): +class WorldButtonsPanel(): bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' bl_context = "world" - def poll(self, context): - scene = context.scene - return (scene.render.engine in self.COMPAT_ENGINES) and (scene.world is not None) - -class WORLD_PT_game_context_world(WorldButtonsPanel): +class WORLD_PT_game_context_world(WorldButtonsPanel, bpy.types.Panel): bl_label = "" bl_show_header = False COMPAT_ENGINES = {'BLENDER_GAME'} - def poll(self, context): + @classmethod + def poll(cls, context): rd = context.scene.render return (context.scene) and (rd.use_game_engine) @@ -416,76 +382,79 @@ class WORLD_PT_game_context_world(WorldButtonsPanel): 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): +class WORLD_PT_game_world(WorldButtonsPanel, bpy.types.Panel): bl_label = "World" COMPAT_ENGINES = {'BLENDER_GAME'} + @classmethod + def poll(cls, context): + scene = context.scene + return (scene.world and scene.render.engine in cls.COMPAT_ENGINES) + def draw(self, context): 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") -class WORLD_PT_game_mist(WorldButtonsPanel): +class WORLD_PT_game_mist(WorldButtonsPanel, bpy.types.Panel): bl_label = "Mist" COMPAT_ENGINES = {'BLENDER_GAME'} + @classmethod + def poll(cls, context): + scene = context.scene + return (scene.world and scene.render.engine in cls.COMPAT_ENGINES) + def draw_header(self, context): world = context.world - self.layout.prop(world.mist, "use_mist", text="") + self.layout.prop(world.mist_settings, "use_mist", text="") def draw(self, context): layout = self.layout world = context.world - wide_ui = context.region.width > narrowui - layout.active = world.mist.use_mist + layout.active = world.mist_settings.use_mist split = layout.split() col = split.column() - col.prop(world.mist, "start") + col.prop(world.mist_settings, "start") - if wide_ui: - col = split.column() - col.prop(world.mist, "depth") + col = split.column() + col.prop(world.mist_settings, "depth") -class WORLD_PT_game_physics(WorldButtonsPanel): +class WORLD_PT_game_physics(WorldButtonsPanel, bpy.types.Panel): bl_label = "Physics" COMPAT_ENGINES = {'BLENDER_GAME'} + @classmethod + def poll(cls, context): + scene = context.scene + return (scene.world and scene.render.engine in cls.COMPAT_ENGINES) + def draw(self, context): layout = self.layout - gs = context.scene.game_data - wide_ui = context.region.width > narrowui + gs = context.scene.game_settings layout.prop(gs, "physics_engine") if gs.physics_engine != 'NONE': @@ -500,8 +469,7 @@ class WORLD_PT_game_physics(WorldButtonsPanel): 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") @@ -523,33 +491,12 @@ class WORLD_PT_game_physics(WorldButtonsPanel): col.prop(gs, "logic_step_max", text="Max") -classes = [ - PHYSICS_PT_game_physics, - PHYSICS_PT_game_collision_bounds, - - RENDER_PT_game, - RENDER_PT_game_player, - RENDER_PT_game_stereo, - RENDER_PT_game_shading, - RENDER_PT_game_performance, - RENDER_PT_game_sound, - - WORLD_PT_game_context_world, - WORLD_PT_game_world, - WORLD_PT_game_mist, - WORLD_PT_game_physics] - - def register(): - register = bpy.types.register - for cls in classes: - register(cls) + pass def unregister(): - unregister = bpy.types.unregister - for cls in classes: - unregister(cls) + pass if __name__ == "__main__": register() |