Code cleanup: Game Engine related panels belong into properties_game.py.

This commit is contained in:
Thomas Dinges 2013-12-18 07:35:05 +01:00
parent d963bdf7d9
commit f5616bf8b2
2 changed files with 52 additions and 46 deletions

View File

@ -18,7 +18,7 @@
# <pep8 compliant>
import bpy
from bpy.types import Panel
from bpy.types import Panel, Menu
class PhysicsButtonsPanel():
@ -749,5 +749,55 @@ class DATA_PT_shadow_game(DataButtonsPanel, Panel):
row.prop(lamp, "shadow_frustum_size", text="Frustum Size")
class ObjectButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "object"
class OBJECT_MT_lod_tools(Menu):
bl_label = "Level Of Detail Tools"
def draw(self, context):
layout = self.layout
layout.operator("object.lod_by_name", text="Set By Name")
layout.operator("object.lod_generate", text="Generate")
layout.operator("object.lod_clear_all", text="Clear All", icon='PANEL_CLOSE')
class OBJECT_PT_levels_of_detail(ObjectButtonsPanel, Panel):
bl_label = "Levels of Detail"
COMPAT_ENGINES = {'BLENDER_GAME'}
@classmethod
def poll(cls, context):
return context.scene.render.engine in cls.COMPAT_ENGINES
def draw(self, context):
layout = self.layout
ob = context.object
col = layout.column()
for i, level in enumerate(ob.lod_levels):
if i == 0:
continue
box = col.box()
row = box.row()
row.prop(level, "object", text="")
row.operator("object.lod_remove", text="", icon='PANEL_CLOSE').index = i
row = box.row()
row.prop(level, "distance")
row = row.row(align=True)
row.prop(level, "use_mesh", text="")
row.prop(level, "use_material", text="")
row = col.row(align=True)
row.operator("object.lod_add", text="Add", icon='ZOOMIN')
row.menu("OBJECT_MT_lod_tools", text="", icon='TRIA_DOWN')
if __name__ == "__main__": # only for live edit.
bpy.utils.register_module(__name__)

View File

@ -18,7 +18,7 @@
# <pep8 compliant>
import bpy
from bpy.types import Menu, Panel
from bpy.types import Panel
from rna_prop_ui import PropertyPanel
@ -125,50 +125,6 @@ class OBJECT_PT_transform_locks(ObjectButtonsPanel, Panel):
sub.prop(ob, "lock_rotation_w", text="W")
class OBJECT_MT_lod_tools(Menu):
bl_label = "Level Of Detail Tools"
def draw(self, context):
layout = self.layout
layout.operator("object.lod_by_name", text="Set By Name")
layout.operator("object.lod_generate", text="Generate")
layout.operator("object.lod_clear_all", text="Clear All", icon='PANEL_CLOSE')
class OBJECT_PT_levels_of_detail(ObjectButtonsPanel, Panel):
bl_label = "Levels of Detail"
COMPAT_ENGINES = {'BLENDER_GAME'}
@classmethod
def poll(cls, context):
return context.scene.render.engine in cls.COMPAT_ENGINES
def draw(self, context):
layout = self.layout
ob = context.object
col = layout.column()
for i, level in enumerate(ob.lod_levels):
if i == 0:
continue
box = col.box()
row = box.row()
row.prop(level, "object", text="")
row.operator("object.lod_remove", text="", icon='PANEL_CLOSE').index = i
row = box.row()
row.prop(level, "distance")
row = row.row(align=True)
row.prop(level, "use_mesh", text="")
row.prop(level, "use_material", text="")
row = col.row(align=True)
row.operator("object.lod_add", text="Add", icon='ZOOMIN')
row.menu("OBJECT_MT_lod_tools", text="", icon='TRIA_DOWN')
class OBJECT_PT_relations(ObjectButtonsPanel, Panel):
bl_label = "Relations"