Renamed "col2" to "wide_ui" which is more meaningful.

This commit is contained in:
Thomas Dinges
2009-11-19 13:26:51 +00:00
parent 08a7bbeae5
commit 2577bfddfd
25 changed files with 551 additions and 551 deletions

View File

@@ -41,9 +41,9 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel):
ob = context.active_object
game = ob.game
soft = ob.game.soft_body
col2 = context.region.width > narrowui
wide_ui = context.region.width > narrowui
if col2:
if wide_ui:
layout.itemR(game, "physics_type")
else:
layout.itemR(game, "physics_type", text="")
@@ -58,7 +58,7 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel):
col.itemR(game, "ghost")
col.itemR(ob, "restrict_render", text="Invisible") # out of place but useful
if col2:
if wide_ui:
col = split.column()
col.itemR(game, "material_physics")
col.itemR(game, "rotate_from_normal")
@@ -74,7 +74,7 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel):
col.itemR(game, "radius")
col.itemR(game, "form_factor")
if col2:
if wide_ui:
col = split.column()
sub = col.column()
sub.active = (game.physics_type == 'RIGID_BODY')
@@ -91,7 +91,7 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel):
sub.itemR(game, "minimum_velocity", text="Minimum")
sub.itemR(game, "maximum_velocity", text="Maximum")
if col2:
if wide_ui:
col = split.column()
col.itemL(text="Damping:")
sub = col.column(align=True)
@@ -134,7 +134,7 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel):
col.itemR(soft, "margin", slider=True)
col.itemR(soft, "bending_const", text="Bending Constraints")
if col2:
if wide_ui:
col = split.column()
col.itemR(soft, "shape_match")
sub = col.column()
@@ -177,10 +177,10 @@ class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel):
layout = self.layout
game = context.active_object.game
col2 = context.region.width > narrowui
wide_ui = context.region.width > narrowui
layout.active = game.use_collision_bounds
if col2:
if wide_ui:
layout.itemR(game, "collision_bounds", text="Bounds")
else:
layout.itemR(game, "collision_bounds", text="")
@@ -190,7 +190,7 @@ class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel):
col = split.column()
col.itemR(game, "collision_margin", text="Margin", slider=True)
if col2:
if wide_ui:
col = split.column()
col.itemR(game, "collision_compound", text="Compound")
@@ -227,7 +227,7 @@ class RENDER_PT_game_player(RenderButtonsPanel):
layout = self.layout
gs = context.scene.game_data
col2 = context.region.width > narrowui
wide_ui = context.region.width > narrowui
layout.itemR(gs, "fullscreen")
@@ -239,7 +239,7 @@ class RENDER_PT_game_player(RenderButtonsPanel):
sub.itemR(gs, "resolution_x", slider=False, text="X")
sub.itemR(gs, "resolution_y", slider=False, text="Y")
if col2:
if wide_ui:
col = split.column()
col.itemL(text="Quality:")
sub = col.column(align=True)
@@ -249,7 +249,7 @@ class RENDER_PT_game_player(RenderButtonsPanel):
# framing:
col = layout.column()
col.itemL(text="Framing:")
if col2:
if wide_ui:
col.row().itemR(gs, "framing_type", expand=True)
else:
col.itemR(gs, "framing_type", text="")
@@ -265,7 +265,7 @@ class RENDER_PT_game_stereo(RenderButtonsPanel):
gs = context.scene.game_data
stereo_mode = gs.stereo
col2 = context.region.width > narrowui
wide_ui = context.region.width > narrowui
# stereo options:
layout.itemR(gs, "stereo", expand=True)
@@ -278,7 +278,7 @@ class RENDER_PT_game_stereo(RenderButtonsPanel):
# dome:
elif stereo_mode == 'DOME':
if col2:
if wide_ui:
layout.itemR(gs, "dome_mode", text="Dome Type")
else:
layout.itemR(gs, "dome_mode", text="")
@@ -295,7 +295,7 @@ class RENDER_PT_game_stereo(RenderButtonsPanel):
col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True)
col.itemR(gs, "dome_angle", slider=True)
if col2:
if wide_ui:
col = split.column()
col.itemR(gs, "dome_tesselation", text="Tesselation")
col.itemR(gs, "dome_tilt")
@@ -304,14 +304,14 @@ class RENDER_PT_game_stereo(RenderButtonsPanel):
col = split.column()
col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True)
if col2:
if wide_ui:
col = split.column()
col.itemR(gs, "dome_tesselation", text="Tesselation")
else: # cube map
col = split.column()
col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True)
if col2:
if wide_ui:
col = split.column()
layout.itemR(gs, "dome_text")
@@ -324,9 +324,9 @@ class RENDER_PT_game_shading(RenderButtonsPanel):
layout = self.layout
gs = context.scene.game_data
col2 = context.region.width > narrowui
wide_ui = context.region.width > narrowui
if col2:
if wide_ui:
layout.itemR(gs, "material_mode", expand=True)
else:
layout.itemR(gs, "material_mode", text="")
@@ -352,7 +352,7 @@ class RENDER_PT_game_performance(RenderButtonsPanel):
layout = self.layout
gs = context.scene.game_data
col2 = context.region.width > narrowui
wide_ui = context.region.width > narrowui
split = layout.split()
@@ -363,7 +363,7 @@ class RENDER_PT_game_performance(RenderButtonsPanel):
col.itemR(gs, "show_physics_visualization", text="Physics Visualization")
col.itemR(gs, "deprecation_warnings")
if col2:
if wide_ui:
col = split.column()
col.itemL(text="Render:")
col.itemR(gs, "all_frames")
@@ -377,9 +377,9 @@ class RENDER_PT_game_sound(RenderButtonsPanel):
layout = self.layout
scene = context.scene
col2 = context.region.width > narrowui
wide_ui = context.region.width > narrowui
if col2:
if wide_ui:
layout.itemR(scene, "distance_model")
else:
layout.itemR(scene, "distance_model", text="")
@@ -418,9 +418,9 @@ class WORLD_PT_game_context_world(WorldButtonsPanel):
scene = context.scene
world = context.world
space = context.space_data
col2 = context.region.width > narrowui
wide_ui = context.region.width > narrowui
if col2:
if wide_ui:
split = layout.split(percentage=0.65)
if scene:
split.template_ID(scene, "world", new="world.new")
@@ -439,14 +439,14 @@ class WORLD_PT_game_world(WorldButtonsPanel):
layout = self.layout
world = context.world
col2 = context.region.width > narrowui
wide_ui = context.region.width > narrowui
split = layout.split()
col = split.column()
col.itemR(world, "horizon_color")
if col2:
if wide_ui:
col = split.column()
col.itemR(world, "ambient_color")
@@ -462,7 +462,7 @@ class WORLD_PT_game_mist(WorldButtonsPanel):
layout = self.layout
world = context.world
col2 = context.region.width > narrowui
wide_ui = context.region.width > narrowui
layout.active = world.mist.enabled
split = layout.split()
@@ -470,7 +470,7 @@ class WORLD_PT_game_mist(WorldButtonsPanel):
col = split.column()
col.itemR(world.mist, "start")
if col2:
if wide_ui:
col = split.column()
col.itemR(world.mist, "depth")
@@ -481,7 +481,7 @@ class WORLD_PT_game_physics(WorldButtonsPanel):
layout = self.layout
gs = context.scene.game_data
col2 = context.region.width > narrowui
wide_ui = context.region.width > narrowui
layout.itemR(gs, "physics_engine")
if gs.physics_engine != 'NONE':
@@ -496,7 +496,7 @@ class WORLD_PT_game_physics(WorldButtonsPanel):
sub.itemR(gs, "physics_step_sub", text="Substeps")
col.itemR(gs, "fps", text="FPS")
if col2:
if wide_ui:
col = split.column()
col.itemL(text="Logic Steps:")
col.itemR(gs, "logic_step_max", text="Max")