Cleaned up logic buttons in logic space slightly.

Moved Shade Smooth/Flat from Mesh obdata panel to tools area. These kinds of operator tools aren't really allowed in the buttons window anymore - whole point of new tools area :)
The only operators that are allowed in buttons window are things that act on the RNA fields, like add/remove buttons for adding vertex groups etc.
This commit is contained in:
William Reynish
2009-07-21 09:35:39 +00:00
parent 0ebf23c0b8
commit 5cd5e85143
3 changed files with 44 additions and 55 deletions

View File

@@ -49,14 +49,6 @@ class DATA_PT_normals(DataButtonsPanel):
sub.itemR(mesh, "vertex_normal_flip")
sub.itemR(mesh, "double_sided")
row = layout.row(align=True)
if context.edit_object:
row.itemO("MESH_OT_faces_shade_smooth")
row.itemO("MESH_OT_faces_shade_flat")
else:
row.itemO("OBJECT_OT_shade_smooth")
row.itemO("OBJECT_OT_shade_flat")
class DATA_PT_vertex_groups(DataButtonsPanel):
__idname__ = "DATA_PT_vertex_groups"
__label__ = "Vertex Groups"

View File

@@ -46,7 +46,7 @@ class WORLD_PT_game(WorldButtonsPanel):
class LOGIC_PT_player(bpy.types.Panel):
__space_type__ = "LOGIC_EDITOR"
__region_type__ = "UI"
__label__ = "Game Player"
__label__ = "Player"
def draw(self, context):
layout = self.layout
@@ -55,18 +55,22 @@ class LOGIC_PT_player(bpy.types.Panel):
row.itemR(gs, "fullscreen")
split = layout.split()
col = split.column(align=True)
col.itemR(gs, "resolution_x", slider=False, text="Res. X")
col.itemR(gs, "resolution_y", slider=False, text="Res. Y")
col = split.column()
col.itemL(text="Resolution:")
colsub = col.column(align=True)
colsub.itemR(gs, "resolution_x", slider=False, text="X")
colsub.itemR(gs, "resolution_y", slider=False, text="Y")
col = split.column(align=True)
col.itemR(gs, "depth", slider=False)
col.itemR(gs, "frequency", slider=False)
col = split.column()
col.itemL(text="Quality:")
colsub = col.column(align=True)
colsub.itemR(gs, "depth", text="Bit Depth", slider=False)
colsub.itemR(gs, "frequency", text="FPS", slider=False)
# framing:
col = layout.column()
col.itemL(text="Framing Options:")
col.itemL(text="Framing:")
col.row().itemR(gs, "framing_type", expand=True)
colsub = col.column()
@@ -75,7 +79,7 @@ class LOGIC_PT_player(bpy.types.Panel):
class LOGIC_PT_stereo(bpy.types.Panel):
__space_type__ = "LOGIC_EDITOR"
__region_type__ = "UI"
__label__ = "Stereo and Dome"
__label__ = "Stereo"
def draw(self, context):
layout = self.layout
@@ -84,7 +88,6 @@ class LOGIC_PT_stereo(bpy.types.Panel):
# stereo options:
col= layout.column()
col.itemL(text="Stereo Options:")
row = col.row()
row.itemR(gs, "stereo", expand=True)
@@ -93,34 +96,22 @@ class LOGIC_PT_stereo(bpy.types.Panel):
# stereo:
if stereo_mode == 'STEREO':
col = layout.column(align=True)
row = col.row()
row.item_enumR(gs, "stereo_mode", "ANAGLYPH")
row.item_enumR(gs, "stereo_mode", "QUADBUFFERED")
row = col.row()
row.item_enumR(gs, "stereo_mode", "INTERLACED")
row.item_enumR(gs, "stereo_mode", "VINTERLACE")
row = col.row()
row.item_enumR(gs, "stereo_mode", "SIDEBYSIDE")
row.item_enumR(gs, "stereo_mode", "ABOVEBELOW")
# row = layout.column_flow()
# row.itemR(gs, "stereo_mode")
row = layout.row()
row.itemR(gs, "stereo_mode")
# dome:
if stereo_mode == 'DOME':
row = layout.row()
row.itemR(gs, "dome_mode")
row.itemR(gs, "dome_mode", text="Dome Type")
split=layout.split()
col=split.column(align=True)
col=split.column()
col.itemR(gs, "dome_angle", slider=True)
col.itemR(gs, "dome_tesselation", text="Tessel.")
col=split.column(align=True)
col.itemR(gs, "dome_tesselation", text="Tesselation")
col=split.column()
col.itemR(gs, "dome_tilt")
col.itemR(gs, "dome_buffer_resolution", text="Res.", slider=True)
col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True)
col=layout.column()
col.itemR(gs, "dome_text")
@@ -136,30 +127,34 @@ class LOGIC_PT_physics(bpy.types.Panel):
flow = layout.column_flow()
flow.itemR(gs, "physics_engine")
if gs.physics_engine != "NONE":
flow.itemR(gs, "physics_gravity")
flow.itemR(gs, "physics_gravity", text="Gravity")
row = layout.row()
row.itemR(gs, "use_occlusion_culling", text="Enable Occlusion Culling")
row = layout.row()
row.active = gs.use_occlusion_culling
row.itemR(gs, "occlusion_culling_resolution", text="resol.")
split = layout.split()
col = split.column(align=True)
col.itemR(gs, "physics_step_max", text="phys")
col.itemR(gs, "physics_step_sub", text="sub")
col = split.column()
col.itemL(text="Physics Steps:")
colsub = col.column(align=True)
colsub.itemR(gs, "physics_step_max", text="Max")
colsub.itemR(gs, "physics_step_sub", text="Substeps")
col.itemR(gs, "fps", text="FPS")
col = split.column()
col.itemL(text="Logic Steps:")
col.itemR(gs, "logic_step_max", text="Max")
col.itemS()
col.itemR(gs, "use_occlusion_culling", text="Occlusion Culling")
colsub = col.column()
colsub.active = gs.use_occlusion_culling
colsub.itemR(gs, "occlusion_culling_resolution", text="Resolution")
col = split.column(align=True)
col.itemR(gs, "fps", text="fps")
col.itemR(gs, "logic_step_max", text="log")
else:
split = layout.split()
col = split.column(align=True)
col.itemR(gs, "fps", text="fps")
col = split.column(align=True)
col.itemR(gs, "logic_step_max", text="log")
col = split.column()
col.itemL(text="Physics Steps:")
col.itemR(gs, "fps", text="FPS")
col = split.column()
col.itemL(text="Logic Steps:")
col.itemR(gs, "logic_step_max", text="Max")
bpy.types.register(LOGIC_PT_properties)
bpy.types.register(LOGIC_PT_player)

View File

@@ -44,6 +44,8 @@ class VIEW3D_PT_tools_editmode_mesh(View3DPanel):
layout.row().itemO("mesh.primitive_cube_add")
layout.row().itemO("mesh.primitive_circle_add")
layout.row().itemO("mesh.primitive_cylinder_add")
layout.row().itemO("mesh.faces_shade_smooth")
layout.row().itemO("mesh.faces_shade_flat")
# ********** default tools for editmode_curve ****************