remove narrow ui feature
- re-arranged UI in a way that gave far too much vert scrolling. - was added all over for simple things like making text="", layout engine should handle this. - Ton and Brecht are ok with removing this now. Ton would like to work on the layout engine to make it better support these cases.
This commit is contained in:
@@ -19,8 +19,6 @@
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# <pep8 compliant>
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import bpy
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narrowui = bpy.context.user_preferences.view.properties_width_check
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class PhysicsButtonsPanel():
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bl_space_type = 'PROPERTIES'
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@@ -44,12 +42,8 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, bpy.types.Panel):
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ob = context.active_object
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game = ob.game
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soft = ob.game.soft_body
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wide_ui = context.region.width > narrowui
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if wide_ui:
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layout.prop(game, "physics_type")
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else:
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layout.prop(game, "physics_type", text="")
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layout.prop(game, "physics_type")
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layout.separator()
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#if game.physics_type == 'DYNAMIC':
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@@ -61,8 +55,7 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, bpy.types.Panel):
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col.prop(game, "ghost")
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col.prop(ob, "hide_render", text="Invisible") # out of place but useful
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if wide_ui:
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col = split.column()
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col = split.column()
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col.prop(game, "material_physics")
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col.prop(game, "rotate_from_normal")
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col.prop(game, "no_sleeping")
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@@ -77,8 +70,7 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, bpy.types.Panel):
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col.prop(game, "radius")
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col.prop(game, "form_factor")
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if wide_ui:
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col = split.column()
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col = split.column()
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sub = col.column()
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sub.active = (game.physics_type == 'RIGID_BODY')
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sub.prop(game, "anisotropic_friction")
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@@ -94,8 +86,7 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, bpy.types.Panel):
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sub.prop(game, "minimum_velocity", text="Minimum")
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sub.prop(game, "maximum_velocity", text="Maximum")
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if wide_ui:
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col = split.column()
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col = split.column()
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col.label(text="Damping:")
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sub = col.column(align=True)
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sub.prop(game, "damping", text="Translation", slider=True)
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@@ -137,8 +128,7 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, bpy.types.Panel):
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col.prop(soft, "margin", slider=True)
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col.prop(soft, "bending_const", text="Bending Constraints")
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if wide_ui:
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col = split.column()
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col = split.column()
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col.prop(soft, "shape_match")
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sub = col.column()
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sub.active = soft.shape_match
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@@ -182,21 +172,16 @@ class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel, bpy.types.Panel):
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layout = self.layout
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game = context.active_object.game
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wide_ui = context.region.width > narrowui
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layout.active = game.use_collision_bounds
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if wide_ui:
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layout.prop(game, "collision_bounds", text="Bounds")
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else:
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layout.prop(game, "collision_bounds", text="")
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layout.prop(game, "collision_bounds", text="Bounds")
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split = layout.split()
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col = split.column()
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col.prop(game, "collision_margin", text="Margin", slider=True)
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if wide_ui:
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col = split.column()
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col = split.column()
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col.prop(game, "collision_compound", text="Compound")
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@@ -236,7 +221,6 @@ class RENDER_PT_game_player(RenderButtonsPanel, bpy.types.Panel):
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layout = self.layout
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gs = context.scene.game_data
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wide_ui = context.region.width > narrowui
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layout.prop(gs, "fullscreen")
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@@ -248,8 +232,7 @@ class RENDER_PT_game_player(RenderButtonsPanel, bpy.types.Panel):
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sub.prop(gs, "resolution_x", slider=False, text="X")
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sub.prop(gs, "resolution_y", slider=False, text="Y")
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if wide_ui:
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col = split.column()
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col = split.column()
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col.label(text="Quality:")
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sub = col.column(align=True)
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sub.prop(gs, "depth", text="Bit Depth", slider=False)
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@@ -258,10 +241,7 @@ class RENDER_PT_game_player(RenderButtonsPanel, bpy.types.Panel):
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# framing:
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col = layout.column()
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col.label(text="Framing:")
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if wide_ui:
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col.row().prop(gs, "framing_type", expand=True)
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else:
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col.prop(gs, "framing_type", text="")
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col.row().prop(gs, "framing_type", expand=True)
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if gs.framing_type == 'LETTERBOX':
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col.prop(gs, "framing_color", text="")
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@@ -280,7 +260,6 @@ class RENDER_PT_game_stereo(RenderButtonsPanel, bpy.types.Panel):
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gs = context.scene.game_data
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stereo_mode = gs.stereo
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wide_ui = context.region.width > narrowui
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# stereo options:
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layout.prop(gs, "stereo", expand=True)
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@@ -292,10 +271,7 @@ class RENDER_PT_game_stereo(RenderButtonsPanel, bpy.types.Panel):
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# dome:
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elif stereo_mode == 'DOME':
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if wide_ui:
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layout.prop(gs, "dome_mode", text="Dome Type")
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else:
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layout.prop(gs, "dome_mode", text="")
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layout.prop(gs, "dome_mode", text="Dome Type")
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dome_type = gs.dome_mode
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@@ -309,8 +285,7 @@ class RENDER_PT_game_stereo(RenderButtonsPanel, bpy.types.Panel):
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col.prop(gs, "dome_buffer_resolution", text="Resolution", slider=True)
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col.prop(gs, "dome_angle", slider=True)
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if wide_ui:
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col = split.column()
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col = split.column()
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col.prop(gs, "dome_tesselation", text="Tesselation")
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col.prop(gs, "dome_tilt")
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@@ -318,15 +293,14 @@ class RENDER_PT_game_stereo(RenderButtonsPanel, bpy.types.Panel):
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col = split.column()
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col.prop(gs, "dome_buffer_resolution", text="Resolution", slider=True)
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if wide_ui:
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col = split.column()
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col = split.column()
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col.prop(gs, "dome_tesselation", text="Tesselation")
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else: # cube map
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col = split.column()
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col.prop(gs, "dome_buffer_resolution", text="Resolution", slider=True)
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if wide_ui:
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col = split.column()
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col = split.column()
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layout.prop(gs, "dome_text")
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@@ -344,12 +318,8 @@ class RENDER_PT_game_shading(RenderButtonsPanel, bpy.types.Panel):
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layout = self.layout
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gs = context.scene.game_data
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wide_ui = context.region.width > narrowui
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if wide_ui:
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layout.prop(gs, "material_mode", expand=True)
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else:
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layout.prop(gs, "material_mode", text="")
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layout.prop(gs, "material_mode", expand=True)
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if gs.material_mode == 'GLSL':
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split = layout.split()
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@@ -378,7 +348,6 @@ class RENDER_PT_game_performance(RenderButtonsPanel, bpy.types.Panel):
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layout = self.layout
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gs = context.scene.game_data
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wide_ui = context.region.width > narrowui
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split = layout.split()
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@@ -389,8 +358,8 @@ class RENDER_PT_game_performance(RenderButtonsPanel, bpy.types.Panel):
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col.prop(gs, "show_physics_visualization", text="Physics Visualization")
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col.prop(gs, "use_deprecation_warnings")
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if wide_ui:
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col = split.column()
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col = split.column()
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col.label(text="Render:")
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col.prop(gs, "use_frame_rate")
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col.prop(gs, "use_display_lists")
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@@ -409,12 +378,9 @@ class RENDER_PT_game_sound(RenderButtonsPanel, bpy.types.Panel):
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layout = self.layout
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scene = context.scene
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wide_ui = context.region.width > narrowui
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if wide_ui:
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layout.prop(scene, "distance_model")
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else:
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layout.prop(scene, "distance_model", text="")
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layout.prop(scene, "distance_model")
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layout.prop(scene, "speed_of_sound", text="Speed")
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layout.prop(scene, "doppler_factor")
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@@ -441,19 +407,12 @@ class WORLD_PT_game_context_world(WorldButtonsPanel, bpy.types.Panel):
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scene = context.scene
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world = context.world
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space = context.space_data
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wide_ui = context.region.width > narrowui
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if wide_ui:
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split = layout.split(percentage=0.65)
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if scene:
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split.template_ID(scene, "world", new="world.new")
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elif world:
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split.template_ID(space, "pin_id")
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else:
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if scene:
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layout.template_ID(scene, "world", new="world.new")
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elif world:
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layout.template_ID(space, "pin_id")
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split = layout.split(percentage=0.65)
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if scene:
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split.template_ID(scene, "world", new="world.new")
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elif world:
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split.template_ID(space, "pin_id")
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class WORLD_PT_game_world(WorldButtonsPanel, bpy.types.Panel):
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@@ -469,15 +428,13 @@ class WORLD_PT_game_world(WorldButtonsPanel, bpy.types.Panel):
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layout = self.layout
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world = context.world
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wide_ui = context.region.width > narrowui
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split = layout.split()
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col = split.column()
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col.prop(world, "horizon_color")
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if wide_ui:
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col = split.column()
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col = split.column()
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col.prop(world, "ambient_color")
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@@ -499,7 +456,6 @@ class WORLD_PT_game_mist(WorldButtonsPanel, bpy.types.Panel):
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layout = self.layout
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world = context.world
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wide_ui = context.region.width > narrowui
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layout.active = world.mist.use_mist
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split = layout.split()
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@@ -507,8 +463,7 @@ class WORLD_PT_game_mist(WorldButtonsPanel, bpy.types.Panel):
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col = split.column()
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col.prop(world.mist, "start")
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if wide_ui:
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col = split.column()
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col = split.column()
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col.prop(world.mist, "depth")
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@@ -525,7 +480,6 @@ class WORLD_PT_game_physics(WorldButtonsPanel, bpy.types.Panel):
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layout = self.layout
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gs = context.scene.game_data
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wide_ui = context.region.width > narrowui
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layout.prop(gs, "physics_engine")
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if gs.physics_engine != 'NONE':
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@@ -540,8 +494,7 @@ class WORLD_PT_game_physics(WorldButtonsPanel, bpy.types.Panel):
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sub.prop(gs, "physics_step_sub", text="Substeps")
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col.prop(gs, "fps", text="FPS")
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if wide_ui:
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col = split.column()
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col = split.column()
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col.label(text="Logic Steps:")
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col.prop(gs, "logic_step_max", text="Max")
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