This patch creates an interface for ["Text"] properties in Font objects.

Interface:
http://www.pasteall.org/pic/show.php?id=23785

Simple test file:
http://www.pasteall.org/blend/10616
(I'll commit this to the text suite later)

Code Explanation:
---------------
(1) it adds a toggle to add/remove a "Text" gameproperty.
 - internally this property is just another game property (so we can find it within the game.properties lookup).
 - the property itself has no 'value', the interface shows the content of ob.data.body instead (why? because gameproperties are per object, while the text is per data).

(2) at BGE converter time it sets the current value of the object.data.body to the ["Text"] property.

(3) if you change object.text (bge text property) it automatically convert ["Text"] to a CStringValue.

*** that means if the original property was a CIntegerValue, it will be converted to CStringValue forever ***

* the only to do I can think of is to add a warning at doversion time if user has ["Text"] property for a Font object *
* when that happens we print a warning in console/popup.*
This commit is contained in:
Dalai Felinto
2012-01-04 21:40:00 +00:00
parent 049ab98469
commit be025ea319
7 changed files with 172 additions and 11 deletions

View File

@@ -20,6 +20,12 @@
import bpy
from bpy.types import Header, Menu, Panel
def get_id_by_name(properties, name):
"""returns ID"""
for i, prop in enumerate(properties):
if prop.name == name:
return i
return -1
class LOGIC_PT_properties(Panel):
bl_space_type = 'LOGIC_EDITOR'
@@ -37,10 +43,29 @@ class LOGIC_PT_properties(Panel):
ob = context.active_object
game = ob.game
if ob.type == 'FONT':
prop = game.properties.get("Text")
if prop:
layout.operator("object.game_property_remove", text="Text Game Property", icon='X').index = get_id_by_name(game.properties, "Text")
row = layout.row()
sub=row.row()
sub.enabled=0
sub.prop(prop, "name", text="")
row.prop(prop, "type", text="")
# get the property from the body, not the game property
row.prop(ob.data, "body", text="")
else:
props=layout.operator("object.game_property_new", text="Text Game Property", icon='ZOOMIN')
props.name='Text'
props.type='STRING'
layout.operator("object.game_property_new", text="Add Game Property", icon='ZOOMIN')
for i, prop in enumerate(game.properties):
if ob.type == 'FONT' and prop.name == "Text":
continue
box = layout.box()
row = box.row()
row.prop(prop, "name", text="")