blender/release/scripts/startup/bl_ui/space_logic.py

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# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from bpy.types import Header, Menu, Panel
class LOGIC_PT_properties(Panel):
bl_space_type = 'LOGIC_EDITOR'
bl_region_type = 'UI'
bl_label = "Properties"
@classmethod
def poll(cls, context):
ob = context.active_object
return ob and ob.game
def draw(self, context):
layout = self.layout
ob = context.active_object
game = ob.game
is_font = (ob.type == 'FONT')
if is_font:
prop_index = game.properties.find("Text")
if prop_index != -1:
layout.operator("object.game_property_remove", text="Renove Text Game Property", icon='X').index = prop_index
row = layout.row()
sub=row.row()
sub.enabled=0
prop = game.properties[prop_index]
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="Add 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 is_font and i == prop_index:
continue
box = layout.box()
row = box.row()
row.prop(prop, "name", text="")
row.prop(prop, "type", text="")
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row.prop(prop, "value", text="", toggle=True) # we don't care about the type. rna will display correctly
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row.prop(prop, "show_debug", text="", toggle=True, icon='INFO')
row.operator("object.game_property_remove", text="", icon='X', emboss=False).index = i
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class LOGIC_MT_logicbricks_add(Menu):
bl_label = "Add"
def draw(self, context):
layout = self.layout
layout.operator_menu_enum("logic.sensor_add", "type", text="Sensor")
layout.operator_menu_enum("logic.controller_add", "type", text="Controller")
layout.operator_menu_enum("logic.actuator_add", "type", text="Actuator")
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class LOGIC_HT_header(Header):
bl_space_type = 'LOGIC_EDITOR'
def draw(self, context):
layout = self.layout.row(align=True)
layout.template_header()
if context.area.show_menus:
Cucumber, first batch of merge - UI changes and custom exit key --------------------------------------------------------------- This was a test drive to see how painful the merge will be. Next batches are: - use desktop option for fullscreen - multisampling option - bullet collision mask - python - storage (vbo, dl, ...) - lighting [lighting still needs review] [python could use review, although it should be straightforward] [storage should be tested more I think] Merged /branches/soc-2011-cucumber:r 36991,37059,37157,37416,37497-37499,37501,37522,39036,40593 36991: ==UI== * Made some options available in Blender Game that were only available in Blender Render (camera resolution, animation fps) * Created a panel for the embedded player * Renamed the FPS option for the standalone player to Refresh Rate * Moved framing options to display * Made a button to launch the blender player from within blender (only tested on windows for now) 37059: ==UI== * Added the option to change the exit key for the BGE. The UI currently just sets a number, and this feature most likely does not work for blenderplayer yet. More work on this to come. * Removed the physics settings from the scene panel for the BGE. * Added an Add menu in the logic brick header. 37157: Making the bake options available in Blender Game 37416: Making the exit key UI element accept key presses instead of numbers. It still does not work for the Blenderplayer, and it does not limit the input to key presses (other events don't work for exiting) 37497: Some more work on getting the exit key to work in the Blenderplayer. Input is now restricted to keyboard events only for the exit key UI. 37498: Some clean up from the last commit. The exit key setting affects the Blenderplayer now. 37499: Cleaning up some duplicate code. Now the reverseTranslateTable for converting blender key codes to ketsji key codes is only defined in BL_BlenderDataConverter. 37501: Centralizing the exit key methods to the keyboard devices. This should make it easier to get exit key control to the python API. [37517: committed previously] 37522: Moved control of the exit key away from the keyboard devices, and moved it to ketsjiengine. Added setExitKey and getExitKey to the python API 39036: A couple of the doversions were in the wrong spot. This should fix some issues with the exit key not being set. [not committed entirely, see below]] 40552: space_logic.py (* fixed an error in space_logic.py *) 40593: launch blenderplayer from ui not working in OSX fix - by Daniel Stokes and me ######################################################## code left behind (to be included in next commit): ######################################################## { /* Initialize default values for collision masks */ Object *ob; for(ob=main->object.first; ob; ob=ob->id.next) ob->col_group = ob->col_mask = 1; }
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row = layout.row(align=True)
row.menu("LOGIC_MT_view")
row.menu("LOGIC_MT_logicbricks_add")
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class LOGIC_MT_view(Menu):
bl_label = "View"
def draw(self, context):
layout = self.layout
layout.operator("logic.properties", icon='MENU_PANEL')
if __name__ == "__main__": # only for live edit.
bpy.utils.register_module(__name__)