blender/release/scripts/startup/bl_ui/space_logic.py
Sergey Sharybin bbff6787bc Fix #30132: "Add Game Property" works incorrect after "Add Text Game Property"
Issues was caused by operator props "presets" which was reusing name of property
on every run of OBJECT_OT_game_property_new. This run into conflict with how text
property is determining -- it's stupid name comparsion which worked unexpectable
after adding and removing text property.

Solved by using empty (default) name for game_property_new when crating game property.
2012-02-12 10:23:06 +00:00

112 lines
3.7 KiB
Python

# ##### 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,
# 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="Remove 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
# note, don't do this - it's too slow and body can potentially be a really long string.
#~ row.prop(ob.data, "body", text="")
row.label("See Text Object")
else:
props = layout.operator("object.game_property_new", text="Add Text Game Property", icon='ZOOMIN')
props.name = 'Text'
props.type = 'STRING'
props = layout.operator("object.game_property_new", text="Add Game Property", icon='ZOOMIN')
props.name = ''
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="")
row.prop(prop, "value", text="")
row.prop(prop, "show_debug", text="", toggle=True, icon='INFO')
row.operator("object.game_property_remove", text="", icon='X', emboss=False).index = i
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")
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:
row = layout.row(align=True)
row.menu("LOGIC_MT_view")
row.menu("LOGIC_MT_logicbricks_add")
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__)