forked from bartvdbraak/blender
Review for the gsoc UI cleanup for the BGE
Review for the gsoc UI cleanup for the BGE. Surviving commits are: - Game Engine UI cleanup: removing Scene/Active Clip - Game Engine UI cleanup: Adding missing 'not available' labels in empty panels The rest was reverted for being subjective and polluting the UI code with an if for every button: http://wiki.blender.org/index.php/User:Brita/GSoC_BGE_cleanup_and_support/reports/final#UI_Review Reviewers: kupoman Subscribers: dingto Projects: #game_ui Differential Revision: https://developer.blender.org/D982
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@ -48,7 +48,7 @@ class RENDERLAYER_UL_renderlayers(UIList):
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class RENDERLAYER_PT_layers(RenderLayerButtonsPanel, Panel):
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bl_label = "Layer List"
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bl_options = {'HIDE_HEADER'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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def draw(self, context):
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layout = self.layout
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@ -56,6 +56,10 @@ class RENDERLAYER_PT_layers(RenderLayerButtonsPanel, Panel):
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scene = context.scene
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rd = scene.render
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if rd.engine == 'BLENDER_GAME':
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layout.label("Not available in the Game Engine")
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return
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row = layout.row()
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col = row.column()
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col.template_list("RENDERLAYER_UL_renderlayers", "", rd, "layers", rd.layers, "active_index", rows=2)
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@ -62,7 +62,8 @@ class SCENE_PT_scene(SceneButtonsPanel, Panel):
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layout.prop(scene, "camera")
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layout.prop(scene, "background_set", text="Background")
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layout.prop(scene, "active_clip", text="Active Clip")
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if context.scene.render.engine != 'BLENDER_GAME':
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layout.prop(scene, "active_clip", text="Active Clip")
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class SCENE_PT_unit(SceneButtonsPanel, Panel):
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