forked from bartvdbraak/blender
366a64959c
An engine to use for output can now be selected an influences what shows in the buttons window, only showing relevant data. The idea behind this is to make it more clear what is supported where, make the system more pluggable for external render/game engines, and save space hiding stuff that is not relevant anyway. * Top header now has an engine menu, to choose between the blender render engine, game engine, and other future external engines. * If the game engine is enabled, the buttons window should show only properties that work in the game engine, and similarly for the render engine. * Moved panels from the logic space and game tabs to the physics, scene and world tabs instead, and removed the game tab. * Materials and textures tabs should eventually become game specific too, to better show what is supported.
26 lines
613 B
Python
26 lines
613 B
Python
import bpy
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class LOGIC_PT_properties(bpy.types.Panel):
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__space_type__ = "LOGIC_EDITOR"
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__region_type__ = "UI"
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__label__ = "Properties"
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def poll(self, context):
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ob = context.active_object
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return ob and ob.game
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def draw(self, context):
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layout = self.layout
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ob = context.active_object
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game = ob.game
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for prop in game.properties:
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flow = layout.row()
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flow.itemR(prop, "name", text="")
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flow.itemR(prop, "type", text="")
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flow.itemR(prop, "value", text="") # we dont care about the type. rna will display correctly
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flow.itemR(prop, "debug")
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bpy.types.register(LOGIC_PT_properties)
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