blender/release/ui/space_logic.py
Brecht Van Lommel 366a64959c 2.5: Render/Game Engine
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.
2009-07-23 21:50:40 +00:00

26 lines
613 B
Python

import bpy
class LOGIC_PT_properties(bpy.types.Panel):
__space_type__ = "LOGIC_EDITOR"
__region_type__ = "UI"
__label__ = "Properties"
def poll(self, context):
ob = context.active_object
return ob and ob.game
def draw(self, context):
layout = self.layout
ob = context.active_object
game = ob.game
for prop in game.properties:
flow = layout.row()
flow.itemR(prop, "name", text="")
flow.itemR(prop, "type", text="")
flow.itemR(prop, "value", text="") # we dont care about the type. rna will display correctly
flow.itemR(prop, "debug")
bpy.types.register(LOGIC_PT_properties)