forked from bartvdbraak/blender
correcting typos in python api docs
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@ -1,16 +1,19 @@
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.. _operator-execution_context:
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"""
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Execution Context
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-----------------
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When calling an operator you may want to pass the execution context.
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This determines the context thats given to the operator to run in, and weather
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invoke() is called or execute().
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This determines the context that is given for the operator to run in, and whether
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invoke() is called or only execute().
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'EXEC_DEFAULT' is used by default but you may want the operator to take user
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interaction with 'INVOKE_DEFAULT'.
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'EXEC_DEFAULT' is used by default, running only the execute() method, but you may
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want the operator to take user interaction with 'INVOKE_DEFAULT' which will also
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call invoke() if existing.
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The execution context is as a non keyword, string argument in:
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The execution context is one of:
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('INVOKE_DEFAULT', 'INVOKE_REGION_WIN', 'INVOKE_REGION_CHANNELS',
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'INVOKE_REGION_PREVIEW', 'INVOKE_AREA', 'INVOKE_SCREEN', 'EXEC_DEFAULT',
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'EXEC_REGION_WIN', 'EXEC_REGION_CHANNELS', 'EXEC_REGION_PREVIEW', 'EXEC_AREA',
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@ -3,7 +3,7 @@ PropertyGroup Example
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+++++++++++++++++++++
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PropertyGroups can be used for collecting custom settings into one value
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to avoid many indervidual settings mixed in together.
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to avoid many individual settings mixed in together.
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"""
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import bpy
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@ -6,7 +6,7 @@ Custom properties can be added to any subclass of an :class:`ID`,
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:class:`Bone` and :class:`PoseBone`.
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These properties can be animated, accessed by the user interface and python
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like blenders existing properties.
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like Blender's existing properties.
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"""
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import bpy
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@ -1,12 +1,11 @@
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"""
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Extending Menus
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+++++++++++++++
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When creating menus for addons you can't reference menus in blenders default
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When creating menus for addons you can't reference menus in Blender's default
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scripts.
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Instead, the addon can add menu items to existing menus.
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Instead the addon can add menu items to existing menus.
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The function menu_draw acts like Menu.draw
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The function menu_draw acts like :class:`Menu.draw`.
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"""
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import bpy
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@ -1,21 +1,20 @@
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"""
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Basic Menu Example
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++++++++++++++++++
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This script is a simple menu, menus differ from panels in that they must
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Here is an example of a simple menu. Menus differ from panels in that they must
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reference from a header, panel or another menu.
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Notice the 'CATEGORY_MT_name' :class:`Menu.bl_idname`, this is a naming
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Notice the 'CATEGORY_MT_name' in :class:`Menu.bl_idname`, this is a naming
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convention for menus.
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.. note::
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Menu subclasses must be registered before referencing them from blender.
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.. note::
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Menu's have their :class:`Layout.operator_context` initialized as
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'EXEC_REGION_WIN' rather then 'INVOKE_DEFAULT', so if the operator context
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needs to initialize inputs from the :class:`Operator.invoke` function
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then this needs to be explicitly set.
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Menus have their :class:`Layout.operator_context` initialized as
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'EXEC_REGION_WIN' rather than 'INVOKE_DEFAULT' (see :ref:`Execution Context <operator-execution_context>`).
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If the operator context needs to initialize inputs from the
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:class:`Operator.invoke` function, then this needs to be explicitly set.
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"""
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import bpy
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@ -2965,9 +2965,10 @@ static struct PyMethodDef props_methods[] = {
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static struct PyModuleDef props_module = {
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PyModuleDef_HEAD_INIT,
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"bpy.props",
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"This module defines properties to extend blenders internal data, the result of these functions"
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" is used to assign properties to classes registered with blender and can't be used directly.\n"
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".. warning:: All parameters to these functions must be passed as keywords.",
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"This module defines properties to extend Blender's internal data. The result of these functions"
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" is used to assign properties to classes registered with Blender and can't be used directly.\n"
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"\n"
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".. warning:: All parameters to these functions must be passed as keywords.\n",
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-1, /* multiple "initialization" just copies the module dict. */
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props_methods,
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NULL, NULL, NULL, NULL
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