forked from bartvdbraak/blender
UI / Code:
Cody style changes for r58692. * First of all, UI code is really simple, especially in such small panels, no need to comment obvious things like left/right column. * "if 1" nested structs for code clarity? That's a really bad thing, especially if you have 3 lines which belong together, but only 2 of them are indented... sub = row.row() sub.active = obj.show_bounds sub.prop(obj, "draw_bounds_type", text="") * Empty line after layout = self.layout declarations, we still follow these Rules. http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts/Guidelines/Layouts Thanks!
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@ -203,31 +203,28 @@ class OBJECT_PT_display(ObjectButtonsPanel, Panel):
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def draw(self, context):
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layout = self.layout
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obj = context.object
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obj_type = obj.type
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is_geometry = (obj_type in {'MESH', 'CURVE', 'SURFACE', 'META', 'FONT'})
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is_empty_image = (obj_type == 'EMPTY' and obj.empty_draw_type == 'IMAGE')
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# start top half
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split = layout.split()
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# left column checkboxes
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col = split.column()
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col.prop(obj, "show_name", text="Name")
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col.prop(obj, "show_axis", text="Axis")
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if is_geometry:
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# Makes no sense for cameras, armtures, etc.!
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# Makes no sense for cameras, armatures, etc.!
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col.prop(obj, "show_wire", text="Wire")
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if obj_type == 'MESH':
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col.prop(obj, "show_all_edges")
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# right column checkboxes
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col = split.column()
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if 1: # for code nesting clarity
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row = col.row()
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row.prop(obj, "show_bounds", text="Bounds")
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sub = row.row()
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sub.active = obj.show_bounds
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row = col.row()
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row.prop(obj, "show_bounds", text="Bounds")
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sub = row.row()
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sub.active = obj.show_bounds
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sub.prop(obj, "draw_bounds_type", text="")
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if is_geometry:
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@ -236,16 +233,13 @@ class OBJECT_PT_display(ObjectButtonsPanel, Panel):
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if obj_type == 'MESH' or is_empty_image:
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col.prop(obj, "show_transparent", text="Transparency")
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# start bottom half
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split = layout.split()
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# left
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col = split.column()
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if obj_type not in {'CAMERA', 'EMPTY'}:
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col.label(text="Maximum draw type:")
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col.prop(obj, "draw_type", text="")
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# right
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col = split.column()
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if is_geometry or is_empty_image:
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# Only useful with object having faces/materials...
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