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!
This commit is contained in:
Thomas Dinges 2013-07-28 22:12:19 +00:00
parent 4f02555004
commit 46ad9b6b47

@ -203,31 +203,28 @@ class OBJECT_PT_display(ObjectButtonsPanel, Panel):
def draw(self, context): def draw(self, context):
layout = self.layout layout = self.layout
obj = context.object obj = context.object
obj_type = obj.type obj_type = obj.type
is_geometry = (obj_type in {'MESH', 'CURVE', 'SURFACE', 'META', 'FONT'}) is_geometry = (obj_type in {'MESH', 'CURVE', 'SURFACE', 'META', 'FONT'})
is_empty_image = (obj_type == 'EMPTY' and obj.empty_draw_type == 'IMAGE') is_empty_image = (obj_type == 'EMPTY' and obj.empty_draw_type == 'IMAGE')
# start top half
split = layout.split() split = layout.split()
# left column checkboxes
col = split.column() col = split.column()
col.prop(obj, "show_name", text="Name") col.prop(obj, "show_name", text="Name")
col.prop(obj, "show_axis", text="Axis") col.prop(obj, "show_axis", text="Axis")
if is_geometry: if is_geometry:
# Makes no sense for cameras, armtures, etc.! # Makes no sense for cameras, armatures, etc.!
col.prop(obj, "show_wire", text="Wire") col.prop(obj, "show_wire", text="Wire")
if obj_type == 'MESH': if obj_type == 'MESH':
col.prop(obj, "show_all_edges") col.prop(obj, "show_all_edges")
# right column checkboxes
col = split.column() col = split.column()
if 1: # for code nesting clarity row = col.row()
row = col.row() row.prop(obj, "show_bounds", text="Bounds")
row.prop(obj, "show_bounds", text="Bounds") sub = row.row()
sub = row.row() sub.active = obj.show_bounds
sub.active = obj.show_bounds
sub.prop(obj, "draw_bounds_type", text="") sub.prop(obj, "draw_bounds_type", text="")
if is_geometry: if is_geometry:
@ -236,16 +233,13 @@ class OBJECT_PT_display(ObjectButtonsPanel, Panel):
if obj_type == 'MESH' or is_empty_image: if obj_type == 'MESH' or is_empty_image:
col.prop(obj, "show_transparent", text="Transparency") col.prop(obj, "show_transparent", text="Transparency")
# start bottom half
split = layout.split() split = layout.split()
# left
col = split.column() col = split.column()
if obj_type not in {'CAMERA', 'EMPTY'}: if obj_type not in {'CAMERA', 'EMPTY'}:
col.label(text="Maximum draw type:") col.label(text="Maximum draw type:")
col.prop(obj, "draw_type", text="") col.prop(obj, "draw_type", text="")
# right
col = split.column() col = split.column()
if is_geometry or is_empty_image: if is_geometry or is_empty_image:
# Only useful with object having faces/materials... # Only useful with object having faces/materials...