Various layout tweaks. Improved game buttons, made minor adjustments to lamp, scene and fluids.

This commit is contained in:
William Reynish 2009-07-23 14:35:20 +00:00
parent f3f89ebac1
commit 580b527854
4 changed files with 36 additions and 42 deletions

@ -54,7 +54,7 @@ class DATA_PT_lamp(DataButtonsPanel):
col = split.column()
#col.itemL(text="Type:")
#col.itemR(lamp, "type", text="")
colsub = col.column(align=True)
colsub = col.column()
colsub.itemR(lamp, "color", text="")
colsub.itemR(lamp, "energy")
@ -188,7 +188,7 @@ class DATA_PT_shadow(DataButtonsPanel):
split = layout.split()
col = split.column()
col.itemR(lamp, "shadow_color")
col.itemR(lamp, "shadow_color", text="")
sub = split.column()
sub.itemR(lamp, "shadow_layer", text="This Layer Only")

@ -55,25 +55,28 @@ class GAME_PT_physics(GameButtonsPanel):
col = split.column()
col.itemR(game, "do_fh", text="Use Material Physics")
col.itemR(game, "rotation_fh", text="Rotate From Normal")
col.itemR(game, "no_sleeping")
layout.itemS()
split = layout.split()
col = split.column()
col.itemR(game, "mass")
col.itemR(game, "radius")
col.itemR(game, "no_sleeping")
col.itemR(game, "form_factor")
col.itemL(text="Attributes:")
colsub = col.column(align=True)
colsub.itemR(game, "mass")
colsub.itemR(game, "radius")
colsub.itemR(game, "form_factor")
col.itemS()
col.itemL(text="Damping:")
col.itemR(game, "damping", text="Translation", slider=True)
col.itemR(game, "rotation_damping", text="Rotation", slider=True)
colsub = col.column(align=True)
colsub.itemR(game, "damping", text="Translation", slider=True)
colsub.itemR(game, "rotation_damping", text="Rotation", slider=True)
col = split.column()
col.itemL(text="Velocity:")
col.itemR(game, "minimum_velocity", text="Minimum")
col.itemR(game, "maximum_velocity", text="Maximum")
colsub = col.column(align=True)
colsub.itemR(game, "minimum_velocity", text="Minimum")
colsub.itemR(game, "maximum_velocity", text="Maximum")
col.itemS()
col.itemR(game, "anisotropic_friction")
@ -115,12 +118,17 @@ class GAME_PT_collision_bounds(GameButtonsPanel):
ob = context.scene.objects[0]
game = ob.game
layout.active = game.use_collision_bounds
flow = layout.column_flow()
flow.active = game.use_collision_bounds
flow.itemR(game, "collision_bounds")
flow.itemR(game, "collision_compound")
flow.itemR(game, "collision_margin")
layout.itemR(game, "collision_bounds", text="Bounds")
split = layout.split()
sub = split.column()
sub.itemR(game, "collision_compound", text="Compound")
sub = split.column()
sub.itemR(game, "collision_margin", text="Margin", slider=True)
bpy.types.register(GAME_PT_context_game)

@ -43,17 +43,8 @@ class PHYSICS_PT_fluid(PhysicButtonsPanel):
if fluid:
col = layout.column(align=True)
row = col.row()
row.item_enumR(fluid, "type", "DOMAIN")
row.item_enumR(fluid, "type", "FLUID")
row.item_enumR(fluid, "type", "OBSTACLE")
row = col.row()
row.item_enumR(fluid, "type", "INFLOW")
row.item_enumR(fluid, "type", "OUTFLOW")
row.item_enumR(fluid, "type", "PARTICLE")
row.item_enumR(fluid, "type", "CONTROL")
col.itemR(fluid, "type")
if fluid.type == 'DOMAIN':
layout.itemO("fluid.bake", text="BAKE")

@ -47,7 +47,9 @@ class RENDER_PT_layers(RenderButtonsPanel):
layout.itemR(rl, "light_override", text="Light")
layout.itemR(rl, "material_override", text="Material")
layout.itemS()
layout.itemL(text="Include:")
split = layout.split()
col = split.column()
@ -71,7 +73,9 @@ class RENDER_PT_layers(RenderButtonsPanel):
split = layout.split()
split.itemL(text="Zmask Layers:")
split.column().itemR(rl, "zmask_layers", text="")
layout.itemS()
split = layout.split()
col = split.column()
col.itemL(text="Passes:")
@ -204,22 +208,21 @@ class RENDER_PT_output(RenderButtonsPanel):
split = layout.split()
col = split.column()
col.itemR(rd, "file_format", text="")
col.row().itemR(rd, "color_mode", text="Color", expand=True)
col = split.column()
col.itemR(rd, "file_extensions")
col.itemR(rd, "placeholders")
col.itemR(rd, "no_overwrite")
col = split.column()
col.itemR(rd, "file_format", text="")
col.itemR(rd, "file_extensions")
if rd.file_format in ('AVIJPEG', 'JPEG'):
split = layout.split()
split.itemR(rd, "color_mode", text="Color")
split.itemR(rd, "quality", slider=True)
elif rd.file_format == 'OPENEXR':
split = layout.split()
col = split.column()
col.itemR(rd, "color_mode", text="Color")
col.itemR(rd, "exr_codec")
subsplit = split.split()
@ -232,7 +235,6 @@ class RENDER_PT_output(RenderButtonsPanel):
elif rd.file_format == 'JPEG2000':
split = layout.split()
col = split.column()
col.itemR(rd, "color_mode", text="Color")
col.itemL(text="Depth:")
col.row().itemR(rd, "jpeg_depth", expand=True)
@ -244,7 +246,6 @@ class RENDER_PT_output(RenderButtonsPanel):
elif rd.file_format in ('CINEON', 'DPX'):
split = layout.split()
col = split.column()
col.itemR(rd, "color_mode", text="Color")
col.itemR(rd, "cineon_log", text="Convert to Log")
col = split.column(align=True)
@ -255,13 +256,7 @@ class RENDER_PT_output(RenderButtonsPanel):
elif rd.file_format == 'TIFF':
split = layout.split()
split.itemR(rd, "color_mode", text="Color")
split.itemR(rd, "tiff_bit")
else:
split = layout.split()
split.itemR(rd, "color_mode", text="Color")
split.itemL()
class RENDER_PT_encoding(RenderButtonsPanel):
__label__ = "Encoding"