Python UI Files:

* Panels only dedicated to the Game Engine, belong into properties_game.py.
This commit is contained in:
Thomas Dinges 2012-05-01 11:09:05 +00:00
parent 6527f42b6b
commit 95f4f243f9
2 changed files with 58 additions and 51 deletions

@ -187,57 +187,6 @@ class DATA_PT_sunsky(DataButtonsPanel, Panel):
sub.prop(lamp, "atmosphere_inscattering", slider=True, text="Inscattering")
sub.prop(lamp, "atmosphere_extinction", slider=True, text="Extinction")
class DATA_PT_shadow_game(DataButtonsPanel, bpy.types.Panel):
bl_label = "Shadow"
COMPAT_ENGINES = {'BLENDER_GAME'}
@classmethod
def poll(cls, context):
COMPAT_LIGHTS = {'SPOT', 'SUN'}
lamp = context.lamp
engine = context.scene.render.engine
return (lamp and lamp.type in COMPAT_LIGHTS) and (engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
lamp = context.lamp
self.layout.prop(lamp, "use_shadow", text="")
def draw(self, context):
layout = self.layout
lamp = context.lamp
split = layout.split()
col = split.column()
col.prop(lamp, "shadow_color", text="")
col = split.column()
col.prop(lamp, "use_shadow_layer", text="This Layer Only")
col.prop(lamp, "use_only_shadow")
col = layout.column()
col.label("Buffer Type:")
col.prop(lamp, "ge_shadow_buffer_type", text="", toggle=True)
col.label("Quality:")
col = layout.column(align=True)
col.prop(lamp, "shadow_buffer_size", text="Size")
col.prop(lamp, "shadow_buffer_bias", text="Bias")
col.prop(lamp, "shadow_buffer_bleed_bias", text="Bleed Bias")
row = layout.row()
row.label("Clipping:")
row = layout.row(align=True)
row.prop(lamp, "shadow_buffer_clip_start", text="Clip Start")
row.prop(lamp, "shadow_buffer_clip_end", text="Clip End")
if lamp.type == 'SUN':
row = layout.row()
row.prop(lamp, "shadow_frustum_size", text="Frustum Size")
layout.active = lamp.use_shadow
class DATA_PT_shadow(DataButtonsPanel, Panel):
bl_label = "Shadow"

@ -653,5 +653,63 @@ class WORLD_PT_game_physics_obstacles(WorldButtonsPanel, Panel):
layout.prop(gs, "level_height")
layout.prop(gs, "show_obstacle_simulation")
class DataButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "data"
class DATA_PT_shadow_game(DataButtonsPanel, bpy.types.Panel):
bl_label = "Shadow"
COMPAT_ENGINES = {'BLENDER_GAME'}
@classmethod
def poll(cls, context):
COMPAT_LIGHTS = {'SPOT', 'SUN'}
lamp = context.lamp
engine = context.scene.render.engine
return (lamp and lamp.type in COMPAT_LIGHTS) and (engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
lamp = context.lamp
self.layout.prop(lamp, "use_shadow", text="")
def draw(self, context):
layout = self.layout
lamp = context.lamp
layout.active = lamp.use_shadow
split = layout.split()
col = split.column()
col.prop(lamp, "shadow_color", text="")
col = split.column()
col.prop(lamp, "use_shadow_layer", text="This Layer Only")
col.prop(lamp, "use_only_shadow")
col = layout.column()
col.label("Buffer Type:")
col.prop(lamp, "ge_shadow_buffer_type", text="", toggle=True)
col.label("Quality:")
col = layout.column(align=True)
col.prop(lamp, "shadow_buffer_size", text="Size")
col.prop(lamp, "shadow_buffer_bias", text="Bias")
col.prop(lamp, "shadow_buffer_bleed_bias", text="Bleed Bias")
row = layout.row()
row.label("Clipping:")
row = layout.row(align=True)
row.prop(lamp, "shadow_buffer_clip_start", text="Clip Start")
row.prop(lamp, "shadow_buffer_clip_end", text="Clip End")
if lamp.type == 'SUN':
row = layout.row()
row.prop(lamp, "shadow_frustum_size", text="Frustum Size")
if __name__ == "__main__": # only for live edit.
bpy.utils.register_module(__name__)