forked from bartvdbraak/blender
edit on recent font UI changes.
don't show the text objects body in the ui - this could be pages of text and even though it only draws part of this, it still allocates and frees the string on every draw.
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@ -20,6 +20,7 @@
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import bpy
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import bpy
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from bpy.types import Header, Menu, Panel
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from bpy.types import Header, Menu, Panel
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class LOGIC_PT_properties(Panel):
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class LOGIC_PT_properties(Panel):
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bl_space_type = 'LOGIC_EDITOR'
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bl_space_type = 'LOGIC_EDITOR'
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bl_region_type = 'UI'
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bl_region_type = 'UI'
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@ -42,17 +43,22 @@ class LOGIC_PT_properties(Panel):
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if prop_index != -1:
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if prop_index != -1:
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layout.operator("object.game_property_remove", text="Renove Text Game Property", icon='X').index = prop_index
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layout.operator("object.game_property_remove", text="Renove Text Game Property", icon='X').index = prop_index
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row = layout.row()
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row = layout.row()
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sub=row.row()
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sub = row.row()
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sub.enabled=0
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sub.enabled = 0
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prop = game.properties[prop_index]
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prop = game.properties[prop_index]
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sub.prop(prop, "name", text="")
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sub.prop(prop, "name", text="")
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row.prop(prop, "type", text="")
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row.prop(prop, "type", text="")
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# get the property from the body, not the game property
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# get the property from the body, not the game property
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row.prop(ob.data, "body", text="")
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# note, dont do this - its too slow and body can potentually be a really long string.
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# row.prop(ob.data, "body", text="")
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if prop.type == 'STRING':
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row.label("*See Font Object*")
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else:
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row.prop(prop, "value", text="", toggle=True)
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else:
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else:
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props=layout.operator("object.game_property_new", text="Add Text Game Property", icon='ZOOMIN')
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props = layout.operator("object.game_property_new", text="Add Text Game Property", icon='ZOOMIN')
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props.name='Text'
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props.name = 'Text'
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props.type='STRING'
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props.type = 'STRING'
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layout.operator("object.game_property_new", text="Add Game Property", icon='ZOOMIN')
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layout.operator("object.game_property_new", text="Add Game Property", icon='ZOOMIN')
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