import bpy class LOGIC_PT_properties(bpy.types.Panel): __space_type__ = "LOGIC_EDITOR" __region_type__ = "UI" __label__ = "Properties" def poll(self, context): ob = context.active_object return ob and ob.game def draw(self, context): layout = self.layout ob = context.active_object game = ob.game for prop in game.properties: flow = layout.row() flow.itemR(prop, "name", text="") flow.itemR(prop, "type", text="") flow.itemR(prop, "value", text="") # we dont care about the type. rna will display correctly flow.itemR(prop, "debug") """ class WORLD_PT_game(WorldButtonsPanel): __space_type__ = "LOGIC_EDITOR" __region_type__ = "UI" __label__ = "Game Settings" def draw(self, context): layout = self.layout world = context.world flow = layout.column_flow() flow.itemR(world, "physics_engine") flow.itemR(world, "physics_gravity") flow.itemR(world, "game_fps") flow.itemR(world, "game_logic_step_max") flow.itemR(world, "game_physics_substep") flow.itemR(world, "game_physics_step_max") flow.itemR(world, "game_use_occlusion_culling", text="Enable Occlusion Culling") flow.itemR(world, "game_occlusion_culling_resolution") """ class LOGIC_PT_player(bpy.types.Panel): __space_type__ = "LOGIC_EDITOR" __region_type__ = "UI" __label__ = "Player" def draw(self, context): layout = self.layout gs = context.scene.game_data row = layout.row() row.itemR(gs, "fullscreen") split = layout.split() col = split.column() col.itemL(text="Resolution:") colsub = col.column(align=True) colsub.itemR(gs, "resolution_x", slider=False, text="X") colsub.itemR(gs, "resolution_y", slider=False, text="Y") col = split.column() col.itemL(text="Quality:") colsub = col.column(align=True) colsub.itemR(gs, "depth", text="Bit Depth", slider=False) colsub.itemR(gs, "frequency", text="FPS", slider=False) # framing: col = layout.column() col.itemL(text="Framing:") col.row().itemR(gs, "framing_type", expand=True) colsub = col.column() colsub.itemR(gs, "framing_color", text="") class LOGIC_PT_stereo(bpy.types.Panel): __space_type__ = "LOGIC_EDITOR" __region_type__ = "UI" __label__ = "Stereo" def draw(self, context): layout = self.layout gs = context.scene.game_data # stereo options: col= layout.column() row = col.row() row.itemR(gs, "stereo", expand=True) stereo_mode = gs.stereo # stereo: if stereo_mode == 'STEREO': row = layout.row() row.itemR(gs, "stereo_mode") # dome: if stereo_mode == 'DOME': row = layout.row() row.itemR(gs, "dome_mode", text="Dome Type") split=layout.split() col=split.column() col.itemR(gs, "dome_angle", slider=True) col.itemR(gs, "dome_tesselation", text="Tesselation") col=split.column() col.itemR(gs, "dome_tilt") col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True) col=layout.column() col.itemR(gs, "dome_text") class LOGIC_PT_physics(bpy.types.Panel): __space_type__ = "LOGIC_EDITOR" __region_type__ = "UI" __label__ = "World Physics" def draw(self, context): layout = self.layout gs = context.scene.game_data flow = layout.column_flow() flow.itemR(gs, "physics_engine") if gs.physics_engine != "NONE": flow.itemR(gs, "physics_gravity", text="Gravity") split = layout.split() col = split.column() col.itemL(text="Physics Steps:") colsub = col.column(align=True) colsub.itemR(gs, "physics_step_max", text="Max") colsub.itemR(gs, "physics_step_sub", text="Substeps") col.itemR(gs, "fps", text="FPS") col = split.column() col.itemL(text="Logic Steps:") col.itemR(gs, "logic_step_max", text="Max") col.itemS() col.itemR(gs, "use_occlusion_culling", text="Occlusion Culling") colsub = col.column() colsub.active = gs.use_occlusion_culling colsub.itemR(gs, "occlusion_culling_resolution", text="Resolution") else: split = layout.split() col = split.column() col.itemL(text="Physics Steps:") col.itemR(gs, "fps", text="FPS") col = split.column() col.itemL(text="Logic Steps:") col.itemR(gs, "logic_step_max", text="Max") bpy.types.register(LOGIC_PT_properties) bpy.types.register(LOGIC_PT_player) bpy.types.register(LOGIC_PT_stereo) bpy.types.register(LOGIC_PT_physics)