forked from bartvdbraak/blender
6bd8097765
Blender internally deals with Font Objects, but as far as the user is concerned they are Text Objects. Which, btw, makes me wonder why we have an 'F' as the logo for Text objects, and why the ob.type is 'FONT' in python (I guess it's a Font Data for a Text object)
111 lines
3.8 KiB
Python
111 lines
3.8 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from bpy.types import Header, Menu, Panel
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class LOGIC_PT_properties(Panel):
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bl_space_type = 'LOGIC_EDITOR'
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bl_region_type = 'UI'
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bl_label = "Properties"
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@classmethod
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def poll(cls, context):
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ob = context.active_object
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return ob and ob.game
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def draw(self, context):
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layout = self.layout
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ob = context.active_object
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game = ob.game
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is_font = (ob.type == 'FONT')
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if is_font:
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prop_index = game.properties.find("Text")
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if prop_index != -1:
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layout.operator("object.game_property_remove", text="Remove Text Game Property", icon='X').index = prop_index
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row = layout.row()
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sub = row.row()
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sub.enabled = 0
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prop = game.properties[prop_index]
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sub.prop(prop, "name", 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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# note, don't do this - it's 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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row.label("See Text Object")
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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.name = 'Text'
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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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for i, prop in enumerate(game.properties):
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if is_font and i == prop_index:
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continue
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box = layout.box()
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row = box.row()
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row.prop(prop, "name", text="")
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row.prop(prop, "type", text="")
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row.prop(prop, "value", text="", toggle=True) # we don't care about the type. rna will display correctly
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row.prop(prop, "show_debug", text="", toggle=True, icon='INFO')
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row.operator("object.game_property_remove", text="", icon='X', emboss=False).index = i
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class LOGIC_MT_logicbricks_add(Menu):
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bl_label = "Add"
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def draw(self, context):
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layout = self.layout
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layout.operator_menu_enum("logic.sensor_add", "type", text="Sensor")
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layout.operator_menu_enum("logic.controller_add", "type", text="Controller")
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layout.operator_menu_enum("logic.actuator_add", "type", text="Actuator")
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class LOGIC_HT_header(Header):
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bl_space_type = 'LOGIC_EDITOR'
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def draw(self, context):
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layout = self.layout.row(align=True)
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layout.template_header()
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if context.area.show_menus:
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row = layout.row(align=True)
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row.menu("LOGIC_MT_view")
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row.menu("LOGIC_MT_logicbricks_add")
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class LOGIC_MT_view(Menu):
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bl_label = "View"
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def draw(self, context):
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layout = self.layout
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layout.operator("logic.properties", icon='MENU_PANEL')
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if __name__ == "__main__": # only for live edit.
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bpy.utils.register_module(__name__)
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