forked from bartvdbraak/blender
bbff6787bc
Issues was caused by operator props "presets" which was reusing name of property on every run of OBJECT_OT_game_property_new. This run into conflict with how text property is determining -- it's stupid name comparsion which worked unexpectable after adding and removing text property. Solved by using empty (default) name for game_property_new when crating game property.
112 lines
3.7 KiB
Python
112 lines
3.7 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 potentially 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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props = layout.operator("object.game_property_new", text="Add Game Property", icon='ZOOMIN')
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props.name = ''
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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="")
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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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