forked from bartvdbraak/blender
7c25f16f1a
Organize Maximize/Fullscreen mess and add a new fullscreen mode with no UI * Maximize Editor: (old Ctrl+Up) * Full Screen Window: (old Alt + F11) * Full Screen Editor: new operator (Alt + F10) * Change Show/Hide Header: (Alt + F9) When the mode is on moving the mouse near the top right corner of the editor shows an icon to go back to the normal editor mode. This was originally intended for the multiview branch, but this functionality also benefits non-stereo workflows, thus it can be reviewed and committed independently. Development notes: * This includes cleanups in the code to sanitize the naming of fullscreen/maximize across the window/editor code. * Originally the idea was to make the window fullscreen as well, but this idea was dropped. * You can see the clicking area when debug is 1 * Technically the user can be left with an unfaded icon in the corner (specially when using a tablet). If we think this is too bad we can increase the action zone to be the whole screen, or something similar. Reviewers: campbellbarton [1], ton [2], fsiddi [2] [1] actual code review [2] design review Differential Revision: https://developer.blender.org/D678
128 lines
4.1 KiB
Python
128 lines
4.1 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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LOGIC_MT_editor_menus.draw_collapsible(context, layout)
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class LOGIC_MT_editor_menus(Menu):
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bl_idname = "LOGIC_MT_editor_menus"
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bl_label = ""
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def draw(self, context):
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self.draw_menus(self.layout, context)
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@staticmethod
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def draw_menus(layout, context):
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layout.menu("LOGIC_MT_view")
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layout.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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layout.separator()
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layout.operator("screen.area_dupli")
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layout.operator("screen.screen_full_area", text="Toggle Maximize Area")
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layout.operator("screen.screen_full_area").use_hide_panels = True
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if __name__ == "__main__": # only for live edit.
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bpy.utils.register_module(__name__)
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