forked from bartvdbraak/blender
cda279b525
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.
114 lines
3.9 KiB
Python
114 lines
3.9 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="Renove 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, 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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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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