forked from bartvdbraak/blender
83b5d7d2cd
* Add "Toggle Full Screen" and "Duplicate Area into New Window" operators to the view menu, was missing in those 2 operators. Patch [#33076] by Harley Acheson, thanks. * Also moved those two operators to the top in text editor, for consistency.
117 lines
3.8 KiB
Python
117 lines
3.8 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
|
|
#
|
|
# This program is free software; you can redistribute it and/or
|
|
# modify it under the terms of the GNU General Public License
|
|
# as published by the Free Software Foundation; either version 2
|
|
# of the License, or (at your option) any later version.
|
|
#
|
|
# This program is distributed in the hope that it will be useful,
|
|
# but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
# GNU General Public License for more details.
|
|
#
|
|
# You should have received a copy of the GNU General Public License
|
|
# along with this program; if not, write to the Free Software Foundation,
|
|
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|
#
|
|
# ##### END GPL LICENSE BLOCK #####
|
|
|
|
# <pep8 compliant>
|
|
import bpy
|
|
from bpy.types import Header, Menu, Panel
|
|
|
|
|
|
class LOGIC_PT_properties(Panel):
|
|
bl_space_type = 'LOGIC_EDITOR'
|
|
bl_region_type = 'UI'
|
|
bl_label = "Properties"
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
ob = context.active_object
|
|
return ob and ob.game
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
ob = context.active_object
|
|
game = ob.game
|
|
is_font = (ob.type == 'FONT')
|
|
|
|
if is_font:
|
|
prop_index = game.properties.find("Text")
|
|
if prop_index != -1:
|
|
layout.operator("object.game_property_remove", text="Remove Text Game Property", icon='X').index = prop_index
|
|
row = layout.row()
|
|
sub = row.row()
|
|
sub.enabled = 0
|
|
prop = game.properties[prop_index]
|
|
sub.prop(prop, "name", text="")
|
|
row.prop(prop, "type", text="")
|
|
# get the property from the body, not the game property
|
|
# note, don't do this - it's too slow and body can potentially be a really long string.
|
|
#~ row.prop(ob.data, "body", text="")
|
|
row.label("See Text Object")
|
|
else:
|
|
props = layout.operator("object.game_property_new", text="Add Text Game Property", icon='ZOOMIN')
|
|
props.name = 'Text'
|
|
props.type = 'STRING'
|
|
|
|
props = layout.operator("object.game_property_new", text="Add Game Property", icon='ZOOMIN')
|
|
props.name = ''
|
|
|
|
for i, prop in enumerate(game.properties):
|
|
|
|
if is_font and i == prop_index:
|
|
continue
|
|
|
|
box = layout.box()
|
|
row = box.row()
|
|
row.prop(prop, "name", text="")
|
|
row.prop(prop, "type", text="")
|
|
row.prop(prop, "value", text="")
|
|
row.prop(prop, "show_debug", text="", toggle=True, icon='INFO')
|
|
row.operator("object.game_property_remove", text="", icon='X', emboss=False).index = i
|
|
|
|
|
|
class LOGIC_MT_logicbricks_add(Menu):
|
|
bl_label = "Add"
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
layout.operator_menu_enum("logic.sensor_add", "type", text="Sensor")
|
|
layout.operator_menu_enum("logic.controller_add", "type", text="Controller")
|
|
layout.operator_menu_enum("logic.actuator_add", "type", text="Actuator")
|
|
|
|
|
|
class LOGIC_HT_header(Header):
|
|
bl_space_type = 'LOGIC_EDITOR'
|
|
|
|
def draw(self, context):
|
|
layout = self.layout.row(align=True)
|
|
|
|
layout.template_header()
|
|
|
|
if context.area.show_menus:
|
|
row = layout.row(align=True)
|
|
row.menu("LOGIC_MT_view")
|
|
row.menu("LOGIC_MT_logicbricks_add")
|
|
|
|
|
|
class LOGIC_MT_view(Menu):
|
|
bl_label = "View"
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
layout.operator("logic.properties", icon='MENU_PANEL')
|
|
|
|
layout.separator()
|
|
|
|
layout.operator("screen.area_dupli")
|
|
layout.operator("screen.screen_full_area")
|
|
|
|
if __name__ == "__main__": # only for live edit.
|
|
bpy.utils.register_module(__name__)
|