Revision: 21732
          
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=21732
Author:   dfelinto
Date:     2009-07-20 22:28:29 +0200 (Mon, 20 Jul 2009)

Log Message:
-----------
BGE panels: wip

Logic Panel:
- world settings (moved from world)
 ... that includes physic engine selection + gravity
- game player (from gamesettings, it wasn't wrapped)
- stereo/dome (from gamesettings, it wasn't wrapped)
 ... separated stereom into stereoflag and stereomode
- properties
 ... (didn't touch it)

Buttons Game Panel:
(wip panel)
- Physics (moved from Logic Panel)
 ... it will be a datablock in the future (right Campbell ?)
- Material Physics (not currently implemented)
 ... a datablock link to the materials of an object + the dynamic physic 
variables

* NOTE:
in readfile.c::do_version I couldn't do if(scene->world). There is something 
wrong with scenes with an unlinked world. So so far we are ignoring the old 
values....

Modified Paths:
--------------
    branches/blender2.5/blender/release/ui/buttons_world.py
    branches/blender2.5/blender/release/ui/space_logic.py
    branches/blender2.5/blender/source/blender/blenkernel/intern/scene.c
    branches/blender2.5/blender/source/blender/blenkernel/intern/world.c
    branches/blender2.5/blender/source/blender/blenloader/intern/readfile.c
    
branches/blender2.5/blender/source/blender/editors/space_buttons/buttons_context.c
    
branches/blender2.5/blender/source/blender/editors/space_buttons/buttons_header.c
    
branches/blender2.5/blender/source/blender/editors/space_buttons/space_buttons.c
    branches/blender2.5/blender/source/blender/makesdna/DNA_scene_types.h
    branches/blender2.5/blender/source/blender/makesdna/DNA_world_types.h
    branches/blender2.5/blender/source/blender/makesrna/RNA_access.h
    branches/blender2.5/blender/source/blender/makesrna/intern/rna_scene.c
    branches/blender2.5/blender/source/blender/makesrna/intern/rna_space.c
    branches/blender2.5/blender/source/blender/makesrna/intern/rna_world.c
    
branches/blender2.5/blender/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
    
branches/blender2.5/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp
    
branches/blender2.5/blender/source/gameengine/GamePlayer/ghost/GPG_Application.cpp
    
branches/blender2.5/blender/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp

Added Paths:
-----------
    branches/blender2.5/blender/release/ui/buttons_game.py

Added: branches/blender2.5/blender/release/ui/buttons_game.py
===================================================================
--- branches/blender2.5/blender/release/ui/buttons_game.py                      
        (rev 0)
+++ branches/blender2.5/blender/release/ui/buttons_game.py      2009-07-20 
20:28:29 UTC (rev 21732)
@@ -0,0 +1,118 @@
+
+import bpy
+ 
+class GameButtonsPanel(bpy.types.Panel):
+       __space_type__ = "BUTTONS_WINDOW"
+       __region_type__ = "WINDOW"
+       __context__ = "game"
+
+class GAME_PT_context_game(GameButtonsPanel):
+       __idname__ = "GAME_PT_context_game"
+       __no_header__ = True
+
+       def draw(self, context):
+               layout = self.layout
+               ob = context.object
+               game = context.game
+
+               split = layout.split(percentage=0.06)
+               split.itemL(text="", icon="ICON_GAME")
+               split.itemR(game, "name", text="")
+
+class GAME_PT_data(GameButtonsPanel):
+       __idname__ = "GAME_PT_data"
+       __label__ = "Data"
+
+       def draw(self, context):
+               layout = self.layout
+               ob = context.object
+               game = context.game
+
+class GAME_PT_physics(GameButtonsPanel):
+       __idname__ = "GAME_PT_physics"
+       __label__ = "Physics"
+
+       def poll(self, context):
+               ob = context.active_object
+               return ob and ob.game
+
+       def draw(self, context):
+               layout = self.layout
+               ob = context.active_object
+               
+               game = ob.game
+
+               flow = layout.column_flow()
+               flow.active = True
+               flow.itemR(game, "physics_type")
+               flow.itemR(game, "actor")
+               
+               row = layout.row()
+               row.itemR(game, "ghost")
+               row.itemR(ob, "restrict_render", text="Invisible") # out of 
place but useful
+               
+               flow = layout.column_flow()
+               flow.itemR(game, "mass")
+               flow.itemR(game, "radius")
+               flow.itemR(game, "no_sleeping")
+               flow.itemR(game, "damping")
+               flow.itemR(game, "rotation_damping")
+               flow.itemR(game, "minimum_velocity")
+               flow.itemR(game, "maximum_velocity")
+               
+               row = layout.row()
+               row.itemR(game, "do_fh")
+               row.itemR(game, "rotation_fh")
+               
+               flow = layout.column_flow()
+               flow.itemR(game, "form_factor")
+               flow.itemR(game, "anisotropic_friction")
+               
+               flow = layout.column_flow()
+               flow.active = game.anisotropic_friction
+               flow.itemR(game, "friction_coefficients")
+               
+               split = layout.split()
+               sub = split.column()
+               sub.itemR(game, "lock_x_axis")
+               sub.itemR(game, "lock_y_axis")
+               sub.itemR(game, "lock_z_axis")
+               sub = split.column()
+               sub.itemR(game, "lock_x_rot_axis")
+               sub.itemR(game, "lock_y_rot_axis")
+               sub.itemR(game, "lock_z_rot_axis")
+
+
+class GAME_PT_collision_bounds(GameButtonsPanel):
+       __idname__ = "GAME_PT_collision_bounds"
+       __label__ = "Collision Bounds"
+
+       def poll(self, context):
+               ob = context.active_object
+               return ob and ob.game
+       
+       def draw_header(self, context):
+               layout = self.layout
+               ob = context.active_object
+               game = ob.game
+
+               layout.itemR(game, "use_collision_bounds", text="")
+       
+       def draw(self, context):
+               layout = self.layout
+               
+               ob = context.scene.objects[0]
+               game = ob.game
+               
+               flow = layout.column_flow()
+               flow.active = game.use_collision_bounds
+               flow.itemR(game, "collision_bounds")
+               flow.itemR(game, "collision_compound")
+               flow.itemR(game, "collision_margin")
+
+
+
+bpy.types.register(GAME_PT_context_game)
+bpy.types.register(GAME_PT_data)
+bpy.types.register(GAME_PT_physics)
+bpy.types.register(GAME_PT_collision_bounds)
\ No newline at end of file

Modified: branches/blender2.5/blender/release/ui/buttons_world.py
===================================================================
--- branches/blender2.5/blender/release/ui/buttons_world.py     2009-07-20 
20:00:59 UTC (rev 21731)
+++ branches/blender2.5/blender/release/ui/buttons_world.py     2009-07-20 
20:28:29 UTC (rev 21732)
@@ -175,27 +175,7 @@
                col.row().itemR(ao, "blend_mode", expand=True)
                col.row().itemR(ao, "color", expand=True)
                col.itemR(ao, "energy")
-               
-class WORLD_PT_game(WorldButtonsPanel):
-       __label__ = "Game Settings"
 
-       def draw(self, context):
-               layout = self.layout
-               world = context.world
-               
-               flow = layout.column_flow()
-               flow.itemR(world, "physics_engine")
-               flow.itemR(world, "physics_gravity")
-               
-               flow.itemR(world, "game_fps")
-               flow.itemR(world, "game_logic_step_max")
-               flow.itemR(world, "game_physics_substep")
-               flow.itemR(world, "game_physics_step_max")
-               
-               flow.itemR(world, "game_use_occlusion_culling", text="Enable 
Occlusion Culling")
-               flow.itemR(world, "game_occlusion_culling_resolution")
-               
-
 bpy.types.register(WORLD_PT_context_world)     
 bpy.types.register(WORLD_PT_preview)
 bpy.types.register(WORLD_PT_world)
@@ -203,4 +183,3 @@
 bpy.types.register(WORLD_PT_mist)
 bpy.types.register(WORLD_PT_stars)
 bpy.types.register(WORLD_PT_color_correction)
-bpy.types.register(WORLD_PT_game)

Modified: branches/blender2.5/blender/release/ui/space_logic.py
===================================================================
--- branches/blender2.5/blender/release/ui/space_logic.py       2009-07-20 
20:00:59 UTC (rev 21731)
+++ branches/blender2.5/blender/release/ui/space_logic.py       2009-07-20 
20:28:29 UTC (rev 21732)
@@ -1,9 +1,9 @@
 import bpy
 
-class LOGIC_PT_physics(bpy.types.Panel):
+class LOGIC_PT_properties(bpy.types.Panel):
        __space_type__ = "LOGIC_EDITOR"
        __region_type__ = "UI"
-       __label__ = "Physics"
+       __label__ = "Properties"
 
        def poll(self, context):
                ob = context.active_object
@@ -12,100 +12,168 @@
        def draw(self, context):
                layout = self.layout
                ob = context.active_object
+               game = ob.game
                
-               game = ob.game
+               for prop in game.properties:
+                       flow = layout.row()
+                       flow.itemR(prop, "name", text="")
+                       flow.itemR(prop, "type", text="")
+                       flow.itemR(prop, "value", text="") # we dont care about 
the type. rna will display correctly
+                       flow.itemR(prop, "debug")
 
+"""
+class WORLD_PT_game(WorldButtonsPanel):
+       __space_type__ = "LOGIC_EDITOR"
+       __region_type__ = "UI"
+       __label__ = "Game Settings"
+
+       def draw(self, context):
+               layout = self.layout
+               world = context.world
+               
                flow = layout.column_flow()
-               flow.active = True
-               flow.itemR(game, "physics_type")
-               flow.itemR(game, "actor")
+               flow.itemR(world, "physics_engine")
+               flow.itemR(world, "physics_gravity")
                
-               row = layout.row()
-               row.itemR(game, "ghost")
-               row.itemR(ob, "restrict_render", text="Invisible") # out of 
place but useful
+               flow.itemR(world, "game_fps")
+               flow.itemR(world, "game_logic_step_max")
+               flow.itemR(world, "game_physics_substep")
+               flow.itemR(world, "game_physics_step_max")
                
-               flow = layout.column_flow()
-               flow.itemR(game, "mass")
-               flow.itemR(game, "radius")
-               flow.itemR(game, "no_sleeping")
-               flow.itemR(game, "damping")
-               flow.itemR(game, "rotation_damping")
-               flow.itemR(game, "minimum_velocity")
-               flow.itemR(game, "maximum_velocity")
-               
+               flow.itemR(world, "game_use_occlusion_culling", text="Enable 
Occlusion Culling")
+               flow.itemR(world, "game_occlusion_culling_resolution")
+"""
+class LOGIC_PT_player(bpy.types.Panel):
+       __space_type__ = "LOGIC_EDITOR"
+       __region_type__ = "UI"
+       __label__ = "Game Player"
+
+       def draw(self, context):
+               layout = self.layout
+               gs = context.scene.game_data
                row = layout.row()
-               row.itemR(game, "do_fh")
-               row.itemR(game, "rotation_fh")
-               
-               flow = layout.column_flow()
-               flow.itemR(game, "form_factor")
-               flow.itemR(game, "anisotropic_friction")
-               
-               flow = layout.column_flow()
-               flow.active = game.anisotropic_friction
-               flow.itemR(game, "friction_coefficients")
-               
+               row.itemR(gs, "fullscreen")
+
                split = layout.split()
-               sub = split.column()
-               sub.itemR(game, "lock_x_axis")
-               sub.itemR(game, "lock_y_axis")
-               sub.itemR(game, "lock_z_axis")
-               sub = split.column()
-               sub.itemR(game, "lock_x_rot_axis")
-               sub.itemR(game, "lock_y_rot_axis")
-               sub.itemR(game, "lock_z_rot_axis")
+               col = split.column(align=True)
+               col.itemR(gs, "resolution_x", slider=False, text="Res. X")
+               col.itemR(gs, "resolution_y", slider=False, text="Res. Y")
 
+               col = split.column(align=True)
+               col.itemR(gs, "depth", slider=False)
+               col.itemR(gs, "frequency", slider=False)
+               
 
-class LOGIC_PT_collision_bounds(bpy.types.Panel):
+               # framing:
+               col = layout.column()
+               col.itemL(text="Framing Options:")
+               col.row().itemR(gs, "framing_type", expand=True)
+
+               colsub = col.column()
+               colsub.itemR(gs, "framing_color", text="")
+
+class LOGIC_PT_stereo(bpy.types.Panel):
        __space_type__ = "LOGIC_EDITOR"
        __region_type__ = "UI"
-       __label__ = "Collision Bounds"
+       __label__ = "Stereo and Dome"
 
-       def poll(self, context):
-               ob = context.active_object
-               return ob and ob.game
-       
-       def draw_header(self, context):
-               layout = self.layout
-               ob = context.active_object
-               game = ob.game
-
-               layout.itemR(game, "use_collision_bounds", text="")
-       
        def draw(self, context):
                layout = self.layout
-               
-               ob = context.active_object
-               game = ob.game
-               
-               flow = layout.column_flow()
-               flow.active = game.use_collision_bounds
-               flow.itemR(game, "collision_bounds")
-               flow.itemR(game, "collision_compound")
-               flow.itemR(game, "collision_margin")
+               gs = context.scene.game_data
 
-class LOGIC_PT_properties(bpy.types.Panel):
+
+               # stereo options:
+               col= layout.column()
+               col.itemL(text="Stereo Options:")
+               row = col.row()
+               row.itemR(gs, "stereo", expand=True)
+ 
+               stereo_mode = gs.stereo
+ 
+
+               # stereo:
+               if stereo_mode == 'STEREO':
+                       col = layout.column(align=True)
+                       row = col.row()
+                       row.item_enumR(gs, "stereo_mode", "QUADBUFFERED")
+                       row.item_enumR(gs, "stereo_mode", "ABOVEBELOW")
+                       
+                       row = col.row()
+                       row.item_enumR(gs, "stereo_mode", "INTERLACED")
+                       row.item_enumR(gs, "stereo_mode", "ANAGLYPH")
+                       
+                       row = col.row()
+                       row.item_enumR(gs, "stereo_mode", "SIDEBYSIDE")
+                       row.item_enumR(gs, "stereo_mode", "VINTERLACE")
+
+#                      row = layout.column_flow()
+#                      row.itemR(gs, "stereo_mode")
+
+               # dome:
+               if stereo_mode == 'DOME':
+                       row = layout.row()
+                       row.itemR(gs, "dome_mode")
+
+                       split=layout.split()
+                       col=split.column(align=True)
+                       col.itemR(gs, "dome_angle", slider=True)
+                       col.itemR(gs, "dome_tesselation", text="Tessel.")
+                       col=split.column(align=True)
+                       col.itemR(gs, "dome_tilt")
+                       col.itemR(gs, "dome_buffer_resolution", text="Res.", 
slider=True)
+                       col=layout.column()
+                       col.itemR(gs, "dome_text")
+
+
+class LOGIC_PT_physics(bpy.types.Panel):
        __space_type__ = "LOGIC_EDITOR"
        __region_type__ = "UI"
-       __label__ = "Properties"
-
-       def poll(self, context):
-               ob = context.active_object
-               return ob and ob.game
-       
+       __label__ = "World Physics"
+ 
        def draw(self, context):
                layout = self.layout
-               
-               ob = context.active_object
-               game = ob.game
-               
-               for prop in game.properties:
-                       flow = layout.row()

@@ Diff output truncated at 10240 characters. @@

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