Revision: 22045
          
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=22045
Author:   dingto
Date:     2009-07-30 12:11:19 +0200 (Thu, 30 Jul 2009)

Log Message:
-----------
2.5 Part 3 of Layout Code Cleanup:

* More cleanup to match new coding guidelines.
http://wiki.blender.org/index.php/Dev:Py/Blender2.5/Layouts/Guidelines

* Replaced some if's with proper elif's.
* Removed some unnecessary code.
Note: Please don't use inconsistent assign names like colsub, subcol1 etc. 
anymore!

 

Modified Paths:
--------------
    branches/blender2.5/blender/release/ui/buttons_data_lamp.py
    branches/blender2.5/blender/release/ui/buttons_data_metaball.py
    branches/blender2.5/blender/release/ui/buttons_game.py
    branches/blender2.5/blender/release/ui/buttons_material.py
    branches/blender2.5/blender/release/ui/buttons_object.py
    branches/blender2.5/blender/release/ui/buttons_object_constraint.py
    branches/blender2.5/blender/release/ui/buttons_physics_field.py
    branches/blender2.5/blender/release/ui/buttons_physics_fluid.py
    branches/blender2.5/blender/release/ui/buttons_physics_softbody.py
    branches/blender2.5/blender/release/ui/buttons_scene.py

Modified: branches/blender2.5/blender/release/ui/buttons_data_lamp.py
===================================================================
--- branches/blender2.5/blender/release/ui/buttons_data_lamp.py 2009-07-30 
08:30:57 UTC (rev 22044)
+++ branches/blender2.5/blender/release/ui/buttons_data_lamp.py 2009-07-30 
10:11:19 UTC (rev 22045)
@@ -52,41 +52,24 @@
                sub = col.column()
                sub.itemR(lamp, "color", text="")
                sub.itemR(lamp, "energy")
-               
-       
-               
-               
-               #split = layout.split()
-               
+
                if lamp.type in ('POINT', 'SPOT'):
-                       #col = split.column()
-                       #col.itemL(text="Falloff:")
-                       sub = col.column()
                        sub.itemR(lamp, "falloff_type", text="Falloff")
                        sub.itemR(lamp, "distance")
-                       
-                       
+
                        if lamp.falloff_type == 'LINEAR_QUADRATIC_WEIGHTED':
-                               #col = split.column()
                                col.itemL(text="Attenuation Factors:")
                                sub = col.column(align=True)
                                sub.itemR(lamp, "linear_attenuation", 
slider=True, text="Linear")
                                sub.itemR(lamp, "quadratic_attenuation", 
slider=True, text="Quadratic")
-                       #else:
-                               # 
-                               # split.column()
                        
                        col.itemR(lamp, "sphere")
                        
                if lamp.type == 'AREA':
-                       #col = split.column()
                        col.itemR(lamp, "distance")
                        col.itemR(lamp, "gamma")
-
-                       #col = split.column()
-                       
-                       
                        col.itemR(lamp, "shape")
+                       
                        sub = col.column(align=True)
                        if (lamp.shape == 'SQUARE'):
                                sub.itemR(lamp, "size")
@@ -99,7 +82,6 @@
                col.itemR(lamp, "layer", text="This Layer Only")
                col.itemR(lamp, "specular")
                col.itemR(lamp, "diffuse")      
-                       
 
 class DATA_PT_sunsky(DataButtonsPanel):
        __label__ = "Sun/Sky"

Modified: branches/blender2.5/blender/release/ui/buttons_data_metaball.py
===================================================================
--- branches/blender2.5/blender/release/ui/buttons_data_metaball.py     
2009-07-30 08:30:57 UTC (rev 22044)
+++ branches/blender2.5/blender/release/ui/buttons_data_metaball.py     
2009-07-30 10:11:19 UTC (rev 22045)
@@ -76,8 +76,7 @@
                col.itemR(metaelem, "stiffness", text="Stiffness")
                col.itemR(metaelem, "negative", text="Negative")
                col.itemR(metaelem, "hide", text="Hide")
-               
-       
+
 bpy.types.register(DATA_PT_context_metaball)
 bpy.types.register(DATA_PT_metaball)
 bpy.types.register(DATA_PT_metaball_element)
\ No newline at end of file

Modified: branches/blender2.5/blender/release/ui/buttons_game.py
===================================================================
--- branches/blender2.5/blender/release/ui/buttons_game.py      2009-07-30 
08:30:57 UTC (rev 22044)
+++ branches/blender2.5/blender/release/ui/buttons_game.py      2009-07-30 
10:11:19 UTC (rev 22045)
@@ -16,70 +16,78 @@
 
        def draw(self, context):
                layout = self.layout
+               
                ob = context.active_object
-               
                game = ob.game
 
                layout.itemR(game, "physics_type")
                layout.itemS()
                
                split = layout.split()
+               
                col = split.column()
-               
                col.itemR(game, "actor")
-               
                col.itemR(game, "ghost")
                col.itemR(ob, "restrict_render", text="Invisible") # out of 
place but useful
+               
                col = split.column()
                col.itemR(game, "do_fh", text="Use Material Physics")
                col.itemR(game, "rotation_fh", text="Rotate From Normal")
                col.itemR(game, "no_sleeping")
                
                layout.itemS()
+               
                split = layout.split()
+               
                col = split.column()
                col.itemL(text="Attributes:")
-               colsub = col.column(align=True)
-               colsub.itemR(game, "mass")
-               colsub.itemR(game, "radius")
-               colsub.itemR(game, "form_factor")
+               sub = col.column(align=True)
+               sub.itemR(game, "mass")
+               sub.itemR(game, "radius")
+               sub.itemR(game, "form_factor")
+               
                col.itemS()
+               
                col.itemL(text="Damping:")
-               colsub = col.column(align=True)
-               colsub.itemR(game, "damping", text="Translation", slider=True)
-               colsub.itemR(game, "rotation_damping", text="Rotation", 
slider=True)
+               sub = col.column(align=True)
+               sub.itemR(game, "damping", text="Translation", slider=True)
+               sub.itemR(game, "rotation_damping", text="Rotation", 
slider=True)
                
                col = split.column()
+               col.itemL(text="Velocity:")
+               sub = col.column(align=True)
+               sub.itemR(game, "minimum_velocity", text="Minimum")
+               sub.itemR(game, "maximum_velocity", text="Maximum")
                
-               col.itemL(text="Velocity:")
-               colsub = col.column(align=True)
-               colsub.itemR(game, "minimum_velocity", text="Minimum")
-               colsub.itemR(game, "maximum_velocity", text="Maximum")
                col.itemS()
+               
                col.itemR(game, "anisotropic_friction")
+               sub = col.column()
+               sub.active = game.anisotropic_friction
+               sub.itemR(game, "friction_coefficients", text="", slider=True)
                
-               colsub = col.column()
-               colsub.active = game.anisotropic_friction
-               colsub.itemR(game, "friction_coefficients", text="", 
slider=True)
+               layout.itemS()
                
-               layout.itemS()
                split = layout.split()
-               sub = split.column()
-               sub.itemL(text="Lock Translation:")
-               sub.itemR(game, "lock_x_axis", text="X")
-               sub.itemR(game, "lock_y_axis", text="Y")
-               sub.itemR(game, "lock_z_axis", text="Z")
-               sub = split.column()
-               sub.itemL(text="Lock Rotation:")
-               sub.itemR(game, "lock_x_rot_axis", text="X")
-               sub.itemR(game, "lock_y_rot_axis", text="Y")
-               sub.itemR(game, "lock_z_rot_axis", text="Z")
+               
+               col = split.column()
+               col.itemL(text="Lock Translation:")
+               col.itemR(game, "lock_x_axis", text="X")
+               col.itemR(game, "lock_y_axis", text="Y")
+               col.itemR(game, "lock_z_axis", text="Z")
+               
+               col = split.column()
+               col.itemL(text="Lock Rotation:")
+               col.itemR(game, "lock_x_rot_axis", text="X")
+               col.itemR(game, "lock_y_rot_axis", text="Y")
+               col.itemR(game, "lock_z_rot_axis", text="Z")
 
 class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel):
        __label__ = "Collision Bounds"
 
        def draw_header(self, context):
                layout = self.layout
+               
                ob = context.active_object
                game = ob.game
 
@@ -90,17 +98,13 @@
                
                ob = context.scene.objects[0]
                game = ob.game
+               
                layout.active = game.use_collision_bounds
-               
-               
-               
                layout.itemR(game, "collision_bounds", text="Bounds")
                
-               split = layout.split()
-               sub = split.column()
-               sub.itemR(game, "collision_compound", text="Compound")
-               sub = split.column()
-               sub.itemR(game, "collision_margin", text="Margin", slider=True)
+               row = layout.row()
+               row.itemR(game, "collision_compound", text="Compound")
+               row.itemR(game, "collision_margin", text="Margin", slider=True)
 
 bpy.types.register(PHYSICS_PT_game_physics)
 bpy.types.register(PHYSICS_PT_game_collision_bounds)
@@ -119,6 +123,7 @@
 
        def draw(self, context):
                layout = self.layout
+               
                rd = context.scene.render_data
 
                row = layout.row()
@@ -130,64 +135,63 @@
 
        def draw(self, context):
                layout = self.layout
+               
                gs = context.scene.game_data
-               row = layout.row()
-               row.itemR(gs, "fullscreen")
+               
+               layout.itemR(gs, "fullscreen")
 
                split = layout.split()
+               
                col = split.column()
                col.itemL(text="Resolution:")
-               colsub = col.column(align=True)
-               colsub.itemR(gs, "resolution_x", slider=False, text="X")
-               colsub.itemR(gs, "resolution_y", slider=False, text="Y")
+               sub = col.column(align=True)
+               sub.itemR(gs, "resolution_x", slider=False, text="X")
+               sub.itemR(gs, "resolution_y", slider=False, text="Y")
 
                col = split.column()
                col.itemL(text="Quality:")
-               colsub = col.column(align=True)
-               colsub.itemR(gs, "depth", text="Bit Depth", slider=False)
-               colsub.itemR(gs, "frequency", text="FPS", slider=False)
+               sub = col.column(align=True)
+               sub.itemR(gs, "depth", text="Bit Depth", slider=False)
+               sub.itemR(gs, "frequency", text="FPS", slider=False)
 
                # framing:
                col = layout.column()
                col.itemL(text="Framing:")
                col.row().itemR(gs, "framing_type", expand=True)
+               sub = col.column()
+               sub.itemR(gs, "framing_color", text="")
 
-               colsub = col.column()
-               colsub.itemR(gs, "framing_color", text="")
-
 class SCENE_PT_game_stereo(SceneButtonsPanel):
        __label__ = "Stereo"
 
        def draw(self, context):
                layout = self.layout
+               
                gs = context.scene.game_data
+               stereo_mode = gs.stereo
 
                # stereo options:
-               col= layout.column()
-               row = col.row()
-               row.itemR(gs, "stereo", expand=True)
+               layout.itemR(gs, "stereo", expand=True)
  
-               stereo_mode = gs.stereo
-
                # stereo:
                if stereo_mode == 'STEREO':
-                       row = layout.row()
-                       row.itemR(gs, "stereo_mode")
+                       layout.itemR(gs, "stereo_mode")
 
                # dome:
                if stereo_mode == 'DOME':
-                       row = layout.row()
-                       row.itemR(gs, "dome_mode", text="Dome Type")
+                       layout.itemR(gs, "dome_mode", text="Dome Type")
 
                        split=layout.split()
+                       
                        col=split.column()
                        col.itemR(gs, "dome_angle", slider=True)
                        col.itemR(gs, "dome_tesselation", text="Tesselation")
+                       
                        col=split.column()
                        col.itemR(gs, "dome_tilt")
                        col.itemR(gs, "dome_buffer_resolution", 
text="Resolution", slider=True)
-                       col=layout.column()
-                       col.itemR(gs, "dome_text")
+                       
+                       layout.itemR(gs, "dome_text")
 
 bpy.types.register(SCENE_PT_game)
 bpy.types.register(SCENE_PT_game_player)
@@ -207,7 +211,7 @@
 
        def poll(self, context):
                rd = context.scene.render_data
-               return (context.scene != None) and (rd.use_game_engine)
+               return (context.scene) and (rd.use_game_engine)
 
        def draw(self, context):
                layout = self.layout
@@ -228,6 +232,7 @@
 
        def draw(self, context):
                layout = self.layout
+               
                world = context.world
 
                row = layout.row()
@@ -270,35 +275,39 @@
  
        def draw(self, context):
                layout = self.layout
+               
                gs = context.scene.game_data
-               flow = layout.column_flow()
-               flow.itemR(gs, "physics_engine")
+               
+               layout.itemR(gs, "physics_engine")
                if gs.physics_engine != "NONE":
-                       flow.itemR(gs, "physics_gravity", text="Gravity")
+                       layout.itemR(gs, "physics_gravity", text="Gravity")
  
                        split = layout.split()
+                       
                        col = split.column()
                        col.itemL(text="Physics Steps:")
-                       colsub = col.column(align=True)
-                       colsub.itemR(gs, "physics_step_max", text="Max")
-                       colsub.itemR(gs, "physics_step_sub", text="Substeps")
+                       sub = col.column(align=True)
+                       sub.itemR(gs, "physics_step_max", text="Max")
+                       sub.itemR(gs, "physics_step_sub", text="Substeps")
                        col.itemR(gs, "fps", text="FPS")
                        
                        col = split.column()
                        col.itemL(text="Logic Steps:")
                        col.itemR(gs, "logic_step_max", text="Max")
-                       col.itemS()
+                       
+                       col = layout.column()
                        col.itemR(gs, "use_occlusion_culling", text="Occlusion 
Culling")
-                       colsub = col.column()
-                       colsub.active = gs.use_occlusion_culling
-                       colsub.itemR(gs, "occlusion_culling_resolution", 
text="Resolution")
-                       
+                       sub = col.column()
+                       sub.active = gs.use_occlusion_culling
+                       sub.itemR(gs, "occlusion_culling_resolution", 
text="Resolution")
 
                else:
                        split = layout.split()
+                       
                        col = split.column()

@@ Diff output truncated at 10240 characters. @@

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