Various layout tweaks. Improved game buttons, made minor adjustments to lamp, scene...
authorWilliam Reynish <william@reynish.com>
Thu, 23 Jul 2009 14:35:20 +0000 (14:35 +0000)
committerWilliam Reynish <william@reynish.com>
Thu, 23 Jul 2009 14:35:20 +0000 (14:35 +0000)
release/ui/buttons_data_lamp.py
release/ui/buttons_game.py
release/ui/buttons_physics_fluid.py
release/ui/buttons_scene.py

index 4a6bc11922d551780fcefa58f7eee13456e0eab2..018650cf8bf18d706c1e97f58eab153060d73489 100644 (file)
@@ -54,7 +54,7 @@ class DATA_PT_lamp(DataButtonsPanel):
                col = split.column()
                #col.itemL(text="Type:")
                #col.itemR(lamp, "type", text="")
-               colsub = col.column(align=True)
+               colsub = col.column()
                colsub.itemR(lamp, "color", text="")
                colsub.itemR(lamp, "energy")
                
@@ -188,7 +188,7 @@ class DATA_PT_shadow(DataButtonsPanel):
                        split = layout.split()
                        
                        col = split.column()
-                       col.itemR(lamp, "shadow_color")
+                       col.itemR(lamp, "shadow_color", text="")
                        
                        sub = split.column()
                        sub.itemR(lamp, "shadow_layer", text="This Layer Only")
index 356b7913217ff60e771cac6ef01f6ec6af599415..5f953b1c8ebb2192250f0461d65c280b0c3af7ad 100644 (file)
@@ -55,25 +55,28 @@ class GAME_PT_physics(GameButtonsPanel):
                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.itemR(game, "mass")
-               col.itemR(game, "radius")
-               col.itemR(game, "no_sleeping")
-               col.itemR(game, "form_factor")
+               col.itemL(text="Attributes:")
+               colsub = col.column(align=True)
+               colsub.itemR(game, "mass")
+               colsub.itemR(game, "radius")
+               colsub.itemR(game, "form_factor")
                col.itemS()
                col.itemL(text="Damping:")
-               col.itemR(game, "damping", text="Translation", slider=True)
-               col.itemR(game, "rotation_damping", text="Rotation", slider=True)
+               colsub = col.column(align=True)
+               colsub.itemR(game, "damping", text="Translation", slider=True)
+               colsub.itemR(game, "rotation_damping", text="Rotation", slider=True)
                
                col = split.column()
                
                col.itemL(text="Velocity:")
-               col.itemR(game, "minimum_velocity", text="Minimum")
-               col.itemR(game, "maximum_velocity", text="Maximum")
+               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")
                
@@ -115,12 +118,17 @@ class GAME_PT_collision_bounds(GameButtonsPanel):
                
                ob = context.scene.objects[0]
                game = ob.game
+               layout.active = game.use_collision_bounds
+               
+               
                
-               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")
+               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)
 
 
 bpy.types.register(GAME_PT_context_game)
index 0e6e9e643233bba10adc1e117caf47f6cfb258c7..8cec90f41ba00a4dbe8863aa1465ccd111a3a861 100644 (file)
@@ -43,17 +43,8 @@ class PHYSICS_PT_fluid(PhysicButtonsPanel):
                
                if fluid:
                        
-
                        col = layout.column(align=True)
-                       row = col.row()
-                       row.item_enumR(fluid, "type", "DOMAIN")
-                       row.item_enumR(fluid, "type", "FLUID")
-                       row.item_enumR(fluid, "type", "OBSTACLE")
-                       row = col.row()
-                       row.item_enumR(fluid, "type", "INFLOW")
-                       row.item_enumR(fluid, "type", "OUTFLOW")
-                       row.item_enumR(fluid, "type", "PARTICLE")
-                       row.item_enumR(fluid, "type", "CONTROL")
+                       col.itemR(fluid, "type")
 
                        if fluid.type == 'DOMAIN':
                                layout.itemO("fluid.bake", text="BAKE")
index 45bf8b487887d410b208d2afa2e7fe2fd76d3c93..db38a74d80b54923afa677a59104b4c6300ffedb 100644 (file)
@@ -47,7 +47,9 @@ class RENDER_PT_layers(RenderButtonsPanel):
 
                layout.itemR(rl, "light_override", text="Light")
                layout.itemR(rl, "material_override", text="Material")
-
+               
+               layout.itemS()
+               layout.itemL(text="Include:")
                split = layout.split()
 
                col = split.column()
@@ -71,7 +73,9 @@ class RENDER_PT_layers(RenderButtonsPanel):
                        split = layout.split()
                        split.itemL(text="Zmask Layers:")
                        split.column().itemR(rl, "zmask_layers", text="")
-
+               
+               layout.itemS()
+               
                split = layout.split()
                col = split.column()
                col.itemL(text="Passes:")
@@ -204,22 +208,21 @@ class RENDER_PT_output(RenderButtonsPanel):
 
                split = layout.split()
                col = split.column()
-               col.itemR(rd, "placeholders")
-               col.itemR(rd, "no_overwrite")
+               col.itemR(rd, "file_format", text="")
+               col.row().itemR(rd, "color_mode", text="Color", expand=True)
 
                col = split.column()
-               col.itemR(rd, "file_format", text="")
-               col.itemR(rd, "file_extensions")                
+               col.itemR(rd, "file_extensions")
+               col.itemR(rd, "placeholders")
+               col.itemR(rd, "no_overwrite")
 
                if rd.file_format in ('AVIJPEG', 'JPEG'):
                        split = layout.split()
-                       split.itemR(rd, "color_mode", text="Color")
                        split.itemR(rd, "quality", slider=True)
                        
                elif rd.file_format == 'OPENEXR':
                        split = layout.split()
                        col = split.column()
-                       col.itemR(rd, "color_mode", text="Color")
                        col.itemR(rd, "exr_codec")
 
                        subsplit = split.split()
@@ -232,7 +235,6 @@ class RENDER_PT_output(RenderButtonsPanel):
                elif rd.file_format == 'JPEG2000':
                        split = layout.split()
                        col = split.column()
-                       col.itemR(rd, "color_mode", text="Color")
                        col.itemL(text="Depth:")
                        col.row().itemR(rd, "jpeg_depth", expand=True)
 
@@ -244,7 +246,6 @@ class RENDER_PT_output(RenderButtonsPanel):
                elif rd.file_format in ('CINEON', 'DPX'):
                        split = layout.split()
                        col = split.column()
-                       col.itemR(rd, "color_mode", text="Color")
                        col.itemR(rd, "cineon_log", text="Convert to Log")
 
                        col = split.column(align=True)
@@ -255,13 +256,7 @@ class RENDER_PT_output(RenderButtonsPanel):
                        
                elif rd.file_format == 'TIFF':
                        split = layout.split()
-                       split.itemR(rd, "color_mode", text="Color")
                        split.itemR(rd, "tiff_bit")
-               
-               else:
-                       split = layout.split()
-                       split.itemR(rd, "color_mode", text="Color")
-                       split.itemL()
 
 class RENDER_PT_encoding(RenderButtonsPanel):
        __label__ = "Encoding"