style cleanup
authorCampbell Barton <ideasman42@gmail.com>
Wed, 4 Jul 2012 21:41:05 +0000 (21:41 +0000)
committerCampbell Barton <ideasman42@gmail.com>
Wed, 4 Jul 2012 21:41:05 +0000 (21:41 +0000)
15 files changed:
release/scripts/modules/console_shell.py
release/scripts/startup/bl_operators/clip.py
release/scripts/startup/bl_operators/uvcalc_smart_project.py
release/scripts/startup/bl_operators/wm.py
release/scripts/startup/bl_ui/properties_data_modifier.py
release/scripts/startup/bl_ui/properties_game.py
release/scripts/startup/bl_ui/properties_object.py
release/scripts/startup/bl_ui/properties_particle.py
release/scripts/startup/bl_ui/space_console.py
release/scripts/startup/bl_ui/space_image.py
release/scripts/startup/bl_ui/space_sequencer.py
release/scripts/startup/bl_ui/space_view3d.py
release/scripts/templates/addon_add_object.py
release/scripts/templates/gamelogic.py
release/scripts/templates/ui_panel_simple.py

index c27524ffe44bb2e0bd107f2e14e313ad421d3e8e..8beff24eedb94bdacc3e6515e975db9eda46d11b 100644 (file)
@@ -24,8 +24,8 @@ language_id = "shell"
 
 
 def add_scrollback(text, text_type):
-    for l in text.split('\n'):
-        bpy.ops.console.scrollback_append(text=l.replace('\t', '    '),
+    for l in text.split("\n"):
+        bpy.ops.console.scrollback_append(text=l.replace("\t", "    "),
             type=text_type)
 
 
@@ -40,7 +40,7 @@ def shell_run(text):
 
     add_scrollback(output, style)
 
-PROMPT = '$ '
+PROMPT = "$ "
 
 
 def execute(context):
index ffa66274f12bfc13f09fef142aa533cfe3388ef1..97cfadeb7b230c29ccaa986b26337ca229657aaf 100644 (file)
@@ -497,7 +497,7 @@ class CLIP_OT_setup_tracking_scene(Operator):
                 fg = rlayers[0]
                 fg.name = 'Foreground'
             else:
-                fg = scene.render.layers.new('Foreground')
+                fg = scene.render.layers.new("Foreground")
 
             fg.use_sky = False
             fg.layers = [True] + [False] * 19
@@ -505,7 +505,7 @@ class CLIP_OT_setup_tracking_scene(Operator):
             fg.use_pass_vector = True
 
         if not scene.render.layers.get("Background"):
-            bg = scene.render.layers.new('Background')
+            bg = scene.render.layers.new("Background")
             bg.use_pass_shadow = True
             bg.use_pass_ambient_occlusion = True
             bg.layers = [False] * 10 + [True] + [False] * 9
@@ -560,7 +560,7 @@ class CLIP_OT_setup_tracking_scene(Operator):
             space.show_backdrop = True
 
         CLIP_spaces_walk(context, True, 'NODE_EDITOR', 'NODE_EDITOR',
-                          setup_space)
+                         setup_space)
 
         sc = context.space_data
         scene = context.scene
@@ -612,46 +612,46 @@ class CLIP_OT_setup_tracking_scene(Operator):
         add_shadow.blend_type = 'ADD'
 
         mul_shadow.blend_type = 'MULTIPLY'
-        mul_shadow.inputs['Fac'].default_value = 0.8
+        mul_shadow.inputs["Fac"].default_value = 0.8
 
         mul_image.blend_type = 'MULTIPLY'
-        mul_image.inputs['Fac'].default_value = 0.8
+        mul_image.inputs["Fac"].default_value = 0.8
 
         vector_blur.factor = 0.75
 
         # create links
-        tree.links.new(movieclip.outputs['Image'], distortion.inputs['Image'])
+        tree.links.new(movieclip.outputs["Image"], distortion.inputs["Image"])
 
         if need_stabilization:
-            tree.links.new(distortion.outputs['Image'],
-                stabilize.inputs['Image'])
-            tree.links.new(stabilize.outputs['Image'], scale.inputs['Image'])
+            tree.links.new(distortion.outputs["Image"],
+                stabilize.inputs["Image"])
+            tree.links.new(stabilize.outputs["Image"], scale.inputs["Image"])
         else:
-            tree.links.new(distortion.outputs['Image'], scale.inputs['Image'])
+            tree.links.new(distortion.outputs["Image"], scale.inputs["Image"])
 
-        tree.links.new(rlayer_bg.outputs['Alpha'], invert.inputs['Color'])
+        tree.links.new(rlayer_bg.outputs["Alpha"], invert.inputs["Color"])
 
-        tree.links.new(invert.outputs['Color'], add_shadow.inputs[1])
-        tree.links.new(rlayer_bg.outputs['Shadow'], add_shadow.inputs[2])
+        tree.links.new(invert.outputs["Color"], add_shadow.inputs[1])
+        tree.links.new(rlayer_bg.outputs["Shadow"], add_shadow.inputs[2])
 
-        tree.links.new(invert.outputs['Color'], add_ao.inputs[1])
-        tree.links.new(rlayer_bg.outputs['AO'], add_ao.inputs[2])
+        tree.links.new(invert.outputs["Color"], add_ao.inputs[1])
+        tree.links.new(rlayer_bg.outputs["AO"], add_ao.inputs[2])
 
-        tree.links.new(add_ao.outputs['Image'], mul_shadow.inputs[1])
-        tree.links.new(add_shadow.outputs['Image'], mul_shadow.inputs[2])
+        tree.links.new(add_ao.outputs["Image"], mul_shadow.inputs[1])
+        tree.links.new(add_shadow.outputs["Image"], mul_shadow.inputs[2])
 
-        tree.links.new(scale.outputs['Image'], mul_image.inputs[1])
-        tree.links.new(mul_shadow.outputs['Image'], mul_image.inputs[2])
+        tree.links.new(scale.outputs["Image"], mul_image.inputs[1])
+        tree.links.new(mul_shadow.outputs["Image"], mul_image.inputs[2])
 
-        tree.links.new(rlayer_fg.outputs['Image'], vector_blur.inputs['Image'])
-        tree.links.new(rlayer_fg.outputs['Z'], vector_blur.inputs['Z'])
-        tree.links.new(rlayer_fg.outputs['Speed'], vector_blur.inputs['Speed'])
+        tree.links.new(rlayer_fg.outputs["Image"], vector_blur.inputs["Image"])
+        tree.links.new(rlayer_fg.outputs["Z"], vector_blur.inputs["Z"])
+        tree.links.new(rlayer_fg.outputs["Speed"], vector_blur.inputs["Speed"])
 
-        tree.links.new(mul_image.outputs['Image'], alphaover.inputs[1])
-        tree.links.new(vector_blur.outputs['Image'], alphaover.inputs[2])
+        tree.links.new(mul_image.outputs["Image"], alphaover.inputs[1])
+        tree.links.new(vector_blur.outputs["Image"], alphaover.inputs[2])
 
-        tree.links.new(alphaover.outputs['Image'], composite.inputs['Image'])
-        tree.links.new(alphaover.outputs['Image'], viewer.inputs['Image'])
+        tree.links.new(alphaover.outputs["Image"], composite.inputs["Image"])
+        tree.links.new(alphaover.outputs["Image"], viewer.inputs["Image"])
 
         # place nodes
         movieclip.location = Vector((-300.0, 350.0))
index c9b4191441935a193e0dd89e226533b68fbcbf93..9fa44cac81279a043fae6039d53fd97e6221b6d4 100644 (file)
@@ -709,7 +709,7 @@ def packIslands(islandList):
     # with the islands.
 
     #print '\tPacking UV Islands...'
-#XXX   Window.DrawProgressBar(0.7, 'Packing %i UV Islands...' % len(packBoxes) )
+#XXX   Window.DrawProgressBar(0.7, "Packing %i UV Islands..." % len(packBoxes) )
 
     # time1 = time.time()
     packWidth, packHeight = geometry.box_pack_2d(packBoxes)
@@ -720,7 +720,7 @@ def packIslands(islandList):
     #  raise "Error packed boxes differs from original length"
 
     #print '\tWriting Packed Data to faces'
-#XXX   Window.DrawProgressBar(0.8, 'Writing Packed Data to faces')
+#XXX   Window.DrawProgressBar(0.8, "Writing Packed Data to faces")
 
     # Sort by ID, so there in sync again
     islandIdx = len(islandList)
index 2ebc8e80b71335b22d613ef4c2fd4a587434dbf2..2977c5ccc2f54e9b87ad2e0731a7a29c51bbd0fa 100644 (file)
@@ -1395,8 +1395,8 @@ class WM_OT_keyconfig_export(Operator):
         if not self.filepath:
             raise Exception("Filepath not set")
 
-        if not self.filepath.endswith('.py'):
-            self.filepath += '.py'
+        if not self.filepath.endswith(".py"):
+            self.filepath += ".py"
 
         wm = context.window_manager
 
index abcd27c308ee5231d8cb6955210afb54d8c0d680..7485e532bd48bc985978329c7f72cc89bf4a2a1c 100644 (file)
@@ -971,8 +971,8 @@ class DATA_PT_modifiers(ModifierButtonsPanel, Panel):
         split = layout.split()
 
         col = split.column(align=True)
-        col.operator("object.skin_loose_mark_clear", text="Mark Loose").action = "MARK"
-        col.operator("object.skin_loose_mark_clear", text="Clear Loose").action = "CLEAR"
+        col.operator("object.skin_loose_mark_clear", text="Mark Loose").action = 'MARK'
+        col.operator("object.skin_loose_mark_clear", text="Clear Loose").action = 'CLEAR'
 
         col = split.column()
         col.operator("object.skin_root_mark", text="Mark Root")
index 0b6e415405051a02d23b275d1b819bb86b162a55..c25c0c7d40df3af7ea4891b17035066fc2de7230 100644 (file)
@@ -454,7 +454,7 @@ class SCENE_PT_game_navmesh(SceneButtonsPanel, Panel):
 
         rd = context.scene.game_settings.recast_data
 
-        layout.operator("mesh.navmesh_make", text='Build navigation mesh')
+        layout.operator("mesh.navmesh_make", text="Build navigation mesh")
 
         col = layout.column()
         col.label(text="Rasterization:")
index 86fc1dac4fcda741cbc5dcb8a9a3cdd9abe0804e..68b261cc1d544255473cc267f5727b4a27bddf5b 100644 (file)
@@ -219,7 +219,7 @@ class OBJECT_PT_display(ObjectButtonsPanel, Panel):
         col = split.column()
         col.prop(ob, "show_name", text="Name")
         col.prop(ob, "show_axis", text="Axis")
-        if ob.type in {"MESH", "CURVE", "SURFACE", "META", "FONT"}:
+        if ob.type in {'MESH', 'CURVE', 'SURFACE', 'META', 'FONT'}:
             # Makes no sense for cameras, armtures, etc.!
             col.prop(ob, "show_wire", text="Wire")
             # Only useful with object having faces/materials...
index a667125d4ea94b353c5b570a109c1062e5e7833d..8d220e5aae63386d269c8616981d2975257883f3 100644 (file)
@@ -86,7 +86,7 @@ class PARTICLE_PT_context_particles(ParticleButtonsPanel, Panel):
     def draw(self, context):
         layout = self.layout
 
-        if context.scene.render.engine == "BLENDER_GAME":
+        if context.scene.render.engine == 'BLENDER_GAME':
             layout.label("Not available in the Game Engine")
             return
 
index 5ec9d06ec891b2d55a0b9f0ea1f50ac2f8a3fc9e..7f9699f457baf1e913b59a751eadc6e3b2ce0c43 100644 (file)
@@ -74,7 +74,7 @@ class CONSOLE_MT_language(Menu):
         languages = []
         for modname, mod in sys.modules.items():
             if modname.startswith("console_") and hasattr(mod, "execute"):
-                languages.append(modname.split('_', 1)[-1])
+                languages.append(modname.split("_", 1)[-1])
 
         languages.sort()
 
@@ -83,7 +83,7 @@ class CONSOLE_MT_language(Menu):
 
 
 def add_scrollback(text, text_type):
-    for l in text.split('\n'):
+    for l in text.split("\n"):
         bpy.ops.console.scrollback_append(text=l.replace('\t', '    '),
             type=text_type)
 
index 44fb429ffe787427a5e52b76377c36baa85bb602..cfe5d66740cdb1c83bf158a788c433ef32825185 100644 (file)
@@ -797,12 +797,12 @@ class IMAGE_UV_sculpt_curve(Panel):
         layout.template_curve_mapping(brush, "curve")
 
         row = layout.row(align=True)
-        row.operator("brush.curve_preset", icon="SMOOTHCURVE", text="").shape = 'SMOOTH'
-        row.operator("brush.curve_preset", icon="SPHERECURVE", text="").shape = 'ROUND'
-        row.operator("brush.curve_preset", icon="ROOTCURVE", text="").shape = 'ROOT'
-        row.operator("brush.curve_preset", icon="SHARPCURVE", text="").shape = 'SHARP'
-        row.operator("brush.curve_preset", icon="LINCURVE", text="").shape = 'LINE'
-        row.operator("brush.curve_preset", icon="NOCURVE", text="").shape = 'MAX'
+        row.operator("brush.curve_preset", icon='SMOOTHCURVE', text="").shape = 'SMOOTH'
+        row.operator("brush.curve_preset", icon='SPHERECURVE', text="").shape = 'ROUND'
+        row.operator("brush.curve_preset", icon='ROOTCURVE', text="").shape = 'ROOT'
+        row.operator("brush.curve_preset", icon='SHARPCURVE', text="").shape = 'SHARP'
+        row.operator("brush.curve_preset", icon='LINCURVE', text="").shape = 'LINE'
+        row.operator("brush.curve_preset", icon='NOCURVE', text="").shape = 'MAX'
 
 
 class IMAGE_UV_sculpt(Panel, ImagePaintPanel):
index 760539878438c9d2014c746d93fb40467cfcebaf..a71a2870beed2b207a41ff83dd6fb7e08ae931a4 100644 (file)
@@ -117,7 +117,7 @@ class SEQUENCER_MT_view(Menu):
             layout.operator_context = 'INVOKE_DEFAULT'
 
             # # XXX, invokes in the header view
-            # layout.operator("sequencer.view_ghost_border", text='Overlay Border')
+            # layout.operator("sequencer.view_ghost_border", text="Overlay Border")
 
         layout.operator("sequencer.view_selected")
 
@@ -820,7 +820,7 @@ class SEQUENCER_PT_proxy(SequencerButtonsPanel, Panel):
             col.label(text="Build JPEG quality")
             col.prop(strip.proxy, "quality")
 
-            if strip.type == "MOVIE":
+            if strip.type == 'MOVIE':
                 col = layout.column()
                 col.label(text="Use timecode index:")
 
index 3819ae60b49e5397b24cdb1c4f3289c6386a27be..55cc47d98d5c45564fad2373adc8690d0e946dca 100644 (file)
@@ -1121,7 +1121,7 @@ class VIEW3D_MT_brush(Menu):
             sculpt_tool = brush.sculpt_tool
 
             layout.separator()
-            layout.operator_menu_enum("brush.curve_preset", "shape", text='Curve Preset')
+            layout.operator_menu_enum("brush.curve_preset", "shape", text="Curve Preset")
             layout.separator()
 
             if sculpt_tool != 'GRAB':
@@ -1772,7 +1772,7 @@ class VIEW3D_MT_edit_mesh_vertices(Menu):
 
         layout.operator("mesh.vertices_smooth")
         layout.operator("mesh.remove_doubles")
-        layout.operator("mesh.sort_elements", text="Sort Vertices").elements = {"VERT"}
+        layout.operator("mesh.sort_elements", text="Sort Vertices").elements = {'VERT'}
 
         layout.operator("mesh.select_vertex_path")
 
@@ -1822,7 +1822,7 @@ class VIEW3D_MT_edit_mesh_edges(Menu):
         layout.operator("mesh.bevel")
         layout.operator("mesh.edge_split")
         layout.operator("mesh.bridge_edge_loops")
-        layout.operator("mesh.sort_elements", text="Sort Edges").elements = {"EDGE"}
+        layout.operator("mesh.sort_elements", text="Sort Edges").elements = {'EDGE'}
 
         layout.separator()
 
@@ -1855,7 +1855,7 @@ class VIEW3D_MT_edit_mesh_faces(Menu):
         layout.operator("mesh.bevel")
         layout.operator("mesh.solidify")
         layout.operator("mesh.wireframe")
-        layout.operator("mesh.sort_elements", text="Sort Faces").elements = {"FACE"}
+        layout.operator("mesh.sort_elements", text="Sort Faces").elements = {'FACE'}
 
         layout.separator()
 
index 3900f595584aedc6fa45fc4e64f9cc74f0caf10c..a2d7315af4bbd0f1ec20ece03489a788757615aa 100644 (file)
@@ -65,7 +65,7 @@ def add_object_button(self, context):
     self.layout.operator(
         OBJECT_OT_add_object.bl_idname,
         text="Add Object",
-        icon="PLUGIN")
+        icon='PLUGIN')
 
 
 def register():
index c6d15850a4e6723025fce6a55e319969dcdcfcf8..01ac27c56cdacd6c774c025205c8e0532ac8cfef 100644 (file)
@@ -21,23 +21,23 @@ def main():
 
     # Some example functions, remove to write your own script.
     # check for a positive sensor, will run on any object without errors.
-    print('Logic info for KX_GameObject', own.name)
+    print("Logic info for KX_GameObject", own.name)
     input = False
 
     for sens in cont.sensors:
         # The sensor can be on another object, we may want to use it
         own_sens = sens.owner
-        print('    sensor:', sens.name, end=' ')
+        print("    sensor:", sens.name, end=" ")
         if sens.positive:
-            print('(true)')
+            print("(true)")
             input = True
         else:
-            print('(false)')
+            print("(false)")
 
     for actu in cont.actuators:
         # The actuator can be on another object, we may want to use it
         own_actu = actu.owner
-        print('    actuator:', actu.name)
+        print("    actuator:", actu.name)
 
         # This runs the actuator or turns it off
         # note that actuators will continue to run unless explicitly turned off.
@@ -49,25 +49,25 @@ def main():
     # Its also good practice to get sensors and actuators by name
     # rather then index so any changes to their order wont break the script.
 
-    # sens_key = cont.sensors['key_sensor']
-    # actu_motion = cont.actuators['motion']
+    # sens_key = cont.sensors["key_sensor"]
+    # actu_motion = cont.actuators["motion"]
 
     # Loop through all other objects in the scene
     sce = bge.logic.getCurrentScene()
-    print('Scene Objects:', sce.name)
+    print("Scene Objects:", sce.name)
     for ob in sce.objects:
-        print('   ', ob.name, ob.worldPosition)
+        print("   ", ob.name, ob.worldPosition)
 
     # Example where collision objects are checked for their properties
     # adding to our objects "life" property
     """
-    actu_collide = cont.sensors['collision_sens']
+    actu_collide = cont.sensors["collision_sens"]
     for ob in actu_collide.objectHitList:
         # Check to see the object has this property
-        if ob.has_key('life'):
-            own['life'] += ob['life']
-            ob['life'] = 0
-    print(own['life'])
+        if "life" in ob:
+            own["life"] += ob["life"]
+            ob["life"] = 0
+    print(own["life"])
     """
 
 main()
index 6226240ff8736ae80f0a57b94d9dc8cfee6c4e96..3fab7d92675056217895dc93c9c21443a631993d 100644 (file)
@@ -5,8 +5,8 @@ class HelloWorldPanel(bpy.types.Panel):
     """Creates a Panel in the Object properties window"""
     bl_label = "Hello World Panel"
     bl_idname = "OBJECT_PT_hello"
-    bl_space_type = "PROPERTIES"
-    bl_region_type = "WINDOW"
+    bl_space_type = 'PROPERTIES'
+    bl_region_type = 'WINDOW'
     bl_context = "object"
 
     def draw(self, context):