- for BGE mouse and keyboard events use tuples rather then lists

- pep8 corrections
This commit is contained in:
2010-04-17 19:05:53 +00:00
parent 392e1da179
commit 4cf697de89
17 changed files with 107 additions and 97 deletions

View File

@@ -281,48 +281,48 @@ class DATA_PT_uv_texture(DataButtonsPanel):
lay = me.active_uv_texture
if lay:
layout.prop(lay, "name")
class DATA_PT_texface(DataButtonsPanel):
bl_label = "Texture Face"
def poll(self, context):
ob = context.active_object
rd = context.scene.render
return (context.mode =='EDIT_MESH') and (rd.engine == 'BLENDER_GAME') \
and ob and ob.type in ('MESH')
return (context.mode =='EDIT_MESH') and (rd.engine == 'BLENDER_GAME') and ob and ob.type == 'MESH'
def draw(self, context):
layout = self.layout
col = layout.column()
wide_ui = context.region.width > narrowui
wide_ui = context.region.width > narrowui
me = context.mesh
tf = me.faces.active_tface
if tf:
split = layout.split()
col = split.column()
col.prop(tf, "tex")
col.prop(tf, "light")
col.prop(tf, "invisible")
col.prop(tf, "collision")
col.prop(tf, "shared")
col.prop(tf, "twoside")
col.prop(tf, "object_color")
if wide_ui:
col = split.column()
col.prop(tf, "halo")
col.prop(tf, "billboard")
col.prop(tf, "shadow")
col.prop(tf, "text")
col.prop(tf, "alpha_sort")
col = layout.column()
col.prop(tf, "transp")
else: