Merged changes in the trunk up to revision 49478.
Conflicts resolved: source/blender/blenkernel/intern/library.c source/blender/blenloader/intern/readfile.c source/blender/editors/interface/resources.c source/blender/makesrna/intern/rna_scene.c
This commit is contained in:
@@ -19,4 +19,4 @@ The execution context is as a non keyword, string argument in:
|
||||
|
||||
# group add popup
|
||||
import bpy
|
||||
bpy.ops.object.group_instance_add('INVOKE_DEFAULT')
|
||||
bpy.ops.object.group_instance_add('INVOKE_DEFAULT')
|
||||
|
||||
@@ -172,7 +172,7 @@ General functions
|
||||
|
||||
Restarts the current game by reloading the .blend file (the last saved version, not what is currently running).
|
||||
|
||||
.. function:: LibLoad(blend, type, data, load_actions=False, verbose=False)
|
||||
.. function:: LibLoad(blend, type, data, load_actions=False, verbose=False, load_scripts=True)
|
||||
|
||||
Converts the all of the datablocks of the given type from the given blend.
|
||||
|
||||
@@ -186,6 +186,8 @@ General functions
|
||||
:type load_actions: bool
|
||||
:arg verbose: Whether or not to print debugging information (e.g., "SceneName: Scene")
|
||||
:type verbose: bool
|
||||
:arg load_scripts: Whether or not to load text datablocks as well (can be disabled for some extra security)
|
||||
:type load_scripts: bool
|
||||
|
||||
.. function:: LibNew(name, type, data)
|
||||
|
||||
|
||||
@@ -56,7 +56,69 @@ To enable line length checks use this instead.
|
||||
User Interface Layout
|
||||
=====================
|
||||
|
||||
TODO: Thomas
|
||||
Some notes to keep in mind when writing UI layouts:
|
||||
|
||||
* UI code is quite simple. Layout declarations are there to easily create a decent layout.
|
||||
|
||||
General rule here: If you need more code for the layout declaration, then for the actual properties, you do it wrong.
|
||||
|
||||
Example layouts:
|
||||
|
||||
* layout()
|
||||
|
||||
The basic layout is a simple Top -> Bottom layout.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
layout.prop()
|
||||
layout.prop()
|
||||
|
||||
* layout.row()
|
||||
|
||||
Use row(), when you want more than 1 propertey in one line.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
row = layout.row()
|
||||
row.prop()
|
||||
row.prop()
|
||||
|
||||
* layout.column()
|
||||
|
||||
Use column(), when you want your properties in a column.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
col = layout.column()
|
||||
col.prop()
|
||||
col.prop()
|
||||
|
||||
* layout.split()
|
||||
|
||||
This can be used to create more complex layouts. For example you can split the layout and create two column() layouts next to each other.
|
||||
Don't use split, when you simply want two properties in a row. Use row() for that.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
split = layout.split()
|
||||
|
||||
col = split.column()
|
||||
col.prop()
|
||||
col.prop()
|
||||
|
||||
col = split.column()
|
||||
col.prop()
|
||||
col.prop()
|
||||
|
||||
Declaration names:
|
||||
|
||||
Try to only use these variable names for layout declarations:
|
||||
|
||||
* row for a row() layout
|
||||
* col for a column() layout
|
||||
* split for a split() layout
|
||||
* flow for a column_flow() layout
|
||||
* sub for a sub layout (a column inside a column for example)
|
||||
|
||||
|
||||
Script Efficiency
|
||||
|
||||
@@ -979,6 +979,7 @@ def pycontext2sphinx(basepath):
|
||||
"meta_ball": ("MetaBall", False),
|
||||
"object": ("Object", False),
|
||||
"particle_edit_object": ("Object", False),
|
||||
"particle_settings": ("ParticleSettings", False),
|
||||
"particle_system": ("ParticleSystem", False),
|
||||
"particle_system_editable": ("ParticleSystem", False),
|
||||
"pose_bone": ("PoseBone", False),
|
||||
|
||||
Reference in New Issue
Block a user