style cleanup

This commit is contained in:
Campbell Barton 2012-07-04 21:41:05 +00:00
parent 9f22750422
commit 2a140e93c1
15 changed files with 69 additions and 69 deletions

View 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):

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@ -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))

View 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)

View 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

View 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")

View 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:")

View 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...

View 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

View 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)

View 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):

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@ -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:")

View 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()

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@ -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():

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@ -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()

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@ -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):