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								/**
  
						 
					
						
							
								
									
										
										
										
											2005-09-19 13:26:17 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								 *  $ Id $  
							 
						 
					
						
							
								
									
										
										
										
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								 * 
							 
						 
					
						
							
								
									
										
										
										
											2008-04-16 22:40:48 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								 *  * * * * *  BEGIN  GPL  LICENSE  BLOCK  * * * * * 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								 * 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								 *  This  program  is  free  software ;  you  can  redistribute  it  and / or 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								 *  modify  it  under  the  terms  of  the  GNU  General  Public  License 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								 *  as  published  by  the  Free  Software  Foundation ;  either  version  2 
							 
						 
					
						
							
								
									
										
										
										
											2008-04-16 22:40:48 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								 *  of  the  License ,  or  ( at  your  option )  any  later  version . 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								 * 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								 *  This  program  is  distributed  in  the  hope  that  it  will  be  useful , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								 *  but  WITHOUT  ANY  WARRANTY ;  without  even  the  implied  warranty  of 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								 *  MERCHANTABILITY  or  FITNESS  FOR  A  PARTICULAR  PURPOSE .   See  the 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								 *  GNU  General  Public  License  for  more  details . 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								 * 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								 *  You  should  have  received  a  copy  of  the  GNU  General  Public  License 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								 *  along  with  this  program ;  if  not ,  write  to  the  Free  Software  Foundation , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								 *  Inc . ,  59  Temple  Place  -  Suite  330 ,  Boston ,  MA   02111 - 1307 ,  USA . 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								 * 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								 *  The  Original  Code  is  Copyright  ( C )  2001 - 2002  by  NaN  Holding  BV . 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								 *  All  rights  reserved . 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								 * 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								 *  The  Original  Code  is :  all  of  this  file . 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								 * 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								 *  Contributor ( s ) :  none  yet . 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								 * 
							 
						 
					
						
							
								
									
										
										
										
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								 *  * * * * *  END  GPL  LICENSE  BLOCK  * * * * * 
							 
						 
					
						
							
								
									
										
										
										
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								 */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  <stdlib.h> 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  <math.h> 
  
						 
					
						
							
								
									
										
										
										
											2003-10-07 18:24:02 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								# include  <string.h> 
  
						 
					
						
							
								
									
										
										
										
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								# ifndef WIN32 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  <unistd.h> 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# else 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  <io.h> 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif    
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  "MEM_guardedalloc.h" 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  "BLI_blenlib.h" 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  "BLI_arithb.h" 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  "DNA_action_types.h" 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  "DNA_material_types.h" 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  "DNA_sensor_types.h" 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  "DNA_actuator_types.h" 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  "DNA_controller_types.h" 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  "DNA_property_types.h" 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  "DNA_object_types.h" 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  "DNA_screen_types.h" 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  "DNA_space_types.h" 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  "DNA_scene_types.h" 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  "DNA_sound_types.h" 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  "DNA_text_types.h" 
  
						 
					
						
							
								
									
										
										
										
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								# include  "DNA_userdef_types.h" 
  
						 
					
						
							
								
									
										
										
										
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								# include  "DNA_view3d_types.h" 
  
						 
					
						
							
								
									
										
										
										
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								# include  "DNA_mesh_types.h" 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  "DNA_world_types.h" 
  
						 
					
						
							
								
									
										
										
										
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								# include  "BKE_library.h" 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  "BKE_global.h" 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  "BKE_main.h" 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  "BKE_sca.h" 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  "BKE_property.h" 
  
						 
					
						
							
								
									
										
										
										
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								# include  "BKE_property.h" 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  "BKE_utildefines.h" 
  
						 
					
						
							
								
									
										
										
										
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								# include  "BIF_gl.h" 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  "BIF_resources.h" 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  "BIF_space.h" 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  "BIF_interface.h" 
  
						 
					
						
							
								
									
										
										
										
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								# include  "BIF_butspace.h" 
  
						 
					
						
							
								
									
										
										
										
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								# include  "BIF_screen.h" 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  "BIF_keyval.h" 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  "BIF_editsound.h" 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								# include  "BIF_editsca.h" 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								# include  "BDR_editcurve.h" 
  
						 
					
						
							
								
									
										
										
										
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								# include  "BDR_editobject.h" 
  
						 
					
						
							
								
									
										
										
										
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								# include  "BSE_headerbuttons.h" 
  
						 
					
						
							
								
									
										
										
										
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								# include  "BSE_filesel.h" 
  
						 
					
						
							
								
									
										
										
										
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								# include  "blendef.h" 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  "mydevice.h" 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  "nla.h"	/* For __NLA : Important, do not remove */ 
  
						 
					
						
							
								
									
										
										
											
												Another huge commit!!!
First, check on the new files, which are listed below.
The new butspace.h is a local include, only to be used for the buttons
drawn in the buttonswindow.
- editbuts, animbuts, gamebuts, displaybuts, paintbuts,  work now
- i quite completely reorganized it, it's now nicely telling you what
  context it is in
- sorting error in panel align fixed (tabs were flipping)
- align works correctly automatic when you click around in Blender
- editsca.c renamed to buttons_logic.h
- button names are truncated from the right for allmost all buttons
  (except text buttons and number buttons)
- while dragging panels, you cannot move them outside window anymore
And of course fixed loads of little bugs I encountered while testing
it all. This is a version I really need good test & feedback for.
Next step: restoring material/lamp/texture/world
											 
										 
										
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								# include  "butspace.h" // own module 
  
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
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								# include  "interface.h" 
  
						 
					
						
							
								
									
										
										
										
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								/* internals */  
						 
					
						
							
								
									
										
										
										
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								void  buttons_enji ( uiBlock  * ,  Object  * ) ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								void  buttons_ketsji ( uiBlock  * ,  Object  * ) ;  
						 
					
						
							
								
									
										
										
										
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								void  buttons_bullet ( uiBlock  * ,  Object  * ) ;  
						 
					
						
							
								
									
										
										
										
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								/****/  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  ID  * * get_selected_and_linked_obs ( short  * count ,  short  scavisflag ) ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  char  * actuator_pup ( Object  * owner ) ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/****/  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								static  void  del_property ( void  * selpropv ,  void  * data2_unused )  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bProperty  * prop ,  * selprop =  selpropv ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									Object  * ob ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									int  a = 0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ob =  OBACT ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if ( ob = = NULL )  return ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									prop =  ob - > prop . first ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									while ( prop )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if ( prop = = selprop )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if  ( strcmp ( prop - > name , " Text " )  = =  0 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												allqueue ( REDRAWVIEW3D ,  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											BLI_remlink ( & ob - > prop ,  prop ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											free_property ( prop ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										a + + ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										prop =  prop - > next ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
									
										
										
										
											2004-11-07 16:49:46 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									BIF_undo_push ( " Delete property " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2003-10-07 18:24:02 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									allqueue ( REDRAWBUTSLOGIC ,  0 ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  int  vergname ( const  void  * v1 ,  const  void  * v2 )  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									char  * * x1 ,  * * x2 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									x1 =  ( char  * * ) v1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									x2 =  ( char  * * ) v2 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  strcmp ( * x1 ,  * x2 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								void  make_unique_prop_names ( char  * str )  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									Object  * ob ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bProperty  * prop ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bSensor  * sens ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bController  * cont ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bActuator  * act ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ID  * * idar ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									short  a ,  obcount ,  propcount = 0 ,  nr ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									char  * * names ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									/* this function is called by a Button, and gives the current
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									 *  stringpointer  as  an  argument ,  this  is  the  one  that  can  change 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									 */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									idar =  get_selected_and_linked_obs ( & obcount ,  BUTS_SENS_SEL | BUTS_SENS_ACT | BUTS_ACT_SEL | BUTS_ACT_ACT | BUTS_CONT_SEL | BUTS_CONT_ACT ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									/* for each object, make properties and sca names unique */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									/* count total names */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									for ( a = 0 ;  a < obcount ;  a + + )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ob =  ( Object  * ) idar [ a ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										propcount + =  BLI_countlist ( & ob - > prop ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										propcount + =  BLI_countlist ( & ob - > sensors ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										propcount + =  BLI_countlist ( & ob - > controllers ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										propcount + =  BLI_countlist ( & ob - > actuators ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 	
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if ( propcount = = 0 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if ( idar )  MEM_freeN ( idar ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									/* make names array for sorting */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									names =  MEM_callocN ( propcount * sizeof ( void  * ) ,  " names " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									/* count total names */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									nr =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									for ( a = 0 ;  a < obcount ;  a + + )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ob =  ( Object  * ) idar [ a ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										prop =  ob - > prop . first ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										while ( prop )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											names [ nr + + ] =  prop - > name ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											prop =  prop - > next ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										sens =  ob - > sensors . first ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										while ( sens )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											names [ nr + + ] =  sens - > name ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											sens =  sens - > next ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										cont =  ob - > controllers . first ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										while ( cont )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											names [ nr + + ] =  cont - > name ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											cont =  cont - > next ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										act =  ob - > actuators . first ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										while ( act )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											names [ nr + + ] =  act - > name ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											act =  act - > next ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									qsort ( names ,  propcount ,  sizeof ( void  * ) ,  vergname ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									/* now we check for double names, and change them */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									for ( nr = 0 ;  nr < propcount ;  nr + + )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if ( names [ nr ] ! = str  & &  strcmp (  names [ nr ] ,  str  ) = = 0  )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											BLI_newname ( str ,  + 1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									MEM_freeN ( idar ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									MEM_freeN ( names ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  void  make_unique_prop_names_cb ( void  * strv ,  void  * redraw_view3d_flagv )  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									char  * str =  strv ; 
							 
						 
					
						
							
								
									
										
										
										
											2008-04-18 00:21:40 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									int  redraw_view3d_flag =  GET_INT_FROM_POINTER ( redraw_view3d_flagv ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									make_unique_prop_names ( str ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( redraw_view3d_flag )  allqueue ( REDRAWVIEW3D ,  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  void  sca_move_sensor ( void  * datav ,  void  * data2_unused )  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bSensor  * sens_to_delete =  datav ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									int  val ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									Base  * base ; 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									bSensor  * sens ,  * tmp ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									val =  pupmenu ( " Move up%x1|Move down %x2 " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if ( val > 0 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										/* now find out which object has this ... */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										base =  FIRSTBASE ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										while ( base )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											sens =  base - > object - > sensors . first ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											while ( sens )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if ( sens  = =  sens_to_delete )  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												sens =  sens - > next ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if ( sens )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if (  val = = 1  & &  sens - > prev )  { 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													for  ( tmp = sens - > prev ;  tmp ;  tmp = tmp - > prev )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														if  ( tmp - > flag  &  SENS_VISIBLE ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													if  ( tmp )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														BLI_remlink ( & base - > object - > sensors ,  sens ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														BLI_insertlinkbefore ( & base - > object - > sensors ,  tmp ,  sens ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													} 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												else  if (  val = = 2  & &  sens - > next )  { 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													for  ( tmp = sens - > next ;  tmp ;  tmp = tmp - > next )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														if  ( tmp - > flag  &  SENS_VISIBLE ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													if  ( tmp )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														BLI_remlink ( & base - > object - > sensors ,  sens ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														BLI_insertlink ( & base - > object - > sensors ,  tmp ,  sens ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													} 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
									
										
										
										
											2004-11-07 16:49:46 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												BIF_undo_push ( " Move sensor " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2003-10-07 18:24:02 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												allqueue ( REDRAWBUTSLOGIC ,  0 ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
												break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											base =  base - > next ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  void  sca_move_controller ( void  * datav ,  void  * data2_unused )  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bController  * controller_to_del =  datav ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									int  val ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									Base  * base ; 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									bController  * cont ,  * tmp ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									val =  pupmenu ( " Move up%x1|Move down %x2 " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if ( val > 0 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										/* now find out which object has this ... */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										base =  FIRSTBASE ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										while ( base )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											cont =  base - > object - > controllers . first ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											while ( cont )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if ( cont  = =  controller_to_del )  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												cont =  cont - > next ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if ( cont )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if (  val = = 1  & &  cont - > prev )  { 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													/* locate the controller that has the same state mask but is earlier in the list */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													tmp  =  cont - > prev ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													while ( tmp )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														if ( tmp - > state_mask  &  cont - > state_mask )  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														tmp  =  tmp - > prev ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													if  ( tmp )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														BLI_remlink ( & base - > object - > controllers ,  cont ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														BLI_insertlinkbefore ( & base - > object - > controllers ,  tmp ,  cont ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													} 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												else  if (  val = = 2  & &  cont - > next )  { 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													tmp  =  cont - > next ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													while ( tmp )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														if ( tmp - > state_mask  &  cont - > state_mask )  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														tmp  =  tmp - > next ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													} 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
													BLI_remlink ( & base - > object - > controllers ,  cont ) ; 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													BLI_insertlink ( & base - > object - > controllers ,  tmp ,  cont ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
									
										
										
										
											2004-11-07 16:49:46 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												BIF_undo_push ( " Move controller " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2003-10-07 18:24:02 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												allqueue ( REDRAWBUTSLOGIC ,  0 ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
												break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											base =  base - > next ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  void  sca_move_actuator ( void  * datav ,  void  * data2_unused )  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bActuator  * actuator_to_move =  datav ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									int  val ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									Base  * base ; 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									bActuator  * act ,  * tmp ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									val =  pupmenu ( " Move up%x1|Move down %x2 " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if ( val > 0 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										/* now find out which object has this ... */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										base =  FIRSTBASE ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										while ( base )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											act =  base - > object - > actuators . first ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											while ( act )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if ( act  = =  actuator_to_move )  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												act =  act - > next ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if ( act )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if (  val = = 1  & &  act - > prev )  { 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													/* locate the first visible actuators before this one */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													for  ( tmp  =  act - > prev ;  tmp ;  tmp = tmp - > prev )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														if  ( tmp - > flag  &  ACT_VISIBLE ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													if  ( tmp )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														BLI_remlink ( & base - > object - > actuators ,  act ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														BLI_insertlinkbefore ( & base - > object - > actuators ,  tmp ,  act ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													} 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												else  if (  val = = 2  & &  act - > next )  { 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													for  ( tmp = act - > next ;  tmp ;  tmp = tmp - > next )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														if  ( tmp - > flag  &  ACT_VISIBLE ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													if  ( tmp )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														BLI_remlink ( & base - > object - > actuators ,  act ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														BLI_insertlink ( & base - > object - > actuators ,  tmp ,  act ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													} 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
									
										
										
										
											2004-11-07 16:49:46 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												BIF_undo_push ( " Move actuator " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2003-10-07 18:24:02 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												allqueue ( REDRAWBUTSLOGIC ,  0 ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
												break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											base =  base - > next ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
											
												Another huge commit!!!
First, check on the new files, which are listed below.
The new butspace.h is a local include, only to be used for the buttons
drawn in the buttonswindow.
- editbuts, animbuts, gamebuts, displaybuts, paintbuts,  work now
- i quite completely reorganized it, it's now nicely telling you what
  context it is in
- sorting error in panel align fixed (tabs were flipping)
- align works correctly automatic when you click around in Blender
- editsca.c renamed to buttons_logic.h
- button names are truncated from the right for allmost all buttons
  (except text buttons and number buttons)
- while dragging panels, you cannot move them outside window anymore
And of course fixed loads of little bugs I encountered while testing
it all. This is a version I really need good test & feedback for.
Next step: restoring material/lamp/texture/world
											 
										 
										
											2003-10-10 17:29:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								void  do_logic_buts ( unsigned  short  event )  
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bProperty  * prop ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bSensor  * sens ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bController  * cont ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bActuator  * act ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									Object  * ob ; 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									int  didit ,  bit ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ob =  OBACT ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if ( ob = = 0 )  return ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									switch ( event )  { 
							 
						 
					
						
							
								
									
										
										
										
											2004-03-22 22:02:18 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  B_SETSECTOR : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										/* check for inconsistant types */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ob - > gameflag  & =  ~ ( OB_PROP | OB_MAINACTOR | OB_DYNAMIC | OB_ACTOR ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ob - > dtx  | =  OB_BOUNDBOX ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										allqueue ( REDRAWBUTSGAME ,  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										allqueue ( REDRAWVIEW3D ,  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										break ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
									
										
										
										
											2004-03-22 22:02:18 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									case  B_SETPROP : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										/* check for inconsistant types */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ob - > gameflag  & =  ~ ( OB_SECTOR | OB_MAINACTOR | OB_DYNAMIC | OB_ACTOR ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										allqueue ( REDRAWBUTSGAME ,  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										allqueue ( REDRAWVIEW3D ,  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  B_SETACTOR : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  B_SETDYNA : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  B_SETMAINACTOR : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ob - > gameflag  & =  ~ ( OB_SECTOR | OB_PROP ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										allqueue ( REDRAWBUTSGAME ,  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										allqueue ( REDRAWVIEW3D ,  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									case  B_ADD_PROP : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										prop =  new_property ( PROP_FLOAT ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										make_unique_prop_names ( prop - > name ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										BLI_addtail ( & ob - > prop ,  prop ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2004-11-07 16:49:46 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										BIF_undo_push ( " Add property " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2003-10-07 18:24:02 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										allqueue ( REDRAWBUTSLOGIC ,  0 ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  B_CHANGE_PROP : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										prop =  ob - > prop . first ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										while ( prop )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if ( prop - > type ! = prop - > otype )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												init_property ( prop ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if  ( strcmp ( prop - > name ,  " Text " )  = =  0 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													allqueue ( REDRAWVIEW3D ,  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											prop =  prop - > next ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
									
										
										
										
											2003-10-07 18:24:02 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										allqueue ( REDRAWBUTSLOGIC ,  0 ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  B_ADD_SENS : 
							 
						 
					
						
							
								
									
										
										
										
											2008-07-01 06:44:34 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										for ( ob = G . main - > object . first ;  ob ;  ob = ob - > id . next )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if ( ob - > scaflag  &  OB_ADDSENS )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												ob - > scaflag  & =  ~ OB_ADDSENS ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
												sens =  new_sensor ( SENS_ALWAYS ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2008-07-01 06:44:34 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												BLI_addtail ( & ( ob - > sensors ) ,  sens ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
												make_unique_prop_names ( sens - > name ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2008-07-01 06:44:34 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												ob - > scaflag  | =  OB_SHOWSENS ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
									
										
										
										
											2004-11-07 16:49:46 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										BIF_undo_push ( " Add sensor " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2003-10-07 18:24:02 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										allqueue ( REDRAWBUTSLOGIC ,  0 ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  B_CHANGE_SENS : 
							 
						 
					
						
							
								
									
										
										
										
											2008-07-01 06:44:34 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										for ( ob = G . main - > object . first ;  ob ;  ob = ob - > id . next )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											sens =  ob - > sensors . first ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											while ( sens )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if ( sens - > type  ! =  sens - > otype )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													init_sensor ( sens ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													sens - > otype =  sens - > type ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												sens =  sens - > next ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
									
										
										
										
											2003-10-07 18:24:02 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										allqueue ( REDRAWBUTSLOGIC ,  0 ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  B_DEL_SENS : 
							 
						 
					
						
							
								
									
										
										
										
											2008-07-01 06:44:34 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										for ( ob = G . main - > object . first ;  ob ;  ob = ob - > id . next )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											sens =  ob - > sensors . first ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											while ( sens )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if ( sens - > flag  &  SENS_DEL )  { 
							 
						 
					
						
							
								
									
										
										
										
											2008-07-01 06:44:34 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													BLI_remlink ( & ( ob - > sensors ) ,  sens ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
													free_sensor ( sens ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												sens =  sens - > next ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
									
										
										
										
											2004-11-07 16:49:46 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										BIF_undo_push ( " Delete sensor " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2003-10-07 18:24:02 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										allqueue ( REDRAWBUTSLOGIC ,  0 ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  B_ADD_CONT : 
							 
						 
					
						
							
								
									
										
										
										
											2008-07-01 06:44:34 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										for ( ob = G . main - > object . first ;  ob ;  ob = ob - > id . next )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if ( ob - > scaflag  &  OB_ADDCONT )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												ob - > scaflag  & =  ~ OB_ADDCONT ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
												cont =  new_controller ( CONT_LOGIC_AND ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												make_unique_prop_names ( cont - > name ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2008-07-01 06:44:34 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												ob - > scaflag  | =  OB_SHOWCONT ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												BLI_addtail ( & ( ob - > controllers ) ,  cont ) ; 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												/* set the controller state mask from the current object state.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												   A  controller  is  always  in  a  single  state ,  so  select  the  lowest  bit  set 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												   from  the  object  state  */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												for  ( bit = 0 ;  bit < 32 ;  bit + + )  { 
							 
						 
					
						
							
								
									
										
										
										
											2008-07-01 06:44:34 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													if  ( ob - > state  &  ( 1 < < bit ) ) 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
														break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												cont - > state_mask  =  ( 1 < < bit ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if  ( cont - > state_mask  = =  0 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													/* shouldn't happen, object state is never 0 */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													cont - > state_mask  =  1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
									
										
										
										
											2004-11-07 16:49:46 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										BIF_undo_push ( " Add controller " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2003-10-07 18:24:02 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										allqueue ( REDRAWBUTSLOGIC ,  0 ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									case  B_SET_STATE_BIT : 
							 
						 
					
						
							
								
									
										
										
										
											2008-07-01 06:44:34 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										for ( ob = G . main - > object . first ;  ob ;  ob = ob - > id . next )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if ( ob - > scaflag  &  OB_SETSTBIT )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												ob - > scaflag  & =  ~ OB_SETSTBIT ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												ob - > state  =  0x3FFFFFFF ; 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										allqueue ( REDRAWBUTSLOGIC ,  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  B_INIT_STATE_BIT : 
							 
						 
					
						
							
								
									
										
										
										
											2008-07-01 06:44:34 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										for ( ob = G . main - > object . first ;  ob ;  ob = ob - > id . next )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if ( ob - > scaflag  &  OB_INITSTBIT )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												ob - > scaflag  & =  ~ OB_INITSTBIT ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												ob - > state  =  ob - > init_state ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if  ( ! ob - > state ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													ob - > state  =  1 ; 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										allqueue ( REDRAWBUTSLOGIC ,  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									case  B_CHANGE_CONT : 
							 
						 
					
						
							
								
									
										
										
										
											2008-07-01 06:44:34 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										for ( ob = G . main - > object . first ;  ob ;  ob = ob - > id . next )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											cont =  ob - > controllers . first ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											while ( cont )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if ( cont - > type  ! =  cont - > otype )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													init_controller ( cont ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													cont - > otype =  cont - > type ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												cont =  cont - > next ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
									
										
										
										
											2003-10-07 18:24:02 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										allqueue ( REDRAWBUTSLOGIC ,  0 ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  B_DEL_CONT : 
							 
						 
					
						
							
								
									
										
										
										
											2008-07-01 06:44:34 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										for ( ob = G . main - > object . first ;  ob ;  ob = ob - > id . next )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											cont =  ob - > controllers . first ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											while ( cont )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if ( cont - > flag  &  CONT_DEL )  { 
							 
						 
					
						
							
								
									
										
										
										
											2008-07-01 06:44:34 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													BLI_remlink ( & ( ob - > controllers ) ,  cont ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
													unlink_controller ( cont ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													free_controller ( cont ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												cont =  cont - > next ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
									
										
										
										
											2004-11-07 16:49:46 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										BIF_undo_push ( " Delete controller " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2003-10-07 18:24:02 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										allqueue ( REDRAWBUTSLOGIC ,  0 ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										break ; 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									case  B_ADD_ACT : 
							 
						 
					
						
							
								
									
										
										
										
											2008-07-01 06:44:34 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										for ( ob = G . main - > object . first ;  ob ;  ob = ob - > id . next )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if ( ob - > scaflag  &  OB_ADDACT )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												ob - > scaflag  & =  ~ OB_ADDACT ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
												act =  new_actuator ( ACT_OBJECT ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												make_unique_prop_names ( act - > name ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2008-07-01 06:44:34 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												BLI_addtail ( & ( ob - > actuators ) ,  act ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												ob - > scaflag  | =  OB_SHOWACT ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
									
										
										
										
											2004-11-07 16:49:46 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										BIF_undo_push ( " Add actuator " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2003-10-07 18:24:02 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										allqueue ( REDRAWBUTSLOGIC ,  0 ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  B_CHANGE_ACT : 
							 
						 
					
						
							
								
									
										
										
										
											2008-07-01 06:44:34 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										for ( ob = G . main - > object . first ;  ob ;  ob = ob - > id . next )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											act =  ob - > actuators . first ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											while ( act )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if ( act - > type  ! =  act - > otype )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													init_actuator ( act ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													act - > otype =  act - > type ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												act =  act - > next ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
									
										
										
										
											2003-10-07 18:24:02 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										allqueue ( REDRAWBUTSLOGIC ,  0 ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  B_DEL_ACT : 
							 
						 
					
						
							
								
									
										
										
										
											2008-07-01 06:44:34 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										for ( ob = G . main - > object . first ;  ob ;  ob = ob - > id . next )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											act =  ob - > actuators . first ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											while ( act )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if ( act - > flag  &  ACT_DEL )  { 
							 
						 
					
						
							
								
									
										
										
										
											2008-07-01 06:44:34 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													BLI_remlink ( & ( ob - > actuators ) ,  act ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
													unlink_actuator ( act ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													free_actuator ( act ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												act =  act - > next ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
									
										
										
										
											2004-11-07 16:49:46 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										BIF_undo_push ( " Delete actuator " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2003-10-07 18:24:02 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										allqueue ( REDRAWBUTSLOGIC ,  0 ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  B_SOUNDACT_BROWSE : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										/* since we don't know which... */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										didit =  0 ; 
							 
						 
					
						
							
								
									
										
										
										
											2008-07-01 06:44:34 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										for ( ob = G . main - > object . first ;  ob ;  ob = ob - > id . next )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											act =  ob - > actuators . first ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											while ( act ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if ( act - > type = = ACT_SOUND ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													bSoundActuator  * sa =  act - > data ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													if ( sa - > sndnr ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													{ 
							 
						 
					
						
							
								
									
										
										
										
											2004-06-02 13:34:58 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
														bSound  * sound =  G . main - > sound . first ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														int  nr =  1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2004-06-02 13:17:39 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
														if ( sa - > sndnr  = =  - 2 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															activate_databrowse ( ( ID  * ) G . main - > sound . first ,  ID_SO ,  0 ,  B_SOUNDACT_BROWSE , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																			& sa - > sndnr ,  do_logic_buts ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
														while ( sound ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															if ( nr = = sa - > sndnr ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															nr + + ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															sound =  sound - > id . next ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														if ( sa - > sound ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															sa - > sound - > id . us - - ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														sa - > sound =  sound ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														if ( sound ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															sound - > id . us + + ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														sa - > sndnr =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														didit =  1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												act =  act - > next ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if ( didit ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
									
										
										
										
											2003-10-07 18:24:02 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										allqueue ( REDRAWBUTSLOGIC ,  0 ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										allqueue ( REDRAWSOUND ,  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  char  * sensor_name ( int  type )  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									switch  ( type )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  SENS_ALWAYS : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return  " Always " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  SENS_TOUCH : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return  " Touch " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  SENS_NEAR : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return  " Near " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  SENS_KEYBOARD : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return  " Keyboard " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  SENS_PROPERTY : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return  " Property " ; 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE logic update: new servo control motion actuator, new distance constraint actuator, new orientation constraint actuator, new actuator sensor.
General
=======
- Removal of Damp option in motion actuator (replaced by
  Servo control motion).
- No PyDoc at present, will be added soon.
Generalization of the Lvl option
================================
A sensor with the Lvl option selected will always produce an 
event at the start of the game or when entering a state or at 
object creation. The event will be positive or negative 
depending of the sensor condition. A negative pulse makes
sense when used with a NAND controller: it will be converted
into an actuator activation.
Servo control motion
====================
A new variant of the motion actuator allows to control speed 
with force. The control if of type "PID" (Propotional, Integral, 
Derivate): the force is automatically adapted to achieve the 
target speed. All the parameters of the servo controller are
configurable. The result is a great variety of motion style: 
anysotropic friction, flying, sliding, pseudo Dloc...
This actuator should be used in preference to Dloc and LinV
as it produces more fluid movements and avoids the collision 
problem with Dloc.
LinV : target speed as (X,Y,Z) vector in local or world 
       coordinates (mostly useful in local coordinates).
Limit: the force can be limited along each axis (in the same
       coordinates of LinV). No limitation means that the force
       will grow as large as necessary to achieve the target 
       speed along that axis. Set a max value to limit the 
       accelaration along an axis (slow start) and set a min
       value (negative) to limit the brake force.
P:     Proportional coefficient of servo controller, don't set
       directly unless you know what you're doing.
I:     Integral coefficient of servo controller. Use low value
       (<0.1) for slow reaction (sliding), high values (>0.5)
       for hard control. The P coefficient will be automatically
       set to 60 times the I coefficient (a reasonable value).
D:     Derivate coefficient. Leave to 0 unless you know what
       you're doing. High values create instability. 
Notes: - This actuator works perfectly in zero friction 
         environment: the PID controller will simulate friction
         by applying force as needed.
       - This actuator is compatible with simple Drot motion
         actuator but not with LinV and Dloc motion.
       - (0,0,0) is a valid target speed.
       - All parameters are accessible through Python.
Distance constraint actuator
============================
A new variant of the constraint actuator allows to set the
distance and orientation relative to a surface. The controller
uses a ray to detect the surface (or any object) and adapt the
distance and orientation parallel to the surface.
Damp:  Time constant (in nb of frames) of distance and 
       orientation control.
Dist:  Select to enable distance control and set target 
       distance. The object will be position at the given
       distance of surface along the ray direction.
Direction: chose a local axis as the ray direction.
Range: length of ray. Objecgt within this distance will be 
       detected.
N    : Select to enable orientation control. The actuator will
       change the orientation and the location of the object 
       so that it is parallel to the surface at the vertical
       of the point of contact of the ray.  
M/P  : Select to enable material detection. Default is property
       detection.
Property/Material: name of property/material that the target of
       ray must have to be detected. If not set, property/
       material filter is disabled and any collisioning object
       within range will be detected.
PER  : Select to enable persistent operation. Normally the 
       actuator disables itself automatically if the ray does
       not reach a valid target. 
time : Maximum activation time of actuator. 
       0 : unlimited.
       >0: number of frames before automatic deactivation.  
rotDamp: Time constant (in nb of frame) of orientation control.
       0 : use Damp parameter.
       >0: use a different time constant for orientation.
Notes: - If neither N nor Dist options are set, the actuator
         does not change the position and orientation of the
         object; it works as a ray sensor.
       - The ray has no "X-ray" capability: if the first object
         hit does not have the required property/material, it
         returns no hit and the actuator disables itself unless
         PER option is enabled.
       - This actuator changes the position and orientation but
         not the speed of the object. This has an important 
         implication in a gravity environment: the gravity will
         cause the speed to increase although the object seems
         to stay still (it is repositioned at each frame).
         The gravity must be compensated in one way or another.
         the new servo control motion actuator is the simplest 
         way: set the target speed along the ray axis to 0
         and the servo control will automatically compensate 
         the gravity.
       - This actuator changes the orientation of the object 
         and will conflict with Drot motion unless it is 
         placed BEFORE the Drot motion actuator (the order of 
         actuator is important)
       - All parameters are accessible through Python.
Orientation constraint 
======================
A new variant of the constraint actuator allows to align an
object axis along a global direction.
Damp : Time constant (in nb of frames) of orientation control.
X,Y,Z: Global coordinates of reference direction. 
time : Maximum activation time of actuator. 
       0 : unlimited.
       >0: number of frames before automatic deactivation.  
Notes: - (X,Y,Z) = (0,0,0) is not a valid direction
       - This actuator changes the orientation of the object
         and will conflict with Drot motion unless it is placed
         BEFORE the Drot motion actuator (the order of 
         actuator is important).
       - This actuator doesn't change the location and speed. 
         It is compatible with gravity.
       - All parameters are accessible through Python.
Actuator sensor 
===============
This sensor detects the activation and deactivation of actuators 
of the same object. The sensor generates a positive pulse when 
the corresponding sensor is activated and a negative pulse when 
it is deactivated (the contrary if the Inv option is selected). 
This is mostly useful to chain actions and to detect the loss of 
contact of the distance motion actuator.
Notes: - Actuators are disabled at the start of the game; if you
         want to detect the On-Off transition of an actuator 
         after it has been activated at least once, unselect the
         Lvl and Inv options and use a NAND controller.
       - Some actuators deactivates themselves immediately after 
         being activated. The sensor detects this situation as 
         an On-Off transition.
       - The actuator name can be set through Python.
											 
										 
										
											2008-07-04 08:14:50 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									case  SENS_ACTUATOR : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return  " Actuator " ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									case  SENS_MOUSE : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return  " Mouse " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  SENS_COLLISION : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return  " Collision " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  SENS_RADAR : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return  " Radar " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  SENS_RANDOM : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return  " Random " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  SENS_RAY : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return  " Ray " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  SENS_MESSAGE : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return  " Message " ; 
							 
						 
					
						
							
								
									
										
										
										
											2005-01-23 01:36:29 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									case  SENS_JOYSTICK : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return  " Joystick " ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  " unknown " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  char  * sensor_pup ( void )  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									/* the number needs to match defines in game.h */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  " Sensors %t|Always %x0|Keyboard %x3|Mouse %x5| " 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										" Touch %x1|Collision %x6|Near %x2|Radar %x7| " 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE logic update: new servo control motion actuator, new distance constraint actuator, new orientation constraint actuator, new actuator sensor.
General
=======
- Removal of Damp option in motion actuator (replaced by
  Servo control motion).
- No PyDoc at present, will be added soon.
Generalization of the Lvl option
================================
A sensor with the Lvl option selected will always produce an 
event at the start of the game or when entering a state or at 
object creation. The event will be positive or negative 
depending of the sensor condition. A negative pulse makes
sense when used with a NAND controller: it will be converted
into an actuator activation.
Servo control motion
====================
A new variant of the motion actuator allows to control speed 
with force. The control if of type "PID" (Propotional, Integral, 
Derivate): the force is automatically adapted to achieve the 
target speed. All the parameters of the servo controller are
configurable. The result is a great variety of motion style: 
anysotropic friction, flying, sliding, pseudo Dloc...
This actuator should be used in preference to Dloc and LinV
as it produces more fluid movements and avoids the collision 
problem with Dloc.
LinV : target speed as (X,Y,Z) vector in local or world 
       coordinates (mostly useful in local coordinates).
Limit: the force can be limited along each axis (in the same
       coordinates of LinV). No limitation means that the force
       will grow as large as necessary to achieve the target 
       speed along that axis. Set a max value to limit the 
       accelaration along an axis (slow start) and set a min
       value (negative) to limit the brake force.
P:     Proportional coefficient of servo controller, don't set
       directly unless you know what you're doing.
I:     Integral coefficient of servo controller. Use low value
       (<0.1) for slow reaction (sliding), high values (>0.5)
       for hard control. The P coefficient will be automatically
       set to 60 times the I coefficient (a reasonable value).
D:     Derivate coefficient. Leave to 0 unless you know what
       you're doing. High values create instability. 
Notes: - This actuator works perfectly in zero friction 
         environment: the PID controller will simulate friction
         by applying force as needed.
       - This actuator is compatible with simple Drot motion
         actuator but not with LinV and Dloc motion.
       - (0,0,0) is a valid target speed.
       - All parameters are accessible through Python.
Distance constraint actuator
============================
A new variant of the constraint actuator allows to set the
distance and orientation relative to a surface. The controller
uses a ray to detect the surface (or any object) and adapt the
distance and orientation parallel to the surface.
Damp:  Time constant (in nb of frames) of distance and 
       orientation control.
Dist:  Select to enable distance control and set target 
       distance. The object will be position at the given
       distance of surface along the ray direction.
Direction: chose a local axis as the ray direction.
Range: length of ray. Objecgt within this distance will be 
       detected.
N    : Select to enable orientation control. The actuator will
       change the orientation and the location of the object 
       so that it is parallel to the surface at the vertical
       of the point of contact of the ray.  
M/P  : Select to enable material detection. Default is property
       detection.
Property/Material: name of property/material that the target of
       ray must have to be detected. If not set, property/
       material filter is disabled and any collisioning object
       within range will be detected.
PER  : Select to enable persistent operation. Normally the 
       actuator disables itself automatically if the ray does
       not reach a valid target. 
time : Maximum activation time of actuator. 
       0 : unlimited.
       >0: number of frames before automatic deactivation.  
rotDamp: Time constant (in nb of frame) of orientation control.
       0 : use Damp parameter.
       >0: use a different time constant for orientation.
Notes: - If neither N nor Dist options are set, the actuator
         does not change the position and orientation of the
         object; it works as a ray sensor.
       - The ray has no "X-ray" capability: if the first object
         hit does not have the required property/material, it
         returns no hit and the actuator disables itself unless
         PER option is enabled.
       - This actuator changes the position and orientation but
         not the speed of the object. This has an important 
         implication in a gravity environment: the gravity will
         cause the speed to increase although the object seems
         to stay still (it is repositioned at each frame).
         The gravity must be compensated in one way or another.
         the new servo control motion actuator is the simplest 
         way: set the target speed along the ray axis to 0
         and the servo control will automatically compensate 
         the gravity.
       - This actuator changes the orientation of the object 
         and will conflict with Drot motion unless it is 
         placed BEFORE the Drot motion actuator (the order of 
         actuator is important)
       - All parameters are accessible through Python.
Orientation constraint 
======================
A new variant of the constraint actuator allows to align an
object axis along a global direction.
Damp : Time constant (in nb of frames) of orientation control.
X,Y,Z: Global coordinates of reference direction. 
time : Maximum activation time of actuator. 
       0 : unlimited.
       >0: number of frames before automatic deactivation.  
Notes: - (X,Y,Z) = (0,0,0) is not a valid direction
       - This actuator changes the orientation of the object
         and will conflict with Drot motion unless it is placed
         BEFORE the Drot motion actuator (the order of 
         actuator is important).
       - This actuator doesn't change the location and speed. 
         It is compatible with gravity.
       - All parameters are accessible through Python.
Actuator sensor 
===============
This sensor detects the activation and deactivation of actuators 
of the same object. The sensor generates a positive pulse when 
the corresponding sensor is activated and a negative pulse when 
it is deactivated (the contrary if the Inv option is selected). 
This is mostly useful to chain actions and to detect the loss of 
contact of the distance motion actuator.
Notes: - Actuators are disabled at the start of the game; if you
         want to detect the On-Off transition of an actuator 
         after it has been activated at least once, unselect the
         Lvl and Inv options and use a NAND controller.
       - Some actuators deactivates themselves immediately after 
         being activated. The sensor detects this situation as 
         an On-Off transition.
       - The actuator name can be set through Python.
											 
										 
										
											2008-07-04 08:14:50 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										" Property %x4|Random %x8|Ray %x9|Message %x10|Joystick %x11|Actuator %x12 " ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  char  * controller_name ( int  type )  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									switch  ( type )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  CONT_LOGIC_AND : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return  " AND " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  CONT_LOGIC_OR : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return  " OR " ; 
							 
						 
					
						
							
								
									
										
										
										
											2008-06-23 20:41:18 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									case  CONT_LOGIC_NAND : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return  " NAND " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  CONT_LOGIC_NOR : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return  " NOR " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  CONT_LOGIC_XOR : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return  " XOR " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  CONT_LOGIC_XNOR : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return  " XNOR " ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									case  CONT_EXPRESSION : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return  " Expression " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  CONT_PYTHON : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return  " Python " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  " unknown " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  char  * controller_pup ( void )  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
									
										
										
										
											2008-06-23 20:41:18 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									return  " Controllers   %t|AND %x0|OR %x1|XOR %x6|NAND %x4|NOR %x5|XNOR %x7|Expression %x2|Python %x3 " ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  char  * actuator_name ( int  type )  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									switch  ( type )  { 
							 
						 
					
						
							
								
									
										
										
										
											2008-06-18 06:46:49 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									case  ACT_SHAPEACTION : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return  " Shape Action " ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									case  ACT_ACTION : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return  " Action " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  ACT_OBJECT : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return  " Motion " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  ACT_IPO : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return  " Ipo " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  ACT_LAMP : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return  " Lamp " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  ACT_CAMERA : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return  " Camera " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  ACT_MATERIAL : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return  " Material " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  ACT_SOUND : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return  " Sound " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  ACT_CD : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return  " CD " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  ACT_PROPERTY : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return  " Property " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  ACT_EDIT_OBJECT : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return  " Edit Object " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  ACT_CONSTRAINT : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return  " Constraint " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  ACT_SCENE : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return  " Scene " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  ACT_GROUP : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return  " Group " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  ACT_RANDOM : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return  " Random " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  ACT_MESSAGE : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return  " Message " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  ACT_GAME : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return  " Game " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  ACT_VISIBILITY : 
							 
						 
					
						
							
								
									
										
										
										
											2005-12-06 18:52:55 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										return  " Visibility " ; 
							 
						 
					
						
							
								
									
										
										
										
											2007-10-22 20:24:26 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									case  ACT_2DFILTER : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return  " 2D Filter " ; 
							 
						 
					
						
							
								
									
										
										
										
											2008-04-06 18:30:52 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									case  ACT_PARENT : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return  " Parent " ; 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									case  ACT_STATE : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return  " State " ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  " unknown " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  char  * actuator_pup ( Object  * owner )  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
									
										
										
										
											2002-12-06 19:48:37 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									switch  ( owner - > type ) 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									{ 
							 
						 
					
						
							
								
									
										
										
										
											2002-12-06 19:48:37 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									case  OB_ARMATURE : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return  " Actuators  %t|Action %x15|Motion %x0|Constraint %x9|Ipo %x1 " 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											" |Camera %x3|Sound %x5|Property %x6|Edit Object %x10 " 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											" |Scene %x11|Random %x13|Message %x14|CD %x16|Game %x17 " 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											" |Visibility %x18|2D Filter %x19|Parent %x20|State %x22 " ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-12-06 19:48:37 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										break ; 
							 
						 
					
						
							
								
									
										
										
										
											2008-06-18 06:46:49 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  OB_MESH : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return  " Actuators  %t|Shape Action %x21|Motion %x0|Constraint %x9|Ipo %x1 " 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											" |Camera %x3|Sound %x5|Property %x6|Edit Object %x10 " 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											" |Scene %x11|Random %x13|Message %x14|CD %x16|Game %x17 " 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											" |Visibility %x18|2D Filter %x19|Parent %x20|State %x22 " ; 
							 
						 
					
						
							
								
									
										
										
										
											2008-06-18 06:46:49 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2002-12-06 19:48:37 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									default : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return  " Actuators  %t|Motion %x0|Constraint %x9|Ipo %x1 " 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											" |Camera %x3|Sound %x5|Property %x6|Edit Object %x10 " 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											" |Scene %x11|Random %x13|Message %x14|CD %x16|Game %x17 " 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											" |Visibility %x18|2D Filter %x19|Parent %x20|State %x22 " ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  void  set_sca_ob ( Object  * ob )  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bController  * cont ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bActuator  * act ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									cont =  ob - > controllers . first ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									while ( cont )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										cont - > mynew =  ( bController  * ) ob ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										cont =  cont - > next ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									act =  ob - > actuators . first ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									while ( act )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										act - > mynew =  ( bActuator  * ) ob ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										act =  act - > next ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  ID  * * get_selected_and_linked_obs ( short  * count ,  short  scavisflag )  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									Base  * base ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									Object  * ob ,  * obt ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ID  * * idar ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bSensor  * sens ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bController  * cont ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									unsigned  int  lay ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									int  a ,  nr ,  doit ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									/* we need a sorted object list */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									/* set scavisflags flags in Objects to indicate these should be evaluated */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									/* also hide ob pointers in ->new entries of controllerss/actuators */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									* count =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if ( G . scene = = NULL )  return  NULL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ob =  G . main - > object . first ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									while ( ob )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ob - > scavisflag =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										set_sca_ob ( ob ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ob =  ob - > id . next ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if ( G . vd )  lay =  G . vd - > lay ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									else  lay =  G . scene - > lay ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									base =  FIRSTBASE ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									while ( base )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if ( base - > lay  &  lay )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if ( base - > flag  &  SELECT )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if ( scavisflag  &  BUTS_SENS_SEL )  base - > object - > scavisflag  | =  OB_VIS_SENS ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if ( scavisflag  &  BUTS_CONT_SEL )  base - > object - > scavisflag  | =  OB_VIS_CONT ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if ( scavisflag  &  BUTS_ACT_SEL )  base - > object - > scavisflag  | =  OB_VIS_ACT ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										base =  base - > next ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if ( OBACT )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if ( scavisflag  &  BUTS_SENS_ACT )  OBACT - > scavisflag  | =  OB_VIS_SENS ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if ( scavisflag  &  BUTS_CONT_ACT )  OBACT - > scavisflag  | =  OB_VIS_CONT ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if ( scavisflag  &  BUTS_ACT_ACT )  OBACT - > scavisflag  | =  OB_VIS_ACT ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									/* BUTS_XXX_STATE are similar to BUTS_XXX_LINK for selecting the object */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if ( scavisflag  &  ( BUTS_SENS_LINK | BUTS_CONT_LINK | BUTS_ACT_LINK | BUTS_SENS_STATE | BUTS_ACT_STATE ) )  { 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										doit =  1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										while ( doit )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											doit =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											ob =  G . main - > object . first ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											while ( ob )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												/* 1st case: select sensor when controller selected */ 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												if ( ( scavisflag  &  ( BUTS_SENS_LINK | BUTS_SENS_STATE ) )  & &  ( ob - > scavisflag  &  OB_VIS_SENS ) = = 0 )  { 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
													sens =  ob - > sensors . first ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													while ( sens )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														for ( a = 0 ;  a < sens - > totlinks ;  a + + )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															if ( sens - > links [ a ] )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																obt =  ( Object  * ) sens - > links [ a ] - > mynew ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																if ( obt  & &  ( obt - > scavisflag  &  OB_VIS_CONT ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	doit =  1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	ob - > scavisflag  | =  OB_VIS_SENS ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														if ( doit )  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														sens =  sens - > next ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												/* 2nd case: select cont when act selected */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if ( ( scavisflag  &  BUTS_CONT_LINK )   & &  ( ob - > scavisflag  &  OB_VIS_CONT ) = = 0 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													cont =  ob - > controllers . first ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													while ( cont )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														for ( a = 0 ;  a < cont - > totlinks ;  a + + )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															if ( cont - > links [ a ] )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																obt =  ( Object  * ) cont - > links [ a ] - > mynew ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																if ( obt  & &  ( obt - > scavisflag  &  OB_VIS_ACT ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	doit =  1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	ob - > scavisflag  | =  OB_VIS_CONT ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														if ( doit )  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														cont =  cont - > next ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												/* 3rd case: select controller when sensor selected */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if ( ( scavisflag  &  BUTS_CONT_LINK )  & &  ( ob - > scavisflag  &  OB_VIS_SENS ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													sens =  ob - > sensors . first ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													while ( sens )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														for ( a = 0 ;  a < sens - > totlinks ;  a + + )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															if ( sens - > links [ a ] )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																obt =  ( Object  * ) sens - > links [ a ] - > mynew ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																if ( obt  & &  ( obt - > scavisflag  &  OB_VIS_CONT ) = = 0 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	doit =  1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	obt - > scavisflag  | =  OB_VIS_CONT ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														sens =  sens - > next ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												/* 4th case: select actuator when controller selected */ 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												if (  ( scavisflag  &  ( BUTS_ACT_LINK | BUTS_ACT_STATE ) )   & &  ( ob - > scavisflag  &  OB_VIS_CONT ) )  { 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
													cont =  ob - > controllers . first ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													while ( cont )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														for ( a = 0 ;  a < cont - > totlinks ;  a + + )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															if ( cont - > links [ a ] )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																obt =  ( Object  * ) cont - > links [ a ] - > mynew ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																if ( obt  & &  ( obt - > scavisflag  &  OB_VIS_ACT ) = = 0 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	doit =  1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	obt - > scavisflag  | =  OB_VIS_ACT ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														cont =  cont - > next ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												ob =  ob - > id . next ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									/* now we count */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ob =  G . main - > object . first ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									while ( ob )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if (  ob - > scavisflag  )  ( * count ) + + ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ob =  ob - > id . next ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if ( * count = = 0 )  return  NULL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if ( * count > 24 )  * count =  24 ; 		/* temporal */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									idar =  MEM_callocN (  ( * count ) * sizeof ( void  * ) ,  " idar " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ob =  G . main - > object . first ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									nr =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									while ( ob )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if (  ob - > scavisflag  )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											idar [ nr ] =  ( ID  * ) ob ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											nr + + ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if ( nr > = 24 )  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ob =  ob - > id . next ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									/* just to be sure... these were set in set_sca_done_ob() */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									clear_sca_new_poins ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  idar ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
											 
										
											
												Another mega commit... loadsof restructure, and a pretty good one! :)
- changed the BIF_DrawString() function. it used to work different for
  AA fonts  as for default fonts. Now it's identical. Setting color for fonts
  can just be done with OpenGL, for both font types.
  Removed: BIF_DrawStringRGB()
- added theme color options for Buttons
- recoded DefButton, so it automatically chooses the right color.
- had to remove a 1000 uiBlockSetCol() calls for that reason...
- uiBlockSetCol() still works, to override automatic color
- removed entirely the silly old color system (BIFColorID). All color
  calls can now be done with a BIF_ThemeColor() call, including fonts and
  buttons and opengl stuff
- all buttons in button header have headercolor by default
- recoded drawing icons, it was a really bad & old loop doing manually
  colorshading and blending... which was per pixel a load of code!
  Now it uses a single OpenGL call to blend or colorize. Quite faster!
- (as test, for review) icons don't colorize anymore with button color,
  but have a different alpha to blend in (when not active)
- recoded the entire interface_draw.c file...:
- drawing buttons is separated in three parts:
  1. main drawing function for text and icons
  2. free definable callback for button itself
  3. free definable callback for slider
- removed a load of redundant code for this!
- coded a minimal theme, and adjusted Matt's buttons to match new
  callback system
- adding new drawing themes is piece of cake now
- for coders, default 'themes' to be aware of:
  UI_EMBOSS : the themable drawing style
  UI_EMBOSSP: the pulldown menu system (apart from color not themable)
  UI_EMBOSSN: draw nothing, only text and/or icon
  UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa
  this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call.
TODO: make UI API call for button alignment
(plus removed another series of warnings from code...)
Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
											 
										 
										
											2003-10-20 15:40:20 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								static  int  get_col_sensor ( int  type )  
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									switch ( type )  { 
							 
						 
					
						
							
								
									
										
											 
										
											
												Another mega commit... loadsof restructure, and a pretty good one! :)
- changed the BIF_DrawString() function. it used to work different for
  AA fonts  as for default fonts. Now it's identical. Setting color for fonts
  can just be done with OpenGL, for both font types.
  Removed: BIF_DrawStringRGB()
- added theme color options for Buttons
- recoded DefButton, so it automatically chooses the right color.
- had to remove a 1000 uiBlockSetCol() calls for that reason...
- uiBlockSetCol() still works, to override automatic color
- removed entirely the silly old color system (BIFColorID). All color
  calls can now be done with a BIF_ThemeColor() call, including fonts and
  buttons and opengl stuff
- all buttons in button header have headercolor by default
- recoded drawing icons, it was a really bad & old loop doing manually
  colorshading and blending... which was per pixel a load of code!
  Now it uses a single OpenGL call to blend or colorize. Quite faster!
- (as test, for review) icons don't colorize anymore with button color,
  but have a different alpha to blend in (when not active)
- recoded the entire interface_draw.c file...:
- drawing buttons is separated in three parts:
  1. main drawing function for text and icons
  2. free definable callback for button itself
  3. free definable callback for slider
- removed a load of redundant code for this!
- coded a minimal theme, and adjusted Matt's buttons to match new
  callback system
- adding new drawing themes is piece of cake now
- for coders, default 'themes' to be aware of:
  UI_EMBOSS : the themable drawing style
  UI_EMBOSSP: the pulldown menu system (apart from color not themable)
  UI_EMBOSSN: draw nothing, only text and/or icon
  UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa
  this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call.
TODO: make UI API call for button alignment
(plus removed another series of warnings from code...)
Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
											 
										 
										
											2003-10-20 15:40:20 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									case  SENS_ALWAYS : 		return  TH_BUT_ACTION ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  SENS_TOUCH : 		return  TH_BUT_NEUTRAL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  SENS_COLLISION : 	return  TH_BUT_SETTING ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  SENS_NEAR : 			return  TH_BUT_SETTING1 ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  SENS_KEYBOARD : 		return  TH_BUT_SETTING2 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  SENS_PROPERTY : 		return  TH_BUT_NUM ; 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE logic update: new servo control motion actuator, new distance constraint actuator, new orientation constraint actuator, new actuator sensor.
General
=======
- Removal of Damp option in motion actuator (replaced by
  Servo control motion).
- No PyDoc at present, will be added soon.
Generalization of the Lvl option
================================
A sensor with the Lvl option selected will always produce an 
event at the start of the game or when entering a state or at 
object creation. The event will be positive or negative 
depending of the sensor condition. A negative pulse makes
sense when used with a NAND controller: it will be converted
into an actuator activation.
Servo control motion
====================
A new variant of the motion actuator allows to control speed 
with force. The control if of type "PID" (Propotional, Integral, 
Derivate): the force is automatically adapted to achieve the 
target speed. All the parameters of the servo controller are
configurable. The result is a great variety of motion style: 
anysotropic friction, flying, sliding, pseudo Dloc...
This actuator should be used in preference to Dloc and LinV
as it produces more fluid movements and avoids the collision 
problem with Dloc.
LinV : target speed as (X,Y,Z) vector in local or world 
       coordinates (mostly useful in local coordinates).
Limit: the force can be limited along each axis (in the same
       coordinates of LinV). No limitation means that the force
       will grow as large as necessary to achieve the target 
       speed along that axis. Set a max value to limit the 
       accelaration along an axis (slow start) and set a min
       value (negative) to limit the brake force.
P:     Proportional coefficient of servo controller, don't set
       directly unless you know what you're doing.
I:     Integral coefficient of servo controller. Use low value
       (<0.1) for slow reaction (sliding), high values (>0.5)
       for hard control. The P coefficient will be automatically
       set to 60 times the I coefficient (a reasonable value).
D:     Derivate coefficient. Leave to 0 unless you know what
       you're doing. High values create instability. 
Notes: - This actuator works perfectly in zero friction 
         environment: the PID controller will simulate friction
         by applying force as needed.
       - This actuator is compatible with simple Drot motion
         actuator but not with LinV and Dloc motion.
       - (0,0,0) is a valid target speed.
       - All parameters are accessible through Python.
Distance constraint actuator
============================
A new variant of the constraint actuator allows to set the
distance and orientation relative to a surface. The controller
uses a ray to detect the surface (or any object) and adapt the
distance and orientation parallel to the surface.
Damp:  Time constant (in nb of frames) of distance and 
       orientation control.
Dist:  Select to enable distance control and set target 
       distance. The object will be position at the given
       distance of surface along the ray direction.
Direction: chose a local axis as the ray direction.
Range: length of ray. Objecgt within this distance will be 
       detected.
N    : Select to enable orientation control. The actuator will
       change the orientation and the location of the object 
       so that it is parallel to the surface at the vertical
       of the point of contact of the ray.  
M/P  : Select to enable material detection. Default is property
       detection.
Property/Material: name of property/material that the target of
       ray must have to be detected. If not set, property/
       material filter is disabled and any collisioning object
       within range will be detected.
PER  : Select to enable persistent operation. Normally the 
       actuator disables itself automatically if the ray does
       not reach a valid target. 
time : Maximum activation time of actuator. 
       0 : unlimited.
       >0: number of frames before automatic deactivation.  
rotDamp: Time constant (in nb of frame) of orientation control.
       0 : use Damp parameter.
       >0: use a different time constant for orientation.
Notes: - If neither N nor Dist options are set, the actuator
         does not change the position and orientation of the
         object; it works as a ray sensor.
       - The ray has no "X-ray" capability: if the first object
         hit does not have the required property/material, it
         returns no hit and the actuator disables itself unless
         PER option is enabled.
       - This actuator changes the position and orientation but
         not the speed of the object. This has an important 
         implication in a gravity environment: the gravity will
         cause the speed to increase although the object seems
         to stay still (it is repositioned at each frame).
         The gravity must be compensated in one way or another.
         the new servo control motion actuator is the simplest 
         way: set the target speed along the ray axis to 0
         and the servo control will automatically compensate 
         the gravity.
       - This actuator changes the orientation of the object 
         and will conflict with Drot motion unless it is 
         placed BEFORE the Drot motion actuator (the order of 
         actuator is important)
       - All parameters are accessible through Python.
Orientation constraint 
======================
A new variant of the constraint actuator allows to align an
object axis along a global direction.
Damp : Time constant (in nb of frames) of orientation control.
X,Y,Z: Global coordinates of reference direction. 
time : Maximum activation time of actuator. 
       0 : unlimited.
       >0: number of frames before automatic deactivation.  
Notes: - (X,Y,Z) = (0,0,0) is not a valid direction
       - This actuator changes the orientation of the object
         and will conflict with Drot motion unless it is placed
         BEFORE the Drot motion actuator (the order of 
         actuator is important).
       - This actuator doesn't change the location and speed. 
         It is compatible with gravity.
       - All parameters are accessible through Python.
Actuator sensor 
===============
This sensor detects the activation and deactivation of actuators 
of the same object. The sensor generates a positive pulse when 
the corresponding sensor is activated and a negative pulse when 
it is deactivated (the contrary if the Inv option is selected). 
This is mostly useful to chain actions and to detect the loss of 
contact of the distance motion actuator.
Notes: - Actuators are disabled at the start of the game; if you
         want to detect the On-Off transition of an actuator 
         after it has been activated at least once, unselect the
         Lvl and Inv options and use a NAND controller.
       - Some actuators deactivates themselves immediately after 
         being activated. The sensor detects this situation as 
         an On-Off transition.
       - The actuator name can be set through Python.
											 
										 
										
											2008-07-04 08:14:50 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									case  SENS_ACTUATOR : 		return  TH_BUT_NUM ; 
							 
						 
					
						
							
								
									
										
											 
										
											
												Another mega commit... loadsof restructure, and a pretty good one! :)
- changed the BIF_DrawString() function. it used to work different for
  AA fonts  as for default fonts. Now it's identical. Setting color for fonts
  can just be done with OpenGL, for both font types.
  Removed: BIF_DrawStringRGB()
- added theme color options for Buttons
- recoded DefButton, so it automatically chooses the right color.
- had to remove a 1000 uiBlockSetCol() calls for that reason...
- uiBlockSetCol() still works, to override automatic color
- removed entirely the silly old color system (BIFColorID). All color
  calls can now be done with a BIF_ThemeColor() call, including fonts and
  buttons and opengl stuff
- all buttons in button header have headercolor by default
- recoded drawing icons, it was a really bad & old loop doing manually
  colorshading and blending... which was per pixel a load of code!
  Now it uses a single OpenGL call to blend or colorize. Quite faster!
- (as test, for review) icons don't colorize anymore with button color,
  but have a different alpha to blend in (when not active)
- recoded the entire interface_draw.c file...:
- drawing buttons is separated in three parts:
  1. main drawing function for text and icons
  2. free definable callback for button itself
  3. free definable callback for slider
- removed a load of redundant code for this!
- coded a minimal theme, and adjusted Matt's buttons to match new
  callback system
- adding new drawing themes is piece of cake now
- for coders, default 'themes' to be aware of:
  UI_EMBOSS : the themable drawing style
  UI_EMBOSSP: the pulldown menu system (apart from color not themable)
  UI_EMBOSSN: draw nothing, only text and/or icon
  UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa
  this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call.
TODO: make UI API call for button alignment
(plus removed another series of warnings from code...)
Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
											 
										 
										
											2003-10-20 15:40:20 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									case  SENS_MOUSE : 		return  TH_BUT_TEXTFIELD ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  SENS_RADAR : 		return  TH_BUT_POPUP ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  SENS_RANDOM : 		return  TH_BUT_NEUTRAL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  SENS_RAY : 			return  TH_BUT_SETTING1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  SENS_MESSAGE : 		return  TH_BUT_SETTING2 ; 
							 
						 
					
						
							
								
									
										
										
										
											2005-01-23 01:36:29 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									case  SENS_JOYSTICK : 		return  TH_BUT_NEUTRAL ; 
							 
						 
					
						
							
								
									
										
											 
										
											
												Another mega commit... loadsof restructure, and a pretty good one! :)
- changed the BIF_DrawString() function. it used to work different for
  AA fonts  as for default fonts. Now it's identical. Setting color for fonts
  can just be done with OpenGL, for both font types.
  Removed: BIF_DrawStringRGB()
- added theme color options for Buttons
- recoded DefButton, so it automatically chooses the right color.
- had to remove a 1000 uiBlockSetCol() calls for that reason...
- uiBlockSetCol() still works, to override automatic color
- removed entirely the silly old color system (BIFColorID). All color
  calls can now be done with a BIF_ThemeColor() call, including fonts and
  buttons and opengl stuff
- all buttons in button header have headercolor by default
- recoded drawing icons, it was a really bad & old loop doing manually
  colorshading and blending... which was per pixel a load of code!
  Now it uses a single OpenGL call to blend or colorize. Quite faster!
- (as test, for review) icons don't colorize anymore with button color,
  but have a different alpha to blend in (when not active)
- recoded the entire interface_draw.c file...:
- drawing buttons is separated in three parts:
  1. main drawing function for text and icons
  2. free definable callback for button itself
  3. free definable callback for slider
- removed a load of redundant code for this!
- coded a minimal theme, and adjusted Matt's buttons to match new
  callback system
- adding new drawing themes is piece of cake now
- for coders, default 'themes' to be aware of:
  UI_EMBOSS : the themable drawing style
  UI_EMBOSSP: the pulldown menu system (apart from color not themable)
  UI_EMBOSSN: draw nothing, only text and/or icon
  UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa
  this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call.
TODO: make UI API call for button alignment
(plus removed another series of warnings from code...)
Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
											 
										 
										
											2003-10-20 15:40:20 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									default : 				return  TH_BUT_NEUTRAL ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  void  set_col_sensor ( int  type ,  int  medium )  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
									
										
											 
										
											
												Another mega commit... loadsof restructure, and a pretty good one! :)
- changed the BIF_DrawString() function. it used to work different for
  AA fonts  as for default fonts. Now it's identical. Setting color for fonts
  can just be done with OpenGL, for both font types.
  Removed: BIF_DrawStringRGB()
- added theme color options for Buttons
- recoded DefButton, so it automatically chooses the right color.
- had to remove a 1000 uiBlockSetCol() calls for that reason...
- uiBlockSetCol() still works, to override automatic color
- removed entirely the silly old color system (BIFColorID). All color
  calls can now be done with a BIF_ThemeColor() call, including fonts and
  buttons and opengl stuff
- all buttons in button header have headercolor by default
- recoded drawing icons, it was a really bad & old loop doing manually
  colorshading and blending... which was per pixel a load of code!
  Now it uses a single OpenGL call to blend or colorize. Quite faster!
- (as test, for review) icons don't colorize anymore with button color,
  but have a different alpha to blend in (when not active)
- recoded the entire interface_draw.c file...:
- drawing buttons is separated in three parts:
  1. main drawing function for text and icons
  2. free definable callback for button itself
  3. free definable callback for slider
- removed a load of redundant code for this!
- coded a minimal theme, and adjusted Matt's buttons to match new
  callback system
- adding new drawing themes is piece of cake now
- for coders, default 'themes' to be aware of:
  UI_EMBOSS : the themable drawing style
  UI_EMBOSSP: the pulldown menu system (apart from color not themable)
  UI_EMBOSSN: draw nothing, only text and/or icon
  UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa
  this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call.
TODO: make UI API call for button alignment
(plus removed another series of warnings from code...)
Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
											 
										 
										
											2003-10-20 15:40:20 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									int  col =  get_col_sensor ( type ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									BIF_ThemeColorShade ( col ,  medium ? 30 : 0 ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/**
  
						 
					
						
							
								
									
										
										
										
											2005-08-03 18:48:22 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								 *  Draws  a  toggle  for  pulse  mode ,  a  frequency  field  and  a  toggle  to  invert 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								 *  the  value  of  this  sensor .  Operates  on  the  shared  data  block  of  sensors . 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								 */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  void  draw_default_sensor_header ( bSensor  * sens ,  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																uiBlock  * block , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																short  x , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																short  y , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																short  w )  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									/* Pulsing and frequency */ 
							 
						 
					
						
							
								
									
										
										
										
											2005-08-08 11:03:16 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									uiDefIconButBitS ( block ,  TOG ,  SENS_PULSE_REPEAT ,  1 ,  ICON_DOTSUP , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											 ( short ) ( x  +  10  +  0.  *  ( w - 20 ) ) ,  ( short ) ( y  -  19 ) ,  ( short ) ( 0.15  *  ( w - 20 ) ) ,  19 , 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											 & sens - > pulse ,  0.0 ,  0.0 ,  0 ,  0 , 
							 
						 
					
						
							
								
									
										
										
										
											2005-08-08 11:03:16 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											 " Activate TRUE level triggering (pulse mode) " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2005-08-03 18:48:22 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									uiDefIconButBitS ( block ,  TOG ,  SENS_NEG_PULSE_MODE ,  1 ,  ICON_DOTSDOWN , 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											 ( short ) ( x  +  10  +  0.15  *  ( w - 20 ) ) ,  ( short ) ( y  -  19 ) ,  ( short ) ( 0.15  *  ( w - 20 ) ) ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											 & sens - > pulse ,  0.0 ,  0.0 ,  0 ,  0 , 
							 
						 
					
						
							
								
									
										
										
										
											2005-08-08 11:03:16 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											 " Activate FALSE level triggering (pulse mode) " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									uiDefButS ( block ,  NUM ,  1 ,  " f: " , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											 ( short ) ( x  +  10  +  0.3  *  ( w - 20 ) ) ,  ( short ) ( y  -  19 ) ,  ( short ) ( 0.275  *  ( w - 20 ) ) ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											 & sens - > freq ,  0.0 ,  10000.0 ,  0 ,  0 , 
							 
						 
					
						
							
								
									
										
										
										
											2005-08-08 11:03:16 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											 " Delay between repeated pulses (in logic tics, 0 = no delay) " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									/* value or shift? */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiDefButS ( block ,  TOG ,  1 ,  " Inv " , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											 ( short ) ( x  +  10  +  0.85  *  ( w - 20 ) ) ,  ( short ) ( y  -  19 ) ,  ( short ) ( 0.15  *  ( w - 20 ) ) ,  19 , 
							 
						 
					
						
							
								
									
										
										
										
											2004-04-23 15:27:40 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											 & sens - > invert ,  0.0 ,  0.0 ,  0 ,  0 , 
							 
						 
					
						
							
								
									
										
										
										
											2005-08-08 11:03:16 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											 " Invert the level (output) of this sensor " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2008-06-23 20:41:18 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									uiDefButS ( block ,  TOG ,  1 ,  " Lvl " , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											 ( short ) ( x  +  10  +  0.70  *  ( w - 20 ) ) ,  ( short ) ( y  -  19 ) ,  ( short ) ( 0.15  *  ( w - 20 ) ) ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											 & sens - > level ,  0.0 ,  0.0 ,  0 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											 " Level detector versus edge detector (only applicable in case of logic state transition) " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  short  draw_sensorbuttons ( bSensor  * sens ,  uiBlock  * block ,  short  xco ,  short  yco ,  short  width , char *  objectname )  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bNearSensor       * ns            =  NULL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bTouchSensor      * ts            =  NULL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bKeyboardSensor   * ks            =  NULL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bPropertySensor   * ps            =  NULL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bMouseSensor      * ms            =  NULL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bCollisionSensor  * cs            =  NULL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bRadarSensor      * rs            =  NULL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bRandomSensor     * randomSensor  =  NULL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bRaySensor        * raySens       =  NULL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bMessageSensor    * mes           =  NULL ; 
							 
						 
					
						
							
								
									
										
										
										
											2005-01-23 01:36:29 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									bJoystickSensor 	 * joy 		   =  NULL ; 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE logic update: new servo control motion actuator, new distance constraint actuator, new orientation constraint actuator, new actuator sensor.
General
=======
- Removal of Damp option in motion actuator (replaced by
  Servo control motion).
- No PyDoc at present, will be added soon.
Generalization of the Lvl option
================================
A sensor with the Lvl option selected will always produce an 
event at the start of the game or when entering a state or at 
object creation. The event will be positive or negative 
depending of the sensor condition. A negative pulse makes
sense when used with a NAND controller: it will be converted
into an actuator activation.
Servo control motion
====================
A new variant of the motion actuator allows to control speed 
with force. The control if of type "PID" (Propotional, Integral, 
Derivate): the force is automatically adapted to achieve the 
target speed. All the parameters of the servo controller are
configurable. The result is a great variety of motion style: 
anysotropic friction, flying, sliding, pseudo Dloc...
This actuator should be used in preference to Dloc and LinV
as it produces more fluid movements and avoids the collision 
problem with Dloc.
LinV : target speed as (X,Y,Z) vector in local or world 
       coordinates (mostly useful in local coordinates).
Limit: the force can be limited along each axis (in the same
       coordinates of LinV). No limitation means that the force
       will grow as large as necessary to achieve the target 
       speed along that axis. Set a max value to limit the 
       accelaration along an axis (slow start) and set a min
       value (negative) to limit the brake force.
P:     Proportional coefficient of servo controller, don't set
       directly unless you know what you're doing.
I:     Integral coefficient of servo controller. Use low value
       (<0.1) for slow reaction (sliding), high values (>0.5)
       for hard control. The P coefficient will be automatically
       set to 60 times the I coefficient (a reasonable value).
D:     Derivate coefficient. Leave to 0 unless you know what
       you're doing. High values create instability. 
Notes: - This actuator works perfectly in zero friction 
         environment: the PID controller will simulate friction
         by applying force as needed.
       - This actuator is compatible with simple Drot motion
         actuator but not with LinV and Dloc motion.
       - (0,0,0) is a valid target speed.
       - All parameters are accessible through Python.
Distance constraint actuator
============================
A new variant of the constraint actuator allows to set the
distance and orientation relative to a surface. The controller
uses a ray to detect the surface (or any object) and adapt the
distance and orientation parallel to the surface.
Damp:  Time constant (in nb of frames) of distance and 
       orientation control.
Dist:  Select to enable distance control and set target 
       distance. The object will be position at the given
       distance of surface along the ray direction.
Direction: chose a local axis as the ray direction.
Range: length of ray. Objecgt within this distance will be 
       detected.
N    : Select to enable orientation control. The actuator will
       change the orientation and the location of the object 
       so that it is parallel to the surface at the vertical
       of the point of contact of the ray.  
M/P  : Select to enable material detection. Default is property
       detection.
Property/Material: name of property/material that the target of
       ray must have to be detected. If not set, property/
       material filter is disabled and any collisioning object
       within range will be detected.
PER  : Select to enable persistent operation. Normally the 
       actuator disables itself automatically if the ray does
       not reach a valid target. 
time : Maximum activation time of actuator. 
       0 : unlimited.
       >0: number of frames before automatic deactivation.  
rotDamp: Time constant (in nb of frame) of orientation control.
       0 : use Damp parameter.
       >0: use a different time constant for orientation.
Notes: - If neither N nor Dist options are set, the actuator
         does not change the position and orientation of the
         object; it works as a ray sensor.
       - The ray has no "X-ray" capability: if the first object
         hit does not have the required property/material, it
         returns no hit and the actuator disables itself unless
         PER option is enabled.
       - This actuator changes the position and orientation but
         not the speed of the object. This has an important 
         implication in a gravity environment: the gravity will
         cause the speed to increase although the object seems
         to stay still (it is repositioned at each frame).
         The gravity must be compensated in one way or another.
         the new servo control motion actuator is the simplest 
         way: set the target speed along the ray axis to 0
         and the servo control will automatically compensate 
         the gravity.
       - This actuator changes the orientation of the object 
         and will conflict with Drot motion unless it is 
         placed BEFORE the Drot motion actuator (the order of 
         actuator is important)
       - All parameters are accessible through Python.
Orientation constraint 
======================
A new variant of the constraint actuator allows to align an
object axis along a global direction.
Damp : Time constant (in nb of frames) of orientation control.
X,Y,Z: Global coordinates of reference direction. 
time : Maximum activation time of actuator. 
       0 : unlimited.
       >0: number of frames before automatic deactivation.  
Notes: - (X,Y,Z) = (0,0,0) is not a valid direction
       - This actuator changes the orientation of the object
         and will conflict with Drot motion unless it is placed
         BEFORE the Drot motion actuator (the order of 
         actuator is important).
       - This actuator doesn't change the location and speed. 
         It is compatible with gravity.
       - All parameters are accessible through Python.
Actuator sensor 
===============
This sensor detects the activation and deactivation of actuators 
of the same object. The sensor generates a positive pulse when 
the corresponding sensor is activated and a negative pulse when 
it is deactivated (the contrary if the Inv option is selected). 
This is mostly useful to chain actions and to detect the loss of 
contact of the distance motion actuator.
Notes: - Actuators are disabled at the start of the game; if you
         want to detect the On-Off transition of an actuator 
         after it has been activated at least once, unselect the
         Lvl and Inv options and use a NAND controller.
       - Some actuators deactivates themselves immediately after 
         being activated. The sensor detects this situation as 
         an On-Off transition.
       - The actuator name can be set through Python.
											 
										 
										
											2008-07-04 08:14:50 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									bActuatorSensor   * as           =  NULL ; 
							 
						 
					
						
							
								
									
										
										
										
											2005-01-23 01:36:29 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									short  ysize ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									char  * str ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									/* yco is at the top of the rect, draw downwards */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
									
										
											 
										
											
												Another mega commit... loadsof restructure, and a pretty good one! :)
- changed the BIF_DrawString() function. it used to work different for
  AA fonts  as for default fonts. Now it's identical. Setting color for fonts
  can just be done with OpenGL, for both font types.
  Removed: BIF_DrawStringRGB()
- added theme color options for Buttons
- recoded DefButton, so it automatically chooses the right color.
- had to remove a 1000 uiBlockSetCol() calls for that reason...
- uiBlockSetCol() still works, to override automatic color
- removed entirely the silly old color system (BIFColorID). All color
  calls can now be done with a BIF_ThemeColor() call, including fonts and
  buttons and opengl stuff
- all buttons in button header have headercolor by default
- recoded drawing icons, it was a really bad & old loop doing manually
  colorshading and blending... which was per pixel a load of code!
  Now it uses a single OpenGL call to blend or colorize. Quite faster!
- (as test, for review) icons don't colorize anymore with button color,
  but have a different alpha to blend in (when not active)
- recoded the entire interface_draw.c file...:
- drawing buttons is separated in three parts:
  1. main drawing function for text and icons
  2. free definable callback for button itself
  3. free definable callback for slider
- removed a load of redundant code for this!
- coded a minimal theme, and adjusted Matt's buttons to match new
  callback system
- adding new drawing themes is piece of cake now
- for coders, default 'themes' to be aware of:
  UI_EMBOSS : the themable drawing style
  UI_EMBOSSP: the pulldown menu system (apart from color not themable)
  UI_EMBOSSN: draw nothing, only text and/or icon
  UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa
  this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call.
TODO: make UI API call for button alignment
(plus removed another series of warnings from code...)
Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
											 
										 
										
											2003-10-20 15:40:20 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									uiBlockSetEmboss ( block ,  UI_EMBOSSM ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									set_col_sensor ( sens - > type ,  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									switch  ( sens - > type ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  SENS_ALWAYS : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											ysize =  24 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiEmboss ( ( float ) xco ,  ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											draw_default_sensor_header ( sens ,  block ,  xco ,  yco ,  width ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											yco - =  ysize ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  SENS_TOUCH : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											ysize =  48 ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiEmboss ( ( float ) xco ,  ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1 ) ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											draw_default_sensor_header ( sens ,  block ,  xco ,  yco ,  width ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											ts =  sens - > data ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											/* uiDefBut(block, TEX, 1, "Property:",	xco,yco-22,width, 19, &ts->name, 0, 31, 0, 0, "Only look for Objects with this property"); */ 
							 
						 
					
						
							
								
									
										
										
										
											2005-10-28 16:49:48 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											uiDefIDPoinBut ( block ,  test_matpoin_but ,  ID_MA ,  1 ,  " MA: " , ( short ) ( xco  +  10 ) , ( short ) ( yco - 44 ) ,  ( short ) ( width  -  20 ) ,  19 ,  & ts - > ma ,   " Only look for floors with this Material " ) ;  
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											///* uiDefButF(block, NUM, 1, "Margin:",	xco+width/2,yco-44,width/2, 19, &ts->dist, 0.0, 10.0, 100, 0, "Extra margin (distance) for larger sensitivity"); 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											yco - =  ysize ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  SENS_COLLISION : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											ysize =  48 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiEmboss ( ( float ) xco ,  ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											draw_default_sensor_header ( sens ,  block ,  xco ,  yco ,  width ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											cs =  sens - > data ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											/* The collision sensor will become a generic collision (i.e. it     */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											/* absorb the old touch sensor).                                     */ 
							 
						 
					
						
							
								
									
										
										
										
											2005-08-03 18:48:22 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButBitS ( block ,  TOG ,  SENS_COLLISION_MATERIAL ,  B_REDR ,  " M/P " , ( short ) ( xco  +  10 ) , ( short ) ( yco  -  44 ) , 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
												( short ) ( 0.20  *  ( width - 20 ) ) ,  19 ,  & cs - > mode ,  0.0 ,  0.0 ,  0 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												" Toggle collision on material or property. " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if  ( cs - > mode  &  SENS_COLLISION_MATERIAL )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefBut ( block ,  TEX ,  1 ,  " Material: " ,  ( short ) ( xco  +  10  +  0.20  *  ( width - 20 ) ) , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													( short ) ( yco - 44 ) ,  ( short ) ( 0.8 * ( width - 20 ) ) ,  19 ,  & cs - > materialName ,  0 ,  31 ,  0 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													" Only look for Objects with this material " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefBut ( block ,  TEX ,  1 ,  " Property: " ,  ( short ) ( xco  +  10  +  0.20  *  ( width - 20 ) ) ,  ( short ) ( yco - 44 ) , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													( short ) ( 0.8 * ( width - 20 ) ) ,  19 ,  & cs - > name ,  0 ,  31 ,  0 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													" Only look for Objects with this property " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											/*  		uiDefButS(block, NUM, 1, "Damp:",	xco+10+width-90,yco-24, 70, 19, &cs->damp, 0, 250, 0, 0, "For 'damp' time don't detect another collision"); */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											yco - =  ysize ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  SENS_NEAR : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											ysize =  72 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiEmboss ( ( float ) xco ,  ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											draw_default_sensor_header ( sens ,  block ,  xco ,  yco ,  width ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											ns =  sens - > data ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefBut ( block ,  TEX ,  1 ,  " Property: " , ( short ) ( 10 + xco ) , ( short ) ( yco - 44 ) ,  ( short ) ( width - 20 ) ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												& ns - > name ,  0 ,  31 ,  0 ,  0 ,  " Only look for Objects with this property " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButF ( block ,  NUM ,  1 ,  " Dist " , ( short ) ( 10 + xco ) , ( short ) ( yco - 68 ) , ( short ) ( ( width - 22 ) / 2 ) ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												& ns - > dist ,  0.0 ,  1000.0 ,  1000 ,  0 ,  " Trigger distance " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButF ( block ,  NUM ,  1 ,  " Reset " , ( short ) ( 10 + xco + ( width - 22 ) / 2 ) ,  ( short ) ( yco - 68 ) ,  ( short ) ( ( width - 22 ) / 2 ) ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												& ns - > resetdist ,  0.0 ,  1000.0 ,  1000 ,  0 ,  " Reset distance " ) ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											yco - =  ysize ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  SENS_RADAR : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											ysize =  72 ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiEmboss ( ( float ) xco ,  ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											draw_default_sensor_header ( sens ,  block ,  xco ,  yco ,  width ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											rs =  sens - > data ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefBut ( block ,  TEX ,  1 ,  " Prop: " , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 ( short ) ( 10 + xco ) , ( short ) ( yco - 44 ) ,  ( short ) ( 0.7  *  ( width - 20 ) ) ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 & rs - > name ,  0 ,  31 ,  0 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 " Only look for Objects with this property " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2008-04-05 22:08:15 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											str  =  " Type %t|+X axis %x0|+Y axis %x1|+Z axis %x2|-X axis %x3|-Y axis %x4|-Z axis %x5 " ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButS ( block ,  MENU ,  B_REDR ,  str , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												( short ) ( 10 + xco + 0.7  *  ( width - 20 ) ) ,  ( short ) ( yco - 44 ) ,  ( short ) ( 0.3  *  ( width - 22 ) ) ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												& rs - > axis ,  2.0 ,  31 ,  0 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												" Specify along which axis the radar cone is cast. " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											uiDefButF ( block ,  NUM ,  1 ,  " Ang: " , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 ( short ) ( 10 + xco ) ,  ( short ) ( yco - 68 ) ,  ( short ) ( ( width - 20 ) / 2 ) ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 & rs - > angle ,  0.0 ,  179.9 ,  10 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 " Opening angle of the radar cone. " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButF ( block ,  NUM ,  1 ,  " Dist: " , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 ( short ) ( xco + 10  +  ( width - 20 ) / 2 ) ,  ( short ) ( yco - 68 ) ,  ( short ) ( ( width - 20 ) / 2 ) ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 & rs - > range ,  0.01 ,  10000.0 ,  100 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 " Depth of the radar cone " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											yco - =  ysize ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  SENS_KEYBOARD : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											/* 5 lines: 120 height */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											ysize =  120 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiEmboss ( ( float ) xco ,  ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											/* header line */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											draw_default_sensor_header ( sens ,  block ,  xco ,  yco ,  width ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											ks =  sens - > data ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											/* line 2: hotkey and allkeys toggle */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefKeyevtButS ( block ,  B_DIFF ,  " " ,  xco + 40 ,  yco - 44 ,  ( width ) / 2 ,  19 ,  & ks - > key ,  " Key code " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											/* line 3: two key modifyers (qual1, qual2) */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefKeyevtButS ( block ,  B_DIFF ,  " " ,  xco + 40 ,  yco - 68 ,  ( width - 50 ) / 2 ,  19 ,  & ks - > qual ,  " Modifier key code " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefKeyevtButS ( block ,  B_DIFF ,  " " ,  xco + 40 + ( width - 50 ) / 2 ,  yco - 68 ,  ( width - 50 ) / 2 ,  19 ,  & ks - > qual2 ,  " Second Modifier key code " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											/* labels for line 1 and 2 */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefBut ( block ,  LABEL ,  0 ,  " Key " , 	  xco ,  yco - 44 ,  40 ,  19 ,  NULL ,  0 ,  0 ,  0 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefBut ( block ,  LABEL ,  0 ,  " Hold " , 	  xco ,  yco - 68 ,  40 ,  19 ,  NULL ,  0 ,  0 ,  0 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											/* part of line 1 */ 
							 
						 
					
						
							
								
									
										
											 
										
											
												Another mega commit... loadsof restructure, and a pretty good one! :)
- changed the BIF_DrawString() function. it used to work different for
  AA fonts  as for default fonts. Now it's identical. Setting color for fonts
  can just be done with OpenGL, for both font types.
  Removed: BIF_DrawStringRGB()
- added theme color options for Buttons
- recoded DefButton, so it automatically chooses the right color.
- had to remove a 1000 uiBlockSetCol() calls for that reason...
- uiBlockSetCol() still works, to override automatic color
- removed entirely the silly old color system (BIFColorID). All color
  calls can now be done with a BIF_ThemeColor() call, including fonts and
  buttons and opengl stuff
- all buttons in button header have headercolor by default
- recoded drawing icons, it was a really bad & old loop doing manually
  colorshading and blending... which was per pixel a load of code!
  Now it uses a single OpenGL call to blend or colorize. Quite faster!
- (as test, for review) icons don't colorize anymore with button color,
  but have a different alpha to blend in (when not active)
- recoded the entire interface_draw.c file...:
- drawing buttons is separated in three parts:
  1. main drawing function for text and icons
  2. free definable callback for button itself
  3. free definable callback for slider
- removed a load of redundant code for this!
- coded a minimal theme, and adjusted Matt's buttons to match new
  callback system
- adding new drawing themes is piece of cake now
- for coders, default 'themes' to be aware of:
  UI_EMBOSS : the themable drawing style
  UI_EMBOSSP: the pulldown menu system (apart from color not themable)
  UI_EMBOSSN: draw nothing, only text and/or icon
  UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa
  this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call.
TODO: make UI API call for button alignment
(plus removed another series of warnings from code...)
Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
											 
										 
										
											2003-10-20 15:40:20 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											uiBlockSetCol ( block ,  TH_BUT_SETTING2 ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2005-08-03 18:48:22 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											uiDefButBitS ( block ,  TOG ,  1 ,  0 ,  " All keys " , 	  xco + 40 + ( width / 2 ) ,  yco - 44 ,  ( width / 2 ) - 50 ,  19 , 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
												& ks - > type ,  0 ,  0 ,  0 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											/* line 4: toggle property for string logging mode */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefBut ( block ,  TEX ,  1 ,  " LogToggle:  " , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												xco + 10 ,  yco - 92 ,  ( width - 20 ) ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												ks - > toggleName ,  0 ,  31 ,  0 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												" Property that indicates whether to log  " 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												" keystrokes as a string. " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											/* line 5: target property for string logging mode */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefBut ( block ,  TEX ,  1 ,  " Target:  " , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												xco + 10 ,  yco - 116 ,  ( width - 20 ) ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												ks - > targetName ,  0 ,  31 ,  0 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												" Property that receives the keystrokes in case  " 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												" a string is logged. " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											yco - =  ysize ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  SENS_PROPERTY : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											ysize =  96 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiEmboss ( ( float ) xco ,  ( float ) yco - ysize , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												( float ) xco + width ,  ( float ) yco ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											draw_default_sensor_header ( sens ,  block ,  xco ,  yco ,  width ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											ps =  sens - > data ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											str =  " Type %t|Equal %x0|Not Equal %x1|Interval %x2|Changed %x3 " ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											/* str= "Type %t|Equal %x0|Not Equal %x1"; */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButI ( block ,  MENU ,  B_REDR ,  str , 			xco + 30 , yco - 44 , width - 60 ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												& ps - > type ,  0 ,  31 ,  0 ,  0 ,  " Type " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if  ( ps - > type  ! =  SENS_PROP_EXPRESSION ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefBut ( block ,  TEX ,  1 ,  " Prop:  " , 			xco + 30 , yco - 68 , width - 60 ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													ps - > name ,  0 ,  31 ,  0 ,  0 ,   " Property name " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if ( ps - > type  = =  SENS_PROP_INTERVAL ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefBut ( block ,  TEX ,  1 ,  " Min:  " , 		xco , yco - 92 , width / 2 ,  19 , 
							 
						 
					
						
							
								
									
										
										
										
											2004-04-29 15:52:11 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													ps - > value ,  0 ,  31 ,  0 ,  0 ,  " test for min value " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
												uiDefBut ( block ,  TEX ,  1 ,  " Max:  " , 		xco + width / 2 , yco - 92 , width / 2 ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													ps - > maxvalue ,  0 ,  31 ,  0 ,  0 ,  " test for max value " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											else  if ( ps - > type  = =  SENS_PROP_CHANGED ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											else 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefBut ( block ,  TEX ,  1 ,  " Value:  " , 		xco + 30 , yco - 92 , width - 60 ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													ps - > value ,  0 ,  31 ,  0 ,  0 ,  " test for value " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											yco - =  ysize ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE logic update: new servo control motion actuator, new distance constraint actuator, new orientation constraint actuator, new actuator sensor.
General
=======
- Removal of Damp option in motion actuator (replaced by
  Servo control motion).
- No PyDoc at present, will be added soon.
Generalization of the Lvl option
================================
A sensor with the Lvl option selected will always produce an 
event at the start of the game or when entering a state or at 
object creation. The event will be positive or negative 
depending of the sensor condition. A negative pulse makes
sense when used with a NAND controller: it will be converted
into an actuator activation.
Servo control motion
====================
A new variant of the motion actuator allows to control speed 
with force. The control if of type "PID" (Propotional, Integral, 
Derivate): the force is automatically adapted to achieve the 
target speed. All the parameters of the servo controller are
configurable. The result is a great variety of motion style: 
anysotropic friction, flying, sliding, pseudo Dloc...
This actuator should be used in preference to Dloc and LinV
as it produces more fluid movements and avoids the collision 
problem with Dloc.
LinV : target speed as (X,Y,Z) vector in local or world 
       coordinates (mostly useful in local coordinates).
Limit: the force can be limited along each axis (in the same
       coordinates of LinV). No limitation means that the force
       will grow as large as necessary to achieve the target 
       speed along that axis. Set a max value to limit the 
       accelaration along an axis (slow start) and set a min
       value (negative) to limit the brake force.
P:     Proportional coefficient of servo controller, don't set
       directly unless you know what you're doing.
I:     Integral coefficient of servo controller. Use low value
       (<0.1) for slow reaction (sliding), high values (>0.5)
       for hard control. The P coefficient will be automatically
       set to 60 times the I coefficient (a reasonable value).
D:     Derivate coefficient. Leave to 0 unless you know what
       you're doing. High values create instability. 
Notes: - This actuator works perfectly in zero friction 
         environment: the PID controller will simulate friction
         by applying force as needed.
       - This actuator is compatible with simple Drot motion
         actuator but not with LinV and Dloc motion.
       - (0,0,0) is a valid target speed.
       - All parameters are accessible through Python.
Distance constraint actuator
============================
A new variant of the constraint actuator allows to set the
distance and orientation relative to a surface. The controller
uses a ray to detect the surface (or any object) and adapt the
distance and orientation parallel to the surface.
Damp:  Time constant (in nb of frames) of distance and 
       orientation control.
Dist:  Select to enable distance control and set target 
       distance. The object will be position at the given
       distance of surface along the ray direction.
Direction: chose a local axis as the ray direction.
Range: length of ray. Objecgt within this distance will be 
       detected.
N    : Select to enable orientation control. The actuator will
       change the orientation and the location of the object 
       so that it is parallel to the surface at the vertical
       of the point of contact of the ray.  
M/P  : Select to enable material detection. Default is property
       detection.
Property/Material: name of property/material that the target of
       ray must have to be detected. If not set, property/
       material filter is disabled and any collisioning object
       within range will be detected.
PER  : Select to enable persistent operation. Normally the 
       actuator disables itself automatically if the ray does
       not reach a valid target. 
time : Maximum activation time of actuator. 
       0 : unlimited.
       >0: number of frames before automatic deactivation.  
rotDamp: Time constant (in nb of frame) of orientation control.
       0 : use Damp parameter.
       >0: use a different time constant for orientation.
Notes: - If neither N nor Dist options are set, the actuator
         does not change the position and orientation of the
         object; it works as a ray sensor.
       - The ray has no "X-ray" capability: if the first object
         hit does not have the required property/material, it
         returns no hit and the actuator disables itself unless
         PER option is enabled.
       - This actuator changes the position and orientation but
         not the speed of the object. This has an important 
         implication in a gravity environment: the gravity will
         cause the speed to increase although the object seems
         to stay still (it is repositioned at each frame).
         The gravity must be compensated in one way or another.
         the new servo control motion actuator is the simplest 
         way: set the target speed along the ray axis to 0
         and the servo control will automatically compensate 
         the gravity.
       - This actuator changes the orientation of the object 
         and will conflict with Drot motion unless it is 
         placed BEFORE the Drot motion actuator (the order of 
         actuator is important)
       - All parameters are accessible through Python.
Orientation constraint 
======================
A new variant of the constraint actuator allows to align an
object axis along a global direction.
Damp : Time constant (in nb of frames) of orientation control.
X,Y,Z: Global coordinates of reference direction. 
time : Maximum activation time of actuator. 
       0 : unlimited.
       >0: number of frames before automatic deactivation.  
Notes: - (X,Y,Z) = (0,0,0) is not a valid direction
       - This actuator changes the orientation of the object
         and will conflict with Drot motion unless it is placed
         BEFORE the Drot motion actuator (the order of 
         actuator is important).
       - This actuator doesn't change the location and speed. 
         It is compatible with gravity.
       - All parameters are accessible through Python.
Actuator sensor 
===============
This sensor detects the activation and deactivation of actuators 
of the same object. The sensor generates a positive pulse when 
the corresponding sensor is activated and a negative pulse when 
it is deactivated (the contrary if the Inv option is selected). 
This is mostly useful to chain actions and to detect the loss of 
contact of the distance motion actuator.
Notes: - Actuators are disabled at the start of the game; if you
         want to detect the On-Off transition of an actuator 
         after it has been activated at least once, unselect the
         Lvl and Inv options and use a NAND controller.
       - Some actuators deactivates themselves immediately after 
         being activated. The sensor detects this situation as 
         an On-Off transition.
       - The actuator name can be set through Python.
											 
										 
										
											2008-07-04 08:14:50 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									case  SENS_ACTUATOR : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											ysize =  48 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiEmboss ( ( float ) xco ,  ( float ) yco - ysize , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												( float ) xco + width ,  ( float ) yco ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											draw_default_sensor_header ( sens ,  block ,  xco ,  yco ,  width ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											as =  sens - > data ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefBut ( block ,  TEX ,  1 ,  " Act:  " , 			xco + 30 , yco - 44 , width - 60 ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													as - > name ,  0 ,  31 ,  0 ,  0 ,   " Actuator name, actuator active state modifications will be detected " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											yco - =  ysize ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									case  SENS_MOUSE : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											ms =  sens - > data ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											/* Two lines: 48 pixels high. */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											ysize  =  48 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiEmboss ( ( float ) xco ,  ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											/* line 1: header */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											draw_default_sensor_header ( sens ,  block ,  xco ,  yco ,  width ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											/* Line 2: type selection. The number are a bit mangled to get
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											*  proper  compatibility  with  older  . blend  files .  */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											str =  " Type %t|Left button %x1|Middle button %x2| " 
							 
						 
					
						
							
								
									
										
										
										
											2005-08-17 14:29:58 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												" Right button %x4|Wheel Up %x5|Wheel Down %x6|Movement %x8|Mouse over %x16|Mouse over any%x32 " ;  
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											uiDefButS ( block ,  MENU ,  B_REDR ,  str ,  xco + 10 ,  yco - 44 ,  width - 20 ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												& ms - > type ,  0 ,  31 ,  0 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												" Specify the type of event this mouse sensor should trigger on. " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											yco - =  ysize ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  SENS_RANDOM : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											ysize  =  48 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiEmboss ( ( float ) xco ,  ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											draw_default_sensor_header ( sens ,  block ,  xco ,  yco ,  width ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											randomSensor  =  sens - > data ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											/* some files were wrongly written, avoid crash now */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if  ( randomSensor ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButI ( block ,  NUM ,  1 ,  " Seed:  " , 		xco + 10 , yco - 44 , ( width - 20 ) ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													& randomSensor - > seed ,  0 ,  1000 ,  0 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													" Initial seed of the generator. (Choose 0 for not random) " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											yco - =  ysize ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  SENS_RAY : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											ysize  =  72 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiEmboss ( ( float ) xco ,  ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											draw_default_sensor_header ( sens ,  block ,  xco ,  yco ,  width ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											raySens  =  sens - > data ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											/* 1. property or material */ 
							 
						 
					
						
							
								
									
										
										
										
											2005-08-03 18:48:22 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											uiDefButBitS ( block ,  TOG ,  SENS_COLLISION_MATERIAL ,  B_REDR ,  " M/P " , 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
												xco  +  10 , yco  -  44 ,  0.20  *  ( width - 20 ) ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												& raySens - > mode ,  0.0 ,  0.0 ,  0 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												" Toggle collision on material or property. " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if  ( raySens - > mode  &  SENS_COLLISION_MATERIAL ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefBut ( block ,  TEX ,  1 ,  " Material: " ,  xco  +  10  +  0.20  *  ( width - 20 ) ,  yco - 44 ,  0.8 * ( width - 20 ) ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													& raySens - > matname ,  0 ,  31 ,  0 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													" Only look for Objects with this material " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											else 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefBut ( block ,  TEX ,  1 ,  " Property: " ,  xco  +  10  +  0.20  *  ( width - 20 ) ,  yco - 44 ,  0.8 * ( width - 20 ) ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													& raySens - > propname ,  0 ,  31 ,  0 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													" Only look for Objects with this property " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											/* 2. sensing range */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButF ( block ,  NUM ,  1 ,  " Range " ,  xco + 10 ,  yco - 68 ,  0.6  *  ( width - 20 ) ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												& raySens - > range ,  0.01 ,  10000.0 ,  100 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												" Sense objects no farther than this distance " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											/* 3. axis choice */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											str  =  " Type %t|+ X axis %x1|+ Y axis %x0|+ Z axis %x2|- X axis %x3|- Y axis %x4|- Z axis %x5 " ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButI ( block ,  MENU ,  B_REDR ,  str ,  xco + 10  +  0.6  *  ( width - 20 ) ,  yco - 68 ,  0.4  *  ( width - 20 ) ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												& raySens - > axisflag ,  2.0 ,  31 ,  0 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												" Specify along which axis the ray is cast. " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											yco - =  ysize ; 		
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  SENS_MESSAGE : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											mes  =  sens - > data ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											ysize  =  2  *  24 ;  /* total number of lines * 24 pixels/line */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiEmboss ( ( float ) xco ,  ( float ) yco - ysize , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												( float ) xco + width ,  ( float ) yco ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											/* line 1: header line */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											draw_default_sensor_header ( sens ,  block ,  xco ,  yco ,  width ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											/* line 2: Subject filter */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefBut ( block ,  TEX ,  1 ,  " Subject:  " , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												( xco + 10 ) ,  ( yco - 44 ) ,  ( width - 20 ) ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												mes - > subject ,  0 ,  31 ,  0 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												" Optional subject filter: only accept messages with this subject " 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												" , or empty for all " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											yco  - =  ysize ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
									
										
										
										
											2005-01-23 01:36:29 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										case  SENS_JOYSTICK : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											ysize  =   72 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiEmboss ( ( float ) xco ,  ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											/* line 1: header */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											draw_default_sensor_header ( sens ,  block ,  xco ,  yco ,  width ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											joy =  sens - > data ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											str =  " Type %t|Button %x0|Axis %x1|Hat%x2 " ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButS ( block ,  MENU ,  B_REDR ,  str ,  xco + 10 ,  yco - 44 ,  0.6  *  ( width - 20 ) ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												& joy - > type ,  0 ,  31 ,  0 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												" The type of event this joystick sensor is triggered on. " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if ( joy - > type  = =  SENS_JOY_BUTTON ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButI ( block ,  NUM ,  1 ,  " Number: " ,  xco + 10 ,  yco - 68 ,  0.6  *  ( width - 20 ) ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												& joy - > button ,  0 ,  18 ,  100 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												" Specify which button to use " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												str  =  " Type %t|Pressed %x0|Released %x1 " ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButI ( block ,  MENU ,  B_REDR ,  str ,  xco + 10  +  0.6  *  ( width - 20 ) ,  yco - 68 ,  0.4  *  ( width - 20 ) ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												& joy - > buttonf ,  2.0 ,  31 ,  0 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												" Button pressed or released. " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											else  if ( joy - > type  = =  SENS_JOY_AXIS ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButI ( block ,  NUM ,  1 ,  " Number: " ,  xco + 10 ,  yco - 68 ,  0.6  *  ( width - 20 ) ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												& joy - > axis ,  1 ,  2.0 ,  100 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												" Specify which axis to use " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButI ( block ,  NUM ,  1 ,  " Threshold: " ,  xco + 10  +  0.6  *  ( width - 20 ) , yco - 44 ,  0.4  *  ( width - 20 ) ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												& joy - > precision ,  0 ,  32768.0 ,  100 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												" Specify the precision of the axis " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												str  =  " Type %t|Up Axis %x1 |Down Axis %x3|Left Axis %x2|Right Axis %x0 " ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButI ( block ,  MENU ,  B_REDR ,  str ,  xco + 10  +  0.6  *  ( width - 20 ) ,  yco - 68 ,  0.4  *  ( width - 20 ) ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												& joy - > axisf ,  2.0 ,  31 ,  0 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												" The direction of the axis " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											else 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButI ( block ,  NUM ,  1 ,  " Number: " ,  xco + 10 ,  yco - 68 ,  0.6  *  ( width - 20 ) ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												& joy - > hat ,  1 ,  2.0 ,  100 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												" Specify which hat to use " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButI ( block ,  NUM ,  1 ,  " Direction: " ,  xco + 10  +  0.6  *  ( width - 20 ) ,  yco - 68 ,  0.4  *  ( width - 20 ) ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												& joy - > hatf ,  0 ,  12 ,  100 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												" Specify hat direction " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											yco - =  ysize ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiBlockSetEmboss ( block ,  UI_EMBOSSM ) ; 
							 
						 
					
						
							
								
									
										
											 
										
											
												Another mega commit... loadsof restructure, and a pretty good one! :)
- changed the BIF_DrawString() function. it used to work different for
  AA fonts  as for default fonts. Now it's identical. Setting color for fonts
  can just be done with OpenGL, for both font types.
  Removed: BIF_DrawStringRGB()
- added theme color options for Buttons
- recoded DefButton, so it automatically chooses the right color.
- had to remove a 1000 uiBlockSetCol() calls for that reason...
- uiBlockSetCol() still works, to override automatic color
- removed entirely the silly old color system (BIFColorID). All color
  calls can now be done with a BIF_ThemeColor() call, including fonts and
  buttons and opengl stuff
- all buttons in button header have headercolor by default
- recoded drawing icons, it was a really bad & old loop doing manually
  colorshading and blending... which was per pixel a load of code!
  Now it uses a single OpenGL call to blend or colorize. Quite faster!
- (as test, for review) icons don't colorize anymore with button color,
  but have a different alpha to blend in (when not active)
- recoded the entire interface_draw.c file...:
- drawing buttons is separated in three parts:
  1. main drawing function for text and icons
  2. free definable callback for button itself
  3. free definable callback for slider
- removed a load of redundant code for this!
- coded a minimal theme, and adjusted Matt's buttons to match new
  callback system
- adding new drawing themes is piece of cake now
- for coders, default 'themes' to be aware of:
  UI_EMBOSS : the themable drawing style
  UI_EMBOSSP: the pulldown menu system (apart from color not themable)
  UI_EMBOSSN: draw nothing, only text and/or icon
  UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa
  this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call.
TODO: make UI API call for button alignment
(plus removed another series of warnings from code...)
Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
											 
										 
										
											2003-10-20 15:40:20 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									uiBlockSetCol ( block ,  TH_AUTO ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  yco - 4 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  short  draw_controllerbuttons ( bController  * cont ,  uiBlock  * block ,  short  xco ,  short  yco ,  short  width )  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bExpressionCont  * ec ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bPythonCont  * pc ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									short  ysize ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
									
										
											 
										
											
												Another mega commit... loadsof restructure, and a pretty good one! :)
- changed the BIF_DrawString() function. it used to work different for
  AA fonts  as for default fonts. Now it's identical. Setting color for fonts
  can just be done with OpenGL, for both font types.
  Removed: BIF_DrawStringRGB()
- added theme color options for Buttons
- recoded DefButton, so it automatically chooses the right color.
- had to remove a 1000 uiBlockSetCol() calls for that reason...
- uiBlockSetCol() still works, to override automatic color
- removed entirely the silly old color system (BIFColorID). All color
  calls can now be done with a BIF_ThemeColor() call, including fonts and
  buttons and opengl stuff
- all buttons in button header have headercolor by default
- recoded drawing icons, it was a really bad & old loop doing manually
  colorshading and blending... which was per pixel a load of code!
  Now it uses a single OpenGL call to blend or colorize. Quite faster!
- (as test, for review) icons don't colorize anymore with button color,
  but have a different alpha to blend in (when not active)
- recoded the entire interface_draw.c file...:
- drawing buttons is separated in three parts:
  1. main drawing function for text and icons
  2. free definable callback for button itself
  3. free definable callback for slider
- removed a load of redundant code for this!
- coded a minimal theme, and adjusted Matt's buttons to match new
  callback system
- adding new drawing themes is piece of cake now
- for coders, default 'themes' to be aware of:
  UI_EMBOSS : the themable drawing style
  UI_EMBOSSP: the pulldown menu system (apart from color not themable)
  UI_EMBOSSN: draw nothing, only text and/or icon
  UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa
  this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call.
TODO: make UI API call for button alignment
(plus removed another series of warnings from code...)
Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
											 
										 
										
											2003-10-20 15:40:20 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									uiBlockSetEmboss ( block ,  UI_EMBOSSM ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									switch  ( cont - > type )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  CONT_EXPRESSION : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ysize =  28 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
											 
										
											
												Another mega commit... loadsof restructure, and a pretty good one! :)
- changed the BIF_DrawString() function. it used to work different for
  AA fonts  as for default fonts. Now it's identical. Setting color for fonts
  can just be done with OpenGL, for both font types.
  Removed: BIF_DrawStringRGB()
- added theme color options for Buttons
- recoded DefButton, so it automatically chooses the right color.
- had to remove a 1000 uiBlockSetCol() calls for that reason...
- uiBlockSetCol() still works, to override automatic color
- removed entirely the silly old color system (BIFColorID). All color
  calls can now be done with a BIF_ThemeColor() call, including fonts and
  buttons and opengl stuff
- all buttons in button header have headercolor by default
- recoded drawing icons, it was a really bad & old loop doing manually
  colorshading and blending... which was per pixel a load of code!
  Now it uses a single OpenGL call to blend or colorize. Quite faster!
- (as test, for review) icons don't colorize anymore with button color,
  but have a different alpha to blend in (when not active)
- recoded the entire interface_draw.c file...:
- drawing buttons is separated in three parts:
  1. main drawing function for text and icons
  2. free definable callback for button itself
  3. free definable callback for slider
- removed a load of redundant code for this!
- coded a minimal theme, and adjusted Matt's buttons to match new
  callback system
- adding new drawing themes is piece of cake now
- for coders, default 'themes' to be aware of:
  UI_EMBOSS : the themable drawing style
  UI_EMBOSSP: the pulldown menu system (apart from color not themable)
  UI_EMBOSSN: draw nothing, only text and/or icon
  UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa
  this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call.
TODO: make UI API call for button alignment
(plus removed another series of warnings from code...)
Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
											 
										 
										
											2003-10-20 15:40:20 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										BIF_ThemeColor ( TH_BUT_SETTING ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										uiEmboss ( ( float ) xco ,  ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										/* uiDefBut(block, LABEL, 1, "Not yet...", xco,yco-24,80, 19, NULL, 0, 0, 0, 0, ""); */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ec =  cont - > data ; 	
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										/* uiDefBut(block, BUT, 1, "Variables", xco,yco-24,80, 19, NULL, 0, 0, 0, 0, "Available variables for expression"); */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										uiDefBut ( block ,  TEX ,  1 ,  " Exp: " , 		xco  +  10  ,  yco - 21 ,  width - 20 ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												 ec - > str ,  0 ,  127 ,  0 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												 " Expression " ) ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										yco - =  ysize ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  CONT_PYTHON : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ysize =  28 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if ( cont - > data = = NULL )  init_controller ( cont ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										pc =  cont - > data ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
									
										
											 
										
											
												Another mega commit... loadsof restructure, and a pretty good one! :)
- changed the BIF_DrawString() function. it used to work different for
  AA fonts  as for default fonts. Now it's identical. Setting color for fonts
  can just be done with OpenGL, for both font types.
  Removed: BIF_DrawStringRGB()
- added theme color options for Buttons
- recoded DefButton, so it automatically chooses the right color.
- had to remove a 1000 uiBlockSetCol() calls for that reason...
- uiBlockSetCol() still works, to override automatic color
- removed entirely the silly old color system (BIFColorID). All color
  calls can now be done with a BIF_ThemeColor() call, including fonts and
  buttons and opengl stuff
- all buttons in button header have headercolor by default
- recoded drawing icons, it was a really bad & old loop doing manually
  colorshading and blending... which was per pixel a load of code!
  Now it uses a single OpenGL call to blend or colorize. Quite faster!
- (as test, for review) icons don't colorize anymore with button color,
  but have a different alpha to blend in (when not active)
- recoded the entire interface_draw.c file...:
- drawing buttons is separated in three parts:
  1. main drawing function for text and icons
  2. free definable callback for button itself
  3. free definable callback for slider
- removed a load of redundant code for this!
- coded a minimal theme, and adjusted Matt's buttons to match new
  callback system
- adding new drawing themes is piece of cake now
- for coders, default 'themes' to be aware of:
  UI_EMBOSS : the themable drawing style
  UI_EMBOSSP: the pulldown menu system (apart from color not themable)
  UI_EMBOSSN: draw nothing, only text and/or icon
  UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa
  this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call.
TODO: make UI API call for button alignment
(plus removed another series of warnings from code...)
Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
											 
										 
										
											2003-10-20 15:40:20 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										BIF_ThemeColor ( TH_BUT_SETTING1 ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										uiEmboss ( ( float ) xco ,  ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2005-10-28 16:49:48 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										uiDefIDPoinBut ( block ,  test_scriptpoin_but ,  ID_SCRIPT ,  1 ,  " Script:  " ,  xco + 45 , yco - 24 , width - 90 ,  19 ,  & pc - > text ,  " " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										yco - =  ysize ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									default : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ysize =  4 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
											 
										
											
												Another mega commit... loadsof restructure, and a pretty good one! :)
- changed the BIF_DrawString() function. it used to work different for
  AA fonts  as for default fonts. Now it's identical. Setting color for fonts
  can just be done with OpenGL, for both font types.
  Removed: BIF_DrawStringRGB()
- added theme color options for Buttons
- recoded DefButton, so it automatically chooses the right color.
- had to remove a 1000 uiBlockSetCol() calls for that reason...
- uiBlockSetCol() still works, to override automatic color
- removed entirely the silly old color system (BIFColorID). All color
  calls can now be done with a BIF_ThemeColor() call, including fonts and
  buttons and opengl stuff
- all buttons in button header have headercolor by default
- recoded drawing icons, it was a really bad & old loop doing manually
  colorshading and blending... which was per pixel a load of code!
  Now it uses a single OpenGL call to blend or colorize. Quite faster!
- (as test, for review) icons don't colorize anymore with button color,
  but have a different alpha to blend in (when not active)
- recoded the entire interface_draw.c file...:
- drawing buttons is separated in three parts:
  1. main drawing function for text and icons
  2. free definable callback for button itself
  3. free definable callback for slider
- removed a load of redundant code for this!
- coded a minimal theme, and adjusted Matt's buttons to match new
  callback system
- adding new drawing themes is piece of cake now
- for coders, default 'themes' to be aware of:
  UI_EMBOSS : the themable drawing style
  UI_EMBOSSP: the pulldown menu system (apart from color not themable)
  UI_EMBOSSN: draw nothing, only text and/or icon
  UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa
  this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call.
TODO: make UI API call for button alignment
(plus removed another series of warnings from code...)
Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
											 
										 
										
											2003-10-20 15:40:20 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										BIF_ThemeColor ( TH_BUT_NEUTRAL ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										uiEmboss ( ( float ) xco ,  ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										yco - =  ysize ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiBlockSetEmboss ( block ,  UI_EMBOSSM ) ; 
							 
						 
					
						
							
								
									
										
											 
										
											
												Another mega commit... loadsof restructure, and a pretty good one! :)
- changed the BIF_DrawString() function. it used to work different for
  AA fonts  as for default fonts. Now it's identical. Setting color for fonts
  can just be done with OpenGL, for both font types.
  Removed: BIF_DrawStringRGB()
- added theme color options for Buttons
- recoded DefButton, so it automatically chooses the right color.
- had to remove a 1000 uiBlockSetCol() calls for that reason...
- uiBlockSetCol() still works, to override automatic color
- removed entirely the silly old color system (BIFColorID). All color
  calls can now be done with a BIF_ThemeColor() call, including fonts and
  buttons and opengl stuff
- all buttons in button header have headercolor by default
- recoded drawing icons, it was a really bad & old loop doing manually
  colorshading and blending... which was per pixel a load of code!
  Now it uses a single OpenGL call to blend or colorize. Quite faster!
- (as test, for review) icons don't colorize anymore with button color,
  but have a different alpha to blend in (when not active)
- recoded the entire interface_draw.c file...:
- drawing buttons is separated in three parts:
  1. main drawing function for text and icons
  2. free definable callback for button itself
  3. free definable callback for slider
- removed a load of redundant code for this!
- coded a minimal theme, and adjusted Matt's buttons to match new
  callback system
- adding new drawing themes is piece of cake now
- for coders, default 'themes' to be aware of:
  UI_EMBOSS : the themable drawing style
  UI_EMBOSSP: the pulldown menu system (apart from color not themable)
  UI_EMBOSSN: draw nothing, only text and/or icon
  UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa
  this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call.
TODO: make UI API call for button alignment
(plus removed another series of warnings from code...)
Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
											 
										 
										
											2003-10-20 15:40:20 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									uiBlockSetCol ( block ,  TH_AUTO ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  yco ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
											 
										
											
												Another mega commit... loadsof restructure, and a pretty good one! :)
- changed the BIF_DrawString() function. it used to work different for
  AA fonts  as for default fonts. Now it's identical. Setting color for fonts
  can just be done with OpenGL, for both font types.
  Removed: BIF_DrawStringRGB()
- added theme color options for Buttons
- recoded DefButton, so it automatically chooses the right color.
- had to remove a 1000 uiBlockSetCol() calls for that reason...
- uiBlockSetCol() still works, to override automatic color
- removed entirely the silly old color system (BIFColorID). All color
  calls can now be done with a BIF_ThemeColor() call, including fonts and
  buttons and opengl stuff
- all buttons in button header have headercolor by default
- recoded drawing icons, it was a really bad & old loop doing manually
  colorshading and blending... which was per pixel a load of code!
  Now it uses a single OpenGL call to blend or colorize. Quite faster!
- (as test, for review) icons don't colorize anymore with button color,
  but have a different alpha to blend in (when not active)
- recoded the entire interface_draw.c file...:
- drawing buttons is separated in three parts:
  1. main drawing function for text and icons
  2. free definable callback for button itself
  3. free definable callback for slider
- removed a load of redundant code for this!
- coded a minimal theme, and adjusted Matt's buttons to match new
  callback system
- adding new drawing themes is piece of cake now
- for coders, default 'themes' to be aware of:
  UI_EMBOSS : the themable drawing style
  UI_EMBOSSP: the pulldown menu system (apart from color not themable)
  UI_EMBOSSN: draw nothing, only text and/or icon
  UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa
  this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call.
TODO: make UI API call for button alignment
(plus removed another series of warnings from code...)
Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
											 
										 
										
											2003-10-20 15:40:20 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								static  int  get_col_actuator ( int  type )  
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									switch ( type )  { 
							 
						 
					
						
							
								
									
										
											 
										
											
												Another mega commit... loadsof restructure, and a pretty good one! :)
- changed the BIF_DrawString() function. it used to work different for
  AA fonts  as for default fonts. Now it's identical. Setting color for fonts
  can just be done with OpenGL, for both font types.
  Removed: BIF_DrawStringRGB()
- added theme color options for Buttons
- recoded DefButton, so it automatically chooses the right color.
- had to remove a 1000 uiBlockSetCol() calls for that reason...
- uiBlockSetCol() still works, to override automatic color
- removed entirely the silly old color system (BIFColorID). All color
  calls can now be done with a BIF_ThemeColor() call, including fonts and
  buttons and opengl stuff
- all buttons in button header have headercolor by default
- recoded drawing icons, it was a really bad & old loop doing manually
  colorshading and blending... which was per pixel a load of code!
  Now it uses a single OpenGL call to blend or colorize. Quite faster!
- (as test, for review) icons don't colorize anymore with button color,
  but have a different alpha to blend in (when not active)
- recoded the entire interface_draw.c file...:
- drawing buttons is separated in three parts:
  1. main drawing function for text and icons
  2. free definable callback for button itself
  3. free definable callback for slider
- removed a load of redundant code for this!
- coded a minimal theme, and adjusted Matt's buttons to match new
  callback system
- adding new drawing themes is piece of cake now
- for coders, default 'themes' to be aware of:
  UI_EMBOSS : the themable drawing style
  UI_EMBOSSP: the pulldown menu system (apart from color not themable)
  UI_EMBOSSN: draw nothing, only text and/or icon
  UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa
  this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call.
TODO: make UI API call for button alignment
(plus removed another series of warnings from code...)
Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
											 
										 
										
											2003-10-20 15:40:20 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									case  ACT_ACTION : 		return  TH_BUT_ACTION ; 
							 
						 
					
						
							
								
									
										
										
										
											2008-06-18 06:46:49 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									case  ACT_SHAPEACTION : 	return  TH_BUT_ACTION ; 
							 
						 
					
						
							
								
									
										
											 
										
											
												Another mega commit... loadsof restructure, and a pretty good one! :)
- changed the BIF_DrawString() function. it used to work different for
  AA fonts  as for default fonts. Now it's identical. Setting color for fonts
  can just be done with OpenGL, for both font types.
  Removed: BIF_DrawStringRGB()
- added theme color options for Buttons
- recoded DefButton, so it automatically chooses the right color.
- had to remove a 1000 uiBlockSetCol() calls for that reason...
- uiBlockSetCol() still works, to override automatic color
- removed entirely the silly old color system (BIFColorID). All color
  calls can now be done with a BIF_ThemeColor() call, including fonts and
  buttons and opengl stuff
- all buttons in button header have headercolor by default
- recoded drawing icons, it was a really bad & old loop doing manually
  colorshading and blending... which was per pixel a load of code!
  Now it uses a single OpenGL call to blend or colorize. Quite faster!
- (as test, for review) icons don't colorize anymore with button color,
  but have a different alpha to blend in (when not active)
- recoded the entire interface_draw.c file...:
- drawing buttons is separated in three parts:
  1. main drawing function for text and icons
  2. free definable callback for button itself
  3. free definable callback for slider
- removed a load of redundant code for this!
- coded a minimal theme, and adjusted Matt's buttons to match new
  callback system
- adding new drawing themes is piece of cake now
- for coders, default 'themes' to be aware of:
  UI_EMBOSS : the themable drawing style
  UI_EMBOSSP: the pulldown menu system (apart from color not themable)
  UI_EMBOSSN: draw nothing, only text and/or icon
  UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa
  this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call.
TODO: make UI API call for button alignment
(plus removed another series of warnings from code...)
Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
											 
										 
										
											2003-10-20 15:40:20 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									case  ACT_OBJECT : 		return  TH_BUT_NEUTRAL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  ACT_IPO : 			return  TH_BUT_SETTING ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  ACT_PROPERTY : 		return  TH_BUT_SETTING1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  ACT_SOUND : 			return  TH_BUT_SETTING2 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  ACT_CD : 			return  TH_BUT_NUM ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  ACT_CAMERA :  		return  TH_BUT_TEXTFIELD ; 
							 
						 
					
						
							
								
									
										
										
										
											2005-12-06 18:52:55 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									case  ACT_EDIT_OBJECT :  		return  TH_BUT_POPUP ; 
							 
						 
					
						
							
								
									
										
											 
										
											
												Another mega commit... loadsof restructure, and a pretty good one! :)
- changed the BIF_DrawString() function. it used to work different for
  AA fonts  as for default fonts. Now it's identical. Setting color for fonts
  can just be done with OpenGL, for both font types.
  Removed: BIF_DrawStringRGB()
- added theme color options for Buttons
- recoded DefButton, so it automatically chooses the right color.
- had to remove a 1000 uiBlockSetCol() calls for that reason...
- uiBlockSetCol() still works, to override automatic color
- removed entirely the silly old color system (BIFColorID). All color
  calls can now be done with a BIF_ThemeColor() call, including fonts and
  buttons and opengl stuff
- all buttons in button header have headercolor by default
- recoded drawing icons, it was a really bad & old loop doing manually
  colorshading and blending... which was per pixel a load of code!
  Now it uses a single OpenGL call to blend or colorize. Quite faster!
- (as test, for review) icons don't colorize anymore with button color,
  but have a different alpha to blend in (when not active)
- recoded the entire interface_draw.c file...:
- drawing buttons is separated in three parts:
  1. main drawing function for text and icons
  2. free definable callback for button itself
  3. free definable callback for slider
- removed a load of redundant code for this!
- coded a minimal theme, and adjusted Matt's buttons to match new
  callback system
- adding new drawing themes is piece of cake now
- for coders, default 'themes' to be aware of:
  UI_EMBOSS : the themable drawing style
  UI_EMBOSSP: the pulldown menu system (apart from color not themable)
  UI_EMBOSSN: draw nothing, only text and/or icon
  UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa
  this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call.
TODO: make UI API call for button alignment
(plus removed another series of warnings from code...)
Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
											 
										 
										
											2003-10-20 15:40:20 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									case  ACT_GROUP : 			return  TH_BUT_ACTION ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  ACT_RANDOM : 		return  TH_BUT_NEUTRAL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  ACT_SCENE : 			return  TH_BUT_SETTING ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  ACT_MESSAGE : 		return  TH_BUT_SETTING1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  ACT_GAME : 			return  TH_BUT_SETTING2 ; 
							 
						 
					
						
							
								
									
										
										
										
											2005-12-06 18:52:55 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									case  ACT_VISIBILITY : 		return  TH_BUT_NUM ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  ACT_CONSTRAINT : 		return  TH_BUT_ACTION ; 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									case  ACT_STATE : 			return  TH_BUT_SETTING2 ; 
							 
						 
					
						
							
								
									
										
											 
										
											
												Another mega commit... loadsof restructure, and a pretty good one! :)
- changed the BIF_DrawString() function. it used to work different for
  AA fonts  as for default fonts. Now it's identical. Setting color for fonts
  can just be done with OpenGL, for both font types.
  Removed: BIF_DrawStringRGB()
- added theme color options for Buttons
- recoded DefButton, so it automatically chooses the right color.
- had to remove a 1000 uiBlockSetCol() calls for that reason...
- uiBlockSetCol() still works, to override automatic color
- removed entirely the silly old color system (BIFColorID). All color
  calls can now be done with a BIF_ThemeColor() call, including fonts and
  buttons and opengl stuff
- all buttons in button header have headercolor by default
- recoded drawing icons, it was a really bad & old loop doing manually
  colorshading and blending... which was per pixel a load of code!
  Now it uses a single OpenGL call to blend or colorize. Quite faster!
- (as test, for review) icons don't colorize anymore with button color,
  but have a different alpha to blend in (when not active)
- recoded the entire interface_draw.c file...:
- drawing buttons is separated in three parts:
  1. main drawing function for text and icons
  2. free definable callback for button itself
  3. free definable callback for slider
- removed a load of redundant code for this!
- coded a minimal theme, and adjusted Matt's buttons to match new
  callback system
- adding new drawing themes is piece of cake now
- for coders, default 'themes' to be aware of:
  UI_EMBOSS : the themable drawing style
  UI_EMBOSSP: the pulldown menu system (apart from color not themable)
  UI_EMBOSSN: draw nothing, only text and/or icon
  UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa
  this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call.
TODO: make UI API call for button alignment
(plus removed another series of warnings from code...)
Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
											 
										 
										
											2003-10-20 15:40:20 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									default : 				return  TH_BUT_NEUTRAL ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  void  set_col_actuator ( int  item ,  int  medium )   
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
									
										
											 
										
											
												Another mega commit... loadsof restructure, and a pretty good one! :)
- changed the BIF_DrawString() function. it used to work different for
  AA fonts  as for default fonts. Now it's identical. Setting color for fonts
  can just be done with OpenGL, for both font types.
  Removed: BIF_DrawStringRGB()
- added theme color options for Buttons
- recoded DefButton, so it automatically chooses the right color.
- had to remove a 1000 uiBlockSetCol() calls for that reason...
- uiBlockSetCol() still works, to override automatic color
- removed entirely the silly old color system (BIFColorID). All color
  calls can now be done with a BIF_ThemeColor() call, including fonts and
  buttons and opengl stuff
- all buttons in button header have headercolor by default
- recoded drawing icons, it was a really bad & old loop doing manually
  colorshading and blending... which was per pixel a load of code!
  Now it uses a single OpenGL call to blend or colorize. Quite faster!
- (as test, for review) icons don't colorize anymore with button color,
  but have a different alpha to blend in (when not active)
- recoded the entire interface_draw.c file...:
- drawing buttons is separated in three parts:
  1. main drawing function for text and icons
  2. free definable callback for button itself
  3. free definable callback for slider
- removed a load of redundant code for this!
- coded a minimal theme, and adjusted Matt's buttons to match new
  callback system
- adding new drawing themes is piece of cake now
- for coders, default 'themes' to be aware of:
  UI_EMBOSS : the themable drawing style
  UI_EMBOSSP: the pulldown menu system (apart from color not themable)
  UI_EMBOSSN: draw nothing, only text and/or icon
  UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa
  this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call.
TODO: make UI API call for button alignment
(plus removed another series of warnings from code...)
Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
											 
										 
										
											2003-10-20 15:40:20 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									int  col =  get_col_actuator ( item ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									BIF_ThemeColorShade ( col ,  medium ? 30 : 10 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE logic update: new servo control motion actuator, new distance constraint actuator, new orientation constraint actuator, new actuator sensor.
General
=======
- Removal of Damp option in motion actuator (replaced by
  Servo control motion).
- No PyDoc at present, will be added soon.
Generalization of the Lvl option
================================
A sensor with the Lvl option selected will always produce an 
event at the start of the game or when entering a state or at 
object creation. The event will be positive or negative 
depending of the sensor condition. A negative pulse makes
sense when used with a NAND controller: it will be converted
into an actuator activation.
Servo control motion
====================
A new variant of the motion actuator allows to control speed 
with force. The control if of type "PID" (Propotional, Integral, 
Derivate): the force is automatically adapted to achieve the 
target speed. All the parameters of the servo controller are
configurable. The result is a great variety of motion style: 
anysotropic friction, flying, sliding, pseudo Dloc...
This actuator should be used in preference to Dloc and LinV
as it produces more fluid movements and avoids the collision 
problem with Dloc.
LinV : target speed as (X,Y,Z) vector in local or world 
       coordinates (mostly useful in local coordinates).
Limit: the force can be limited along each axis (in the same
       coordinates of LinV). No limitation means that the force
       will grow as large as necessary to achieve the target 
       speed along that axis. Set a max value to limit the 
       accelaration along an axis (slow start) and set a min
       value (negative) to limit the brake force.
P:     Proportional coefficient of servo controller, don't set
       directly unless you know what you're doing.
I:     Integral coefficient of servo controller. Use low value
       (<0.1) for slow reaction (sliding), high values (>0.5)
       for hard control. The P coefficient will be automatically
       set to 60 times the I coefficient (a reasonable value).
D:     Derivate coefficient. Leave to 0 unless you know what
       you're doing. High values create instability. 
Notes: - This actuator works perfectly in zero friction 
         environment: the PID controller will simulate friction
         by applying force as needed.
       - This actuator is compatible with simple Drot motion
         actuator but not with LinV and Dloc motion.
       - (0,0,0) is a valid target speed.
       - All parameters are accessible through Python.
Distance constraint actuator
============================
A new variant of the constraint actuator allows to set the
distance and orientation relative to a surface. The controller
uses a ray to detect the surface (or any object) and adapt the
distance and orientation parallel to the surface.
Damp:  Time constant (in nb of frames) of distance and 
       orientation control.
Dist:  Select to enable distance control and set target 
       distance. The object will be position at the given
       distance of surface along the ray direction.
Direction: chose a local axis as the ray direction.
Range: length of ray. Objecgt within this distance will be 
       detected.
N    : Select to enable orientation control. The actuator will
       change the orientation and the location of the object 
       so that it is parallel to the surface at the vertical
       of the point of contact of the ray.  
M/P  : Select to enable material detection. Default is property
       detection.
Property/Material: name of property/material that the target of
       ray must have to be detected. If not set, property/
       material filter is disabled and any collisioning object
       within range will be detected.
PER  : Select to enable persistent operation. Normally the 
       actuator disables itself automatically if the ray does
       not reach a valid target. 
time : Maximum activation time of actuator. 
       0 : unlimited.
       >0: number of frames before automatic deactivation.  
rotDamp: Time constant (in nb of frame) of orientation control.
       0 : use Damp parameter.
       >0: use a different time constant for orientation.
Notes: - If neither N nor Dist options are set, the actuator
         does not change the position and orientation of the
         object; it works as a ray sensor.
       - The ray has no "X-ray" capability: if the first object
         hit does not have the required property/material, it
         returns no hit and the actuator disables itself unless
         PER option is enabled.
       - This actuator changes the position and orientation but
         not the speed of the object. This has an important 
         implication in a gravity environment: the gravity will
         cause the speed to increase although the object seems
         to stay still (it is repositioned at each frame).
         The gravity must be compensated in one way or another.
         the new servo control motion actuator is the simplest 
         way: set the target speed along the ray axis to 0
         and the servo control will automatically compensate 
         the gravity.
       - This actuator changes the orientation of the object 
         and will conflict with Drot motion unless it is 
         placed BEFORE the Drot motion actuator (the order of 
         actuator is important)
       - All parameters are accessible through Python.
Orientation constraint 
======================
A new variant of the constraint actuator allows to align an
object axis along a global direction.
Damp : Time constant (in nb of frames) of orientation control.
X,Y,Z: Global coordinates of reference direction. 
time : Maximum activation time of actuator. 
       0 : unlimited.
       >0: number of frames before automatic deactivation.  
Notes: - (X,Y,Z) = (0,0,0) is not a valid direction
       - This actuator changes the orientation of the object
         and will conflict with Drot motion unless it is placed
         BEFORE the Drot motion actuator (the order of 
         actuator is important).
       - This actuator doesn't change the location and speed. 
         It is compatible with gravity.
       - All parameters are accessible through Python.
Actuator sensor 
===============
This sensor detects the activation and deactivation of actuators 
of the same object. The sensor generates a positive pulse when 
the corresponding sensor is activated and a negative pulse when 
it is deactivated (the contrary if the Inv option is selected). 
This is mostly useful to chain actions and to detect the loss of 
contact of the distance motion actuator.
Notes: - Actuators are disabled at the start of the game; if you
         want to detect the On-Off transition of an actuator 
         after it has been activated at least once, unselect the
         Lvl and Inv options and use a NAND controller.
       - Some actuators deactivates themselves immediately after 
         being activated. The sensor detects this situation as 
         an On-Off transition.
       - The actuator name can be set through Python.
											 
										 
										
											2008-07-04 08:14:50 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								static  void  change_object_actuator ( void  * act ,  void  * arg )  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bObjectActuator  * oa  =  act ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( oa - > type  ! =  oa - > otype )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										switch  ( oa - > type )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										case  ACT_OBJECT_NORMAL : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											memset ( oa ,  0 ,  sizeof ( bObjectActuator ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											oa - > flag  =  ACT_FORCE_LOCAL | ACT_TORQUE_LOCAL | ACT_DLOC_LOCAL | ACT_DROT_LOCAL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											oa - > type  =  ACT_OBJECT_NORMAL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										case  ACT_OBJECT_SERVO : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											memset ( oa ,  0 ,  sizeof ( bObjectActuator ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											oa - > flag  =  ACT_LIN_VEL_LOCAL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											oa - > type  =  ACT_OBJECT_SERVO ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											oa - > forcerot [ 0 ]  =  30.0f ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											oa - > forcerot [ 1 ]  =  0.5f ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											oa - > forcerot [ 2 ]  =  0.0f ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE logic patch: new "Add" mode for Ipo actuator, several corrections in state system.
New Add mode for Ipo actuator
=============================
A new Add button, mutually exclusive with Force button, is available in
the Ipo actuator. When selected, it activates the Add mode that consists
in adding the Ipo curve to the current object situation in world
coordinates, or parent coordinates if the object has a parent. Scale Ipo
curves are multiplied instead of added to the object current scale.
If the local flag is selected, the Ipo curve is added (multiplied) in 
the object's local coordinates. 
Delta Ipo curves are handled identically to normal Ipo curve and there 
is no need to work with Delta Ipo curves provided that you make sure 
that the Ipo curve starts from origin. Origin means location 0 for 
Location Ipo curve, rotation 0 for Rotation Ipo curve and scale 1 for 
Scale Ipo curve.
The "current object situation" means the object's location, rotation 
and scale at the start of the Ipo curve. For Loop Stop and Loop End Ipo 
actuators, this means at the start of each loop. This initial state is
used as a base during the execution of the Ipo Curve but when the Ipo 
curve is restarted (later or immediately in case of Loop mode), the  
object current situation at that time is used as the new base.
For reference, here is the exact operation of the Add mode for each
type of Ipo curve (oLoc, oRot, oScale, oMat: object's loc/rot/scale
and orientation matrix at the start of the curve; iLoc, iRot, iScale,
iMat: Ipo curve loc/rot/scale and orientation matrix resulting from
the rotation).
Location
  Local=false: newLoc = oLoc+iLoc
  Local=true : newLoc = oLoc+oScale*(oMat*iLoc)
Rotation
  Local=false: newMat = iMat*oMat
  Local=true : newMat = oMat*iMat
Scale
  Local=false: newScale = oScale*iScale
  Local=true : newScale = oScale*iScale
Add+Local mode is very useful to have dynamic object executing complex
movement relative to their current location/orientation. Of cource, 
dynamics should be disabled during the execution of the curve.
Several corrections in state system
===================================
- Object initial state is taken into account when adding object
  dynamically
- Fix bug with link count when adding object dynamically
- Fix false on-off detection for Actuator sensor when actuator is
  trigged on negative event.
- Fix Parent actuator false activation on negative event
- Loop Ipo curve not restarting at correct frame when start frame is
  different from one.
											 
										 
										
											2008-07-08 12:18:43 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								static  void  change_ipo_actuator ( void  * arg1_but ,  void  * arg2_ia )  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bIpoActuator  * ia  =  arg2_ia ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiBut  * but  =  arg1_but ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( but - > retval  &  ACT_IPOFORCE ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ia - > flag  & =  ~ ACT_IPOADD ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									else  if  ( but - > retval  &  ACT_IPOADD ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ia - > flag  & =  ~ ACT_IPOFORCE ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									but - > retval  =  B_REDR ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE logic update: new servo control motion actuator, new distance constraint actuator, new orientation constraint actuator, new actuator sensor.
General
=======
- Removal of Damp option in motion actuator (replaced by
  Servo control motion).
- No PyDoc at present, will be added soon.
Generalization of the Lvl option
================================
A sensor with the Lvl option selected will always produce an 
event at the start of the game or when entering a state or at 
object creation. The event will be positive or negative 
depending of the sensor condition. A negative pulse makes
sense when used with a NAND controller: it will be converted
into an actuator activation.
Servo control motion
====================
A new variant of the motion actuator allows to control speed 
with force. The control if of type "PID" (Propotional, Integral, 
Derivate): the force is automatically adapted to achieve the 
target speed. All the parameters of the servo controller are
configurable. The result is a great variety of motion style: 
anysotropic friction, flying, sliding, pseudo Dloc...
This actuator should be used in preference to Dloc and LinV
as it produces more fluid movements and avoids the collision 
problem with Dloc.
LinV : target speed as (X,Y,Z) vector in local or world 
       coordinates (mostly useful in local coordinates).
Limit: the force can be limited along each axis (in the same
       coordinates of LinV). No limitation means that the force
       will grow as large as necessary to achieve the target 
       speed along that axis. Set a max value to limit the 
       accelaration along an axis (slow start) and set a min
       value (negative) to limit the brake force.
P:     Proportional coefficient of servo controller, don't set
       directly unless you know what you're doing.
I:     Integral coefficient of servo controller. Use low value
       (<0.1) for slow reaction (sliding), high values (>0.5)
       for hard control. The P coefficient will be automatically
       set to 60 times the I coefficient (a reasonable value).
D:     Derivate coefficient. Leave to 0 unless you know what
       you're doing. High values create instability. 
Notes: - This actuator works perfectly in zero friction 
         environment: the PID controller will simulate friction
         by applying force as needed.
       - This actuator is compatible with simple Drot motion
         actuator but not with LinV and Dloc motion.
       - (0,0,0) is a valid target speed.
       - All parameters are accessible through Python.
Distance constraint actuator
============================
A new variant of the constraint actuator allows to set the
distance and orientation relative to a surface. The controller
uses a ray to detect the surface (or any object) and adapt the
distance and orientation parallel to the surface.
Damp:  Time constant (in nb of frames) of distance and 
       orientation control.
Dist:  Select to enable distance control and set target 
       distance. The object will be position at the given
       distance of surface along the ray direction.
Direction: chose a local axis as the ray direction.
Range: length of ray. Objecgt within this distance will be 
       detected.
N    : Select to enable orientation control. The actuator will
       change the orientation and the location of the object 
       so that it is parallel to the surface at the vertical
       of the point of contact of the ray.  
M/P  : Select to enable material detection. Default is property
       detection.
Property/Material: name of property/material that the target of
       ray must have to be detected. If not set, property/
       material filter is disabled and any collisioning object
       within range will be detected.
PER  : Select to enable persistent operation. Normally the 
       actuator disables itself automatically if the ray does
       not reach a valid target. 
time : Maximum activation time of actuator. 
       0 : unlimited.
       >0: number of frames before automatic deactivation.  
rotDamp: Time constant (in nb of frame) of orientation control.
       0 : use Damp parameter.
       >0: use a different time constant for orientation.
Notes: - If neither N nor Dist options are set, the actuator
         does not change the position and orientation of the
         object; it works as a ray sensor.
       - The ray has no "X-ray" capability: if the first object
         hit does not have the required property/material, it
         returns no hit and the actuator disables itself unless
         PER option is enabled.
       - This actuator changes the position and orientation but
         not the speed of the object. This has an important 
         implication in a gravity environment: the gravity will
         cause the speed to increase although the object seems
         to stay still (it is repositioned at each frame).
         The gravity must be compensated in one way or another.
         the new servo control motion actuator is the simplest 
         way: set the target speed along the ray axis to 0
         and the servo control will automatically compensate 
         the gravity.
       - This actuator changes the orientation of the object 
         and will conflict with Drot motion unless it is 
         placed BEFORE the Drot motion actuator (the order of 
         actuator is important)
       - All parameters are accessible through Python.
Orientation constraint 
======================
A new variant of the constraint actuator allows to align an
object axis along a global direction.
Damp : Time constant (in nb of frames) of orientation control.
X,Y,Z: Global coordinates of reference direction. 
time : Maximum activation time of actuator. 
       0 : unlimited.
       >0: number of frames before automatic deactivation.  
Notes: - (X,Y,Z) = (0,0,0) is not a valid direction
       - This actuator changes the orientation of the object
         and will conflict with Drot motion unless it is placed
         BEFORE the Drot motion actuator (the order of 
         actuator is important).
       - This actuator doesn't change the location and speed. 
         It is compatible with gravity.
       - All parameters are accessible through Python.
Actuator sensor 
===============
This sensor detects the activation and deactivation of actuators 
of the same object. The sensor generates a positive pulse when 
the corresponding sensor is activated and a negative pulse when 
it is deactivated (the contrary if the Inv option is selected). 
This is mostly useful to chain actions and to detect the loss of 
contact of the distance motion actuator.
Notes: - Actuators are disabled at the start of the game; if you
         want to detect the On-Off transition of an actuator 
         after it has been activated at least once, unselect the
         Lvl and Inv options and use a NAND controller.
       - Some actuators deactivates themselves immediately after 
         being activated. The sensor detects this situation as 
         an On-Off transition.
       - The actuator name can be set through Python.
											 
										 
										
											2008-07-04 08:14:50 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								void  update_object_actuator_PID ( void  * act ,  void  * arg )  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bObjectActuator  * oa  =  act ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									oa - > forcerot [ 0 ]  =  60.0f * oa - > forcerot [ 1 ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								char  * get_state_name ( Object  * ob ,  short  bit )  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bController  * cont ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									unsigned  int  mask ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									mask  =  ( 1 < < bit ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									cont  =  ob - > controllers . first ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									while  ( cont )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if  ( cont - > state_mask  &  mask )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											return  cont - > name ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										cont  =  cont - > next ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  ( char * ) " " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  short  draw_actuatorbuttons ( Object  * ob ,  bActuator  * act ,  uiBlock  * block ,  short  xco ,  short  yco ,  short  width )  
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bSoundActuator       * sa       =  NULL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bCDActuator 			* cda 	 =  NULL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bObjectActuator      * oa       =  NULL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bIpoActuator         * ia       =  NULL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bPropertyActuator    * pa       =  NULL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bCameraActuator      * ca       =  NULL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bEditObjectActuator  * eoa      =  NULL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bConstraintActuator  * coa      =  NULL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bSceneActuator       * sca      =  NULL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bGroupActuator       * ga       =  NULL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bRandomActuator      * randAct  =  NULL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bMessageActuator     * ma       =  NULL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bActionActuator 	    * aa 	     =  NULL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bGameActuator 	    * gma      =  NULL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bVisibilityActuator  * visAct   =  NULL ; 
							 
						 
					
						
							
								
									
										
										
										
											2007-10-22 20:24:26 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									bTwoDFilterActuator 	* tdfa 	 =  NULL ; 
							 
						 
					
						
							
								
									
										
										
										
											2008-04-06 18:30:52 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									bParentActuator      * parAct   =  NULL ; 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									bStateActuator 		* staAct   =  NULL ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									float  * fp ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									short  ysize  =  0 ,  wval ; 
							 
						 
					
						
							
								
									
										
										
										
											2008-06-25 16:15:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									char  * str ; 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									int  myline ,  stbit ; 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE logic update: new servo control motion actuator, new distance constraint actuator, new orientation constraint actuator, new actuator sensor.
General
=======
- Removal of Damp option in motion actuator (replaced by
  Servo control motion).
- No PyDoc at present, will be added soon.
Generalization of the Lvl option
================================
A sensor with the Lvl option selected will always produce an 
event at the start of the game or when entering a state or at 
object creation. The event will be positive or negative 
depending of the sensor condition. A negative pulse makes
sense when used with a NAND controller: it will be converted
into an actuator activation.
Servo control motion
====================
A new variant of the motion actuator allows to control speed 
with force. The control if of type "PID" (Propotional, Integral, 
Derivate): the force is automatically adapted to achieve the 
target speed. All the parameters of the servo controller are
configurable. The result is a great variety of motion style: 
anysotropic friction, flying, sliding, pseudo Dloc...
This actuator should be used in preference to Dloc and LinV
as it produces more fluid movements and avoids the collision 
problem with Dloc.
LinV : target speed as (X,Y,Z) vector in local or world 
       coordinates (mostly useful in local coordinates).
Limit: the force can be limited along each axis (in the same
       coordinates of LinV). No limitation means that the force
       will grow as large as necessary to achieve the target 
       speed along that axis. Set a max value to limit the 
       accelaration along an axis (slow start) and set a min
       value (negative) to limit the brake force.
P:     Proportional coefficient of servo controller, don't set
       directly unless you know what you're doing.
I:     Integral coefficient of servo controller. Use low value
       (<0.1) for slow reaction (sliding), high values (>0.5)
       for hard control. The P coefficient will be automatically
       set to 60 times the I coefficient (a reasonable value).
D:     Derivate coefficient. Leave to 0 unless you know what
       you're doing. High values create instability. 
Notes: - This actuator works perfectly in zero friction 
         environment: the PID controller will simulate friction
         by applying force as needed.
       - This actuator is compatible with simple Drot motion
         actuator but not with LinV and Dloc motion.
       - (0,0,0) is a valid target speed.
       - All parameters are accessible through Python.
Distance constraint actuator
============================
A new variant of the constraint actuator allows to set the
distance and orientation relative to a surface. The controller
uses a ray to detect the surface (or any object) and adapt the
distance and orientation parallel to the surface.
Damp:  Time constant (in nb of frames) of distance and 
       orientation control.
Dist:  Select to enable distance control and set target 
       distance. The object will be position at the given
       distance of surface along the ray direction.
Direction: chose a local axis as the ray direction.
Range: length of ray. Objecgt within this distance will be 
       detected.
N    : Select to enable orientation control. The actuator will
       change the orientation and the location of the object 
       so that it is parallel to the surface at the vertical
       of the point of contact of the ray.  
M/P  : Select to enable material detection. Default is property
       detection.
Property/Material: name of property/material that the target of
       ray must have to be detected. If not set, property/
       material filter is disabled and any collisioning object
       within range will be detected.
PER  : Select to enable persistent operation. Normally the 
       actuator disables itself automatically if the ray does
       not reach a valid target. 
time : Maximum activation time of actuator. 
       0 : unlimited.
       >0: number of frames before automatic deactivation.  
rotDamp: Time constant (in nb of frame) of orientation control.
       0 : use Damp parameter.
       >0: use a different time constant for orientation.
Notes: - If neither N nor Dist options are set, the actuator
         does not change the position and orientation of the
         object; it works as a ray sensor.
       - The ray has no "X-ray" capability: if the first object
         hit does not have the required property/material, it
         returns no hit and the actuator disables itself unless
         PER option is enabled.
       - This actuator changes the position and orientation but
         not the speed of the object. This has an important 
         implication in a gravity environment: the gravity will
         cause the speed to increase although the object seems
         to stay still (it is repositioned at each frame).
         The gravity must be compensated in one way or another.
         the new servo control motion actuator is the simplest 
         way: set the target speed along the ray axis to 0
         and the servo control will automatically compensate 
         the gravity.
       - This actuator changes the orientation of the object 
         and will conflict with Drot motion unless it is 
         placed BEFORE the Drot motion actuator (the order of 
         actuator is important)
       - All parameters are accessible through Python.
Orientation constraint 
======================
A new variant of the constraint actuator allows to align an
object axis along a global direction.
Damp : Time constant (in nb of frames) of orientation control.
X,Y,Z: Global coordinates of reference direction. 
time : Maximum activation time of actuator. 
       0 : unlimited.
       >0: number of frames before automatic deactivation.  
Notes: - (X,Y,Z) = (0,0,0) is not a valid direction
       - This actuator changes the orientation of the object
         and will conflict with Drot motion unless it is placed
         BEFORE the Drot motion actuator (the order of 
         actuator is important).
       - This actuator doesn't change the location and speed. 
         It is compatible with gravity.
       - All parameters are accessible through Python.
Actuator sensor 
===============
This sensor detects the activation and deactivation of actuators 
of the same object. The sensor generates a positive pulse when 
the corresponding sensor is activated and a negative pulse when 
it is deactivated (the contrary if the Inv option is selected). 
This is mostly useful to chain actions and to detect the loss of 
contact of the distance motion actuator.
Notes: - Actuators are disabled at the start of the game; if you
         want to detect the On-Off transition of an actuator 
         after it has been activated at least once, unselect the
         Lvl and Inv options and use a NAND controller.
       - Some actuators deactivates themselves immediately after 
         being activated. The sensor detects this situation as 
         an On-Off transition.
       - The actuator name can be set through Python.
											 
										 
										
											2008-07-04 08:14:50 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									uiBut  * but ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									/* yco is at the top of the rect, draw downwards */ 
							 
						 
					
						
							
								
									
										
											 
										
											
												Another mega commit... loadsof restructure, and a pretty good one! :)
- changed the BIF_DrawString() function. it used to work different for
  AA fonts  as for default fonts. Now it's identical. Setting color for fonts
  can just be done with OpenGL, for both font types.
  Removed: BIF_DrawStringRGB()
- added theme color options for Buttons
- recoded DefButton, so it automatically chooses the right color.
- had to remove a 1000 uiBlockSetCol() calls for that reason...
- uiBlockSetCol() still works, to override automatic color
- removed entirely the silly old color system (BIFColorID). All color
  calls can now be done with a BIF_ThemeColor() call, including fonts and
  buttons and opengl stuff
- all buttons in button header have headercolor by default
- recoded drawing icons, it was a really bad & old loop doing manually
  colorshading and blending... which was per pixel a load of code!
  Now it uses a single OpenGL call to blend or colorize. Quite faster!
- (as test, for review) icons don't colorize anymore with button color,
  but have a different alpha to blend in (when not active)
- recoded the entire interface_draw.c file...:
- drawing buttons is separated in three parts:
  1. main drawing function for text and icons
  2. free definable callback for button itself
  3. free definable callback for slider
- removed a load of redundant code for this!
- coded a minimal theme, and adjusted Matt's buttons to match new
  callback system
- adding new drawing themes is piece of cake now
- for coders, default 'themes' to be aware of:
  UI_EMBOSS : the themable drawing style
  UI_EMBOSSP: the pulldown menu system (apart from color not themable)
  UI_EMBOSSN: draw nothing, only text and/or icon
  UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa
  this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call.
TODO: make UI API call for button alignment
(plus removed another series of warnings from code...)
Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
											 
										 
										
											2003-10-20 15:40:20 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									uiBlockSetEmboss ( block ,  UI_EMBOSSM ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									set_col_actuator ( act - > type ,  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									switch  ( act - > type ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  ACT_OBJECT : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											oa  =  act - > data ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											wval  =  ( width - 100 ) / 3 ; 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE logic update: new servo control motion actuator, new distance constraint actuator, new orientation constraint actuator, new actuator sensor.
General
=======
- Removal of Damp option in motion actuator (replaced by
  Servo control motion).
- No PyDoc at present, will be added soon.
Generalization of the Lvl option
================================
A sensor with the Lvl option selected will always produce an 
event at the start of the game or when entering a state or at 
object creation. The event will be positive or negative 
depending of the sensor condition. A negative pulse makes
sense when used with a NAND controller: it will be converted
into an actuator activation.
Servo control motion
====================
A new variant of the motion actuator allows to control speed 
with force. The control if of type "PID" (Propotional, Integral, 
Derivate): the force is automatically adapted to achieve the 
target speed. All the parameters of the servo controller are
configurable. The result is a great variety of motion style: 
anysotropic friction, flying, sliding, pseudo Dloc...
This actuator should be used in preference to Dloc and LinV
as it produces more fluid movements and avoids the collision 
problem with Dloc.
LinV : target speed as (X,Y,Z) vector in local or world 
       coordinates (mostly useful in local coordinates).
Limit: the force can be limited along each axis (in the same
       coordinates of LinV). No limitation means that the force
       will grow as large as necessary to achieve the target 
       speed along that axis. Set a max value to limit the 
       accelaration along an axis (slow start) and set a min
       value (negative) to limit the brake force.
P:     Proportional coefficient of servo controller, don't set
       directly unless you know what you're doing.
I:     Integral coefficient of servo controller. Use low value
       (<0.1) for slow reaction (sliding), high values (>0.5)
       for hard control. The P coefficient will be automatically
       set to 60 times the I coefficient (a reasonable value).
D:     Derivate coefficient. Leave to 0 unless you know what
       you're doing. High values create instability. 
Notes: - This actuator works perfectly in zero friction 
         environment: the PID controller will simulate friction
         by applying force as needed.
       - This actuator is compatible with simple Drot motion
         actuator but not with LinV and Dloc motion.
       - (0,0,0) is a valid target speed.
       - All parameters are accessible through Python.
Distance constraint actuator
============================
A new variant of the constraint actuator allows to set the
distance and orientation relative to a surface. The controller
uses a ray to detect the surface (or any object) and adapt the
distance and orientation parallel to the surface.
Damp:  Time constant (in nb of frames) of distance and 
       orientation control.
Dist:  Select to enable distance control and set target 
       distance. The object will be position at the given
       distance of surface along the ray direction.
Direction: chose a local axis as the ray direction.
Range: length of ray. Objecgt within this distance will be 
       detected.
N    : Select to enable orientation control. The actuator will
       change the orientation and the location of the object 
       so that it is parallel to the surface at the vertical
       of the point of contact of the ray.  
M/P  : Select to enable material detection. Default is property
       detection.
Property/Material: name of property/material that the target of
       ray must have to be detected. If not set, property/
       material filter is disabled and any collisioning object
       within range will be detected.
PER  : Select to enable persistent operation. Normally the 
       actuator disables itself automatically if the ray does
       not reach a valid target. 
time : Maximum activation time of actuator. 
       0 : unlimited.
       >0: number of frames before automatic deactivation.  
rotDamp: Time constant (in nb of frame) of orientation control.
       0 : use Damp parameter.
       >0: use a different time constant for orientation.
Notes: - If neither N nor Dist options are set, the actuator
         does not change the position and orientation of the
         object; it works as a ray sensor.
       - The ray has no "X-ray" capability: if the first object
         hit does not have the required property/material, it
         returns no hit and the actuator disables itself unless
         PER option is enabled.
       - This actuator changes the position and orientation but
         not the speed of the object. This has an important 
         implication in a gravity environment: the gravity will
         cause the speed to increase although the object seems
         to stay still (it is repositioned at each frame).
         The gravity must be compensated in one way or another.
         the new servo control motion actuator is the simplest 
         way: set the target speed along the ray axis to 0
         and the servo control will automatically compensate 
         the gravity.
       - This actuator changes the orientation of the object 
         and will conflict with Drot motion unless it is 
         placed BEFORE the Drot motion actuator (the order of 
         actuator is important)
       - All parameters are accessible through Python.
Orientation constraint 
======================
A new variant of the constraint actuator allows to align an
object axis along a global direction.
Damp : Time constant (in nb of frames) of orientation control.
X,Y,Z: Global coordinates of reference direction. 
time : Maximum activation time of actuator. 
       0 : unlimited.
       >0: number of frames before automatic deactivation.  
Notes: - (X,Y,Z) = (0,0,0) is not a valid direction
       - This actuator changes the orientation of the object
         and will conflict with Drot motion unless it is placed
         BEFORE the Drot motion actuator (the order of 
         actuator is important).
       - This actuator doesn't change the location and speed. 
         It is compatible with gravity.
       - All parameters are accessible through Python.
Actuator sensor 
===============
This sensor detects the activation and deactivation of actuators 
of the same object. The sensor generates a positive pulse when 
the corresponding sensor is activated and a negative pulse when 
it is deactivated (the contrary if the Inv option is selected). 
This is mostly useful to chain actions and to detect the loss of 
contact of the distance motion actuator.
Notes: - Actuators are disabled at the start of the game; if you
         want to detect the On-Off transition of an actuator 
         after it has been activated at least once, unselect the
         Lvl and Inv options and use a NAND controller.
       - Some actuators deactivates themselves immediately after 
         being activated. The sensor detects this situation as 
         an On-Off transition.
       - The actuator name can be set through Python.
											 
										 
										
											2008-07-04 08:14:50 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											if  ( oa - > type  = =  ACT_OBJECT_NORMAL ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												ysize =  175 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiEmboss ( ( float ) xco ,  ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefBut ( block ,  LABEL ,  0 ,  " Force " , 	xco ,  yco - 45 ,  55 ,  19 ,  NULL ,  0 ,  0 ,  0 ,  0 ,  " Sets the force " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButF ( block ,  NUM ,  0 ,  " " , 		xco + 45 ,  yco - 45 ,  wval ,  19 ,  oa - > forceloc ,  - 10000.0 ,  10000.0 ,  10 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButF ( block ,  NUM ,  0 ,  " " , 		xco + 45 + wval ,  yco - 45 ,  wval ,  19 ,  oa - > forceloc + 1 ,  - 10000.0 ,  10000.0 ,  10 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButF ( block ,  NUM ,  0 ,  " " , 		xco + 45 + 2 * wval ,  yco - 45 ,  wval ,  19 ,  oa - > forceloc + 2 ,  - 10000.0 ,  10000.0 ,  10 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefBut ( block ,  LABEL ,  0 ,  " Torque " ,  xco ,  yco - 64 ,  55 ,  19 ,  NULL ,  0 ,  0 ,  0 ,  0 ,  " Sets the torque " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButF ( block ,  NUM ,  0 ,  " " , 		xco + 45 ,  yco - 64 ,  wval ,  19 ,  oa - > forcerot ,  - 10000.0 ,  10000.0 ,  10 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButF ( block ,  NUM ,  0 ,  " " , 		xco + 45 + wval ,  yco - 64 ,  wval ,  19 ,  oa - > forcerot + 1 ,  - 10000.0 ,  10000.0 ,  10 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButF ( block ,  NUM ,  0 ,  " " , 		xco + 45 + 2 * wval ,  yco - 64 ,  wval ,  19 ,  oa - > forcerot + 2 ,  - 10000.0 ,  10000.0 ,  10 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefBut ( block ,  LABEL ,  0 ,  " dLoc " , 	xco ,  yco - 87 ,  45 ,  19 ,  NULL ,  0 ,  0 ,  0 ,  0 ,  " Sets the dLoc " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButF ( block ,  NUM ,  0 ,  " " , 		xco + 45 ,  yco - 87 ,  wval ,  19 ,  oa - > dloc ,  - 10000.0 ,  10000.0 ,  10 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButF ( block ,  NUM ,  0 ,  " " , 		xco + 45 + wval ,  yco - 87 ,  wval ,  19 ,  oa - > dloc + 1 ,  - 10000.0 ,  10000.0 ,  10 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButF ( block ,  NUM ,  0 ,  " " , 		xco + 45 + 2 * wval ,  yco - 87 ,  wval ,  19 ,  oa - > dloc + 2 ,  - 10000.0 ,  10000.0 ,  10 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefBut ( block ,  LABEL ,  0 ,  " dRot " , 	xco ,  yco - 106 ,  45 ,  19 ,  NULL ,  0 ,  0 ,  0 ,  0 ,  " Sets the dRot " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButF ( block ,  NUM ,  0 ,  " " , 		xco + 45 ,  yco - 106 ,  wval ,  19 ,  oa - > drot ,  - 10000.0 ,  10000.0 ,  10 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButF ( block ,  NUM ,  0 ,  " " , 		xco + 45 + wval ,  yco - 106 ,  wval ,  19 ,  oa - > drot + 1 ,  - 10000.0 ,  10000.0 ,  10 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButF ( block ,  NUM ,  0 ,  " " , 		xco + 45 + 2 * wval ,  yco - 106 ,  wval ,  19 ,  oa - > drot + 2 ,  - 10000.0 ,  10000.0 ,  10 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefBut ( block ,  LABEL ,  0 ,  " linV " , 	xco ,  yco - 129 ,  45 ,  19 ,  NULL ,  0 ,  0 ,  0 ,  0 ,  " Sets the linear velocity " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButF ( block ,  NUM ,  0 ,  " " , 		xco + 45 ,  yco - 129 ,  wval ,  19 ,  oa - > linearvelocity ,  - 10000.0 ,  10000.0 ,  10 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButF ( block ,  NUM ,  0 ,  " " , 		xco + 45 + wval ,  yco - 129 ,  wval ,  19 ,  oa - > linearvelocity + 1 ,  - 10000.0 ,  10000.0 ,  10 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButF ( block ,  NUM ,  0 ,  " " , 		xco + 45 + 2 * wval ,  yco - 129 ,  wval ,  19 ,  oa - > linearvelocity + 2 ,  - 10000.0 ,  10000.0 ,  10 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefBut ( block ,  LABEL ,  0 ,  " angV " , 	xco ,  yco - 148 ,  45 ,  19 ,  NULL ,  0 ,  0 ,  0 ,  0 ,  " Sets the angular velocity " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButF ( block ,  NUM ,  0 ,  " " , 		xco + 45 ,  yco - 148 ,  wval ,  19 ,  oa - > angularvelocity ,  - 10000.0 ,  10000.0 ,  10 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButF ( block ,  NUM ,  0 ,  " " , 		xco + 45 + wval ,  yco - 148 ,  wval ,  19 ,  oa - > angularvelocity + 1 ,  - 10000.0 ,  10000.0 ,  10 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButF ( block ,  NUM ,  0 ,  " " , 		xco + 45 + 2 * wval ,  yco - 148 ,  wval ,  19 ,  oa - > angularvelocity + 2 ,  - 10000.0 ,  10000.0 ,  10 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefBut ( block ,  LABEL ,  0 ,  " damp " , 	xco ,  yco - 171 ,  45 ,  19 ,  NULL ,  0 ,  0 ,  0 ,  0 ,  " Number of frames to reach the target velocity " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2008-07-07 21:04:30 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												uiDefButS ( block ,  NUM ,  0 ,  " " , 		xco + 45 ,  yco - 171 ,  wval ,  19 ,  & oa - > damping ,  0.0 ,  1000.0 ,  100 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE logic update: new servo control motion actuator, new distance constraint actuator, new orientation constraint actuator, new actuator sensor.
General
=======
- Removal of Damp option in motion actuator (replaced by
  Servo control motion).
- No PyDoc at present, will be added soon.
Generalization of the Lvl option
================================
A sensor with the Lvl option selected will always produce an 
event at the start of the game or when entering a state or at 
object creation. The event will be positive or negative 
depending of the sensor condition. A negative pulse makes
sense when used with a NAND controller: it will be converted
into an actuator activation.
Servo control motion
====================
A new variant of the motion actuator allows to control speed 
with force. The control if of type "PID" (Propotional, Integral, 
Derivate): the force is automatically adapted to achieve the 
target speed. All the parameters of the servo controller are
configurable. The result is a great variety of motion style: 
anysotropic friction, flying, sliding, pseudo Dloc...
This actuator should be used in preference to Dloc and LinV
as it produces more fluid movements and avoids the collision 
problem with Dloc.
LinV : target speed as (X,Y,Z) vector in local or world 
       coordinates (mostly useful in local coordinates).
Limit: the force can be limited along each axis (in the same
       coordinates of LinV). No limitation means that the force
       will grow as large as necessary to achieve the target 
       speed along that axis. Set a max value to limit the 
       accelaration along an axis (slow start) and set a min
       value (negative) to limit the brake force.
P:     Proportional coefficient of servo controller, don't set
       directly unless you know what you're doing.
I:     Integral coefficient of servo controller. Use low value
       (<0.1) for slow reaction (sliding), high values (>0.5)
       for hard control. The P coefficient will be automatically
       set to 60 times the I coefficient (a reasonable value).
D:     Derivate coefficient. Leave to 0 unless you know what
       you're doing. High values create instability. 
Notes: - This actuator works perfectly in zero friction 
         environment: the PID controller will simulate friction
         by applying force as needed.
       - This actuator is compatible with simple Drot motion
         actuator but not with LinV and Dloc motion.
       - (0,0,0) is a valid target speed.
       - All parameters are accessible through Python.
Distance constraint actuator
============================
A new variant of the constraint actuator allows to set the
distance and orientation relative to a surface. The controller
uses a ray to detect the surface (or any object) and adapt the
distance and orientation parallel to the surface.
Damp:  Time constant (in nb of frames) of distance and 
       orientation control.
Dist:  Select to enable distance control and set target 
       distance. The object will be position at the given
       distance of surface along the ray direction.
Direction: chose a local axis as the ray direction.
Range: length of ray. Objecgt within this distance will be 
       detected.
N    : Select to enable orientation control. The actuator will
       change the orientation and the location of the object 
       so that it is parallel to the surface at the vertical
       of the point of contact of the ray.  
M/P  : Select to enable material detection. Default is property
       detection.
Property/Material: name of property/material that the target of
       ray must have to be detected. If not set, property/
       material filter is disabled and any collisioning object
       within range will be detected.
PER  : Select to enable persistent operation. Normally the 
       actuator disables itself automatically if the ray does
       not reach a valid target. 
time : Maximum activation time of actuator. 
       0 : unlimited.
       >0: number of frames before automatic deactivation.  
rotDamp: Time constant (in nb of frame) of orientation control.
       0 : use Damp parameter.
       >0: use a different time constant for orientation.
Notes: - If neither N nor Dist options are set, the actuator
         does not change the position and orientation of the
         object; it works as a ray sensor.
       - The ray has no "X-ray" capability: if the first object
         hit does not have the required property/material, it
         returns no hit and the actuator disables itself unless
         PER option is enabled.
       - This actuator changes the position and orientation but
         not the speed of the object. This has an important 
         implication in a gravity environment: the gravity will
         cause the speed to increase although the object seems
         to stay still (it is repositioned at each frame).
         The gravity must be compensated in one way or another.
         the new servo control motion actuator is the simplest 
         way: set the target speed along the ray axis to 0
         and the servo control will automatically compensate 
         the gravity.
       - This actuator changes the orientation of the object 
         and will conflict with Drot motion unless it is 
         placed BEFORE the Drot motion actuator (the order of 
         actuator is important)
       - All parameters are accessible through Python.
Orientation constraint 
======================
A new variant of the constraint actuator allows to align an
object axis along a global direction.
Damp : Time constant (in nb of frames) of orientation control.
X,Y,Z: Global coordinates of reference direction. 
time : Maximum activation time of actuator. 
       0 : unlimited.
       >0: number of frames before automatic deactivation.  
Notes: - (X,Y,Z) = (0,0,0) is not a valid direction
       - This actuator changes the orientation of the object
         and will conflict with Drot motion unless it is placed
         BEFORE the Drot motion actuator (the order of 
         actuator is important).
       - This actuator doesn't change the location and speed. 
         It is compatible with gravity.
       - All parameters are accessible through Python.
Actuator sensor 
===============
This sensor detects the activation and deactivation of actuators 
of the same object. The sensor generates a positive pulse when 
the corresponding sensor is activated and a negative pulse when 
it is deactivated (the contrary if the Inv option is selected). 
This is mostly useful to chain actions and to detect the loss of 
contact of the distance motion actuator.
Notes: - Actuators are disabled at the start of the game; if you
         want to detect the On-Off transition of an actuator 
         after it has been activated at least once, unselect the
         Lvl and Inv options and use a NAND controller.
       - Some actuators deactivates themselves immediately after 
         being activated. The sensor detects this situation as 
         an On-Off transition.
       - The actuator name can be set through Python.
											 
										 
										
											2008-07-04 08:14:50 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButBitS ( block ,  TOG ,  ACT_FORCE_LOCAL ,  0 ,  " L " , 		xco + 45 + 3 * wval ,  yco - 45 ,  15 ,  19 ,  & oa - > flag ,  0.0 ,  0.0 ,  0 ,  0 ,  " Local transformation " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButBitS ( block ,  TOG ,  ACT_TORQUE_LOCAL ,  0 ,  " L " , 		xco + 45 + 3 * wval ,  yco - 64 ,  15 ,  19 ,  & oa - > flag ,  0.0 ,  0.0 ,  0 ,  0 ,  " Local transformation " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButBitS ( block ,  TOG ,  ACT_DLOC_LOCAL ,  0 ,  " L " , 		xco + 45 + 3 * wval ,  yco - 87 ,  15 ,  19 ,  & oa - > flag ,  0.0 ,  0.0 ,  0 ,  0 ,  " Local transformation " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButBitS ( block ,  TOG ,  ACT_DROT_LOCAL ,  0 ,  " L " , 		xco + 45 + 3 * wval ,  yco - 106 ,  15 ,  19 ,  & oa - > flag ,  0.0 ,  0.0 ,  0 ,  0 ,  " Local transformation " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButBitS ( block ,  TOG ,  ACT_LIN_VEL_LOCAL ,  0 ,  " L " , 		xco + 45 + 3 * wval ,  yco - 129 ,  15 ,  19 ,  & oa - > flag ,  0.0 ,  0.0 ,  0 ,  0 ,  " Local transformation " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButBitS ( block ,  TOG ,  ACT_ANG_VEL_LOCAL ,  0 ,  " L " , 		xco + 45 + 3 * wval ,  yco - 148 ,  15 ,  19 ,  & oa - > flag ,  0.0 ,  0.0 ,  0 ,  0 ,  " Local transformation " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButBitS ( block ,  TOG ,  ACT_ADD_LIN_VEL ,  0 ,  " add " , xco + 45 + 3 * wval + 15 ,  yco - 129 ,  35 ,  19 ,  & oa - > flag ,  0.0 ,  0.0 ,  0 ,  0 ,  " Toggles between ADD and SET linV " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											}  else  if  ( oa - > type  = =  ACT_OBJECT_SERVO ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												ysize =  172 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiEmboss ( ( float ) xco ,  ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefBut ( block ,  LABEL ,  0 ,  " linV " , 	xco ,  yco - 45 ,  45 ,  19 ,  NULL ,  0 ,  0 ,  0 ,  0 ,  " Sets the target linear velocity, it will be achieve by automatic application of force. Null velocity is a valid target " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButF ( block ,  NUM ,  0 ,  " " , 		xco + 45 ,  yco - 45 ,  wval ,  19 ,  oa - > linearvelocity ,  - 10000.0 ,  10000.0 ,  10 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButF ( block ,  NUM ,  0 ,  " " , 		xco + 45 + wval ,  yco - 45 ,  wval ,  19 ,  oa - > linearvelocity + 1 ,  - 10000.0 ,  10000.0 ,  10 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButF ( block ,  NUM ,  0 ,  " " , 		xco + 45 + 2 * wval ,  yco - 45 ,  wval ,  19 ,  oa - > linearvelocity + 2 ,  - 10000.0 ,  10000.0 ,  10 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButBitS ( block ,  TOG ,  ACT_LIN_VEL_LOCAL ,  0 ,  " L " , 		xco + 45 + 3 * wval ,  yco - 45 ,  15 ,  19 ,  & oa - > flag ,  0.0 ,  0.0 ,  0 ,  0 ,  " Velocity is defined in local coordinates " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefBut ( block ,  LABEL ,  0 ,  " Limit " , 	xco ,  yco - 68 ,  45 ,  19 ,  NULL ,  0 ,  0 ,  0 ,  0 ,  " Select if the force need to be limited along certain axis (local or global depending on LinV Local flag) " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButBitS ( block ,  TOG ,  ACT_SERVO_LIMIT_X ,  B_REDR ,  " X " , 		xco + 45 ,  yco - 68 ,  wval ,  19 ,  & oa - > flag ,  0.0 ,  0.0 ,  0 ,  0 ,  " Set limit to force along the X axis " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButBitS ( block ,  TOG ,  ACT_SERVO_LIMIT_Y ,  B_REDR ,  " Y " , 		xco + 45 + wval ,  yco - 68 ,  wval ,  19 ,  & oa - > flag ,  0.0 ,  0.0 ,  0 ,  0 ,  " Set limit to force along the Y axis " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButBitS ( block ,  TOG ,  ACT_SERVO_LIMIT_Z ,  B_REDR ,  " Z " , 		xco + 45 + 2 * wval ,  yco - 68 ,  wval ,  19 ,  & oa - > flag ,  0.0 ,  0.0 ,  0 ,  0 ,  " Set limit to force along the Z axis " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefBut ( block ,  LABEL ,  0 ,  " Max " , 	xco ,  yco - 87 ,  45 ,  19 ,  NULL ,  0 ,  0 ,  0 ,  0 ,  " Set the upper limit for force " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefBut ( block ,  LABEL ,  0 ,  " Min " , 	xco ,  yco - 106 ,  45 ,  19 ,  NULL ,  0 ,  0 ,  0 ,  0 ,  " Set the lower limit for force " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if  ( oa - > flag  &  ACT_SERVO_LIMIT_X )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													uiDefButF ( block ,  NUM ,  0 ,  " " , 		xco + 45 ,  yco - 87 ,  wval ,  19 ,  oa - > dloc ,  - 10000.0 ,  10000.0 ,  10 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													uiDefButF ( block ,  NUM ,  0 ,  " " , 		xco + 45 ,  yco - 106 ,  wval ,  19 ,  oa - > drot ,  - 10000.0 ,  10000.0 ,  10 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if  ( oa - > flag  &  ACT_SERVO_LIMIT_Y )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													uiDefButF ( block ,  NUM ,  0 ,  " " , 		xco + 45 + wval ,  yco - 87 ,  wval ,  19 ,  oa - > dloc + 1 ,  - 10000.0 ,  10000.0 ,  10 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													uiDefButF ( block ,  NUM ,  0 ,  " " , 		xco + 45 + wval ,  yco - 106 ,  wval ,  19 ,  oa - > drot + 1 ,  - 10000.0 ,  10000.0 ,  10 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if  ( oa - > flag  &  ACT_SERVO_LIMIT_Z )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													uiDefButF ( block ,  NUM ,  0 ,  " " , 		xco + 45 + 2 * wval ,  yco - 87 ,  wval ,  19 ,  oa - > dloc + 2 ,  - 10000.0 ,  10000.0 ,  10 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													uiDefButF ( block ,  NUM ,  0 ,  " " , 		xco + 45 + 2 * wval ,  yco - 106 ,  wval ,  19 ,  oa - > drot + 2 ,  - 10000.0 ,  10000.0 ,  10 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefBut ( block ,  LABEL ,  0 ,  " Servo " , 	xco ,  yco - 129 ,  45 ,  19 ,  NULL ,  0 ,  0 ,  0 ,  0 ,  " Coefficients of the PID servo controller " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButF ( block ,  NUMSLI ,  B_REDR ,  " P:  " , 		xco + 45 ,  yco - 129 ,  wval * 3 ,  19 ,  oa - > forcerot ,  0.00 ,  200.0 ,  100 ,  0 ,  " Proportional coefficient, typical value is 60x Integral coefficient " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefBut ( block ,  LABEL ,  0 ,  " Slow " , 	xco ,  yco - 148 ,  45 ,  19 ,  NULL ,  0 ,  0 ,  0 ,  0 ,  " Low value of I coefficient correspond to slow response " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												but  =  uiDefButF ( block ,  NUMSLI ,  B_REDR ,  "  I :  " , 		xco + 45 ,  yco - 148 ,  wval * 3 ,  19 ,  oa - > forcerot + 1 ,  0.0 ,  3.0 ,  1 ,  0 ,  " Integral coefficient, low value (0.01) for slow response, high value (0.5) for fast response " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiButSetFunc ( but ,  update_object_actuator_PID ,  oa ,  NULL ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefBut ( block ,  LABEL ,  0 ,  " Fast " , 	xco + 45 + 3 * wval ,  yco - 148 ,  45 ,  19 ,  NULL ,  0 ,  0 ,  0 ,  0 ,  " High value of I coefficient correspond to fast response " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButF ( block ,  NUMSLI ,  B_REDR ,  " D:  " , 		xco + 45 ,  yco - 167 ,  wval * 3 ,  19 ,  oa - > forcerot + 2 ,  - 100.0 ,  100.0 ,  100 ,  0 ,  " Derivate coefficient, not required, high values can cause instability " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											str =  " Motion Type %t|Simple motion %x0|Servo Control %x1 " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											but  =  uiDefButS ( block ,  MENU ,  B_REDR ,  str , 		xco + 40 ,  yco - 23 ,  ( width - 80 ) ,  19 ,  & oa - > type ,  0.0 ,  0.0 ,  0 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											oa - > otype  =  oa - > type ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiButSetFunc ( but ,  change_object_actuator ,  oa ,  NULL ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											yco - =  ysize ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  ACT_ACTION : 
							 
						 
					
						
							
								
									
										
										
										
											2008-06-18 06:46:49 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									case  ACT_SHAPEACTION : 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											/* DrawAct */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# ifdef __NLA_ACTION_BY_MOTION_ACTUATOR 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											ysize  =  112 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# else 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											ysize =  92 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiEmboss ( ( float ) xco ,  ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											aa  =  act - > data ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											wval  =  ( width - 60 ) / 3 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											//		str= "Action types   %t|Play %x0|Ping Pong %x1|Flipper %x2|Loop Stop %x3|Loop End %x4|Property %x6";
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# ifdef __NLA_ACTION_BY_MOTION_ACTUATOR 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											str =  " Action types   %t|Play %x0|Flipper %x2|Loop Stop %x3|Loop End %x4|Property %x6|Displacement %x7 " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# else 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											str =  " Action types   %t|Play %x0|Flipper %x2|Loop Stop %x3|Loop End %x4|Property %x6 " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
									
										
										
										
											2008-07-10 14:23:19 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											uiDefButS ( block ,  MENU ,  B_REDR ,  str ,  xco + 10 ,  yco - 24 ,  width / 3 ,  19 ,  & aa - > type ,  0.0 ,  0.0 ,  0.0 ,  0.0 ,  " Action playback type " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefIDPoinBut ( block ,  test_actionpoin_but ,  ID_AC ,  1 ,  " AC:  " ,  xco + 10 +  ( width / 3 ) ,  yco - 24 ,  ( ( width / 3 ) * 2 )  -  ( 20  +  60 ) ,  19 ,  & aa - > act ,  " Action name " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButBitS ( block ,  TOGN ,  1 ,  0 ,  " Continue " ,  xco + ( ( width / 3 ) * 2 ) + 20 ,  yco - 24 ,  60 ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 & aa - > end_reset ,  0.0 ,  0.0 ,  0 ,  0 ,  " Restore last frame when switching on/off, otherwise play from the start each time " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if ( aa - > type  = =  ACT_ACTION_FROM_PROP ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											{ 
							 
						 
					
						
							
								
									
										
										
										
											2008-07-10 14:23:19 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												uiDefBut ( block ,  TEX ,  0 ,  " Prop:  " , xco + 10 ,  yco - 44 ,  width - 20 ,  19 ,  aa - > name ,  0.0 ,  31.0 ,  0 ,  0 ,  " Use this property to define the Action position " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											else 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											{ 
							 
						 
					
						
							
								
									
										
										
										
											2008-07-10 14:23:19 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												uiDefButI ( block ,  NUM ,  0 ,  " Sta:  " , xco + 10 ,  yco - 44 ,  ( width - 20 ) / 2 ,  19 ,  & aa - > sta ,  0.0 ,  MAXFRAMEF ,  0 ,  0 ,  " Start frame " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButI ( block ,  NUM ,  0 ,  " End:  " , xco + 10 + ( width - 20 ) / 2 ,  yco - 44 ,  ( width - 20 ) / 2 ,  19 ,  & aa - > end ,  0.0 ,  MAXFRAMEF ,  0 ,  0 ,  " End frame " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
									
										
										
										
											2008-06-23 15:32:44 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
														
							 
						 
					
						
							
								
									
										
										
										
											2008-07-10 14:23:19 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											uiDefButS ( block ,  NUM ,  0 ,  " Blendin:  " ,  xco + 10 ,  yco - 64 ,  ( width - 20 ) / 2 ,  19 ,  & aa - > blendin ,  0.0 ,  32767 ,  0.0 ,  0.0 ,  " Number of frames of motion blending " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButS ( block ,  NUM ,  0 ,  " Priority:  " ,  xco + 10 + ( width - 20 ) / 2 ,  yco - 64 ,  ( width - 20 ) / 2 ,  19 ,  & aa - > priority ,  0.0 ,  100.0 ,  0.0 ,  0.0 ,  " Execution priority - lower numbers will override actions with higher numbers, With 2 or more actions at once, the overriding channels must be lower in the stack " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
									
										
										
										
											2008-07-10 14:23:19 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											uiDefBut ( block ,  TEX ,  0 ,  " FrameProp:  " , xco + 10 ,  yco - 84 ,  width - 20 ,  19 ,  aa - > frameProp ,  0.0 ,  31.0 ,  0 ,  0 ,  " Assign this property this actions current frame number " ) ; 			
							 
						 
					
						
							
								
									
										
										
										
											2008-06-23 15:32:44 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# ifdef __NLA_ACTION_BY_MOTION_ACTUATOR 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if ( aa - > type  = =  ACT_ACTION_MOTION ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											{ 
							 
						 
					
						
							
								
									
										
										
										
											2008-06-23 15:32:44 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												uiDefButF ( block ,  NUM ,  0 ,  " Cycle:  " , xco + 30 ,  yco - 84 ,  ( width - 60 ) / 2 ,  19 ,  & aa - > stridelength ,  0.0 ,  2500.0 ,  0 ,  0 ,  " Distance covered by a single cycle of the action " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
									
										
										
										
											2008-06-23 15:32:44 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											yco - = ysize ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  ACT_IPO : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											ia =  act - > data ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
									
										
										
										
											2005-08-03 18:48:22 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											ysize =  52 ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiEmboss ( ( float ) xco ,  ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											str  =  " Ipo types   %t|Play %x0|Ping Pong %x1|Flipper %x2|Loop Stop %x3|Loop End %x4|Property %x6 " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE logic patch: new "Add" mode for Ipo actuator, several corrections in state system.
New Add mode for Ipo actuator
=============================
A new Add button, mutually exclusive with Force button, is available in
the Ipo actuator. When selected, it activates the Add mode that consists
in adding the Ipo curve to the current object situation in world
coordinates, or parent coordinates if the object has a parent. Scale Ipo
curves are multiplied instead of added to the object current scale.
If the local flag is selected, the Ipo curve is added (multiplied) in 
the object's local coordinates. 
Delta Ipo curves are handled identically to normal Ipo curve and there 
is no need to work with Delta Ipo curves provided that you make sure 
that the Ipo curve starts from origin. Origin means location 0 for 
Location Ipo curve, rotation 0 for Rotation Ipo curve and scale 1 for 
Scale Ipo curve.
The "current object situation" means the object's location, rotation 
and scale at the start of the Ipo curve. For Loop Stop and Loop End Ipo 
actuators, this means at the start of each loop. This initial state is
used as a base during the execution of the Ipo Curve but when the Ipo 
curve is restarted (later or immediately in case of Loop mode), the  
object current situation at that time is used as the new base.
For reference, here is the exact operation of the Add mode for each
type of Ipo curve (oLoc, oRot, oScale, oMat: object's loc/rot/scale
and orientation matrix at the start of the curve; iLoc, iRot, iScale,
iMat: Ipo curve loc/rot/scale and orientation matrix resulting from
the rotation).
Location
  Local=false: newLoc = oLoc+iLoc
  Local=true : newLoc = oLoc+oScale*(oMat*iLoc)
Rotation
  Local=false: newMat = iMat*oMat
  Local=true : newMat = oMat*iMat
Scale
  Local=false: newScale = oScale*iScale
  Local=true : newScale = oScale*iScale
Add+Local mode is very useful to have dynamic object executing complex
movement relative to their current location/orientation. Of cource, 
dynamics should be disabled during the execution of the curve.
Several corrections in state system
===================================
- Object initial state is taken into account when adding object
  dynamically
- Fix bug with link count when adding object dynamically
- Fix false on-off detection for Actuator sensor when actuator is
  trigged on negative event.
- Fix Parent actuator false activation on negative event
- Loop Ipo curve not restarting at correct frame when start frame is
  different from one.
											 
										 
										
											2008-07-08 12:18:43 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											uiDefButS ( block ,  MENU ,  B_REDR ,  str , 		xco + 10 ,  yco - 24 ,  ( width - 20 ) / 2 ,  19 ,  & ia - > type ,  0 ,  0 ,  0 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											but  =  uiDefButBitS ( block ,  TOG ,  ACT_IPOFORCE ,  ACT_IPOFORCE ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												" Force " ,  xco + 10 + ( width - 20 ) / 2 ,  yco - 24 ,  ( width - 20 ) / 4 - 10 ,  19 ,  
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
												& ia - > flag ,  0 ,  0 ,  0 ,  0 ,  
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE logic patch: new "Add" mode for Ipo actuator, several corrections in state system.
New Add mode for Ipo actuator
=============================
A new Add button, mutually exclusive with Force button, is available in
the Ipo actuator. When selected, it activates the Add mode that consists
in adding the Ipo curve to the current object situation in world
coordinates, or parent coordinates if the object has a parent. Scale Ipo
curves are multiplied instead of added to the object current scale.
If the local flag is selected, the Ipo curve is added (multiplied) in 
the object's local coordinates. 
Delta Ipo curves are handled identically to normal Ipo curve and there 
is no need to work with Delta Ipo curves provided that you make sure 
that the Ipo curve starts from origin. Origin means location 0 for 
Location Ipo curve, rotation 0 for Rotation Ipo curve and scale 1 for 
Scale Ipo curve.
The "current object situation" means the object's location, rotation 
and scale at the start of the Ipo curve. For Loop Stop and Loop End Ipo 
actuators, this means at the start of each loop. This initial state is
used as a base during the execution of the Ipo Curve but when the Ipo 
curve is restarted (later or immediately in case of Loop mode), the  
object current situation at that time is used as the new base.
For reference, here is the exact operation of the Add mode for each
type of Ipo curve (oLoc, oRot, oScale, oMat: object's loc/rot/scale
and orientation matrix at the start of the curve; iLoc, iRot, iScale,
iMat: Ipo curve loc/rot/scale and orientation matrix resulting from
the rotation).
Location
  Local=false: newLoc = oLoc+iLoc
  Local=true : newLoc = oLoc+oScale*(oMat*iLoc)
Rotation
  Local=false: newMat = iMat*oMat
  Local=true : newMat = oMat*iMat
Scale
  Local=false: newScale = oScale*iScale
  Local=true : newScale = oScale*iScale
Add+Local mode is very useful to have dynamic object executing complex
movement relative to their current location/orientation. Of cource, 
dynamics should be disabled during the execution of the curve.
Several corrections in state system
===================================
- Object initial state is taken into account when adding object
  dynamically
- Fix bug with link count when adding object dynamically
- Fix false on-off detection for Actuator sensor when actuator is
  trigged on negative event.
- Fix Parent actuator false activation on negative event
- Loop Ipo curve not restarting at correct frame when start frame is
  different from one.
											 
										 
										
											2008-07-08 12:18:43 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												" Convert Ipo to force. Force is applied in global or local coordinate according to Local flag " ) ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiButSetFunc ( but ,  change_ipo_actuator ,  but ,  ia ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											but  =  uiDefButBitS ( block ,  TOG ,  ACT_IPOADD ,  ACT_IPOADD ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												" Add " ,  xco + 3 * ( width - 20 ) / 4 ,  yco - 24 ,  ( width - 20 ) / 4 - 10 ,  19 ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												& ia - > flag ,  0 ,  0 ,  0 ,  0 ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												" Ipo is added to the current loc/rot/scale in global or local coordinate according to Local flag " ) ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiButSetFunc ( but ,  change_ipo_actuator ,  but ,  ia ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											/* Only show the do-force-local toggle if force is requested */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if  ( ia - > flag  &  ( ACT_IPOFORCE | ACT_IPOADD ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButBitS ( block ,  TOG ,  ACT_IPOLOCAL ,  0 ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													" L " ,  xco + width - 30 ,  yco - 24 ,  20 ,  19 ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													& ia - > flag ,  0 ,  0 ,  0 ,  0 ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													" Let the ipo acts in local coordinates, used in Force and Add mode. " ) ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
									
										
										
										
											2005-08-03 18:48:22 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											if ( ia - > type = = ACT_IPO_FROM_PROP )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefBut ( block ,  TEX ,  0 ,  
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE logic patch: new "Add" mode for Ipo actuator, several corrections in state system.
New Add mode for Ipo actuator
=============================
A new Add button, mutually exclusive with Force button, is available in
the Ipo actuator. When selected, it activates the Add mode that consists
in adding the Ipo curve to the current object situation in world
coordinates, or parent coordinates if the object has a parent. Scale Ipo
curves are multiplied instead of added to the object current scale.
If the local flag is selected, the Ipo curve is added (multiplied) in 
the object's local coordinates. 
Delta Ipo curves are handled identically to normal Ipo curve and there 
is no need to work with Delta Ipo curves provided that you make sure 
that the Ipo curve starts from origin. Origin means location 0 for 
Location Ipo curve, rotation 0 for Rotation Ipo curve and scale 1 for 
Scale Ipo curve.
The "current object situation" means the object's location, rotation 
and scale at the start of the Ipo curve. For Loop Stop and Loop End Ipo 
actuators, this means at the start of each loop. This initial state is
used as a base during the execution of the Ipo Curve but when the Ipo 
curve is restarted (later or immediately in case of Loop mode), the  
object current situation at that time is used as the new base.
For reference, here is the exact operation of the Add mode for each
type of Ipo curve (oLoc, oRot, oScale, oMat: object's loc/rot/scale
and orientation matrix at the start of the curve; iLoc, iRot, iScale,
iMat: Ipo curve loc/rot/scale and orientation matrix resulting from
the rotation).
Location
  Local=false: newLoc = oLoc+iLoc
  Local=true : newLoc = oLoc+oScale*(oMat*iLoc)
Rotation
  Local=false: newMat = iMat*oMat
  Local=true : newMat = oMat*iMat
Scale
  Local=false: newScale = oScale*iScale
  Local=true : newScale = oScale*iScale
Add+Local mode is very useful to have dynamic object executing complex
movement relative to their current location/orientation. Of cource, 
dynamics should be disabled during the execution of the curve.
Several corrections in state system
===================================
- Object initial state is taken into account when adding object
  dynamically
- Fix bug with link count when adding object dynamically
- Fix false on-off detection for Actuator sensor when actuator is
  trigged on negative event.
- Fix Parent actuator false activation on negative event
- Loop Ipo curve not restarting at correct frame when start frame is
  different from one.
											 
										 
										
											2008-07-08 12:18:43 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													" Prop:  " , 		xco + 10 ,  yco - 44 ,  width - 80 ,  19 ,  
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
													ia - > name ,  0.0 ,  31.0 ,  0 ,  0 ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													" Use this property to define the Ipo position " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											else  { 
							 
						 
					
						
							
								
									
										
										
										
											2006-05-06 15:26:53 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												uiDefButI ( block ,  NUM ,  0 ,  
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE logic patch: new "Add" mode for Ipo actuator, several corrections in state system.
New Add mode for Ipo actuator
=============================
A new Add button, mutually exclusive with Force button, is available in
the Ipo actuator. When selected, it activates the Add mode that consists
in adding the Ipo curve to the current object situation in world
coordinates, or parent coordinates if the object has a parent. Scale Ipo
curves are multiplied instead of added to the object current scale.
If the local flag is selected, the Ipo curve is added (multiplied) in 
the object's local coordinates. 
Delta Ipo curves are handled identically to normal Ipo curve and there 
is no need to work with Delta Ipo curves provided that you make sure 
that the Ipo curve starts from origin. Origin means location 0 for 
Location Ipo curve, rotation 0 for Rotation Ipo curve and scale 1 for 
Scale Ipo curve.
The "current object situation" means the object's location, rotation 
and scale at the start of the Ipo curve. For Loop Stop and Loop End Ipo 
actuators, this means at the start of each loop. This initial state is
used as a base during the execution of the Ipo Curve but when the Ipo 
curve is restarted (later or immediately in case of Loop mode), the  
object current situation at that time is used as the new base.
For reference, here is the exact operation of the Add mode for each
type of Ipo curve (oLoc, oRot, oScale, oMat: object's loc/rot/scale
and orientation matrix at the start of the curve; iLoc, iRot, iScale,
iMat: Ipo curve loc/rot/scale and orientation matrix resulting from
the rotation).
Location
  Local=false: newLoc = oLoc+iLoc
  Local=true : newLoc = oLoc+oScale*(oMat*iLoc)
Rotation
  Local=false: newMat = iMat*oMat
  Local=true : newMat = oMat*iMat
Scale
  Local=false: newScale = oScale*iScale
  Local=true : newScale = oScale*iScale
Add+Local mode is very useful to have dynamic object executing complex
movement relative to their current location/orientation. Of cource, 
dynamics should be disabled during the execution of the curve.
Several corrections in state system
===================================
- Object initial state is taken into account when adding object
  dynamically
- Fix bug with link count when adding object dynamically
- Fix false on-off detection for Actuator sensor when actuator is
  trigged on negative event.
- Fix Parent actuator false activation on negative event
- Loop Ipo curve not restarting at correct frame when start frame is
  different from one.
											 
										 
										
											2008-07-08 12:18:43 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													" Sta " , 		xco + 10 ,  yco - 44 ,  ( width - 80 ) / 2 ,  19 ,  
							 
						 
					
						
							
								
									
										
										
										
											2005-03-31 18:49:52 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													& ia - > sta ,  0.0 ,  MAXFRAMEF ,  0 ,  0 ,  
							 
						 
					
						
							
								
									
										
										
										
											2008-07-07 21:04:30 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													" Start frame, (subtract 1 to match blenders frame numbers) " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2006-05-06 15:26:53 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												uiDefButI ( block ,  NUM ,  0 ,  
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE logic patch: new "Add" mode for Ipo actuator, several corrections in state system.
New Add mode for Ipo actuator
=============================
A new Add button, mutually exclusive with Force button, is available in
the Ipo actuator. When selected, it activates the Add mode that consists
in adding the Ipo curve to the current object situation in world
coordinates, or parent coordinates if the object has a parent. Scale Ipo
curves are multiplied instead of added to the object current scale.
If the local flag is selected, the Ipo curve is added (multiplied) in 
the object's local coordinates. 
Delta Ipo curves are handled identically to normal Ipo curve and there 
is no need to work with Delta Ipo curves provided that you make sure 
that the Ipo curve starts from origin. Origin means location 0 for 
Location Ipo curve, rotation 0 for Rotation Ipo curve and scale 1 for 
Scale Ipo curve.
The "current object situation" means the object's location, rotation 
and scale at the start of the Ipo curve. For Loop Stop and Loop End Ipo 
actuators, this means at the start of each loop. This initial state is
used as a base during the execution of the Ipo Curve but when the Ipo 
curve is restarted (later or immediately in case of Loop mode), the  
object current situation at that time is used as the new base.
For reference, here is the exact operation of the Add mode for each
type of Ipo curve (oLoc, oRot, oScale, oMat: object's loc/rot/scale
and orientation matrix at the start of the curve; iLoc, iRot, iScale,
iMat: Ipo curve loc/rot/scale and orientation matrix resulting from
the rotation).
Location
  Local=false: newLoc = oLoc+iLoc
  Local=true : newLoc = oLoc+oScale*(oMat*iLoc)
Rotation
  Local=false: newMat = iMat*oMat
  Local=true : newMat = oMat*iMat
Scale
  Local=false: newScale = oScale*iScale
  Local=true : newScale = oScale*iScale
Add+Local mode is very useful to have dynamic object executing complex
movement relative to their current location/orientation. Of cource, 
dynamics should be disabled during the execution of the curve.
Several corrections in state system
===================================
- Object initial state is taken into account when adding object
  dynamically
- Fix bug with link count when adding object dynamically
- Fix false on-off detection for Actuator sensor when actuator is
  trigged on negative event.
- Fix Parent actuator false activation on negative event
- Loop Ipo curve not restarting at correct frame when start frame is
  different from one.
											 
										 
										
											2008-07-08 12:18:43 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													" End " , 		xco + 10 + ( width - 80 ) / 2 ,  yco - 44 ,  ( width - 80 ) / 2 ,  19 ,  
							 
						 
					
						
							
								
									
										
										
										
											2005-03-31 18:49:52 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													& ia - > end ,  0.0 ,  MAXFRAMEF ,  0 ,  0 ,  
							 
						 
					
						
							
								
									
										
										
										
											2008-07-07 21:04:30 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													" End frame, (subtract 1 to match blenders frame numbers) " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE logic patch: new "Add" mode for Ipo actuator, several corrections in state system.
New Add mode for Ipo actuator
=============================
A new Add button, mutually exclusive with Force button, is available in
the Ipo actuator. When selected, it activates the Add mode that consists
in adding the Ipo curve to the current object situation in world
coordinates, or parent coordinates if the object has a parent. Scale Ipo
curves are multiplied instead of added to the object current scale.
If the local flag is selected, the Ipo curve is added (multiplied) in 
the object's local coordinates. 
Delta Ipo curves are handled identically to normal Ipo curve and there 
is no need to work with Delta Ipo curves provided that you make sure 
that the Ipo curve starts from origin. Origin means location 0 for 
Location Ipo curve, rotation 0 for Rotation Ipo curve and scale 1 for 
Scale Ipo curve.
The "current object situation" means the object's location, rotation 
and scale at the start of the Ipo curve. For Loop Stop and Loop End Ipo 
actuators, this means at the start of each loop. This initial state is
used as a base during the execution of the Ipo Curve but when the Ipo 
curve is restarted (later or immediately in case of Loop mode), the  
object current situation at that time is used as the new base.
For reference, here is the exact operation of the Add mode for each
type of Ipo curve (oLoc, oRot, oScale, oMat: object's loc/rot/scale
and orientation matrix at the start of the curve; iLoc, iRot, iScale,
iMat: Ipo curve loc/rot/scale and orientation matrix resulting from
the rotation).
Location
  Local=false: newLoc = oLoc+iLoc
  Local=true : newLoc = oLoc+oScale*(oMat*iLoc)
Rotation
  Local=false: newMat = iMat*oMat
  Local=true : newMat = oMat*iMat
Scale
  Local=false: newScale = oScale*iScale
  Local=true : newScale = oScale*iScale
Add+Local mode is very useful to have dynamic object executing complex
movement relative to their current location/orientation. Of cource, 
dynamics should be disabled during the execution of the curve.
Several corrections in state system
===================================
- Object initial state is taken into account when adding object
  dynamically
- Fix bug with link count when adding object dynamically
- Fix false on-off detection for Actuator sensor when actuator is
  trigged on negative event.
- Fix Parent actuator false activation on negative event
- Loop Ipo curve not restarting at correct frame when start frame is
  different from one.
											 
										 
										
											2008-07-08 12:18:43 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											uiDefButBitS ( block ,  TOG ,  ACT_IPOCHILD ,   B_REDR ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												" Child " , 	xco + 10 + ( width - 80 ) ,  yco - 44 ,  60 ,  19 ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												& ia - > flag ,  0 ,  0 ,  0 ,  0 ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												" Update IPO on all children Objects as well " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											yco - =  ysize ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  ACT_PROPERTY : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											ysize =  68 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiEmboss ( ( float ) xco ,  ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											pa =  act - > data ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											str =  " Type   %t|Assign   %x0|Add %x1|Copy %x2 " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButI ( block ,  MENU ,  B_REDR ,  str , 		xco + 30 , yco - 24 , width - 60 ,  19 ,  & pa - > type ,  0 ,  31 ,  0 ,  0 ,  " Type " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefBut ( block ,  TEX ,  1 ,  " Prop:  " , 		xco + 30 , yco - 44 , width - 60 ,  19 ,  pa - > name ,  0 ,  31 ,  0 ,  0 ,  " Property name " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if ( pa - > type = = ACT_PROP_COPY )  { 
							 
						 
					
						
							
								
									
										
										
										
											2005-10-28 16:49:48 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												uiDefIDPoinBut ( block ,  test_obpoin_but ,  ID_OB ,  1 ,  " OB: " , 	xco + 10 ,  yco - 64 ,  ( width - 20 ) / 2 ,  19 ,  & ( pa - > ob ) ,  " Copy from this Object " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
												uiDefBut ( block ,  TEX ,  1 ,  " Prop:  " , 		xco + 10 + ( width - 20 ) / 2 ,  yco - 64 ,  ( width - 20 ) / 2 ,  19 ,  pa - > value ,  0 ,  31 ,  0 ,  0 ,  " Copy this property " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefBut ( block ,  TEX ,  1 ,  " Value:  " , 		xco + 30 , yco - 64 , width - 60 ,  19 ,  pa - > value ,  0 ,  31 ,  0 ,  0 ,  " change with this value " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											yco - =  ysize ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    case  ACT_SOUND : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											ysize  =  70 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											sa  =  act - > data ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											sa - > sndnr  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											wval  =  ( width - 20 ) / 2 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiEmboss ( ( float ) xco ,  ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
									
										
										
										
											2004-07-28 10:01:22 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											if ( G . main - > sound . first )  { 
							 
						 
					
						
							
								
									
										
										
										
											2004-06-02 13:17:39 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												IDnames_to_pupstring ( & str ,  " Sound files " ,  NULL ,  & ( G . main - > sound ) ,  ( ID  * ) sa - > sound ,  & ( sa - > sndnr ) ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
												/* reset this value, it is for handling the event */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												sa - > sndnr  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButS ( block ,  MENU ,  B_SOUNDACT_BROWSE ,  str ,  xco + 10 , yco - 22 , 20 , 19 ,  & ( sa - > sndnr ) ,  0 ,  0 ,  0 ,  0 ,  " " ) ; 	
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2004-07-28 10:01:22 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												if ( sa - > sound )  { 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
													char  dummy_str [ ]  =  " Sound mode %t|Play Stop %x0|Play End %x1|Loop Stop %x2|Loop End %x3|Loop Ping Pong Stop %x5|Loop Ping Pong %x4 " ; 
							 
						 
					
						
							
								
									
										
										
										
											2007-04-11 17:10:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													uiDefBut ( block ,  TEX ,  B_IDNAME ,  " SO: " , xco + 30 , yco - 22 , width - 40 , 19 ,  sa - > sound - > id . name + 2 ,     0.0 ,  21.0 ,  0 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
													uiDefButS ( block ,  MENU ,  1 ,  dummy_str , xco + 10 , yco - 44 , width - 20 ,  19 ,  & sa - > type ,  0.0 ,  0.0 ,  0 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													uiDefButF ( block ,  NUM ,  0 ,  " Volume: " ,  xco + 10 , yco - 66 , wval ,  19 ,  & sa - > sound - > volume ,  0.0 ,   1.0 ,  0 ,  0 ,  " Sets the volume of this sound " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													uiDefButF ( block ,  NUM ,  0 ,  " Pitch: " , xco + wval + 10 , yco - 66 , wval ,  19 ,  & sa - > sound - > pitch , - 12.0 ,  12.0 ,  0 ,  0 ,  " Sets the pitch of this sound " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
									
										
										
										
											2004-07-28 10:01:22 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												MEM_freeN ( str ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2004-06-02 13:17:39 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											}  
							 
						 
					
						
							
								
									
										
										
										
											2004-07-28 10:01:22 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											else  { 
							 
						 
					
						
							
								
									
										
										
										
											2004-06-02 13:17:39 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												uiDefBut ( block ,  LABEL ,  0 ,  " Use Sound window (F10) to load samples " ,  xco ,  yco - 24 ,  width ,  19 ,  NULL ,  0 ,  0 ,  0 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
									
										
										
										
											2004-07-28 10:01:22 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											yco - =  ysize ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  ACT_CD : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											char  cd_type_str [ ]  =  " Sound mode %t|Play all tracks %x0|Play one track %x1| " 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												" Volume %x3|Stop %x4|Pause %x5|Resume %x6 " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											cda  =  act - > data ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2004-07-28 10:01:22 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											if  ( cda )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if  ( cda - > track  = =  0 )  { 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
													cda - > track  =  1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													cda - > volume  =  1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													cda - > type  =  ACT_CD_PLAY_ALL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												
							 
						 
					
						
							
								
									
										
										
										
											2004-07-28 10:01:22 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												if  ( cda - > type  = =  ACT_CD_PLAY_TRACK  | |  cda - > type  = =  ACT_CD_LOOP_TRACK )  { 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
													ysize  =  48 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													uiEmboss ( ( float ) xco ,  ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													uiDefButS ( block ,  NUM ,  0 ,  " Track: " ,  xco + 10 , yco - 44 , width - 20 ,  19 ,  & cda - > track ,  1 ,  99 ,  0 ,  0 ,  " Select the track to be played " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
									
										
										
										
											2004-07-28 10:01:22 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												else  if  ( cda - > type  = =  ACT_CD_VOLUME )  { 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
													ysize  =  48 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													uiEmboss ( ( float ) xco ,  ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													uiDefButF ( block ,  NUM ,  0 ,  " Volume: " ,  xco + 10 , yco - 44 , width - 20 ,  19 ,  & cda - > volume ,  0 ,  1 ,  0 ,  0 ,  " Set the volume for CD playback " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
									
										
										
										
											2004-07-28 10:01:22 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												else  { 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
													ysize  =  28 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													uiEmboss ( ( float ) xco ,  ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButS ( block ,  MENU ,  B_REDR ,  cd_type_str , xco + 10 , yco - 22 , width - 20 ,  19 ,  & cda - > type ,  0.0 ,  0.0 ,  0 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											yco - =  ysize ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  ACT_CAMERA : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								 		ysize =  48 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								 		glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								 		uiEmboss ( ( float ) xco ,  ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								 		ca =  act - > data ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        
							 
						 
					
						
							
								
									
										
										
										
											2005-10-28 16:49:48 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								 		uiDefIDPoinBut ( block ,  test_obpoin_but ,  ID_OB ,  1 ,  " OB: " , 		xco + 10 ,  yco - 24 ,  ( width - 20 ) / 2 ,  19 ,  & ( ca - > ob ) ,  " Look at this Object " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								 		uiDefButF ( block ,  NUM ,  0 ,  " Height: " , 	xco + 10 + ( width - 20 ) / 2 ,  yco - 24 ,  ( width - 20 ) / 2 ,  19 ,  & ca - > height ,  0.0 ,  20.0 ,  0 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								 		uiDefButF ( block ,  NUM ,  0 ,  " Min: " , 	xco + 10 ,  yco - 44 ,  ( width - 60 ) / 2 ,  19 ,  & ca - > min ,  0.0 ,  20.0 ,  0 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								 		if ( ca - > axis = = 0 )  ca - > axis =  ' x ' ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								 		uiDefButS ( block ,  ROW ,  0 ,  " X " , 	xco + 10 + ( width - 60 ) / 2 ,  yco - 44 ,  20 ,  19 ,  & ca - > axis ,  4.0 ,  ( float ) ' x ' ,  0 ,  0 ,  " Camera tries to get behind the X axis " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								 		uiDefButS ( block ,  ROW ,  0 ,  " Y " , 	xco + 30 + ( width - 60 ) / 2 ,  yco - 44 ,  20 ,  19 ,  & ca - > axis ,  4.0 ,  ( float ) ' y ' ,  0 ,  0 ,  " Camera tries to get behind the Y axis " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								 		uiDefButF ( block ,  NUM ,  0 ,  " Max: " , 	xco + 20 + ( width ) / 2 ,  yco - 44 ,  ( width - 60 ) / 2 ,  19 ,  & ca - > max ,  0.0 ,  20.0 ,  0 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								 		yco - =  ysize ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								         break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										 		
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  ACT_EDIT_OBJECT : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										eoa =  act - > data ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if ( eoa - > type = = ACT_EDOB_ADD_OBJECT )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											int  wval ;  /* just a temp width */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											ysize  =  72 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiEmboss ( ( float ) xco ,  ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									 
							 
						 
					
						
							
								
									
										
										
										
											2008-07-07 21:04:30 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											uiDefIDPoinBut ( block ,  test_obpoin_but ,  ID_OB ,  1 ,  " OB: " , 		xco + 10 ,  yco - 44 ,  ( width - 20 ) / 2 ,  19 ,  & ( eoa - > ob ) ,  " Add this Object and all its children (cant be on an visible layer) " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											uiDefButI ( block ,  NUM ,  0 ,  " Time: " , 	xco + 10 + ( width - 20 ) / 2 ,  yco - 44 ,  ( width - 20 ) / 2 ,  19 ,  & eoa - > time ,  0.0 ,  2000.0 ,  0 ,  0 ,  " Duration the new Object lives " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											wval =  ( width - 60 ) / 3 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefBut ( block ,  LABEL ,  0 ,  " linV " , 	xco ,            yco - 68 ,    45 ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 NULL ,  0 ,  0 ,  0 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 " Velocity upon creation. " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButF ( block ,  NUM ,  0 ,  " " , 		xco + 45 ,         yco - 68 ,  wval ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 eoa - > linVelocity ,  - 100.0 ,  100.0 ,  10 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 " Velocity upon creation, x component. " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButF ( block ,  NUM ,  0 ,  " " , 		xco + 45 + wval ,    yco - 68 ,  wval ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 eoa - > linVelocity + 1 ,  - 100.0 ,  100.0 ,  10 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 " Velocity upon creation, y component. " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButF ( block ,  NUM ,  0 ,  " " , 		xco + 45 + 2 * wval ,  yco - 68 ,  wval ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 eoa - > linVelocity + 2 ,  - 100.0 ,  100.0 ,  10 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 " Velocity upon creation, z component. " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2005-08-03 18:48:22 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											uiDefButBitS ( block ,  TOG ,  2 ,  0 ,  " L " ,  xco + 45 + 3 * wval ,  yco - 68 ,  15 ,  19 , 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
													 & eoa - > localflag ,  0.0 ,  0.0 ,  0 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 " Apply the transformation locally " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										else  if ( eoa - > type = = ACT_EDOB_END_OBJECT )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											ysize =  28 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiEmboss ( ( float ) xco ,  ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										else  if ( eoa - > type = = ACT_EDOB_REPLACE_MESH )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											ysize =  48 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiEmboss ( ( float ) xco ,  ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									 
							 
						 
					
						
							
								
									
										
										
										
											2007-02-06 07:11:44 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											uiDefIDPoinBut ( block ,  test_meshpoin_but ,  ID_ME ,  1 ,  " ME: " , 		xco + 40 ,  yco - 44 ,  ( width - 80 ) ,  19 ,  & ( eoa - > me ) ,  " replace the existing mesh with this one " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										else  if ( eoa - > type = = ACT_EDOB_TRACK_TO )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											ysize =  48 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiEmboss ( ( float ) xco ,  ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									 
							 
						 
					
						
							
								
									
										
										
										
											2005-10-28 16:49:48 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											uiDefIDPoinBut ( block ,  test_obpoin_but ,  ID_OB ,  1 ,  " OB: " , 		xco + 10 ,  yco - 44 ,  ( width - 20 ) / 2 ,  19 ,  & ( eoa - > ob ) ,  " Track to this Object " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											uiDefButI ( block ,  NUM ,  0 ,  " Time: " , 	xco + 10 + ( width - 20 ) / 2 ,  yco - 44 ,  ( width - 20 ) / 2 - 40 ,  19 ,  & eoa - > time ,  0.0 ,  2000.0 ,  0 ,  0 ,  " Duration the tracking takes " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButS ( block ,  TOG ,  0 ,  " 3D " , 	xco + width - 50 ,  yco - 44 ,  40 ,  19 ,  & eoa - > flag ,  0.0 ,  0.0 ,  0 ,  0 ,  " Enable 3D tracking " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
									
										
										
										
											2008-06-25 14:09:15 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										else  if ( eoa - > type = = ACT_EDOB_DYNAMICS )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											ysize =  48 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiEmboss ( ( float ) xco ,  ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											str =  " Dynamic Operation %t|Restore Dynamics %x0|Suspend Dynamics %x1|Enable Rigid Body %x2|Disable Rigid Body %x3 " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButS ( block ,  MENU ,  B_REDR ,  str , 		xco + 40 ,  yco - 44 ,  ( width - 80 ) ,  19 ,   & ( eoa - > dyn_operation ) ,  0.0 ,  0.0 ,  0 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										str =  " Edit Object %t|Add Object %x0|End Object %x1|Replace Mesh %x2|Track to %x3|Dynamics %x4 " ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										uiDefButS ( block ,  MENU ,  B_REDR ,  str , 		xco + 40 ,  yco - 24 ,  ( width - 80 ) ,  19 ,  & eoa - > type ,  0.0 ,  0.0 ,  0 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								 		yco - =  ysize ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								 	case  ACT_CONSTRAINT : 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE logic update: new servo control motion actuator, new distance constraint actuator, new orientation constraint actuator, new actuator sensor.
General
=======
- Removal of Damp option in motion actuator (replaced by
  Servo control motion).
- No PyDoc at present, will be added soon.
Generalization of the Lvl option
================================
A sensor with the Lvl option selected will always produce an 
event at the start of the game or when entering a state or at 
object creation. The event will be positive or negative 
depending of the sensor condition. A negative pulse makes
sense when used with a NAND controller: it will be converted
into an actuator activation.
Servo control motion
====================
A new variant of the motion actuator allows to control speed 
with force. The control if of type "PID" (Propotional, Integral, 
Derivate): the force is automatically adapted to achieve the 
target speed. All the parameters of the servo controller are
configurable. The result is a great variety of motion style: 
anysotropic friction, flying, sliding, pseudo Dloc...
This actuator should be used in preference to Dloc and LinV
as it produces more fluid movements and avoids the collision 
problem with Dloc.
LinV : target speed as (X,Y,Z) vector in local or world 
       coordinates (mostly useful in local coordinates).
Limit: the force can be limited along each axis (in the same
       coordinates of LinV). No limitation means that the force
       will grow as large as necessary to achieve the target 
       speed along that axis. Set a max value to limit the 
       accelaration along an axis (slow start) and set a min
       value (negative) to limit the brake force.
P:     Proportional coefficient of servo controller, don't set
       directly unless you know what you're doing.
I:     Integral coefficient of servo controller. Use low value
       (<0.1) for slow reaction (sliding), high values (>0.5)
       for hard control. The P coefficient will be automatically
       set to 60 times the I coefficient (a reasonable value).
D:     Derivate coefficient. Leave to 0 unless you know what
       you're doing. High values create instability. 
Notes: - This actuator works perfectly in zero friction 
         environment: the PID controller will simulate friction
         by applying force as needed.
       - This actuator is compatible with simple Drot motion
         actuator but not with LinV and Dloc motion.
       - (0,0,0) is a valid target speed.
       - All parameters are accessible through Python.
Distance constraint actuator
============================
A new variant of the constraint actuator allows to set the
distance and orientation relative to a surface. The controller
uses a ray to detect the surface (or any object) and adapt the
distance and orientation parallel to the surface.
Damp:  Time constant (in nb of frames) of distance and 
       orientation control.
Dist:  Select to enable distance control and set target 
       distance. The object will be position at the given
       distance of surface along the ray direction.
Direction: chose a local axis as the ray direction.
Range: length of ray. Objecgt within this distance will be 
       detected.
N    : Select to enable orientation control. The actuator will
       change the orientation and the location of the object 
       so that it is parallel to the surface at the vertical
       of the point of contact of the ray.  
M/P  : Select to enable material detection. Default is property
       detection.
Property/Material: name of property/material that the target of
       ray must have to be detected. If not set, property/
       material filter is disabled and any collisioning object
       within range will be detected.
PER  : Select to enable persistent operation. Normally the 
       actuator disables itself automatically if the ray does
       not reach a valid target. 
time : Maximum activation time of actuator. 
       0 : unlimited.
       >0: number of frames before automatic deactivation.  
rotDamp: Time constant (in nb of frame) of orientation control.
       0 : use Damp parameter.
       >0: use a different time constant for orientation.
Notes: - If neither N nor Dist options are set, the actuator
         does not change the position and orientation of the
         object; it works as a ray sensor.
       - The ray has no "X-ray" capability: if the first object
         hit does not have the required property/material, it
         returns no hit and the actuator disables itself unless
         PER option is enabled.
       - This actuator changes the position and orientation but
         not the speed of the object. This has an important 
         implication in a gravity environment: the gravity will
         cause the speed to increase although the object seems
         to stay still (it is repositioned at each frame).
         The gravity must be compensated in one way or another.
         the new servo control motion actuator is the simplest 
         way: set the target speed along the ray axis to 0
         and the servo control will automatically compensate 
         the gravity.
       - This actuator changes the orientation of the object 
         and will conflict with Drot motion unless it is 
         placed BEFORE the Drot motion actuator (the order of 
         actuator is important)
       - All parameters are accessible through Python.
Orientation constraint 
======================
A new variant of the constraint actuator allows to align an
object axis along a global direction.
Damp : Time constant (in nb of frames) of orientation control.
X,Y,Z: Global coordinates of reference direction. 
time : Maximum activation time of actuator. 
       0 : unlimited.
       >0: number of frames before automatic deactivation.  
Notes: - (X,Y,Z) = (0,0,0) is not a valid direction
       - This actuator changes the orientation of the object
         and will conflict with Drot motion unless it is placed
         BEFORE the Drot motion actuator (the order of 
         actuator is important).
       - This actuator doesn't change the location and speed. 
         It is compatible with gravity.
       - All parameters are accessible through Python.
Actuator sensor 
===============
This sensor detects the activation and deactivation of actuators 
of the same object. The sensor generates a positive pulse when 
the corresponding sensor is activated and a negative pulse when 
it is deactivated (the contrary if the Inv option is selected). 
This is mostly useful to chain actions and to detect the loss of 
contact of the distance motion actuator.
Notes: - Actuators are disabled at the start of the game; if you
         want to detect the On-Off transition of an actuator 
         after it has been activated at least once, unselect the
         Lvl and Inv options and use a NAND controller.
       - Some actuators deactivates themselves immediately after 
         being activated. The sensor detects this situation as 
         an On-Off transition.
       - The actuator name can be set through Python.
											 
										 
										
											2008-07-04 08:14:50 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										coa =  act - > data ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE logic update: new servo control motion actuator, new distance constraint actuator, new orientation constraint actuator, new actuator sensor.
General
=======
- Removal of Damp option in motion actuator (replaced by
  Servo control motion).
- No PyDoc at present, will be added soon.
Generalization of the Lvl option
================================
A sensor with the Lvl option selected will always produce an 
event at the start of the game or when entering a state or at 
object creation. The event will be positive or negative 
depending of the sensor condition. A negative pulse makes
sense when used with a NAND controller: it will be converted
into an actuator activation.
Servo control motion
====================
A new variant of the motion actuator allows to control speed 
with force. The control if of type "PID" (Propotional, Integral, 
Derivate): the force is automatically adapted to achieve the 
target speed. All the parameters of the servo controller are
configurable. The result is a great variety of motion style: 
anysotropic friction, flying, sliding, pseudo Dloc...
This actuator should be used in preference to Dloc and LinV
as it produces more fluid movements and avoids the collision 
problem with Dloc.
LinV : target speed as (X,Y,Z) vector in local or world 
       coordinates (mostly useful in local coordinates).
Limit: the force can be limited along each axis (in the same
       coordinates of LinV). No limitation means that the force
       will grow as large as necessary to achieve the target 
       speed along that axis. Set a max value to limit the 
       accelaration along an axis (slow start) and set a min
       value (negative) to limit the brake force.
P:     Proportional coefficient of servo controller, don't set
       directly unless you know what you're doing.
I:     Integral coefficient of servo controller. Use low value
       (<0.1) for slow reaction (sliding), high values (>0.5)
       for hard control. The P coefficient will be automatically
       set to 60 times the I coefficient (a reasonable value).
D:     Derivate coefficient. Leave to 0 unless you know what
       you're doing. High values create instability. 
Notes: - This actuator works perfectly in zero friction 
         environment: the PID controller will simulate friction
         by applying force as needed.
       - This actuator is compatible with simple Drot motion
         actuator but not with LinV and Dloc motion.
       - (0,0,0) is a valid target speed.
       - All parameters are accessible through Python.
Distance constraint actuator
============================
A new variant of the constraint actuator allows to set the
distance and orientation relative to a surface. The controller
uses a ray to detect the surface (or any object) and adapt the
distance and orientation parallel to the surface.
Damp:  Time constant (in nb of frames) of distance and 
       orientation control.
Dist:  Select to enable distance control and set target 
       distance. The object will be position at the given
       distance of surface along the ray direction.
Direction: chose a local axis as the ray direction.
Range: length of ray. Objecgt within this distance will be 
       detected.
N    : Select to enable orientation control. The actuator will
       change the orientation and the location of the object 
       so that it is parallel to the surface at the vertical
       of the point of contact of the ray.  
M/P  : Select to enable material detection. Default is property
       detection.
Property/Material: name of property/material that the target of
       ray must have to be detected. If not set, property/
       material filter is disabled and any collisioning object
       within range will be detected.
PER  : Select to enable persistent operation. Normally the 
       actuator disables itself automatically if the ray does
       not reach a valid target. 
time : Maximum activation time of actuator. 
       0 : unlimited.
       >0: number of frames before automatic deactivation.  
rotDamp: Time constant (in nb of frame) of orientation control.
       0 : use Damp parameter.
       >0: use a different time constant for orientation.
Notes: - If neither N nor Dist options are set, the actuator
         does not change the position and orientation of the
         object; it works as a ray sensor.
       - The ray has no "X-ray" capability: if the first object
         hit does not have the required property/material, it
         returns no hit and the actuator disables itself unless
         PER option is enabled.
       - This actuator changes the position and orientation but
         not the speed of the object. This has an important 
         implication in a gravity environment: the gravity will
         cause the speed to increase although the object seems
         to stay still (it is repositioned at each frame).
         The gravity must be compensated in one way or another.
         the new servo control motion actuator is the simplest 
         way: set the target speed along the ray axis to 0
         and the servo control will automatically compensate 
         the gravity.
       - This actuator changes the orientation of the object 
         and will conflict with Drot motion unless it is 
         placed BEFORE the Drot motion actuator (the order of 
         actuator is important)
       - All parameters are accessible through Python.
Orientation constraint 
======================
A new variant of the constraint actuator allows to align an
object axis along a global direction.
Damp : Time constant (in nb of frames) of orientation control.
X,Y,Z: Global coordinates of reference direction. 
time : Maximum activation time of actuator. 
       0 : unlimited.
       >0: number of frames before automatic deactivation.  
Notes: - (X,Y,Z) = (0,0,0) is not a valid direction
       - This actuator changes the orientation of the object
         and will conflict with Drot motion unless it is placed
         BEFORE the Drot motion actuator (the order of 
         actuator is important).
       - This actuator doesn't change the location and speed. 
         It is compatible with gravity.
       - All parameters are accessible through Python.
Actuator sensor 
===============
This sensor detects the activation and deactivation of actuators 
of the same object. The sensor generates a positive pulse when 
the corresponding sensor is activated and a negative pulse when 
it is deactivated (the contrary if the Inv option is selected). 
This is mostly useful to chain actions and to detect the loss of 
contact of the distance motion actuator.
Notes: - Actuators are disabled at the start of the game; if you
         want to detect the On-Off transition of an actuator 
         after it has been activated at least once, unselect the
         Lvl and Inv options and use a NAND controller.
       - Some actuators deactivates themselves immediately after 
         being activated. The sensor detects this situation as 
         an On-Off transition.
       - The actuator name can be set through Python.
											 
										 
										
											2008-07-04 08:14:50 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										if  ( coa - > type  = =  ACT_CONST_TYPE_LOC )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											ysize =  69 ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								        
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE logic update: new servo control motion actuator, new distance constraint actuator, new orientation constraint actuator, new actuator sensor.
General
=======
- Removal of Damp option in motion actuator (replaced by
  Servo control motion).
- No PyDoc at present, will be added soon.
Generalization of the Lvl option
================================
A sensor with the Lvl option selected will always produce an 
event at the start of the game or when entering a state or at 
object creation. The event will be positive or negative 
depending of the sensor condition. A negative pulse makes
sense when used with a NAND controller: it will be converted
into an actuator activation.
Servo control motion
====================
A new variant of the motion actuator allows to control speed 
with force. The control if of type "PID" (Propotional, Integral, 
Derivate): the force is automatically adapted to achieve the 
target speed. All the parameters of the servo controller are
configurable. The result is a great variety of motion style: 
anysotropic friction, flying, sliding, pseudo Dloc...
This actuator should be used in preference to Dloc and LinV
as it produces more fluid movements and avoids the collision 
problem with Dloc.
LinV : target speed as (X,Y,Z) vector in local or world 
       coordinates (mostly useful in local coordinates).
Limit: the force can be limited along each axis (in the same
       coordinates of LinV). No limitation means that the force
       will grow as large as necessary to achieve the target 
       speed along that axis. Set a max value to limit the 
       accelaration along an axis (slow start) and set a min
       value (negative) to limit the brake force.
P:     Proportional coefficient of servo controller, don't set
       directly unless you know what you're doing.
I:     Integral coefficient of servo controller. Use low value
       (<0.1) for slow reaction (sliding), high values (>0.5)
       for hard control. The P coefficient will be automatically
       set to 60 times the I coefficient (a reasonable value).
D:     Derivate coefficient. Leave to 0 unless you know what
       you're doing. High values create instability. 
Notes: - This actuator works perfectly in zero friction 
         environment: the PID controller will simulate friction
         by applying force as needed.
       - This actuator is compatible with simple Drot motion
         actuator but not with LinV and Dloc motion.
       - (0,0,0) is a valid target speed.
       - All parameters are accessible through Python.
Distance constraint actuator
============================
A new variant of the constraint actuator allows to set the
distance and orientation relative to a surface. The controller
uses a ray to detect the surface (or any object) and adapt the
distance and orientation parallel to the surface.
Damp:  Time constant (in nb of frames) of distance and 
       orientation control.
Dist:  Select to enable distance control and set target 
       distance. The object will be position at the given
       distance of surface along the ray direction.
Direction: chose a local axis as the ray direction.
Range: length of ray. Objecgt within this distance will be 
       detected.
N    : Select to enable orientation control. The actuator will
       change the orientation and the location of the object 
       so that it is parallel to the surface at the vertical
       of the point of contact of the ray.  
M/P  : Select to enable material detection. Default is property
       detection.
Property/Material: name of property/material that the target of
       ray must have to be detected. If not set, property/
       material filter is disabled and any collisioning object
       within range will be detected.
PER  : Select to enable persistent operation. Normally the 
       actuator disables itself automatically if the ray does
       not reach a valid target. 
time : Maximum activation time of actuator. 
       0 : unlimited.
       >0: number of frames before automatic deactivation.  
rotDamp: Time constant (in nb of frame) of orientation control.
       0 : use Damp parameter.
       >0: use a different time constant for orientation.
Notes: - If neither N nor Dist options are set, the actuator
         does not change the position and orientation of the
         object; it works as a ray sensor.
       - The ray has no "X-ray" capability: if the first object
         hit does not have the required property/material, it
         returns no hit and the actuator disables itself unless
         PER option is enabled.
       - This actuator changes the position and orientation but
         not the speed of the object. This has an important 
         implication in a gravity environment: the gravity will
         cause the speed to increase although the object seems
         to stay still (it is repositioned at each frame).
         The gravity must be compensated in one way or another.
         the new servo control motion actuator is the simplest 
         way: set the target speed along the ray axis to 0
         and the servo control will automatically compensate 
         the gravity.
       - This actuator changes the orientation of the object 
         and will conflict with Drot motion unless it is 
         placed BEFORE the Drot motion actuator (the order of 
         actuator is important)
       - All parameters are accessible through Python.
Orientation constraint 
======================
A new variant of the constraint actuator allows to align an
object axis along a global direction.
Damp : Time constant (in nb of frames) of orientation control.
X,Y,Z: Global coordinates of reference direction. 
time : Maximum activation time of actuator. 
       0 : unlimited.
       >0: number of frames before automatic deactivation.  
Notes: - (X,Y,Z) = (0,0,0) is not a valid direction
       - This actuator changes the orientation of the object
         and will conflict with Drot motion unless it is placed
         BEFORE the Drot motion actuator (the order of 
         actuator is important).
       - This actuator doesn't change the location and speed. 
         It is compatible with gravity.
       - All parameters are accessible through Python.
Actuator sensor 
===============
This sensor detects the activation and deactivation of actuators 
of the same object. The sensor generates a positive pulse when 
the corresponding sensor is activated and a negative pulse when 
it is deactivated (the contrary if the Inv option is selected). 
This is mostly useful to chain actions and to detect the loss of 
contact of the distance motion actuator.
Notes: - Actuators are disabled at the start of the game; if you
         want to detect the On-Off transition of an actuator 
         after it has been activated at least once, unselect the
         Lvl and Inv options and use a NAND controller.
       - Some actuators deactivates themselves immediately after 
         being activated. The sensor detects this situation as 
         an On-Off transition.
       - The actuator name can be set through Python.
											 
										 
										
											2008-07-04 08:14:50 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiEmboss ( ( float ) xco ,  ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									/*  		str= "Limit %t|None %x0|Loc X %x1|Loc Y %x2|Loc Z %x4|Rot X %x8|Rot Y %x16|Rot Z %x32"; */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									/*			coa->flag &= ~(63); */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											str =  " Limit %t|None %x0|Loc X %x1|Loc Y %x2|Loc Z %x4 " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											coa - > flag  & =  ~ ( 7 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											coa - > time  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButS ( block ,  MENU ,  1 ,  str , 		xco + 10 ,  yco - 65 ,  70 ,  19 ,  & coa - > flag ,  0.0 ,  0.0 ,  0 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE logic update: new servo control motion actuator, new distance constraint actuator, new orientation constraint actuator, new actuator sensor.
General
=======
- Removal of Damp option in motion actuator (replaced by
  Servo control motion).
- No PyDoc at present, will be added soon.
Generalization of the Lvl option
================================
A sensor with the Lvl option selected will always produce an 
event at the start of the game or when entering a state or at 
object creation. The event will be positive or negative 
depending of the sensor condition. A negative pulse makes
sense when used with a NAND controller: it will be converted
into an actuator activation.
Servo control motion
====================
A new variant of the motion actuator allows to control speed 
with force. The control if of type "PID" (Propotional, Integral, 
Derivate): the force is automatically adapted to achieve the 
target speed. All the parameters of the servo controller are
configurable. The result is a great variety of motion style: 
anysotropic friction, flying, sliding, pseudo Dloc...
This actuator should be used in preference to Dloc and LinV
as it produces more fluid movements and avoids the collision 
problem with Dloc.
LinV : target speed as (X,Y,Z) vector in local or world 
       coordinates (mostly useful in local coordinates).
Limit: the force can be limited along each axis (in the same
       coordinates of LinV). No limitation means that the force
       will grow as large as necessary to achieve the target 
       speed along that axis. Set a max value to limit the 
       accelaration along an axis (slow start) and set a min
       value (negative) to limit the brake force.
P:     Proportional coefficient of servo controller, don't set
       directly unless you know what you're doing.
I:     Integral coefficient of servo controller. Use low value
       (<0.1) for slow reaction (sliding), high values (>0.5)
       for hard control. The P coefficient will be automatically
       set to 60 times the I coefficient (a reasonable value).
D:     Derivate coefficient. Leave to 0 unless you know what
       you're doing. High values create instability. 
Notes: - This actuator works perfectly in zero friction 
         environment: the PID controller will simulate friction
         by applying force as needed.
       - This actuator is compatible with simple Drot motion
         actuator but not with LinV and Dloc motion.
       - (0,0,0) is a valid target speed.
       - All parameters are accessible through Python.
Distance constraint actuator
============================
A new variant of the constraint actuator allows to set the
distance and orientation relative to a surface. The controller
uses a ray to detect the surface (or any object) and adapt the
distance and orientation parallel to the surface.
Damp:  Time constant (in nb of frames) of distance and 
       orientation control.
Dist:  Select to enable distance control and set target 
       distance. The object will be position at the given
       distance of surface along the ray direction.
Direction: chose a local axis as the ray direction.
Range: length of ray. Objecgt within this distance will be 
       detected.
N    : Select to enable orientation control. The actuator will
       change the orientation and the location of the object 
       so that it is parallel to the surface at the vertical
       of the point of contact of the ray.  
M/P  : Select to enable material detection. Default is property
       detection.
Property/Material: name of property/material that the target of
       ray must have to be detected. If not set, property/
       material filter is disabled and any collisioning object
       within range will be detected.
PER  : Select to enable persistent operation. Normally the 
       actuator disables itself automatically if the ray does
       not reach a valid target. 
time : Maximum activation time of actuator. 
       0 : unlimited.
       >0: number of frames before automatic deactivation.  
rotDamp: Time constant (in nb of frame) of orientation control.
       0 : use Damp parameter.
       >0: use a different time constant for orientation.
Notes: - If neither N nor Dist options are set, the actuator
         does not change the position and orientation of the
         object; it works as a ray sensor.
       - The ray has no "X-ray" capability: if the first object
         hit does not have the required property/material, it
         returns no hit and the actuator disables itself unless
         PER option is enabled.
       - This actuator changes the position and orientation but
         not the speed of the object. This has an important 
         implication in a gravity environment: the gravity will
         cause the speed to increase although the object seems
         to stay still (it is repositioned at each frame).
         The gravity must be compensated in one way or another.
         the new servo control motion actuator is the simplest 
         way: set the target speed along the ray axis to 0
         and the servo control will automatically compensate 
         the gravity.
       - This actuator changes the orientation of the object 
         and will conflict with Drot motion unless it is 
         placed BEFORE the Drot motion actuator (the order of 
         actuator is important)
       - All parameters are accessible through Python.
Orientation constraint 
======================
A new variant of the constraint actuator allows to align an
object axis along a global direction.
Damp : Time constant (in nb of frames) of orientation control.
X,Y,Z: Global coordinates of reference direction. 
time : Maximum activation time of actuator. 
       0 : unlimited.
       >0: number of frames before automatic deactivation.  
Notes: - (X,Y,Z) = (0,0,0) is not a valid direction
       - This actuator changes the orientation of the object
         and will conflict with Drot motion unless it is placed
         BEFORE the Drot motion actuator (the order of 
         actuator is important).
       - This actuator doesn't change the location and speed. 
         It is compatible with gravity.
       - All parameters are accessible through Python.
Actuator sensor 
===============
This sensor detects the activation and deactivation of actuators 
of the same object. The sensor generates a positive pulse when 
the corresponding sensor is activated and a negative pulse when 
it is deactivated (the contrary if the Inv option is selected). 
This is mostly useful to chain actions and to detect the loss of 
contact of the distance motion actuator.
Notes: - Actuators are disabled at the start of the game; if you
         want to detect the On-Off transition of an actuator 
         after it has been activated at least once, unselect the
         Lvl and Inv options and use a NAND controller.
       - Some actuators deactivates themselves immediately after 
         being activated. The sensor detects this situation as 
         an On-Off transition.
       - The actuator name can be set through Python.
											 
										 
										
											2008-07-04 08:14:50 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											uiDefButS ( block ,  NUM , 		0 ,  " Damp: " , 	xco + 10 ,  yco - 45 ,  70 ,  19 ,  & coa - > damp ,  0.0 ,  100.0 ,  0 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefBut ( block ,  LABEL , 			0 ,  " Min " , 	xco + 80 ,  yco - 45 ,  ( width - 90 ) / 2 ,  19 ,  NULL ,  0.0 ,  0.0 ,  0 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefBut ( block ,  LABEL , 			0 ,  " Max " , 	xco + 80 + ( width - 90 ) / 2 ,  yco - 45 ,  ( width - 90 ) / 2 ,  19 ,  NULL ,  0.0 ,  0.0 ,  0 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if ( coa - > flag  &  ACT_CONST_LOCX )  fp =  coa - > minloc ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											else  if ( coa - > flag  &  ACT_CONST_LOCY )  fp =  coa - > minloc + 1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											else  if ( coa - > flag  &  ACT_CONST_LOCZ )  fp =  coa - > minloc + 2 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											else  if ( coa - > flag  &  ACT_CONST_ROTX )  fp =  coa - > minrot ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											else  if ( coa - > flag  &  ACT_CONST_ROTY )  fp =  coa - > minrot + 1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											else  fp =  coa - > minrot + 2 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButF ( block ,  NUM ,  0 ,  " " , 		xco + 80 ,  yco - 65 ,  ( width - 90 ) / 2 ,  19 ,  fp ,  - 2000.0 ,  2000.0 ,  10 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButF ( block ,  NUM ,  0 ,  " " , 		xco + 80 + ( width - 90 ) / 2 ,  yco - 65 ,  ( width - 90 ) / 2 ,  19 ,  fp + 3 ,  - 2000.0 ,  2000.0 ,  10 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										}  else  if  ( coa - > type  = =  ACT_CONST_TYPE_DIST )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											ysize =  106 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiEmboss ( ( float ) xco ,  ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											str =  " Direction %t|None %x0|X axis %x1|Y axis %x2|Z axis %x4|-X axis %x8|-Y axis %x16|-Z axis %x32 " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButS ( block ,  MENU ,  B_REDR ,  str , 		xco + 10 ,  yco - 65 ,  70 ,  19 ,  & coa - > mode ,  0.0 ,  0.0 ,  0 ,  0 ,  " Set the direction of the ray " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE logic update: new servo control motion actuator, new distance constraint actuator, new orientation constraint actuator, new actuator sensor.
General
=======
- Removal of Damp option in motion actuator (replaced by
  Servo control motion).
- No PyDoc at present, will be added soon.
Generalization of the Lvl option
================================
A sensor with the Lvl option selected will always produce an 
event at the start of the game or when entering a state or at 
object creation. The event will be positive or negative 
depending of the sensor condition. A negative pulse makes
sense when used with a NAND controller: it will be converted
into an actuator activation.
Servo control motion
====================
A new variant of the motion actuator allows to control speed 
with force. The control if of type "PID" (Propotional, Integral, 
Derivate): the force is automatically adapted to achieve the 
target speed. All the parameters of the servo controller are
configurable. The result is a great variety of motion style: 
anysotropic friction, flying, sliding, pseudo Dloc...
This actuator should be used in preference to Dloc and LinV
as it produces more fluid movements and avoids the collision 
problem with Dloc.
LinV : target speed as (X,Y,Z) vector in local or world 
       coordinates (mostly useful in local coordinates).
Limit: the force can be limited along each axis (in the same
       coordinates of LinV). No limitation means that the force
       will grow as large as necessary to achieve the target 
       speed along that axis. Set a max value to limit the 
       accelaration along an axis (slow start) and set a min
       value (negative) to limit the brake force.
P:     Proportional coefficient of servo controller, don't set
       directly unless you know what you're doing.
I:     Integral coefficient of servo controller. Use low value
       (<0.1) for slow reaction (sliding), high values (>0.5)
       for hard control. The P coefficient will be automatically
       set to 60 times the I coefficient (a reasonable value).
D:     Derivate coefficient. Leave to 0 unless you know what
       you're doing. High values create instability. 
Notes: - This actuator works perfectly in zero friction 
         environment: the PID controller will simulate friction
         by applying force as needed.
       - This actuator is compatible with simple Drot motion
         actuator but not with LinV and Dloc motion.
       - (0,0,0) is a valid target speed.
       - All parameters are accessible through Python.
Distance constraint actuator
============================
A new variant of the constraint actuator allows to set the
distance and orientation relative to a surface. The controller
uses a ray to detect the surface (or any object) and adapt the
distance and orientation parallel to the surface.
Damp:  Time constant (in nb of frames) of distance and 
       orientation control.
Dist:  Select to enable distance control and set target 
       distance. The object will be position at the given
       distance of surface along the ray direction.
Direction: chose a local axis as the ray direction.
Range: length of ray. Objecgt within this distance will be 
       detected.
N    : Select to enable orientation control. The actuator will
       change the orientation and the location of the object 
       so that it is parallel to the surface at the vertical
       of the point of contact of the ray.  
M/P  : Select to enable material detection. Default is property
       detection.
Property/Material: name of property/material that the target of
       ray must have to be detected. If not set, property/
       material filter is disabled and any collisioning object
       within range will be detected.
PER  : Select to enable persistent operation. Normally the 
       actuator disables itself automatically if the ray does
       not reach a valid target. 
time : Maximum activation time of actuator. 
       0 : unlimited.
       >0: number of frames before automatic deactivation.  
rotDamp: Time constant (in nb of frame) of orientation control.
       0 : use Damp parameter.
       >0: use a different time constant for orientation.
Notes: - If neither N nor Dist options are set, the actuator
         does not change the position and orientation of the
         object; it works as a ray sensor.
       - The ray has no "X-ray" capability: if the first object
         hit does not have the required property/material, it
         returns no hit and the actuator disables itself unless
         PER option is enabled.
       - This actuator changes the position and orientation but
         not the speed of the object. This has an important 
         implication in a gravity environment: the gravity will
         cause the speed to increase although the object seems
         to stay still (it is repositioned at each frame).
         The gravity must be compensated in one way or another.
         the new servo control motion actuator is the simplest 
         way: set the target speed along the ray axis to 0
         and the servo control will automatically compensate 
         the gravity.
       - This actuator changes the orientation of the object 
         and will conflict with Drot motion unless it is 
         placed BEFORE the Drot motion actuator (the order of 
         actuator is important)
       - All parameters are accessible through Python.
Orientation constraint 
======================
A new variant of the constraint actuator allows to align an
object axis along a global direction.
Damp : Time constant (in nb of frames) of orientation control.
X,Y,Z: Global coordinates of reference direction. 
time : Maximum activation time of actuator. 
       0 : unlimited.
       >0: number of frames before automatic deactivation.  
Notes: - (X,Y,Z) = (0,0,0) is not a valid direction
       - This actuator changes the orientation of the object
         and will conflict with Drot motion unless it is placed
         BEFORE the Drot motion actuator (the order of 
         actuator is important).
       - This actuator doesn't change the location and speed. 
         It is compatible with gravity.
       - All parameters are accessible through Python.
Actuator sensor 
===============
This sensor detects the activation and deactivation of actuators 
of the same object. The sensor generates a positive pulse when 
the corresponding sensor is activated and a negative pulse when 
it is deactivated (the contrary if the Inv option is selected). 
This is mostly useful to chain actions and to detect the loss of 
contact of the distance motion actuator.
Notes: - Actuators are disabled at the start of the game; if you
         want to detect the On-Off transition of an actuator 
         after it has been activated at least once, unselect the
         Lvl and Inv options and use a NAND controller.
       - Some actuators deactivates themselves immediately after 
         being activated. The sensor detects this situation as 
         an On-Off transition.
       - The actuator name can be set through Python.
											 
										 
										
											2008-07-04 08:14:50 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											uiDefButS ( block ,  NUM , 		0 ,  " Damp: " , 	xco + 10 ,  yco - 45 ,  70 ,  19 ,  & coa - > damp ,  0.0 ,  100.0 ,  0 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefBut ( block ,  LABEL , 			0 ,  " Range " , 	xco + 80 ,  yco - 45 ,  ( width - 115 ) / 2 ,  19 ,  NULL ,  0.0 ,  0.0 ,  0 ,  0 ,  " Set the maximum length of ray " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButBitS ( block ,  TOG ,  ACT_CONST_DISTANCE ,  B_REDR ,  " Dist " , 	xco + 80 + ( width - 115 ) / 2 ,  yco - 45 ,  ( width - 115 ) / 2 ,  19 ,  & coa - > flag ,  0.0 ,  0.0 ,  0 ,  0 ,  " Force distance of object to point of impact of ray " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if ( coa - > mode  &  ( ACT_CONST_DIRPX | ACT_CONST_DIRMX ) )  fp =  coa - > minloc ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											else  if ( coa - > mode  &  ( ACT_CONST_DIRPY | ACT_CONST_DIRMY ) )  fp =  coa - > minloc + 1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											else  fp =  coa - > minloc + 2 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButF ( block ,  NUM ,  0 ,  " " , 		xco + 80 ,  yco - 65 ,  ( width - 115 ) / 2 ,  19 ,  fp + 3 ,  0.0 ,  2000.0 ,  10 ,  0 ,  " Maximum length of ray " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if  ( coa - > flag  &  ACT_CONST_DISTANCE ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButF ( block ,  NUM ,  0 ,  " " , 		xco + 80 + ( width - 115 ) / 2 ,  yco - 65 ,  ( width - 115 ) / 2 ,  19 ,  fp ,  - 2000.0 ,  2000.0 ,  10 ,  0 ,  " Keep this distance to target " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButBitS ( block ,  TOG ,  ACT_CONST_NORMAL ,  0 ,  " N " ,  xco + 80 + ( width - 115 ) ,  yco - 65 ,  25 ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 & coa - > flag ,  0.0 ,  0.0 ,  0 ,  0 ,  " Set object axis along the normal at hit position " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButBitS ( block ,  TOG ,  ACT_CONST_MATERIAL ,  B_REDR ,  " M/P " ,  xco + 10 ,  yco - 84 ,  40 ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 & coa - > flag ,  0.0 ,  0.0 ,  0 ,  0 ,  " Detect material instead of property " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if  ( coa - > flag  &  ACT_CONST_MATERIAL ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefBut ( block ,  TEX ,  1 ,  " Material: " ,  xco  +  50 ,  yco - 84 ,  ( width - 60 ) ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													coa - > matprop ,  0 ,  31 ,  0 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													" Ray detects only Objects with this material " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											else 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefBut ( block ,  TEX ,  1 ,  " Property: " ,  xco  +  50 ,  yco - 84 ,  ( width - 60 ) ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													coa - > matprop ,  0 ,  31 ,  0 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													" Ray detect only Objects with this property " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButBitS ( block ,  TOG ,  ACT_CONST_PERMANENT ,  0 ,  " PER " ,  xco + 10 ,  yco - 103 ,  40 ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												& coa - > flag ,  0.0 ,  0.0 ,  0 ,  0 ,  " Persistent actuator: stays active even if ray does not reach target " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButS ( block ,  NUM ,  0 ,  " time " ,  xco + 50 ,  yco - 103 ,  ( width - 60 ) / 2 ,  19 ,  & ( coa - > time ) ,  0.0 ,  1000.0 ,  0 ,  0 ,  " Maximum activation time in frame, 0 for unlimited " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButS ( block ,  NUM ,  0 ,  " rotDamp " ,  xco + 50 + ( width - 60 ) / 2 ,  yco - 103 ,  ( width - 60 ) / 2 ,  19 ,  & ( coa - > rotdamp ) ,  0.0 ,  100.0 ,  0 ,  0 ,  " Use a different damping for orientation " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										}  else  if  ( coa - > type  = =  ACT_CONST_TYPE_ORI )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											ysize =  87 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiEmboss ( ( float ) xco ,  ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											str =  " Direction %t|None %x0|X axis %x1|Y axis %x2|Z axis %x4 " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButS ( block ,  MENU ,  B_REDR ,  str , 		xco + 10 ,  yco - 65 ,  70 ,  19 ,  & coa - > mode ,  0.0 ,  0.0 ,  0 ,  0 ,  " Select the axis to be aligned along the reference direction " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE logic update: new servo control motion actuator, new distance constraint actuator, new orientation constraint actuator, new actuator sensor.
General
=======
- Removal of Damp option in motion actuator (replaced by
  Servo control motion).
- No PyDoc at present, will be added soon.
Generalization of the Lvl option
================================
A sensor with the Lvl option selected will always produce an 
event at the start of the game or when entering a state or at 
object creation. The event will be positive or negative 
depending of the sensor condition. A negative pulse makes
sense when used with a NAND controller: it will be converted
into an actuator activation.
Servo control motion
====================
A new variant of the motion actuator allows to control speed 
with force. The control if of type "PID" (Propotional, Integral, 
Derivate): the force is automatically adapted to achieve the 
target speed. All the parameters of the servo controller are
configurable. The result is a great variety of motion style: 
anysotropic friction, flying, sliding, pseudo Dloc...
This actuator should be used in preference to Dloc and LinV
as it produces more fluid movements and avoids the collision 
problem with Dloc.
LinV : target speed as (X,Y,Z) vector in local or world 
       coordinates (mostly useful in local coordinates).
Limit: the force can be limited along each axis (in the same
       coordinates of LinV). No limitation means that the force
       will grow as large as necessary to achieve the target 
       speed along that axis. Set a max value to limit the 
       accelaration along an axis (slow start) and set a min
       value (negative) to limit the brake force.
P:     Proportional coefficient of servo controller, don't set
       directly unless you know what you're doing.
I:     Integral coefficient of servo controller. Use low value
       (<0.1) for slow reaction (sliding), high values (>0.5)
       for hard control. The P coefficient will be automatically
       set to 60 times the I coefficient (a reasonable value).
D:     Derivate coefficient. Leave to 0 unless you know what
       you're doing. High values create instability. 
Notes: - This actuator works perfectly in zero friction 
         environment: the PID controller will simulate friction
         by applying force as needed.
       - This actuator is compatible with simple Drot motion
         actuator but not with LinV and Dloc motion.
       - (0,0,0) is a valid target speed.
       - All parameters are accessible through Python.
Distance constraint actuator
============================
A new variant of the constraint actuator allows to set the
distance and orientation relative to a surface. The controller
uses a ray to detect the surface (or any object) and adapt the
distance and orientation parallel to the surface.
Damp:  Time constant (in nb of frames) of distance and 
       orientation control.
Dist:  Select to enable distance control and set target 
       distance. The object will be position at the given
       distance of surface along the ray direction.
Direction: chose a local axis as the ray direction.
Range: length of ray. Objecgt within this distance will be 
       detected.
N    : Select to enable orientation control. The actuator will
       change the orientation and the location of the object 
       so that it is parallel to the surface at the vertical
       of the point of contact of the ray.  
M/P  : Select to enable material detection. Default is property
       detection.
Property/Material: name of property/material that the target of
       ray must have to be detected. If not set, property/
       material filter is disabled and any collisioning object
       within range will be detected.
PER  : Select to enable persistent operation. Normally the 
       actuator disables itself automatically if the ray does
       not reach a valid target. 
time : Maximum activation time of actuator. 
       0 : unlimited.
       >0: number of frames before automatic deactivation.  
rotDamp: Time constant (in nb of frame) of orientation control.
       0 : use Damp parameter.
       >0: use a different time constant for orientation.
Notes: - If neither N nor Dist options are set, the actuator
         does not change the position and orientation of the
         object; it works as a ray sensor.
       - The ray has no "X-ray" capability: if the first object
         hit does not have the required property/material, it
         returns no hit and the actuator disables itself unless
         PER option is enabled.
       - This actuator changes the position and orientation but
         not the speed of the object. This has an important 
         implication in a gravity environment: the gravity will
         cause the speed to increase although the object seems
         to stay still (it is repositioned at each frame).
         The gravity must be compensated in one way or another.
         the new servo control motion actuator is the simplest 
         way: set the target speed along the ray axis to 0
         and the servo control will automatically compensate 
         the gravity.
       - This actuator changes the orientation of the object 
         and will conflict with Drot motion unless it is 
         placed BEFORE the Drot motion actuator (the order of 
         actuator is important)
       - All parameters are accessible through Python.
Orientation constraint 
======================
A new variant of the constraint actuator allows to align an
object axis along a global direction.
Damp : Time constant (in nb of frames) of orientation control.
X,Y,Z: Global coordinates of reference direction. 
time : Maximum activation time of actuator. 
       0 : unlimited.
       >0: number of frames before automatic deactivation.  
Notes: - (X,Y,Z) = (0,0,0) is not a valid direction
       - This actuator changes the orientation of the object
         and will conflict with Drot motion unless it is placed
         BEFORE the Drot motion actuator (the order of 
         actuator is important).
       - This actuator doesn't change the location and speed. 
         It is compatible with gravity.
       - All parameters are accessible through Python.
Actuator sensor 
===============
This sensor detects the activation and deactivation of actuators 
of the same object. The sensor generates a positive pulse when 
the corresponding sensor is activated and a negative pulse when 
it is deactivated (the contrary if the Inv option is selected). 
This is mostly useful to chain actions and to detect the loss of 
contact of the distance motion actuator.
Notes: - Actuators are disabled at the start of the game; if you
         want to detect the On-Off transition of an actuator 
         after it has been activated at least once, unselect the
         Lvl and Inv options and use a NAND controller.
       - Some actuators deactivates themselves immediately after 
         being activated. The sensor detects this situation as 
         an On-Off transition.
       - The actuator name can be set through Python.
											 
										 
										
											2008-07-04 08:14:50 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											uiDefButS ( block ,  NUM , 		0 ,  " Damp: " , 	xco + 10 ,  yco - 45 ,  70 ,  19 ,  & coa - > damp ,  0.0 ,  100.0 ,  0 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefBut ( block ,  LABEL , 			0 ,  " X " , 	xco + 80 ,  yco - 45 ,  ( width - 115 ) / 3 ,  19 ,  NULL ,  0.0 ,  0.0 ,  0 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefBut ( block ,  LABEL , 			0 ,  " Y " , 	xco + 80 + ( width - 115 ) / 3 ,  yco - 45 ,  ( width - 115 ) / 3 ,  19 ,  NULL ,  0.0 ,  0.0 ,  0 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefBut ( block ,  LABEL , 			0 ,  " Z " , 	xco + 80 + 2 * ( width - 115 ) / 3 ,  yco - 45 ,  ( width - 115 ) / 3 ,  19 ,  NULL ,  0.0 ,  0.0 ,  0 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButF ( block ,  NUM ,  0 ,  " " , 		xco + 80 ,  yco - 65 ,  ( width - 115 ) / 3 ,  19 ,  & coa - > maxrot [ 0 ] ,  - 2000.0 ,  2000.0 ,  10 ,  0 ,  " X component of reference direction " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButF ( block ,  NUM ,  0 ,  " " , 		xco + 80 + ( width - 115 ) / 3 ,  yco - 65 ,  ( width - 115 ) / 3 ,  19 ,  & coa - > maxrot [ 1 ] ,  - 2000.0 ,  2000.0 ,  10 ,  0 ,  " Y component of reference direction " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButF ( block ,  NUM ,  0 ,  " " , 		xco + 80 + 2 * ( width - 115 ) / 3 ,  yco - 65 ,  ( width - 115 ) / 3 ,  19 ,  & coa - > maxrot [ 2 ] ,  - 2000.0 ,  2000.0 ,  10 ,  0 ,  " Z component of reference direction " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE logic update: new servo control motion actuator, new distance constraint actuator, new orientation constraint actuator, new actuator sensor.
General
=======
- Removal of Damp option in motion actuator (replaced by
  Servo control motion).
- No PyDoc at present, will be added soon.
Generalization of the Lvl option
================================
A sensor with the Lvl option selected will always produce an 
event at the start of the game or when entering a state or at 
object creation. The event will be positive or negative 
depending of the sensor condition. A negative pulse makes
sense when used with a NAND controller: it will be converted
into an actuator activation.
Servo control motion
====================
A new variant of the motion actuator allows to control speed 
with force. The control if of type "PID" (Propotional, Integral, 
Derivate): the force is automatically adapted to achieve the 
target speed. All the parameters of the servo controller are
configurable. The result is a great variety of motion style: 
anysotropic friction, flying, sliding, pseudo Dloc...
This actuator should be used in preference to Dloc and LinV
as it produces more fluid movements and avoids the collision 
problem with Dloc.
LinV : target speed as (X,Y,Z) vector in local or world 
       coordinates (mostly useful in local coordinates).
Limit: the force can be limited along each axis (in the same
       coordinates of LinV). No limitation means that the force
       will grow as large as necessary to achieve the target 
       speed along that axis. Set a max value to limit the 
       accelaration along an axis (slow start) and set a min
       value (negative) to limit the brake force.
P:     Proportional coefficient of servo controller, don't set
       directly unless you know what you're doing.
I:     Integral coefficient of servo controller. Use low value
       (<0.1) for slow reaction (sliding), high values (>0.5)
       for hard control. The P coefficient will be automatically
       set to 60 times the I coefficient (a reasonable value).
D:     Derivate coefficient. Leave to 0 unless you know what
       you're doing. High values create instability. 
Notes: - This actuator works perfectly in zero friction 
         environment: the PID controller will simulate friction
         by applying force as needed.
       - This actuator is compatible with simple Drot motion
         actuator but not with LinV and Dloc motion.
       - (0,0,0) is a valid target speed.
       - All parameters are accessible through Python.
Distance constraint actuator
============================
A new variant of the constraint actuator allows to set the
distance and orientation relative to a surface. The controller
uses a ray to detect the surface (or any object) and adapt the
distance and orientation parallel to the surface.
Damp:  Time constant (in nb of frames) of distance and 
       orientation control.
Dist:  Select to enable distance control and set target 
       distance. The object will be position at the given
       distance of surface along the ray direction.
Direction: chose a local axis as the ray direction.
Range: length of ray. Objecgt within this distance will be 
       detected.
N    : Select to enable orientation control. The actuator will
       change the orientation and the location of the object 
       so that it is parallel to the surface at the vertical
       of the point of contact of the ray.  
M/P  : Select to enable material detection. Default is property
       detection.
Property/Material: name of property/material that the target of
       ray must have to be detected. If not set, property/
       material filter is disabled and any collisioning object
       within range will be detected.
PER  : Select to enable persistent operation. Normally the 
       actuator disables itself automatically if the ray does
       not reach a valid target. 
time : Maximum activation time of actuator. 
       0 : unlimited.
       >0: number of frames before automatic deactivation.  
rotDamp: Time constant (in nb of frame) of orientation control.
       0 : use Damp parameter.
       >0: use a different time constant for orientation.
Notes: - If neither N nor Dist options are set, the actuator
         does not change the position and orientation of the
         object; it works as a ray sensor.
       - The ray has no "X-ray" capability: if the first object
         hit does not have the required property/material, it
         returns no hit and the actuator disables itself unless
         PER option is enabled.
       - This actuator changes the position and orientation but
         not the speed of the object. This has an important 
         implication in a gravity environment: the gravity will
         cause the speed to increase although the object seems
         to stay still (it is repositioned at each frame).
         The gravity must be compensated in one way or another.
         the new servo control motion actuator is the simplest 
         way: set the target speed along the ray axis to 0
         and the servo control will automatically compensate 
         the gravity.
       - This actuator changes the orientation of the object 
         and will conflict with Drot motion unless it is 
         placed BEFORE the Drot motion actuator (the order of 
         actuator is important)
       - All parameters are accessible through Python.
Orientation constraint 
======================
A new variant of the constraint actuator allows to align an
object axis along a global direction.
Damp : Time constant (in nb of frames) of orientation control.
X,Y,Z: Global coordinates of reference direction. 
time : Maximum activation time of actuator. 
       0 : unlimited.
       >0: number of frames before automatic deactivation.  
Notes: - (X,Y,Z) = (0,0,0) is not a valid direction
       - This actuator changes the orientation of the object
         and will conflict with Drot motion unless it is placed
         BEFORE the Drot motion actuator (the order of 
         actuator is important).
       - This actuator doesn't change the location and speed. 
         It is compatible with gravity.
       - All parameters are accessible through Python.
Actuator sensor 
===============
This sensor detects the activation and deactivation of actuators 
of the same object. The sensor generates a positive pulse when 
the corresponding sensor is activated and a negative pulse when 
it is deactivated (the contrary if the Inv option is selected). 
This is mostly useful to chain actions and to detect the loss of 
contact of the distance motion actuator.
Notes: - Actuators are disabled at the start of the game; if you
         want to detect the On-Off transition of an actuator 
         after it has been activated at least once, unselect the
         Lvl and Inv options and use a NAND controller.
       - Some actuators deactivates themselves immediately after 
         being activated. The sensor detects this situation as 
         an On-Off transition.
       - The actuator name can be set through Python.
											 
										 
										
											2008-07-04 08:14:50 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											uiDefButS ( block ,  NUM ,  0 ,  " time " ,  xco + 10 ,  yco - 84 ,  70 + ( width - 115 ) / 3 ,  19 ,  & ( coa - > time ) ,  0.0 ,  1000.0 ,  0 ,  0 ,  " Maximum activation time in frame, 0 for unlimited " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										str =  " Constraint Type %t|Location %x0|Distance %x1|Orientation %x2 " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										but  =  uiDefButS ( block ,  MENU ,  B_REDR ,  str , 		xco + 40 ,  yco - 23 ,  ( width - 80 ) ,  19 ,  & coa - > type ,  0.0 ,  0.0 ,  0 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								 		yco - =  ysize ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  ACT_SCENE : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  		sca =  act - > data ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  		if ( sca - > type = = ACT_SCENE_RESTART )  {  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  			ysize =  28 ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  			glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  			uiEmboss ( ( float ) xco ,  ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1 ) ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  		}  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  		else  if ( sca - > type = = ACT_SCENE_CAMERA )  {  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  			ysize =  48 ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  			glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  			uiEmboss ( ( float ) xco ,  ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1 ) ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									 
							 
						 
					
						
							
								
									
										
										
										
											2008-04-16 18:58:11 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								  			uiDefIDPoinBut ( block ,  test_obpoin_but ,  ID_OB ,  1 ,  " OB: " , 		xco + 40 ,  yco - 44 ,  ( width - 80 ) ,  19 ,  & ( sca - > camera ) ,  " Set this Camera. Leave empty to refer to self object " ) ;  
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								  		}  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  		else  if ( sca - > type = = ACT_SCENE_SET )  {  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  			ysize =  48 ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  			glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  			uiEmboss ( ( float ) xco ,  ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1 ) ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
									
										
										
										
											2005-10-28 16:49:48 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								  			uiDefIDPoinBut ( block ,  test_scenepoin_but ,  ID_SCE ,  1 ,  " SCE: " , 		xco + 40 ,  yco - 44 ,  ( width - 80 ) ,  19 ,  & ( sca - > scene ) ,  " Set this Scene " ) ;  
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								  		}  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										else  if ( sca - > type = = ACT_SCENE_ADD_FRONT )  {  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  			ysize =  48 ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  			glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  			uiEmboss ( ( float ) xco ,  ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1 ) ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
									
										
										
										
											2005-10-28 16:49:48 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								  			uiDefIDPoinBut ( block ,  test_scenepoin_but ,  ID_SCE ,  1 ,  " SCE: " , 		xco + 40 ,  yco - 44 ,  ( width - 80 ) ,  19 ,  & ( sca - > scene ) ,  " Add an Overlay Scene " ) ;  
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								  		}  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										else  if ( sca - > type = = ACT_SCENE_ADD_BACK )  {  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  			ysize =  48 ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  			glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  			uiEmboss ( ( float ) xco ,  ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1 ) ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
									
										
										
										
											2005-10-28 16:49:48 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								  			uiDefIDPoinBut ( block ,  test_scenepoin_but ,  ID_SCE ,  1 ,  " SCE: " , 		xco + 40 ,  yco - 44 ,  ( width - 80 ) ,  19 ,  & ( sca - > scene ) ,  " Add a Background Scene " ) ;  
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								  		}  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										else  if ( sca - > type = = ACT_SCENE_REMOVE )  {  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  			ysize =  48 ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  			glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  			uiEmboss ( ( float ) xco ,  ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1 ) ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
									
										
										
										
											2005-10-28 16:49:48 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								  			uiDefIDPoinBut ( block ,  test_scenepoin_but ,  ID_SCE ,  1 ,  " SCE: " , 		xco + 40 ,  yco - 44 ,  ( width - 80 ) ,  19 ,  & ( sca - > scene ) ,  " Remove a Scene " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								  		}  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										else  if ( sca - > type = = ACT_SCENE_SUSPEND )  {  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  			ysize =  48 ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  			glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  			uiEmboss ( ( float ) xco ,  ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1 ) ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
									
										
										
										
											2005-10-28 16:49:48 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								  			uiDefIDPoinBut ( block ,  test_scenepoin_but ,  ID_SCE ,  1 ,  " SCE: " , 		xco + 40 ,  yco - 44 ,  ( width - 80 ) ,  19 ,  & ( sca - > scene ) ,  " Pause a Scene " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								  		}  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										else  if ( sca - > type = = ACT_SCENE_RESUME )  {  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  			ysize =  48 ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  			glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  			uiEmboss ( ( float ) xco ,  ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1 ) ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
									
										
										
										
											2005-10-28 16:49:48 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								  			uiDefIDPoinBut ( block ,  test_scenepoin_but ,  ID_SCE ,  1 ,  " SCE: " , 		xco + 40 ,  yco - 44 ,  ( width - 80 ) ,  19 ,  & ( sca - > scene ) ,  " Unpause a Scene " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								  		}  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										str =  " Scene %t|Restart %x0|Set Scene %x1|Set Camera %x2|Add OverlayScene %x3|Add BackgroundScene %x4|Remove Scene %x5|Suspend Scene %x6|Resume Scene %x7 " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										uiDefButS ( block ,  MENU ,  B_REDR ,  str , 		xco + 40 ,  yco - 24 ,  ( width - 80 ) ,  19 ,  & sca - > type ,  0.0 ,  0.0 ,  0 ,  0 ,  " " ) ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  		yco - =  ysize ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  		break ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  ACT_GAME : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											gma  =  act - > data ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if  ( gma - > type  = =  ACT_GAME_LOAD ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												//ysize = 68;
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												ysize  =  48 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiEmboss ( ( float ) xco ,  ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1 ) ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										   		uiDefBut ( block ,  TEX ,  1 ,  " File:  " ,  xco + 10 ,  yco - 44 , width - 20 , 19 ,  & ( gma - > filename ) ,  0 ,  63 ,  0 ,  0 ,  " Load this file " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//				uiDefBut(block, TEX, 1, "Anim: ", xco+10, yco-64,width-20,19, &(gma->loadaniname), 0, 63, 0, 0, "Use this loadinganimation");
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/*			else if (gma->type == ACT_GAME_START)
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												ysize  =  68 ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiEmboss ( ( float ) xco ,  ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										   		uiDefBut ( block ,  TEX ,  1 ,  " File:  " ,  xco + 10 ,  yco - 44 , width - 20 , 19 ,  & ( gma - > filename ) ,  0 ,  63 ,  0 ,  0 ,  " Load this file " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefBut ( block ,  TEX ,  1 ,  " Anim:  " ,  xco + 10 ,  yco - 64 , width - 20 , 19 ,  & ( gma - > loadaniname ) ,  0 ,  63 ,  0 ,  0 ,  " Use this loadinganimation " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								*/ 			else  if  ( gma - > type  = =  ACT_GAME_RESTART )  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												ysize  =  28 ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiEmboss ( ( float ) xco ,  ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1 ) ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											else  if  ( gma - > type  = =  ACT_GAME_QUIT ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												ysize  =  28 ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiEmboss ( ( float ) xco ,  ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1 ) ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											//str = "Scene %t|Load game%x0|Start loaded game%x1|Restart this game%x2|Quit this game %x3";
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											str  =  " Scene %t|Start new game%x0|Restart this game%x2|Quit this game %x3 " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButS ( block ,  MENU ,  B_REDR ,  str ,  xco + 40 ,  yco - 24 ,  ( width - 80 ) ,  19 ,  & gma - > type ,  0.0 ,  0.0 ,  0 ,  0 ,  " " ) ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											yco  - =  ysize ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  ACT_GROUP : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ga =  act - > data ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ysize =  52 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										uiEmboss ( ( float ) xco ,  ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										str =  " GroupKey types   %t|Set Key %x6|Play %x0|Ping Pong %x1|Flipper %x2|Loop Stop %x3|Loop End %x4|Property %x5 " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										uiDefButS ( block ,  MENU ,  1 ,  str , 			xco + 20 ,  yco - 24 ,  width - 40 ,  19 ,  & ga - > type ,  0 ,  0 ,  0 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if ( ga - > type = = ACT_GROUP_SET )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefBut ( block ,  TEX ,  0 ,  " Key:  " , 		xco + 20 ,  yco - 44 ,  ( width - 10 ) / 2 ,  19 ,  ga - > name ,  0.0 ,  31.0 ,  0 ,  0 ,  " This name defines groupkey to be set " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2006-05-06 15:26:53 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											uiDefButI ( block ,  NUM ,  0 ,  " Frame: " , 	xco + 20 + ( width - 10 ) / 2 ,  yco - 44 ,  ( width - 70 ) / 2 ,  19 ,  & ga - > sta ,  0.0 ,  2500.0 ,  0 ,  0 ,  " Set this frame " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										else  if ( ga - > type = = ACT_GROUP_FROM_PROP )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefBut ( block ,  TEX ,  0 ,  " Prop:  " , 		xco + 20 ,  yco - 44 ,  width - 40 ,  19 ,  ga - > name ,  0.0 ,  31.0 ,  0 ,  0 ,  " Use this property to define the Group position " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										else  { 
							 
						 
					
						
							
								
									
										
										
										
											2008-07-07 21:04:30 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											uiDefButI ( block ,  NUM ,  0 ,  " State " , 		xco + 20 ,  yco - 44 ,  ( width - 40 ) / 2 ,  19 ,  & ga - > sta ,  0.0 ,  2500.0 ,  0 ,  0 ,  " Start frame " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2006-05-06 15:26:53 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											uiDefButI ( block ,  NUM ,  0 ,  " End " , 		xco + 20 + ( width - 40 ) / 2 ,  yco - 44 ,  ( width - 40 ) / 2 ,  19 ,  & ga - > end ,  0.0 ,  2500.0 ,  0 ,  0 ,  " End frame " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										yco - =  ysize ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  ACT_VISIBILITY : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ysize  =  24 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										uiEmboss ( ( float ) xco , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											 ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										visAct  =  act - > data ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										str =  " Visibility %t|Visible %x0|Invisible %x1 " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										uiDefButI ( block ,  MENU ,  B_REDR ,  str , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											  xco  +  10 ,  yco  -  24 ,  width  -  20 ,  19 ,  & visAct - > flag , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											  0.0 ,  0.0 ,  0 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											  " Make the object invisible or visible. " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/*
  
						 
					
						
							
								
									
										
										
										
											2005-08-03 18:48:22 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										uiDefButBitI ( block ,  TOG ,  ACT_VISIBILITY_INVISIBLE ,  0 , 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											  " Invisible " , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											  xco  +  10 ,  yco  -  24 ,  width  -  20 ,  19 ,  & visAct - > flag , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											  0.0 ,  0.0 ,  0 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											  " Make the object invisible or visible. " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								*/  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										yco - =  ysize ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									case  ACT_STATE : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ysize  =  34 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										uiEmboss ( ( float ) xco , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											 ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										staAct  =  act - > data ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										str =  " Operation %t|Cpy %x0|Add %x1|Sub %x2|Inv %x3 " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										uiDefButI ( block ,  MENU ,  B_REDR ,  str , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											  xco  +  10 ,  yco  -  24 ,  65 ,  19 ,  & staAct - > type , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											  0.0 ,  0.0 ,  0 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											  " Select the bit operation on object state mask " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										for  ( wval = 0 ;  wval < 15 ;  wval + = 5 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiBlockBeginAlign ( block ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											for  ( stbit = 0 ;  stbit < 5 ;  stbit + + )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButBitI ( block ,  TOG ,  ( 1 < < ( stbit + wval ) ) ,  0 ,  " " , 	( short ) ( xco + 85 + 12 * stbit + 13 * wval ) ,  yco - 17 ,  12 ,  12 ,  ( int  * ) & ( staAct - > mask ) ,  0 ,  0 ,  0 ,  0 ,  get_state_name ( ob ,  ( short ) ( wval + stbit ) ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											for  ( stbit = 0 ;  stbit < 5 ;  stbit + + )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButBitI ( block ,  TOG ,  ( 1 < < ( stbit + wval + 15 ) ) ,  0 ,  " " , 	( short ) ( xco + 85 + 12 * stbit + 13 * wval ) ,  yco - 29 ,  12 ,  12 ,  ( int  * ) & ( staAct - > mask ) ,  0 ,  0 ,  0 ,  0 ,  get_state_name ( ob ,  ( short ) ( wval + stbit + 15 ) ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										uiBlockEndAlign ( block ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										yco - =  ysize ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									case  ACT_RANDOM : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ysize   =  69 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										uiEmboss ( ( float ) xco , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												  ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										randAct  =  act - > data ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										/* 1. seed */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										uiDefButI ( block ,  NUM ,  1 ,  " Seed:  " , 		( xco + 10 ) , yco - 24 ,  0.4  * ( width - 20 ) ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												 & randAct - > seed ,  0 ,  1000 ,  0 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												 " Initial seed of the random generator. Use Python for more freedom.  " 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												 "  (Choose 0 for not random) " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										/* 2. distribution type */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										/* One pick per distribution. These numbers MUST match the #defines  */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										/* in game.h !!!                                                     */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										str =  " Distribution %t|Bool Constant %x0|Bool Uniform %x1 " 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											" |Bool Bernoulli %x2|Int Constant %x3|Int Uniform %x4 " 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											" |Int Poisson %x5|Float Constant %x6|Float Uniform %x7 " 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											" |Float Normal %x8|Float Neg. Exp. %x9 " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										uiDefButI ( block ,  MENU ,  B_REDR ,  str ,  ( xco + 10 )  +  0.4  *  ( width - 20 ) ,  yco - 24 ,  0.6  *  ( width - 20 ) ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												 & randAct - > distribution ,  0.0 ,  0.0 ,  0 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												 " Choose the type of distribution " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										/* 3. property */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										uiDefBut ( block ,  TEX ,  1 ,  " Property: " ,  ( xco + 10 ) ,  yco - 44 ,  ( width - 20 ) ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												 & randAct - > propname ,  0 ,  31 ,  0 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												 " Assign the random value to this property " ) ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										/*4. and 5. arguments for the distribution*/ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										switch  ( randAct - > distribution )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										case  ACT_RANDOM_BOOL_CONST : 
							 
						 
					
						
							
								
									
										
										
										
											2005-08-03 18:48:22 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											uiDefButBitI ( block ,  TOG ,  1 ,  1 ,  " Always true " ,  ( xco + 10 ) ,  yco - 64 ,  ( width - 20 ) ,  19 , 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
													 & randAct - > int_arg_1 ,  2.0 ,  1 ,  0 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 " Always false or always true " ) ; 			
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										case  ACT_RANDOM_BOOL_UNIFORM : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefBut ( block ,  LABEL ,  0 ,  "      Do a 50-50 pick. " , 	( xco + 10 ) ,  yco - 64 ,  ( width - 20 ) ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 NULL ,  0 ,  0 ,  0 ,  0 , 
							 
						 
					
						
							
								
									
										
										
										
											2004-04-29 15:52:11 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													 " Choose between true and false, 50% chance each. " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										case  ACT_RANDOM_BOOL_BERNOUILLI : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButF ( block ,  NUM ,  1 ,  " Chance " ,  ( xco + 10 ) ,  yco - 64 ,  ( width - 20 ) ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 & randAct - > float_arg_1 ,  0.0 ,  1.0 ,  0 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 " Pick a number between 0 and 1. Success if you stay  " 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 " below this value " ) ; 			
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										case  ACT_RANDOM_INT_CONST : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButI ( block ,  NUM ,  1 ,  " Value:  " , 		( xco + 10 ) ,  yco - 64 ,  ( width - 20 ) ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 & randAct - > int_arg_1 ,  - 1000 ,  1000 ,  0 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 " Always return this number " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										case  ACT_RANDOM_INT_UNIFORM : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButI ( block ,  NUM ,  1 ,  " Min:  " , 		( xco + 10 ) ,  yco - 64 ,  ( width - 20 ) / 2 ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 & randAct - > int_arg_1 ,  - 1000 ,  1000 ,  0 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 " Choose a number from a range.  " 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 " Lower boundary of the range. " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButI ( block ,  NUM ,  1 ,  " Max:  " , 		( xco + 10 )  +  ( width - 20 ) / 2 ,  yco - 64 ,  ( width - 20 ) / 2 ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 & randAct - > int_arg_2 ,  - 1000 ,  1000 ,  0 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 " Choose a number from a range.  " 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 " Upper boundary of the range. " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										case  ACT_RANDOM_INT_POISSON : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButF ( block ,  NUM ,  1 ,  " Mean:  " ,  ( xco + 10 ) ,  yco - 64 ,  ( width - 20 ) ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 & randAct - > float_arg_1 ,  0.01 ,  100.0 ,  0 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 " Expected mean value of the distribution. " ) ; 						
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										case  ACT_RANDOM_FLOAT_CONST : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButF ( block ,  NUM ,  1 ,  " Value:  " ,  ( xco + 10 ) ,  yco - 64 ,  ( width - 20 ) ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 & randAct - > float_arg_1 ,  0.0 ,  1.0 ,  0 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 " Always return this number " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										case  ACT_RANDOM_FLOAT_UNIFORM : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButF ( block ,  NUM ,  1 ,  " Min:  " , 		( xco + 10 ) ,  yco - 64 ,  ( width - 20 ) / 2 ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 & randAct - > float_arg_1 ,  - 10000.0 ,  10000.0 ,  0 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 " Choose a number from a range.  " 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 " Lower boundary of the range. " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButF ( block ,  NUM ,  1 ,  " Max:  " , 		( xco + 10 )  +  ( width - 20 ) / 2 ,  yco - 64 ,  ( width - 20 ) / 2 ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 & randAct - > float_arg_2 ,  - 10000.0 ,  10000.0 ,  0 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 " Choose a number from a range.  " 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 " Upper boundary of the range. " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										case  ACT_RANDOM_FLOAT_NORMAL : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButF ( block ,  NUM ,  1 ,  " Mean:  " , 		( xco + 10 ) ,  yco - 64 ,  ( width - 20 ) / 2 ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 & randAct - > float_arg_1 ,  - 10000.0 ,  10000.0 ,  0 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 " A normal distribution. Mean of the distribution. " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButF ( block ,  NUM ,  1 ,  " SD:  " , 		( xco + 10 )  +  ( width - 20 ) / 2 ,  yco - 64 ,  ( width - 20 ) / 2 ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 & randAct - > float_arg_2 ,  0.0 ,  10000.0 ,  0 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 " A normal distribution. Standard deviation of the  " 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 " distribution. " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										case  ACT_RANDOM_FLOAT_NEGATIVE_EXPONENTIAL : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButF ( block ,  NUM ,  1 ,  " Half-life time:  " ,  ( xco + 10 ) ,  yco - 64 ,  ( width - 20 ) ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 & randAct - > float_arg_1 ,  0.001 ,  10000.0 ,  0 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 " Negative exponential dropoff. " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										default : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											;  /* don't know what this distro is... can be useful for testing */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											/* though :)                                                     */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										yco - =  ysize ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  ACT_MESSAGE : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ma  =  act - > data ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define MESSAGE_SENSOR_TO_FIELD_WORKS	 /* Really?  Not really.  Don't remove this ifdef yet */ 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# ifdef MESSAGE_SENSOR_TO_FIELD_WORKS 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ysize  =  4  +  ( 3  *  24 ) ;  /* footer + number of lines * 24 pixels/line */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# else 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ysize  =  4  +  ( 2  *  24 ) ;  /* footer + number of lines * 24 pixels/line */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										uiEmboss ( ( float ) xco , 	    ( float ) yco - ysize , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												 ( float ) xco + width ,   ( float ) yco ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										myline = 1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# ifdef MESSAGE_SENSOR_TO_FIELD_WORKS 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										/* line 1: To */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										uiDefBut ( block ,  TEX ,  1 ,  " To:  " , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											( xco + 10 ) ,  ( yco - ( myline + + * 24 ) ) ,  ( width - 20 ) ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											& ma - > toPropName ,  0 ,  31 ,  0 ,  0 , 
							 
						 
					
						
							
								
									
										
										
										
											2008-06-20 20:54:29 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											" Optional send message to objects with this name only (Prefix name with OB) " 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											" , or empty to broadcast " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										/* line 2: Message Subject */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										uiDefBut ( block ,  TEX ,  1 ,  " Subject:  " , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										( xco + 10 ) ,  ( yco - ( myline + + * 24 ) ) ,  ( width - 20 ) ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										& ma - > subject ,  0 ,  31 ,  0 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										" Optional message subject. This is what can be filtered on. " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										/* line 3: Text/Property */ 
							 
						 
					
						
							
								
									
										
										
										
											2005-08-03 18:48:22 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										uiDefButBitS ( block ,  TOG ,  1 ,  B_REDR ,  " T/P " , 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											( xco + 10 ) , ( yco - ( myline * 24 ) ) ,  ( 0.20  *  ( width - 20 ) ) ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											& ma - > bodyType ,  0.0 ,  0.0 ,  0 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											" Toggle message type: either Text or a PropertyName. " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if  ( ma - > bodyType  = =  ACT_MESG_MESG ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    		/* line 3: Message Body */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    		uiDefBut ( block ,  TEX ,  1 ,  " Body:  " , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    		( xco + 10 + ( 0.20 * ( width - 20 ) ) ) , ( yco - ( myline + + * 24 ) ) , ( 0.8 * ( width - 20 ) ) , 19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    		& ma - > body ,  0 ,  31 ,  0 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    		" Optional message body Text " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										}  else 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											/* line 3: Property body (set by property) */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefBut ( block ,  TEX ,  1 ,  " Propname:  " , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    		( xco + 10 + ( 0.20 * ( width - 20 ) ) ) , ( yco - ( myline + + * 24 ) ) , ( 0.8 * ( width - 20 ) ) , 19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											& ma - > body ,  0 ,  31 ,  0 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											" The message body will be set by the Property Value " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										yco  - =  ysize ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										break ; 
							 
						 
					
						
							
								
									
										
										
										
											2007-10-22 20:24:26 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									case  ACT_2DFILTER : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										tdfa  =  act - > data ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2007-11-06 12:16:12 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										ysize  =  50 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if ( tdfa - > type  = =  ACT_2DFILTER_CUSTOMFILTER ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											ysize  + = 20 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
									
										
										
										
											2007-10-22 20:24:26 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        glRects (  xco ,  yco - ysize ,  xco + width ,  yco  ) ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										uiEmboss (  ( float ) xco ,  ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1  ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										switch ( tdfa - > type ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											case  ACT_2DFILTER_MOTIONBLUR : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if ( ! tdfa - > flag ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													uiDefButS ( block ,  TOG ,  B_REDR ,  " D " , 	xco + 30 , yco - 44 , 19 ,  19 ,  & tdfa - > flag ,  0.0 ,  0.0 ,  0.0 ,  0.0 ,  " Disable Motion Blur " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													uiDefButF ( block ,  NUM ,  B_REDR ,  " Value: " ,  xco + 52 , yco - 44 , width - 82 , 19 , & tdfa - > float_arg , 0.0 , 1.0 , 0.0 , 0.0 , " Set motion blur value " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												else 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													uiDefButS ( block ,  TOG ,  B_REDR ,  " Disabled " , 	xco + 30 , yco - 44 , width - 60 ,  19 ,  & tdfa - > flag ,  0.0 ,  0.0 ,  0.0 ,  0.0 ,  " Enable Motion Blur " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											case  ACT_2DFILTER_BLUR : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											case  ACT_2DFILTER_SHARPEN : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											case  ACT_2DFILTER_DILATION : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											case  ACT_2DFILTER_EROSION : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											case  ACT_2DFILTER_LAPLACIAN : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											case  ACT_2DFILTER_SOBEL : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											case  ACT_2DFILTER_PREWITT : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											case  ACT_2DFILTER_GRAYSCALE : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											case  ACT_2DFILTER_SEPIA : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											case  ACT_2DFILTER_INVERT : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											case  ACT_2DFILTER_NOFILTER : 
							 
						 
					
						
							
								
									
										
										
										
											2007-11-06 12:16:12 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											case  ACT_2DFILTER_DISABLED : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											case  ACT_2DFILTER_ENABLED : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButI ( block ,  NUM ,  B_REDR ,  " Pass Number: " ,  xco + 30 , yco - 44 , width - 60 , 19 , & tdfa - > int_arg , 0.0 , MAX_RENDER_PASS - 1 , 0.0 , 0.0 , " Set motion blur value " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											case  ACT_2DFILTER_CUSTOMFILTER : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButI ( block ,  NUM ,  B_REDR ,  " Pass Number: " ,  xco + 30 , yco - 44 , width - 60 , 19 , & tdfa - > int_arg , 0.0 , MAX_RENDER_PASS - 1 , 0.0 , 0.0 , " Set motion blur value " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2008-06-28 03:18:11 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												uiDefIDPoinBut ( block ,  test_scriptpoin_but ,  ID_SCRIPT ,  1 ,  " Script:  " ,  xco + 30 , yco - 64 , width / 2 - 32 ,  19 ,  & tdfa - > text ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButS ( block ,  TOG | BIT | 0 ,  B_REDR ,  " Depth " ,  xco + width / 2 + 2  ,  yco  -  64 ,  width / 4 - 16  ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														& tdfa - > texture_flag ,  0.0 ,  0.0 ,  0 ,  0 ,  " Includes Depth Texture (bgl_DepthTexture) " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiDefButS ( block ,  TOG | BIT | 1 ,  B_REDR ,  " Luminance " ,  xco + 3 * width / 4 - 14  ,  yco  -  64 ,  width / 4 - 16  ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														& tdfa - > texture_flag ,  0.0 ,  0.0 ,  0 ,  0 ,  " Includes Luminance Texture (bgl_LuminanceTexture) " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2007-10-22 20:24:26 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
									
										
										
										
											2007-11-06 12:16:12 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										str =  " 2D Filter   %t|Motion Blur   %x1|Blur %x2|Sharpen %x3|Dilation %x4|Erosion %x5| " 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												" Laplacian %x6|Sobel %x7|Prewitt %x8|Gray Scale %x9|Sepia %x10|Invert %x11|Custom Filter %x12| " 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												" Enable Filter %x-2|Disable Filter %x-1|Remove Filter %x0| " ; 
							 
						 
					
						
							
								
									
										
										
										
											2007-10-22 20:24:26 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										uiDefButS ( block ,  MENU ,  B_REDR ,  str , 	xco + 30 , yco - 24 , width - 60 ,  19 ,  & tdfa - > type ,  0.0 ,  0.0 ,  0.0 ,  0.0 ,  " 2D filter type " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										yco  - =  ysize ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        break ; 
							 
						 
					
						
							
								
									
										
										
										
											2008-04-06 18:30:52 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									case  ACT_PARENT : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  		parAct  =  act - > data ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  		if ( parAct - > type = = ACT_PARENT_SET )  {  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  			ysize =  48 ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  			glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  			uiEmboss ( ( float ) xco ,  ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1 ) ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  			uiDefIDPoinBut ( block ,  test_obpoin_but ,  ID_OB ,  1 ,  " OB: " , 		xco + 40 ,  yco - 44 ,  ( width - 80 ) ,  19 ,  & ( parAct - > ob ) ,  " Set this object as parent " ) ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  		} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  		else  if ( parAct - > type = = ACT_PARENT_REMOVE )  {  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  			ysize =  28 ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  			glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  			uiEmboss ( ( float ) xco ,  ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1 ) ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								 		} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										str =  " Parent %t|Set Parent %x0|Remove Parent %x1 " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										uiDefButI ( block ,  MENU ,  B_REDR ,  str , 		xco + 40 ,  yco - 24 ,  ( width - 80 ) ,  19 ,  & parAct - > type ,  0.0 ,  0.0 ,  0 ,  0 ,  " " ) ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  		yco - =  ysize ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  		break ;  
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								 	default : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ysize =  4 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										glRects ( xco ,  yco - ysize ,  xco + width ,  yco ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										uiEmboss ( ( float ) xco ,  ( float ) yco - ysize ,  ( float ) xco + width ,  ( float ) yco ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										yco - =  ysize ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiBlockSetEmboss ( block ,  UI_EMBOSSM ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  yco - 4 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  void  do_sensor_menu ( void  * arg ,  int  event )  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{ 	 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ID  * * idar ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									Object  * ob ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bSensor  * sens ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									short  count ,  a ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									idar =  get_selected_and_linked_obs ( & count ,  G . buts - > scaflag ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									for ( a = 0 ;  a < count ;  a + + )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ob =  ( Object  * ) idar [ a ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if ( event = = 0  | |  event = = 2 )  ob - > scaflag  | =  OB_SHOWSENS ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										else  if ( event = = 1 )  ob - > scaflag  & =  ~ OB_SHOWSENS ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									for ( a = 0 ;  a < count ;  a + + )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ob =  ( Object  * ) idar [ a ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										sens =  ob - > sensors . first ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										while ( sens )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if ( event = = 2 )  sens - > flag  | =  SENS_SHOW ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											else  if ( event = = 3 )  sens - > flag  & =  ~ SENS_SHOW ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											sens =  sens - > next ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if ( idar )  MEM_freeN ( idar ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2003-10-07 18:24:02 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									allqueue ( REDRAWBUTSLOGIC ,  0 ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  uiBlock  * sensor_menu ( void  * arg_unused )  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiBlock  * block ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									int  yco = 0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									block =  uiNewBlock ( & curarea - > uiblocks ,  " filemenu " ,  UI_EMBOSSP ,  UI_HELV ,  curarea - > win ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiBlockSetButmFunc ( block ,  do_sensor_menu ,  NULL ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiDefBut ( block ,  BUTM ,  1 ,  " Show Objects " , 	0 ,  ( short ) ( yco - = 20 ) ,  160 ,  19 ,  NULL ,  0.0 ,  0.0 ,  1 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiDefBut ( block ,  BUTM ,  1 ,  " Hide Objects " , 	0 ,  ( short ) ( yco - = 20 ) ,  160 ,  19 ,  NULL ,  0.0 ,  0.0 ,  1 ,  1 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiDefBut ( block ,  SEPR ,  0 ,  " " , 	0 ,  ( short ) ( yco - = 6 ) ,  160 ,  6 ,  NULL ,  0.0 ,  0.0 ,  0 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiDefBut ( block ,  BUTM ,  1 ,  " Show Sensors " , 	0 ,  ( short ) ( yco - = 20 ) ,  160 ,  19 ,  NULL ,  0.0 ,  0.0 ,  1 ,  2 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiDefBut ( block ,  BUTM ,  1 ,  " Hide Sensors " , 	0 ,  ( short ) ( yco - = 20 ) ,  160 ,  19 ,  NULL ,  0.0 ,  0.0 ,  1 ,  3 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiBlockSetDirection ( block ,  UI_TOP ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  block ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  void  do_controller_menu ( void  * arg ,  int  event )  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{ 	 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ID  * * idar ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									Object  * ob ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bController  * cont ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									short  count ,  a ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									idar =  get_selected_and_linked_obs ( & count ,  G . buts - > scaflag ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									for ( a = 0 ;  a < count ;  a + + )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ob =  ( Object  * ) idar [ a ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if ( event = = 0  | |  event = = 2 )  ob - > scaflag  | =  OB_SHOWCONT ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										else  if ( event = = 1 )  ob - > scaflag  & =  ~ OB_SHOWCONT ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									for ( a = 0 ;  a < count ;  a + + )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ob =  ( Object  * ) idar [ a ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										cont =  ob - > controllers . first ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										while ( cont )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if ( event = = 2 )  cont - > flag  | =  CONT_SHOW ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											else  if ( event = = 3 )  cont - > flag  & =  ~ CONT_SHOW ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											cont =  cont - > next ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if ( idar )  MEM_freeN ( idar ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2003-10-07 18:24:02 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									allqueue ( REDRAWBUTSLOGIC ,  0 ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  uiBlock  * controller_menu ( void  * arg_unused )  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiBlock  * block ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									int  yco = 0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									block =  uiNewBlock ( & curarea - > uiblocks ,  " filemenu " ,  UI_EMBOSSP ,  UI_HELV ,  curarea - > win ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiBlockSetButmFunc ( block ,  do_controller_menu ,  NULL ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiDefBut ( block ,  BUTM ,  1 ,  " Show Objects " , 	0 ,  ( short ) ( yco - = 20 ) ,  160 ,  19 ,  NULL ,  0.0 ,  0.0 ,  1 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiDefBut ( block ,  BUTM ,  1 ,  " Hide Objects " , 	0 , ( short ) ( yco - = 20 ) ,  160 ,  19 ,  NULL ,  0.0 ,  0.0 ,  1 ,  1 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiDefBut ( block ,  SEPR ,  0 ,  " " , 					0 ,  ( short ) ( yco - = 6 ) ,  160 ,  6 ,  NULL ,  0.0 ,  0.0 ,  0 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiDefBut ( block ,  BUTM ,  1 ,  " Show Controllers " , 	0 ,  ( short ) ( yco - = 20 ) ,  160 ,  19 ,  NULL ,  0.0 ,  0.0 ,  2 ,  2 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiDefBut ( block ,  BUTM ,  1 ,  " Hide Controllers " , 	0 ,  ( short ) ( yco - = 20 ) ,  160 ,  19 ,  NULL ,  0.0 ,  0.0 ,  3 ,  3 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiBlockSetDirection ( block ,  UI_TOP ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  block ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  void  do_actuator_menu ( void  * arg ,  int  event )  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{ 	 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ID  * * idar ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									Object  * ob ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bActuator  * act ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									short  count ,  a ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									idar =  get_selected_and_linked_obs ( & count ,  G . buts - > scaflag ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									for ( a = 0 ;  a < count ;  a + + )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ob =  ( Object  * ) idar [ a ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if ( event = = 0  | |  event = = 2 )  ob - > scaflag  | =  OB_SHOWACT ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										else  if ( event = = 1 )  ob - > scaflag  & =  ~ OB_SHOWACT ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									for ( a = 0 ;  a < count ;  a + + )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ob =  ( Object  * ) idar [ a ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										act =  ob - > actuators . first ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										while ( act )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if ( event = = 2 )  act - > flag  | =  ACT_SHOW ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											else  if ( event = = 3 )  act - > flag  & =  ~ ACT_SHOW ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											act =  act - > next ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if ( idar )  MEM_freeN ( idar ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2003-10-07 18:24:02 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									allqueue ( REDRAWBUTSLOGIC ,  0 ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  uiBlock  * actuator_menu ( void  * arg_unused )  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiBlock  * block ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									int  xco = 0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									block =  uiNewBlock ( & curarea - > uiblocks ,  " filemenu " ,  UI_EMBOSSP ,  UI_HELV ,  curarea - > win ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiBlockSetButmFunc ( block ,  do_actuator_menu ,  NULL ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiDefBut ( block ,  BUTM ,  1 ,  " Show Objects " , 	0 ,  ( short ) ( xco - = 20 ) ,  160 ,  19 ,  NULL ,  0.0 ,  0.0 ,  1 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiDefBut ( block ,  BUTM ,  1 ,  " Hide Objects " , 	0 ,  ( short ) ( xco - = 20 ) ,  160 ,  19 ,  NULL ,  0.0 ,  0.0 ,  1 ,  1 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiDefBut ( block ,  SEPR ,  0 ,  " " , 	0 ,  ( short ) ( xco - = 6 ) ,  160 ,  6 ,  NULL ,  0.0 ,  0.0 ,  0 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiDefBut ( block ,  BUTM ,  1 ,  " Show Actuators " , 	0 ,  ( short ) ( xco - = 20 ) ,  160 ,  19 ,  NULL ,  0.0 ,  0.0 ,  1 ,  2 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiDefBut ( block ,  BUTM ,  1 ,  " Hide Actuators " , 	0 ,  ( short ) ( xco - = 20 ) ,  160 ,  19 ,  NULL ,  0.0 ,  0.0 ,  1 ,  3 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiBlockSetDirection ( block ,  UI_TOP ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  block ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2004-03-22 22:02:18 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								void  buttons_enji ( uiBlock  * block ,  Object  * ob )  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
									
										
										
										
											2005-08-03 18:48:22 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									uiDefButBitI ( block ,  TOG ,  OB_SECTOR ,  B_SETSECTOR ,  " Sector " , 
							 
						 
					
						
							
								
									
										
										
										
											2004-03-22 22:02:18 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											 10 , 205 , 65 , 19 ,  & ob - > gameflag ,  0 ,  0 ,  0 ,  0 ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											 " All game elements should be in the Sector boundbox " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2005-08-03 18:48:22 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									uiDefButBitI ( block ,  TOG ,  OB_PROP ,  B_SETPROP ,  " Prop " , 
							 
						 
					
						
							
								
									
										
										
										
											2004-03-22 22:02:18 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											 75 , 205 , 65 , 19 ,  & ob - > gameflag ,  0 ,  0 ,  0 ,  0 ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											 " An Object fixed within a sector " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiBlockSetCol ( block ,  BUTPURPLE ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2005-08-03 18:48:22 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									uiDefButBitI ( block ,  TOG ,  OB_ACTOR ,  B_SETACTOR ,  " Actor " , 
							 
						 
					
						
							
								
									
										
										
										
											2004-03-22 22:02:18 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											 140 , 205 , 65 , 19 ,  & ob - > gameflag ,  0 ,  0 ,  0 ,  0 ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											 " Objects that are evaluated by the engine  " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if ( ob - > gameflag  &  OB_ACTOR )  { 	
							 
						 
					
						
							
								
									
										
										
										
											2005-08-03 18:48:22 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										uiDefButBitI ( block ,  TOG ,  OB_DYNAMIC ,  B_SETDYNA ,  " Dynamic " , 
							 
						 
					
						
							
								
									
										
										
										
											2004-03-22 22:02:18 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												 205 , 205 , 75 , 19 ,  & ob - > gameflag ,  0 ,  0 ,  0 ,  0 ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												 " Motion defined by laws of physics " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2005-08-03 18:48:22 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										uiDefButBitI ( block ,  TOG ,  OB_MAINACTOR ,  B_SETMAINACTOR ,  " MainActor " , 
							 
						 
					
						
							
								
									
										
										
										
											2004-03-22 22:02:18 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												 280 , 205 , 70 , 19 ,  & ob - > gameflag ,  0 ,  0 ,  0 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if ( ob - > gameflag  &  OB_DYNAMIC )  { 
							 
						 
					
						
							
								
									
										
										
										
											2005-08-03 18:48:22 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											uiDefButBitI ( block ,  TOG ,  OB_DO_FH ,  B_DIFF ,  " Do Fh " , 
							 
						 
					
						
							
								
									
										
										
										
											2004-03-22 22:02:18 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													 10 , 185 , 50 , 19 ,  & ob - > gameflag ,  0 ,  0 ,  0 ,  0 ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 " Use Fh settings in Materials " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2005-08-03 18:48:22 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											uiDefButBitI ( block ,  TOG ,  OB_ROT_FH ,  B_DIFF ,  " Rot Fh " , 
							 
						 
					
						
							
								
									
										
										
										
											2004-03-22 22:02:18 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													 60 , 185 , 50 , 19 ,  & ob - > gameflag ,  0 ,  0 ,  0 ,  0 ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 " Use face normal to rotate Object " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiBlockSetCol ( block ,  BUTGREY ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2005-08-03 18:48:22 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											uiDefButF ( block ,  NUM ,  B_DIFF ,  " Mass: " , 
							 
						 
					
						
							
								
									
										
										
										
											2004-03-22 22:02:18 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													 110 ,  185 ,  120 ,  19 ,  & ob - > mass ,  0.01 ,  100.0 ,  10 ,  0 ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 " The mass of the Object " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2005-08-03 18:48:22 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											uiDefButF ( block ,  NUM ,  REDRAWVIEW3D ,  " Size: " , 
							 
						 
					
						
							
								
									
										
										
										
											2004-03-22 22:02:18 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													 230 ,  185 ,  120 ,  19 ,  & ob - > inertia ,  0.01 ,  10.0 ,  10 ,  0 ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 " Bounding sphere size " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2005-08-03 18:48:22 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											uiDefButF ( block ,  NUM ,  B_DIFF ,  " Damp: " , 
							 
						 
					
						
							
								
									
										
										
										
											2004-03-22 22:02:18 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													 10 ,  165 ,  100 ,  19 ,  & ob - > damping ,  0.0 ,  1.0 ,  10 ,  0 ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 " General movement damping " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2005-08-03 18:48:22 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											uiDefButF ( block ,  NUM ,  B_DIFF ,  " RotDamp: " , 
							 
						 
					
						
							
								
									
										
										
										
											2004-03-22 22:02:18 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													 110 ,  165 ,  120 ,  19 ,  & ob - > rdamping ,  0.0 ,  1.0 ,  10 ,  0 ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													 " General rotation damping " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								void  buttons_ketsji ( uiBlock  * block ,  Object  * ob )  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
									
										
										
										
											2005-08-03 18:48:22 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									uiDefButBitI ( block ,  TOG ,  OB_ACTOR ,  B_REDR ,  " Actor " , 
							 
						 
					
						
							
								
									
										
										
										
											2006-02-22 06:58:05 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											  10 , 205 , 55 , 19 ,  & ob - > gameflag ,  0 ,  0 ,  0 ,  0 , 
							 
						 
					
						
							
								
									
										
										
										
											2004-03-22 22:02:18 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											  " Objects that are evaluated by the engine  " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if ( ob - > gameflag  &  OB_ACTOR )  { 	
							 
						 
					
						
							
								
									
										
										
										
											2006-02-22 06:58:05 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										uiDefButBitI ( block ,  TOG ,  OB_GHOST ,  B_REDR ,  " Ghost " ,  65 , 205 , 55 , 19 ,  
							 
						 
					
						
							
								
									
										
										
										
											2004-03-22 22:02:18 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												  & ob - > gameflag ,  0 ,  0 ,  0 ,  0 ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												  " Objects that don't restitute collisions (like a ghost) " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2006-02-22 06:58:05 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										uiDefButBitI ( block ,  TOG ,  OB_DYNAMIC ,  B_REDR ,  " Dynamic " ,  120 , 205 , 70 , 19 ,  
							 
						 
					
						
							
								
									
										
										
										
											2004-03-22 22:02:18 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												  & ob - > gameflag ,  0 ,  0 ,  0 ,  0 ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												  " Motion defined by laws of physics " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if ( ob - > gameflag  &  OB_DYNAMIC )  { 
							 
						 
					
						
							
								
									
										
										
										
											2007-04-09 10:52:22 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											uiDefButBitI ( block ,  TOG ,  OB_RIGID_BODY ,  B_REDR ,  " Rigid Body " ,  190 , 205 , 80 , 19 ,  
							 
						 
					
						
							
								
									
										
										
										
											2004-03-22 22:02:18 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													  & ob - > gameflag ,  0 ,  0 ,  0 ,  0 ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													  " Enable rolling physics " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2007-04-09 10:52:22 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											uiDefButBitI ( block ,  TOG ,  OB_COLLISION_RESPONSE ,  B_REDR ,  " No sleeping " ,  270 , 205 , 80 , 19 ,  
							 
						 
					
						
							
								
									
										
										
										
											2006-02-22 06:58:05 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													  & ob - > gameflag ,  0 ,  0 ,  0 ,  0 ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													  " Disable auto (de)activation " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2005-08-03 18:48:22 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											uiDefButBitI ( block ,  TOG ,  OB_DO_FH ,  B_DIFF ,  " Do Fh " ,  10 , 185 , 50 , 19 ,  
							 
						 
					
						
							
								
									
										
										
										
											2004-03-22 22:02:18 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													  & ob - > gameflag ,  0 ,  0 ,  0 ,  0 ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													  " Use Fh settings in Materials " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2005-08-03 18:48:22 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											uiDefButBitI ( block ,  TOG ,  OB_ROT_FH ,  B_DIFF ,  " Rot Fh " ,  60 , 185 , 50 , 19 ,  
							 
						 
					
						
							
								
									
										
										
										
											2004-03-22 22:02:18 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													  & ob - > gameflag ,  0 ,  0 ,  0 ,  0 ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													  " Use face normal to rotate Object " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButF ( block ,  NUM ,  B_DIFF ,  " Mass: " ,  110 ,  185 ,  80 ,  19 ,  
							 
						 
					
						
							
								
									
										
										
										
											2004-04-16 06:07:09 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													  & ob - > mass ,  0.01 ,  10000.0 ,  10 ,  0 ,  
							 
						 
					
						
							
								
									
										
										
										
											2004-03-22 22:02:18 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													  " The mass of the Object " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2006-06-14 21:02:03 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											uiDefButF ( block ,  NUM ,  REDRAWVIEW3D ,  " Radius: " ,  190 ,  185 ,  80 ,  19 ,  
							 
						 
					
						
							
								
									
										
										
										
											2004-03-22 22:02:18 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													  & ob - > inertia ,  0.01 ,  10.0 ,  10 ,  0 ,  
							 
						 
					
						
							
								
									
										
										
										
											2006-06-14 21:02:03 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													  " Bounding sphere radius " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2004-03-22 22:02:18 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											uiDefButF ( block ,  NUM ,  B_DIFF ,  " Form: " ,  270 ,  185 ,  80 ,  19 ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													  & ob - > formfactor ,  0.01 ,  100.0 ,  10 ,  0 ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													  " Form factor " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButF ( block ,  NUM ,  B_DIFF ,  " Damp: " ,  10 ,  165 ,  100 ,  19 ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													  & ob - > damping ,  0.0 ,  1.0 ,  10 ,  0 ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													  " General movement damping " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButF ( block ,  NUM ,  B_DIFF ,  " RotDamp: " ,  110 ,  165 ,  120 ,  19 ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													  & ob - > rdamping ,  0.0 ,  1.0 ,  10 ,  0 ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													  " General rotation damping " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2005-08-03 18:48:22 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											uiDefButBitI ( block ,  TOG ,  OB_ANISOTROPIC_FRICTION ,  B_REDR ,  " Anisotropic " ,  
							 
						 
					
						
							
								
									
										
										
										
											2004-03-22 22:02:18 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													  230 ,  165 ,  120 ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													  & ob - > gameflag ,  0.0 ,  1.0 ,  10 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													  " Enable anisotropic friction " ) ; 			
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if  ( ob - > gameflag  &  OB_ANISOTROPIC_FRICTION )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButF ( block ,  NUM ,  B_DIFF ,  " x friction: " ,  10 ,  145 ,  114 ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													  & ob - > anisotropicFriction [ 0 ] ,  0.0 ,  1.0 ,  10 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													  " Relative friction coefficient in the x-direction. " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButF ( block ,  NUM ,  B_DIFF ,  " y friction: " ,  124 ,  145 ,  113 ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													  & ob - > anisotropicFriction [ 1 ] ,  0.0 ,  1.0 ,  10 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													  " Relative friction coefficient in the y-direction. " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButF ( block ,  NUM ,  B_DIFF ,  " z friction: " ,  237 ,  145 ,  113 ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													  & ob - > anisotropicFriction [ 2 ] ,  0.0 ,  1.0 ,  10 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													  " Relative friction coefficient in the z-direction. " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2007-04-09 10:52:22 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									if  ( ! ( ob - > gameflag  &  OB_GHOST ) )  { 
							 
						 
					
						
							
								
									
										
										
										
											2007-01-17 12:40:40 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										uiBlockBeginAlign ( block ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2005-08-03 18:48:22 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										uiDefButBitI ( block ,  TOG ,  OB_BOUNDS ,  B_REDR ,  " Bounds " ,  10 ,  125 ,  75 ,  19 , 
							 
						 
					
						
							
								
									
										
										
										
											2004-03-22 22:02:18 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												& ob - > gameflag ,  0 ,  0 , 0 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												" Specify a bounds object for physics " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if  ( ob - > gameflag  &  OB_BOUNDS )  { 
							 
						 
					
						
							
								
									
										
										
										
											2006-12-01 01:04:27 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											uiDefButS ( block ,  MENU ,  REDRAWVIEW3D ,  " Boundary Display%t|Box%x0|Sphere%x1|Cylinder%x2|Cone%x3|Convex Hull Polytope%x5|Static TriangleMesh %x4 " , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												85 ,  125 ,  160 ,  19 ,  & ob - > boundtype ,  0 ,  0 ,  0 ,  0 ,  " Selects the collision type " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButBitI ( block ,  TOG ,  OB_CHILD ,  B_REDR ,  " Compound " ,  250 , 125 , 100 , 19 ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													  & ob - > gameflag ,  0 ,  0 ,  0 ,  0 ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													  " Add Children " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2004-03-22 22:02:18 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
									
										
										
										
											2007-01-17 12:40:40 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										uiBlockEndAlign ( block ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2004-03-22 22:02:18 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2007-04-09 10:52:22 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								void  buttons_bullet ( uiBlock  * block ,  Object  * ob )  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiBlockBeginAlign ( block ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiDefButBitI ( block ,  TOG ,  OB_ACTOR ,  B_REDR ,  " Actor " , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											  10 , 205 , 55 , 19 ,  & ob - > gameflag ,  0 ,  0 ,  0 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											  " Objects that are evaluated by the engine  " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if ( ob - > gameflag  &  OB_ACTOR )  { 	
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										uiDefButBitI ( block ,  TOG ,  OB_GHOST ,  B_REDR ,  " Ghost " ,  65 , 205 , 55 , 19 ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												  & ob - > gameflag ,  0 ,  0 ,  0 ,  0 ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												  " Objects that don't restitute collisions (like a ghost) " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										uiDefButBitI ( block ,  TOG ,  OB_DYNAMIC ,  B_REDR ,  " Dynamic " ,  120 , 205 , 70 , 19 ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												  & ob - > gameflag ,  0 ,  0 ,  0 ,  0 ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												  " Motion defined by laws of physics " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if ( ob - > gameflag  &  OB_DYNAMIC )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButBitI ( block ,  TOG ,  OB_RIGID_BODY ,  B_REDR ,  " Rigid Body " ,  190 , 205 , 80 , 19 ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													  & ob - > gameflag ,  0 ,  0 ,  0 ,  0 ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													  " Enable rolling physics " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButBitI ( block ,  TOG ,  OB_COLLISION_RESPONSE ,  B_REDR ,  " No sleeping " ,  270 , 205 , 80 , 19 ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													  & ob - > gameflag ,  0 ,  0 ,  0 ,  0 ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													  " Disable auto (de)activation " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButF ( block ,  NUM ,  B_DIFF ,  " Mass: " ,  10 ,  185 ,  170 ,  19 ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													  & ob - > mass ,  0.01 ,  10000.0 ,  10 ,  2 ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													  " The mass of the Object " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButF ( block ,  NUM ,  REDRAWVIEW3D ,  " Radius: " ,  180 ,  185 ,  170 ,  19 ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													  & ob - > inertia ,  0.01 ,  10.0 ,  10 ,  2 ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													  " Bounding sphere radius " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButF ( block ,  NUMSLI ,  B_DIFF ,  " Damp  " ,  10 ,  165 ,  150 ,  19 ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													  & ob - > damping ,  0.0 ,  1.0 ,  10 ,  0 ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													  " General movement damping " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButF ( block ,  NUMSLI ,  B_DIFF ,  " RotDamp  " ,  160 ,  165 ,  190 ,  19 ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													  & ob - > rdamping ,  0.0 ,  1.0 ,  10 ,  0 ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													  " General rotation damping " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiBlockEndAlign ( block ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiBlockBeginAlign ( block ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiDefButBitI ( block ,  TOG ,  OB_BOUNDS ,  B_REDR ,  " Bounds " ,  10 ,  125 ,  75 ,  19 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										     & ob - > gameflag ,  0 ,  0 , 0 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										     " Specify a bounds object for physics " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( ob - > gameflag  &  OB_BOUNDS )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										uiDefButS ( block ,  MENU ,  REDRAWVIEW3D ,  " Boundary Display%t|Box%x0|Sphere%x1|Cylinder%x2|Cone%x3|Convex Hull Polytope%x5|Static TriangleMesh %x4 " , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										  //almost ready to enable this one:			uiDefButS(block, MENU, REDRAWVIEW3D, "Boundary Display%t|Box%x0|Sphere%x1|Cylinder%x2|Cone%x3|Convex Hull Polytope%x5|Static TriangleMesh %x4|Dynamic Mesh %x5|",
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											  85 ,  125 ,  160 ,  19 ,  & ob - > boundtype ,  0 ,  0 ,  0 ,  0 ,  " Selects the collision type " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										uiDefButBitI ( block ,  TOG ,  OB_CHILD ,  B_REDR ,  " Compound " ,  250 , 125 , 100 , 19 ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											     & ob - > gameflag ,  0 ,  0 ,  0 ,  0 ,  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											     " Add Children " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiBlockEndAlign ( block ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								static  void  check_object_state ( void  * arg1_but ,  void  * arg2_mask )  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									unsigned  int  * cont_mask  =  arg2_mask ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiBut  * but  =  arg1_but ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( * cont_mask  = =  0  | |  ! ( G . qual  &  LR_SHIFTKEY ) ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										* cont_mask  =  ( 1 < < but - > retval ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									but - > retval  =  B_REDR ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  void  check_controller_state_mask ( void  * arg1_but ,  void  * arg2_mask )  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									unsigned  int  * cont_mask  =  arg2_mask ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiBut  * but  =  arg1_but ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									/* a controller is always in a single state */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									* cont_mask  =  ( 1 < < but - > retval ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									but - > retval  =  B_REDR ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  int  first_bit ( unsigned  int  mask )  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									int  bit ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									for  ( bit = 0 ;  bit < 32 ;  bit + + )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if  ( mask  &  ( 1 < < bit ) ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											return  bit ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  - 1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  uiBlock  * controller_state_mask_menu ( void  * arg_cont )  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiBlock  * block ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiBut  * but ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bController  * cont  =  arg_cont ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									short  yco  =  12 ,  xco  =  0 ,  stbit ,  offset ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									block =  uiNewBlock ( & curarea - > uiblocks ,  " Controller state mask " ,  UI_EMBOSS ,  UI_HELV ,  curarea - > win ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									/* use this for a fake extra empy space around the buttons */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiDefBut ( block ,  LABEL ,  0 ,  " " , 			- 5 ,  - 5 ,  200 ,  34 ,  NULL ,  0 ,  0 ,  0 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									for  ( offset = 0 ;  offset < 15 ;  offset + = 5 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										uiBlockBeginAlign ( block ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										for  ( stbit = 0 ;  stbit < 5 ;  stbit + + )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											but  =  uiDefButBitI ( block ,  TOG ,  ( 1 < < ( stbit + offset ) ) ,  ( stbit + offset ) ,  " " , 	( short ) ( xco + 12 * stbit + 13 * offset ) ,  yco ,  12 ,  12 ,  ( int  * ) & ( cont - > state_mask ) ,  0 ,  0 ,  0 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiButSetFunc ( but ,  check_controller_state_mask ,  but ,  & ( cont - > state_mask ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										for  ( stbit = 0 ;  stbit < 5 ;  stbit + + )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											but  =  uiDefButBitI ( block ,  TOG ,  ( 1 < < ( stbit + offset + 15 ) ) ,  ( stbit + offset + 15 ) ,  " " , 	( short ) ( xco + 12 * stbit + 13 * offset ) ,  yco - 12 ,  12 ,  12 ,  ( int  * ) & ( cont - > state_mask ) ,  0 ,  0 ,  0 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiButSetFunc ( but ,  check_controller_state_mask ,  but ,  & ( cont - > state_mask ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiBlockEndAlign ( block ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiBlockSetDirection ( block ,  UI_TOP ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  block ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  void  do_object_state_menu ( void  * arg ,  int  event )  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{ 	 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									Object  * ob  =  arg ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									switch  ( event )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  0 : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ob - > state  =  0x3FFFFFFF ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  1 : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ob - > state  =  ob - > init_state ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if  ( ! ob - > state ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											ob - > state  =  1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									case  2 : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ob - > init_state  =  ob - > state ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									allqueue ( REDRAWBUTSLOGIC ,  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  uiBlock  * object_state_mask_menu ( void  * arg_obj )  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiBlock  * block ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									short  xco  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									block =  uiNewBlock ( & curarea - > uiblocks ,  " obstatemenu " ,  UI_EMBOSSP ,  UI_HELV ,  curarea - > win ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiBlockSetButmFunc ( block ,  do_object_state_menu ,  arg_obj ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiDefBut ( block ,  BUTM ,  1 ,  " Set all bits " , 		0 ,  ( short ) ( xco - = 20 ) ,  160 ,  19 ,  NULL ,  0.0 ,  0.0 ,  1 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiDefBut ( block ,  BUTM ,  1 ,  " Recall init state " , 	0 ,  ( short ) ( xco - = 20 ) ,  160 ,  19 ,  NULL ,  0.0 ,  0.0 ,  1 ,  1 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiDefBut ( block ,  SEPR ,  0 ,  " " , 					0 ,  ( short ) ( xco - = 6 ) , 	 160 ,  6 ,   NULL ,  0.0 ,  0.0 ,  0 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiDefBut ( block ,  BUTM ,  1 ,  " Store init state " , 	0 ,  ( short ) ( xco - = 20 ) ,  160 ,  19 ,  NULL ,  0.0 ,  0.0 ,  1 ,  2 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiBlockSetDirection ( block ,  UI_TOP ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  block ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  int  is_sensor_linked ( uiBlock  * block ,  bSensor  * sens )  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bController  * cont ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									int  i ,  count ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									for  ( count = 0 ,  i = 0 ;  i < sens - > totlinks ;  i + + )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										cont  =  sens - > links [ i ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if  ( uiFindInlink ( block ,  cont )  ! =  NULL ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											return  1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								/* never used, see CVS 1.134 for the code */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/*  static FreeCamera *new_freecamera(void) */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/* never used, see CVS 1.120 for the code */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/*  static uiBlock *freecamera_menu(void) */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2004-03-22 22:02:18 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
											
												Another huge commit!!!
First, check on the new files, which are listed below.
The new butspace.h is a local include, only to be used for the buttons
drawn in the buttonswindow.
- editbuts, animbuts, gamebuts, displaybuts, paintbuts,  work now
- i quite completely reorganized it, it's now nicely telling you what
  context it is in
- sorting error in panel align fixed (tabs were flipping)
- align works correctly automatic when you click around in Blender
- editsca.c renamed to buttons_logic.h
- button names are truncated from the right for allmost all buttons
  (except text buttons and number buttons)
- while dragging panels, you cannot move them outside window anymore
And of course fixed loads of little bugs I encountered while testing
it all. This is a version I really need good test & feedback for.
Next step: restoring material/lamp/texture/world
											 
										 
										
											2003-10-10 17:29:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								void  logic_buts ( void )  
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ID  * * idar ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									Object  * ob ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bProperty  * prop ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bSensor  * sens ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bController  * cont ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bActuator  * act ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiBlock  * block ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiBut  * but ; 
							 
						 
					
						
							
								
									
										
										
										
											2004-03-22 22:02:18 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									World  * wrld ; 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									int  a ,  iact ,  stbit ,  offset ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									short  xco ,  yco ,  count ,  width ,  ycoo ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									char  * pupstr ,  name [ 32 ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2004-03-22 22:02:18 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									wrld =  G . scene - > world ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									ob =  OBACT ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if ( ob = = 0 )  return ; 
							 
						 
					
						
							
								
									
										
										
										
											2008-03-06 23:45:17 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									uiSetButLock ( object_is_libdata ( ob ) ,  ERROR_LIBDATA_MESSAGE ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									sprintf ( name ,  " buttonswin %d " ,  curarea - > win ) ; 
							 
						 
					
						
							
								
									
										
											 
										
											
												Another mega commit... loadsof restructure, and a pretty good one! :)
- changed the BIF_DrawString() function. it used to work different for
  AA fonts  as for default fonts. Now it's identical. Setting color for fonts
  can just be done with OpenGL, for both font types.
  Removed: BIF_DrawStringRGB()
- added theme color options for Buttons
- recoded DefButton, so it automatically chooses the right color.
- had to remove a 1000 uiBlockSetCol() calls for that reason...
- uiBlockSetCol() still works, to override automatic color
- removed entirely the silly old color system (BIFColorID). All color
  calls can now be done with a BIF_ThemeColor() call, including fonts and
  buttons and opengl stuff
- all buttons in button header have headercolor by default
- recoded drawing icons, it was a really bad & old loop doing manually
  colorshading and blending... which was per pixel a load of code!
  Now it uses a single OpenGL call to blend or colorize. Quite faster!
- (as test, for review) icons don't colorize anymore with button color,
  but have a different alpha to blend in (when not active)
- recoded the entire interface_draw.c file...:
- drawing buttons is separated in three parts:
  1. main drawing function for text and icons
  2. free definable callback for button itself
  3. free definable callback for slider
- removed a load of redundant code for this!
- coded a minimal theme, and adjusted Matt's buttons to match new
  callback system
- adding new drawing themes is piece of cake now
- for coders, default 'themes' to be aware of:
  UI_EMBOSS : the themable drawing style
  UI_EMBOSSP: the pulldown menu system (apart from color not themable)
  UI_EMBOSSN: draw nothing, only text and/or icon
  UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa
  this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call.
TODO: make UI API call for button alignment
(plus removed another series of warnings from code...)
Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
											 
										 
										
											2003-10-20 15:40:20 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									block =  uiNewBlock ( & curarea - > uiblocks ,  name ,  UI_EMBOSS ,  UI_HELV ,  curarea - > win ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
									
										
											 
										
											
												Another mega commit... loadsof restructure, and a pretty good one! :)
- changed the BIF_DrawString() function. it used to work different for
  AA fonts  as for default fonts. Now it's identical. Setting color for fonts
  can just be done with OpenGL, for both font types.
  Removed: BIF_DrawStringRGB()
- added theme color options for Buttons
- recoded DefButton, so it automatically chooses the right color.
- had to remove a 1000 uiBlockSetCol() calls for that reason...
- uiBlockSetCol() still works, to override automatic color
- removed entirely the silly old color system (BIFColorID). All color
  calls can now be done with a BIF_ThemeColor() call, including fonts and
  buttons and opengl stuff
- all buttons in button header have headercolor by default
- recoded drawing icons, it was a really bad & old loop doing manually
  colorshading and blending... which was per pixel a load of code!
  Now it uses a single OpenGL call to blend or colorize. Quite faster!
- (as test, for review) icons don't colorize anymore with button color,
  but have a different alpha to blend in (when not active)
- recoded the entire interface_draw.c file...:
- drawing buttons is separated in three parts:
  1. main drawing function for text and icons
  2. free definable callback for button itself
  3. free definable callback for slider
- removed a load of redundant code for this!
- coded a minimal theme, and adjusted Matt's buttons to match new
  callback system
- adding new drawing themes is piece of cake now
- for coders, default 'themes' to be aware of:
  UI_EMBOSS : the themable drawing style
  UI_EMBOSSP: the pulldown menu system (apart from color not themable)
  UI_EMBOSSN: draw nothing, only text and/or icon
  UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa
  this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call.
TODO: make UI API call for button alignment
(plus removed another series of warnings from code...)
Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
											 
										 
										
											2003-10-20 15:40:20 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									uiBlockSetCol ( block ,  TH_BUT_SETTING2 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2004-04-22 13:08:49 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									if ( wrld )  { 
							 
						 
					
						
							
								
									
										
										
										
											2007-04-09 10:52:22 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										switch ( wrld - > physicsEngine )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										case  WOPHY_ENJI : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											buttons_enji ( block ,  ob ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										case  WOPHY_BULLET : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											buttons_bullet ( block ,  ob ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										default : 
							 
						 
					
						
							
								
									
										
										
										
											2004-04-22 13:08:49 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											buttons_ketsji ( block ,  ob ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2007-04-09 10:52:22 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
									
										
										
										
											2004-04-22 13:08:49 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									else  buttons_ketsji ( block ,  ob ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
									
										
											 
										
											
												Another mega commit... loadsof restructure, and a pretty good one! :)
- changed the BIF_DrawString() function. it used to work different for
  AA fonts  as for default fonts. Now it's identical. Setting color for fonts
  can just be done with OpenGL, for both font types.
  Removed: BIF_DrawStringRGB()
- added theme color options for Buttons
- recoded DefButton, so it automatically chooses the right color.
- had to remove a 1000 uiBlockSetCol() calls for that reason...
- uiBlockSetCol() still works, to override automatic color
- removed entirely the silly old color system (BIFColorID). All color
  calls can now be done with a BIF_ThemeColor() call, including fonts and
  buttons and opengl stuff
- all buttons in button header have headercolor by default
- recoded drawing icons, it was a really bad & old loop doing manually
  colorshading and blending... which was per pixel a load of code!
  Now it uses a single OpenGL call to blend or colorize. Quite faster!
- (as test, for review) icons don't colorize anymore with button color,
  but have a different alpha to blend in (when not active)
- recoded the entire interface_draw.c file...:
- drawing buttons is separated in three parts:
  1. main drawing function for text and icons
  2. free definable callback for button itself
  3. free definable callback for slider
- removed a load of redundant code for this!
- coded a minimal theme, and adjusted Matt's buttons to match new
  callback system
- adding new drawing themes is piece of cake now
- for coders, default 'themes' to be aware of:
  UI_EMBOSS : the themable drawing style
  UI_EMBOSSP: the pulldown menu system (apart from color not themable)
  UI_EMBOSSN: draw nothing, only text and/or icon
  UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa
  this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call.
TODO: make UI API call for button alignment
(plus removed another series of warnings from code...)
Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
											 
										 
										
											2003-10-20 15:40:20 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									uiBlockSetCol ( block ,  TH_AUTO ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2007-04-09 10:52:22 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									uiBlockBeginAlign ( block ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2006-02-27 16:30:53 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									uiDefBut ( block ,  BUT ,  B_ADD_PROP ,  " Add Property " , 		10 ,  90 ,  340 ,  24 , 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											 NULL ,  0.0 ,  100.0 ,  100 ,  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											 " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									pupstr =  " Types %t|Bool %x0|Int %x1|Float %x2|String %x3|Timer %x5 " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									a =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									prop =  ob - > prop . first ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									while ( prop )  { 
							 
						 
					
						
							
								
									
										
										
										
											2007-04-09 10:52:22 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										but =  uiDefBut ( block ,  BUT ,  1 ,  " Del " , 		10 ,  ( short ) ( 70 - 20 * a ) ,  40 ,  20 ,  NULL ,  0.0 ,  0.0 ,  1 ,  ( float ) a ,  " " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										uiButSetFunc ( but ,  del_property ,  prop ,  NULL ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2007-04-09 10:52:22 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										uiDefButS ( block ,  MENU ,  B_CHANGE_PROP ,  pupstr , 		50 ,  ( short ) ( 70 - 20 * a ) ,  60 ,  20 ,  & prop - > type ,  0 ,  0 ,  0 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										but =  uiDefBut ( block ,  TEX ,  1 ,  " Name: " , 					110 ,  ( short ) ( 70 - 20 * a ) ,  110 ,  20 ,  prop - > name ,  0 ,  31 ,  0 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										uiButSetFunc ( but ,  make_unique_prop_names_cb ,  prop - > name ,  ( void * )  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if ( prop - > type = = PROP_BOOL )  { 
							 
						 
					
						
							
								
									
										
										
										
											2007-04-09 10:52:22 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											uiDefButBitI ( block ,  TOG ,  1 ,  B_REDR ,  " True " , 		220 ,  ( short ) ( 70 - 20 * a ) ,  55 ,  20 ,  & prop - > data ,  0 ,  0 ,  0 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButBitI ( block ,  TOGN ,  1 ,  B_REDR ,  " False " , 	270 ,  ( short ) ( 70 - 20 * a ) ,  55 ,  20 ,  & prop - > data ,  0 ,  0 ,  0 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										else  if ( prop - > type = = PROP_INT )  
							 
						 
					
						
							
								
									
										
										
										
											2007-05-25 06:08:13 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											uiDefButI ( block ,  NUM ,  B_REDR ,  " " , 			220 ,  ( short ) ( 70 - 20 * a ) ,  110 ,  20 ,  & prop - > data ,  - 10000 ,  10000 ,  0 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										else  if ( prop - > type = = PROP_FLOAT )  
							 
						 
					
						
							
								
									
										
										
										
											2007-05-25 06:08:13 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											uiDefButF ( block ,  NUM ,  B_REDR ,  " " , 			220 ,  ( short ) ( 70 - 20 * a ) ,  110 ,  20 ,  ( float * )  & prop - > data ,  - 10000 ,  10000 ,  100 ,  3 ,  " " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										else  if ( prop - > type = = PROP_STRING )  
							 
						 
					
						
							
								
									
										
										
										
											2007-05-25 06:08:13 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											uiDefBut ( block ,  TEX ,  B_REDR ,  " " , 				220 ,  ( short ) ( 70 - 20 * a ) ,  110 ,  20 ,  prop - > poin ,  0 ,  127 ,  0 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										else  if ( prop - > type = = PROP_TIME )  
							 
						 
					
						
							
								
									
										
										
										
											2007-05-25 06:08:13 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											uiDefButF ( block ,  NUM ,  B_REDR ,  " " , 			220 ,  ( short ) ( 70 - 20 * a ) ,  110 ,  20 ,  ( float * )  & prop - > data ,  - 10000 ,  10000 ,  100 ,  3 ,  " " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
									
										
										
										
											2007-05-25 06:08:13 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										uiDefButBitS ( block ,  TOG ,  PROP_DEBUG ,  B_REDR ,  " D " , 		330 ,  ( short ) ( 70 - 20 * a ) ,  20 ,  20 ,  & prop - > flag ,  0 ,  0 ,  0 ,  0 ,  " Print Debug info " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										a + + ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										prop =  prop - > next ; 
							 
						 
					
						
							
								
									
										
										
										
											2007-01-17 12:40:40 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
									
										
										
										
											2007-04-09 10:52:22 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									uiBlockEndAlign ( block ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									uiClearButLock ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									idar =  get_selected_and_linked_obs ( & count ,  G . buts - > scaflag ) ; 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									/* clean ACT_LINKED and ACT_VISIBLE of all potentially visible actuators so that 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									   we  can  determine  which  is  actually  linked / visible  */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									for ( a = 0 ;  a < count ;  a + + )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ob =  ( Object  * ) idar [ a ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										act =  ob - > actuators . first ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										while ( act )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											act - > flag  & =  ~ ( ACT_LINKED | ACT_VISIBLE ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											act  =  act - > next ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										/* same for sensors */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										sens =  ob - > sensors . first ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										while ( sens )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											sens - > flag  & =  ~ ( SENS_VISIBLE ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											sens  =  sens - > next ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									/* start with the controller because we need to know which one is visible */ 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									/* ******************************* */ 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									xco =  695 ;  yco =  170 ;  width =  275 ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2003-05-06 12:51:04 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									uiBlockSetEmboss ( block ,  UI_EMBOSSP ) ; 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									uiDefBlockBut ( block ,  controller_menu ,  NULL ,  " Controllers " ,  xco - 10 ,  yco + 35 ,  100 ,  19 ,  " " ) ; 
							 
						 
					
						
							
								
									
										
											 
										
											
												Another mega commit... loadsof restructure, and a pretty good one! :)
- changed the BIF_DrawString() function. it used to work different for
  AA fonts  as for default fonts. Now it's identical. Setting color for fonts
  can just be done with OpenGL, for both font types.
  Removed: BIF_DrawStringRGB()
- added theme color options for Buttons
- recoded DefButton, so it automatically chooses the right color.
- had to remove a 1000 uiBlockSetCol() calls for that reason...
- uiBlockSetCol() still works, to override automatic color
- removed entirely the silly old color system (BIFColorID). All color
  calls can now be done with a BIF_ThemeColor() call, including fonts and
  buttons and opengl stuff
- all buttons in button header have headercolor by default
- recoded drawing icons, it was a really bad & old loop doing manually
  colorshading and blending... which was per pixel a load of code!
  Now it uses a single OpenGL call to blend or colorize. Quite faster!
- (as test, for review) icons don't colorize anymore with button color,
  but have a different alpha to blend in (when not active)
- recoded the entire interface_draw.c file...:
- drawing buttons is separated in three parts:
  1. main drawing function for text and icons
  2. free definable callback for button itself
  3. free definable callback for slider
- removed a load of redundant code for this!
- coded a minimal theme, and adjusted Matt's buttons to match new
  callback system
- adding new drawing themes is piece of cake now
- for coders, default 'themes' to be aware of:
  UI_EMBOSS : the themable drawing style
  UI_EMBOSSP: the pulldown menu system (apart from color not themable)
  UI_EMBOSSN: draw nothing, only text and/or icon
  UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa
  this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call.
TODO: make UI API call for button alignment
(plus removed another series of warnings from code...)
Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
											 
										 
										
											2003-10-20 15:40:20 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									uiBlockSetEmboss ( block ,  UI_EMBOSS ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2007-01-17 12:40:40 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiBlockBeginAlign ( block ) ; 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									uiDefButBitS ( block ,  TOG ,  BUTS_CONT_SEL ,   B_REDR ,  " Sel " ,  xco + 110 ,  yco + 35 ,  ( width - 100 ) / 3 ,  19 ,  & G . buts - > scaflag ,  0 ,  0 ,  0 ,  0 ,  " Show all selected Objects " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiDefButBitS ( block ,  TOG ,  BUTS_CONT_ACT ,  B_REDR ,  " Act " ,  xco + 110 + ( width - 100 ) / 3 ,  yco + 35 ,  ( width - 100 ) / 3 ,  19 ,  & G . buts - > scaflag ,  0 ,  0 ,  0 ,  0 ,  " Show active Object " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiDefButBitS ( block ,  TOG ,  BUTS_CONT_LINK ,  B_REDR ,  " Link " ,  xco + 110 + 2 * ( width - 100 ) / 3 ,  yco + 35 ,  ( width - 100 ) / 3 ,  19 ,  & G . buts - > scaflag ,  0 ,  0 ,  0 ,  0 ,  " Show linked Objects to Sensor/Actuator " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2007-01-17 12:40:40 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									uiBlockEndAlign ( block ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									ob =  OBACT ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									for ( a = 0 ;  a < count ;  a + + )  { 
							 
						 
					
						
							
								
									
										
										
										
											2008-07-06 14:11:30 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										unsigned  int  controller_state_mask  =  0 ;  /* store a bitmask for states that are used */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										ob =  ( Object  * ) idar [ a ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										uiClearButLock ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2008-03-06 23:45:17 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										uiSetButLock ( object_is_libdata ( ob ) ,  ERROR_LIBDATA_MESSAGE ) ; 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										if (  ( ob - > scavisflag  &  OB_VIS_CONT )  = =  0 )  continue ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										/* presume it is only objects for now */ 
							 
						 
					
						
							
								
									
										
											 
										
											
												Another mega commit... loadsof restructure, and a pretty good one! :)
- changed the BIF_DrawString() function. it used to work different for
  AA fonts  as for default fonts. Now it's identical. Setting color for fonts
  can just be done with OpenGL, for both font types.
  Removed: BIF_DrawStringRGB()
- added theme color options for Buttons
- recoded DefButton, so it automatically chooses the right color.
- had to remove a 1000 uiBlockSetCol() calls for that reason...
- uiBlockSetCol() still works, to override automatic color
- removed entirely the silly old color system (BIFColorID). All color
  calls can now be done with a BIF_ThemeColor() call, including fonts and
  buttons and opengl stuff
- all buttons in button header have headercolor by default
- recoded drawing icons, it was a really bad & old loop doing manually
  colorshading and blending... which was per pixel a load of code!
  Now it uses a single OpenGL call to blend or colorize. Quite faster!
- (as test, for review) icons don't colorize anymore with button color,
  but have a different alpha to blend in (when not active)
- recoded the entire interface_draw.c file...:
- drawing buttons is separated in three parts:
  1. main drawing function for text and icons
  2. free definable callback for button itself
  3. free definable callback for slider
- removed a load of redundant code for this!
- coded a minimal theme, and adjusted Matt's buttons to match new
  callback system
- adding new drawing themes is piece of cake now
- for coders, default 'themes' to be aware of:
  UI_EMBOSS : the themable drawing style
  UI_EMBOSSP: the pulldown menu system (apart from color not themable)
  UI_EMBOSSN: draw nothing, only text and/or icon
  UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa
  this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call.
TODO: make UI API call for button alignment
(plus removed another series of warnings from code...)
Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
											 
										 
										
											2003-10-20 15:40:20 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										uiBlockSetEmboss ( block ,  UI_EMBOSS ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2007-01-17 12:40:40 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										uiBlockBeginAlign ( block ) ; 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										if ( ob - > controllers . first )  uiSetCurFont ( block ,  UI_HELVB ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										uiDefButBitS ( block ,  TOG ,  OB_SHOWCONT ,  B_REDR ,  ob - > id . name + 2 , ( short ) ( xco - 10 ) ,  yco ,  ( short ) ( width - 30 ) ,  19 ,  & ob - > scaflag ,  0 ,  0 ,  0 ,  0 ,  " Active Object name " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if ( ob - > controllers . first )  uiSetCurFont ( block ,  UI_HELV ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										uiDefButBitS ( block ,  TOG ,  OB_ADDCONT ,  B_ADD_CONT ,  " Add " , ( short ) ( xco + width - 40 ) ,  yco ,  50 ,  19 ,  & ob - > scaflag ,  0 ,  0 ,  0 ,  0 ,  " Add a new Controller " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2007-01-17 12:40:40 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										uiBlockEndAlign ( block ) ; 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										yco - = 17 ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										/* mark all actuators linked to these controllers */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										/* note that some of these actuators could be from objects that are not in the display list.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										   It ' s  ok  because  those  actuators  will  not  be  displayed  here  */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										cont =  ob - > controllers . first ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										while ( cont )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											for  ( iact = 0 ;  iact < cont - > totlinks ;  iact + + )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												act  =  cont - > links [ iact ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												act - > flag  | =  ACT_LINKED ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
									
										
										
										
											2008-07-06 14:11:30 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											controller_state_mask  | =  cont - > state_mask ; 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											cont  =  cont - > next ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										if ( ob - > scaflag  &  OB_SHOWCONT )  { 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											/* first show the state */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiBlockSetEmboss ( block ,  UI_EMBOSSP ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefBlockBut ( block ,  object_state_mask_menu ,  ob ,  " State " ,  ( short ) ( xco - 10 ) ,  ( short ) ( yco - 10 ) ,  40 ,  19 ,  " Object state menu: store and retrieve initial state " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiBlockSetEmboss ( block ,  UI_EMBOSS ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if  ( ! ob - > state ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												ob - > state  =  1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											for  ( offset = 0 ;  offset < 15 ;  offset + = 5 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uiBlockBeginAlign ( block ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												for  ( stbit = 0 ;  stbit < 5 ;  stbit + + )  { 
							 
						 
					
						
							
								
									
										
										
										
											2008-07-06 14:11:30 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													but  =  uiDefButBitI ( block ,  controller_state_mask & ( 1 < < ( stbit + offset ) )  ?  BUT_TOGDUAL : TOG ,  1 < < ( stbit + offset ) ,  stbit + offset ,  " " , 	( short ) ( xco + 35 + 12 * stbit + 13 * offset ) ,  yco ,  12 ,  12 ,  ( int  * ) & ( ob - > state ) ,  0 ,  0 ,  0 ,  0 ,  get_state_name ( ob ,  ( short ) ( stbit + offset ) ) ) ; 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													uiButSetFunc ( but ,  check_object_state ,  but ,  & ( ob - > state ) ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												for  ( stbit = 0 ;  stbit < 5 ;  stbit + + )  { 
							 
						 
					
						
							
								
									
										
										
										
											2008-07-07 21:04:30 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													but  =  uiDefButBitI ( block ,  controller_state_mask & ( 1 < < ( stbit + offset + 15 ) )  ?  BUT_TOGDUAL : TOG ,  1 < < ( stbit + offset + 15 ) ,  stbit + offset + 15 ,  " " , 	( short ) ( xco + 35 + 12 * stbit + 13 * offset ) ,  yco - 12 ,  12 ,  12 ,  ( int  * ) & ( ob - > state ) ,  0 ,  0 ,  0 ,  0 ,  get_state_name ( ob ,  ( short ) ( stbit + offset + 15 ) ) ) ; 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													uiButSetFunc ( but ,  check_object_state ,  but ,  & ( ob - > state ) ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiBlockBeginAlign ( block ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButBitS ( block ,  TOG ,  OB_SETSTBIT ,  B_SET_STATE_BIT ,  " All " , ( short ) ( xco + 235 ) ,  yco - 10 ,  25 ,  19 ,  & ob - > scaflag ,  0 ,  0 ,  0 ,  0 ,  " Set all state bits " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiDefButBitS ( block ,  TOG ,  OB_INITSTBIT ,  B_INIT_STATE_BIT ,  " Ini " , ( short ) ( xco + 260 ) ,  yco - 10 ,  25 ,  19 ,  & ob - > scaflag ,  0 ,  0 ,  0 ,  0 ,  " Set the initial state " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uiBlockEndAlign ( block ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											yco - = 35 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											/* display only the controllers that match the current state */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											offset  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											for  ( stbit = 0 ;  stbit < 32 ;  stbit + + )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if  ( ! ( ob - > state  &  ( 1 < < stbit ) ) ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													continue ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												/* add a separation between controllers of different states */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if  ( offset )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													offset  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													yco  - =  6 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												cont =  ob - > controllers . first ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												while ( cont )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													if  ( cont - > state_mask  &  ( 1 < < stbit ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														/* this controller is visible, mark all its actuator */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														for  ( iact = 0 ;  iact < cont - > totlinks ;  iact + + )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															act  =  cont - > links [ iact ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															act - > flag  | =  ACT_VISIBLE ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														uiBlockSetEmboss ( block ,  UI_EMBOSSM ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														uiDefIconButBitS ( block ,  TOG ,  CONT_DEL ,  B_DEL_CONT ,  ICON_X , 	xco ,  yco ,  22 ,  19 ,  & cont - > flag ,  0 ,  0 ,  0 ,  0 ,  " Delete Controller " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														uiDefIconButBitS ( block ,  ICONTOG ,  CONT_SHOW ,  B_REDR ,  ICON_RIGHTARROW ,  ( short ) ( xco + width - 22 ) ,  yco ,  22 ,  19 ,  & cont - > flag ,  0 ,  0 ,  0 ,  0 ,  " Controller settings " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														uiBlockSetEmboss ( block ,  UI_EMBOSSP ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														sprintf ( name ,  " %d " ,  first_bit ( cont - > state_mask ) + 1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														uiDefBlockBut ( block ,  controller_state_mask_menu ,  cont ,  name ,  ( short ) ( xco + width - 44 ) ,  yco ,  22 ,  19 ,  " Set controller state mask " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														uiBlockSetEmboss ( block ,  UI_EMBOSSM ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														if ( cont - > flag  &  CONT_SHOW )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															cont - > otype =  cont - > type ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															uiDefButS ( block ,  MENU ,  B_CHANGE_CONT ,  controller_pup ( ) , ( short ) ( xco + 22 ) ,  yco ,  100 ,  19 ,  & cont - > type ,  0 ,  0 ,  0 ,  0 ,  " Controller type " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															but =  uiDefBut ( block ,  TEX ,  1 ,  " " ,  ( short ) ( xco + 122 ) ,  yco ,  ( short ) ( width - 166 ) ,  19 ,  cont - > name ,  0 ,  31 ,  0 ,  0 ,  " Controller name " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															uiButSetFunc ( but ,  make_unique_prop_names_cb ,  cont - > name ,  ( void * )  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															ycoo =  yco ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															yco =  draw_controllerbuttons ( cont ,  block ,  xco ,  yco ,  width ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															if ( yco - 6  <  ycoo )  ycoo =  ( yco + ycoo - 20 ) / 2 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															cpack ( 0x999999 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															glRecti ( xco + 22 ,  yco ,  xco + width - 22 , yco + 19 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															but =  uiDefBut ( block ,  LABEL ,  0 ,  controller_name ( cont - > type ) ,  ( short ) ( xco + 22 ) ,  yco ,  100 ,  19 ,  cont ,  0 ,  0 ,  0 ,  0 ,  " Controller type " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															uiButSetFunc ( but ,  sca_move_controller ,  cont ,  NULL ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															but =  uiDefBut ( block ,  LABEL ,  0 ,  cont - > name , ( short ) ( xco + 122 ) ,  yco , ( short ) ( width - 166 ) ,  19 ,  cont ,  0 ,  0 ,  0 ,  0 ,  " Controller name " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															uiButSetFunc ( but ,  sca_move_controller ,  cont ,  NULL ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															ycoo =  yco ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														but =  uiDefIconBut ( block ,  LINK ,  0 ,  ICON_LINK , 	( short ) ( xco + width ) ,  ycoo ,  19 ,  19 ,  NULL ,  0 ,  0 ,  0 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														uiSetButLink ( but ,  NULL ,  ( void  * * * ) & ( cont - > links ) ,  & cont - > totlinks ,  LINK_CONTROLLER ,  LINK_ACTUATOR ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														uiDefIconBut ( block ,  INLINK ,  0 ,  ICON_INLINK , ( short ) ( xco - 19 ) ,  ycoo ,  19 ,  19 ,  cont ,  LINK_CONTROLLER ,  0 ,  0 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														/* offset is >0 if at least one controller was displayed */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														offset + + ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														yco - = 20 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													cont =  cont - > next ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											yco - =  6 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									/* ******************************* */ 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									xco =  375 ;  yco =  170 ;  width =  250 ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2003-05-06 12:51:04 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									uiBlockSetEmboss ( block ,  UI_EMBOSSP ) ; 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									uiDefBlockBut ( block ,  sensor_menu ,  NULL ,  " Sensors " ,  xco - 10 ,  yco + 35 ,  70 ,  19 ,  " " ) ; 
							 
						 
					
						
							
								
									
										
											 
										
											
												Another mega commit... loadsof restructure, and a pretty good one! :)
- changed the BIF_DrawString() function. it used to work different for
  AA fonts  as for default fonts. Now it's identical. Setting color for fonts
  can just be done with OpenGL, for both font types.
  Removed: BIF_DrawStringRGB()
- added theme color options for Buttons
- recoded DefButton, so it automatically chooses the right color.
- had to remove a 1000 uiBlockSetCol() calls for that reason...
- uiBlockSetCol() still works, to override automatic color
- removed entirely the silly old color system (BIFColorID). All color
  calls can now be done with a BIF_ThemeColor() call, including fonts and
  buttons and opengl stuff
- all buttons in button header have headercolor by default
- recoded drawing icons, it was a really bad & old loop doing manually
  colorshading and blending... which was per pixel a load of code!
  Now it uses a single OpenGL call to blend or colorize. Quite faster!
- (as test, for review) icons don't colorize anymore with button color,
  but have a different alpha to blend in (when not active)
- recoded the entire interface_draw.c file...:
- drawing buttons is separated in three parts:
  1. main drawing function for text and icons
  2. free definable callback for button itself
  3. free definable callback for slider
- removed a load of redundant code for this!
- coded a minimal theme, and adjusted Matt's buttons to match new
  callback system
- adding new drawing themes is piece of cake now
- for coders, default 'themes' to be aware of:
  UI_EMBOSS : the themable drawing style
  UI_EMBOSSP: the pulldown menu system (apart from color not themable)
  UI_EMBOSSN: draw nothing, only text and/or icon
  UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa
  this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call.
TODO: make UI API call for button alignment
(plus removed another series of warnings from code...)
Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
											 
										 
										
											2003-10-20 15:40:20 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									uiBlockSetEmboss ( block ,  UI_EMBOSS ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2007-01-17 12:40:40 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiBlockBeginAlign ( block ) ; 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									uiDefButBitS ( block ,  TOG ,  BUTS_SENS_SEL ,  B_REDR ,  " Sel " ,  xco + 80 ,  yco + 35 ,  ( width - 70 ) / 4 ,  19 ,  & G . buts - > scaflag ,  0 ,  0 ,  0 ,  0 ,  " Show all selected Objects " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiDefButBitS ( block ,  TOG ,  BUTS_SENS_ACT ,  B_REDR ,  " Act " ,  xco + 80 + ( width - 70 ) / 4 ,  yco + 35 ,  ( width - 70 ) / 4 ,  19 ,  & G . buts - > scaflag ,  0 ,  0 ,  0 ,  0 ,  " Show active Object " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiDefButBitS ( block ,  TOG ,  BUTS_SENS_LINK ,  B_REDR ,  " Link " ,  xco + 80 + 2 * ( width - 70 ) / 4 ,  yco + 35 ,  ( width - 70 ) / 4 ,  19 ,  & G . buts - > scaflag ,  0 ,  0 ,  0 ,  0 ,  " Show linked Objects to Controller " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2008-07-07 21:04:30 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									uiDefButBitS ( block ,  TOG ,  BUTS_SENS_STATE ,  B_REDR ,  " State " ,  xco + 80 + 3 * ( width - 70 ) / 4 ,  yco + 35 ,  ( width - 70 ) / 4 ,  19 ,  & G . buts - > scaflag ,  0 ,  0 ,  0 ,  0 ,  " Show only sensors connected to active states " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2007-01-17 12:40:40 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									uiBlockEndAlign ( block ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									for ( a = 0 ;  a < count ;  a + + )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ob =  ( Object  * ) idar [ a ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										uiClearButLock ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2008-03-06 23:45:17 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										uiSetButLock ( object_is_libdata ( ob ) ,  ERROR_LIBDATA_MESSAGE ) ; 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if (  ( ob - > scavisflag  &  OB_VIS_SENS )  = =  0 )  continue ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										/* presume it is only objects for now */ 
							 
						 
					
						
							
								
									
										
											 
										
											
												Another mega commit... loadsof restructure, and a pretty good one! :)
- changed the BIF_DrawString() function. it used to work different for
  AA fonts  as for default fonts. Now it's identical. Setting color for fonts
  can just be done with OpenGL, for both font types.
  Removed: BIF_DrawStringRGB()
- added theme color options for Buttons
- recoded DefButton, so it automatically chooses the right color.
- had to remove a 1000 uiBlockSetCol() calls for that reason...
- uiBlockSetCol() still works, to override automatic color
- removed entirely the silly old color system (BIFColorID). All color
  calls can now be done with a BIF_ThemeColor() call, including fonts and
  buttons and opengl stuff
- all buttons in button header have headercolor by default
- recoded drawing icons, it was a really bad & old loop doing manually
  colorshading and blending... which was per pixel a load of code!
  Now it uses a single OpenGL call to blend or colorize. Quite faster!
- (as test, for review) icons don't colorize anymore with button color,
  but have a different alpha to blend in (when not active)
- recoded the entire interface_draw.c file...:
- drawing buttons is separated in three parts:
  1. main drawing function for text and icons
  2. free definable callback for button itself
  3. free definable callback for slider
- removed a load of redundant code for this!
- coded a minimal theme, and adjusted Matt's buttons to match new
  callback system
- adding new drawing themes is piece of cake now
- for coders, default 'themes' to be aware of:
  UI_EMBOSS : the themable drawing style
  UI_EMBOSSP: the pulldown menu system (apart from color not themable)
  UI_EMBOSSN: draw nothing, only text and/or icon
  UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa
  this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call.
TODO: make UI API call for button alignment
(plus removed another series of warnings from code...)
Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
											 
										 
										
											2003-10-20 15:40:20 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										uiBlockSetEmboss ( block ,  UI_EMBOSS ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2007-01-17 12:40:40 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										uiBlockBeginAlign ( block ) ; 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										if ( ob - > sensors . first )  uiSetCurFont ( block ,  UI_HELVB ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										uiDefButBitS ( block ,  TOG ,  OB_SHOWSENS ,  B_REDR ,  ob - > id . name + 2 , ( short ) ( xco - 10 ) ,  yco ,  ( short ) ( width - 30 ) ,  19 ,  & ob - > scaflag ,  0 ,  31 ,  0 ,  0 ,  " Object name, click to show/hide sensors " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if ( ob - > sensors . first )  uiSetCurFont ( block ,  UI_HELV ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										uiDefButBitS ( block ,  TOG ,  OB_ADDSENS ,  B_ADD_SENS ,  " Add " , ( short ) ( xco + width - 40 ) ,  yco ,  50 ,  19 ,  & ob - > scaflag ,  0 ,  0 ,  0 ,  0 ,  " Add a new Sensor " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2007-01-17 12:40:40 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										uiBlockEndAlign ( block ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										yco - = 20 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										if ( ob - > scaflag  &  OB_SHOWSENS )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											sens =  ob - > sensors . first ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											while ( sens )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if  ( ! ( G . buts - > scaflag  &  BUTS_SENS_STATE )  | | 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													sens - > totlinks  = =  0  | | 		/* always display sensor without links so that is can be edited */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													is_sensor_linked ( block ,  sens ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													sens - > flag  | =  SENS_VISIBLE ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													uiBlockSetEmboss ( block ,  UI_EMBOSSM ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													uiDefIconButBitS ( block ,  TOG ,  SENS_DEL ,  B_DEL_SENS ,  ICON_X , 	xco ,  yco ,  22 ,  19 ,  & sens - > flag ,  0 ,  0 ,  0 ,  0 ,  " Delete Sensor " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													uiDefIconButBitS ( block ,  ICONTOG ,  SENS_SHOW ,  B_REDR ,  ICON_RIGHTARROW ,  ( short ) ( xco + width - 22 ) ,  yco ,  22 ,  19 ,  & sens - > flag ,  0 ,  0 ,  0 ,  0 ,  " Sensor settings " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
													ycoo =  yco ; 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													if ( sens - > flag  &  SENS_SHOW ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														uiDefButS ( block ,  MENU ,  B_CHANGE_SENS ,  sensor_pup ( ) , 	( short ) ( xco + 22 ) ,  yco ,  100 ,  19 ,  & sens - > type ,  0 ,  0 ,  0 ,  0 ,  " Sensor type " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														but =  uiDefBut ( block ,  TEX ,  1 ,  " " ,  ( short ) ( xco + 122 ) ,  yco ,  ( short ) ( width - 144 ) ,  19 ,  sens - > name ,  0 ,  31 ,  0 ,  0 ,  " Sensor name " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														uiButSetFunc ( but ,  make_unique_prop_names_cb ,  sens - > name ,  ( void * )  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														sens - > otype =  sens - > type ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														yco =  draw_sensorbuttons ( sens ,  block ,  xco ,  yco ,  width , ob - > id . name ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														if ( yco - 6  <  ycoo )  ycoo =  ( yco + ycoo - 20 ) / 2 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														set_col_sensor ( sens - > type ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														glRecti ( xco + 22 ,  yco ,  xco + width - 22 , yco + 19 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														but =  uiDefBut ( block ,  LABEL ,  0 ,  sensor_name ( sens - > type ) , 	( short ) ( xco + 22 ) ,  yco ,  100 ,  19 ,  sens ,  0 ,  0 ,  0 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														uiButSetFunc ( but ,  sca_move_sensor ,  sens ,  NULL ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														but =  uiDefBut ( block ,  LABEL ,  0 ,  sens - > name ,  ( short ) ( xco + 122 ) ,  yco ,  ( short ) ( width - 144 ) ,  19 ,  sens ,  0 ,  31 ,  0 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														uiButSetFunc ( but ,  sca_move_sensor ,  sens ,  NULL ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													but =  uiDefIconBut ( block ,  LINK ,  0 ,  ICON_LINK , 	( short ) ( xco + width ) ,  ycoo ,  19 ,  19 ,  NULL ,  0 ,  0 ,  0 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													uiSetButLink ( but ,  NULL ,  ( void  * * * ) & ( sens - > links ) ,  & sens - > totlinks ,  LINK_SENSOR ,  LINK_CONTROLLER ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													yco - = 20 ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												sens =  sens - > next ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											yco - =  6 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									/* ******************************* */ 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									xco =  1040 ;  yco =  170 ;  width =  280 ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									
							 
						 
					
						
							
								
									
										
										
										
											2003-05-06 12:51:04 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									uiBlockSetEmboss ( block ,  UI_EMBOSSP ) ; 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									uiDefBlockBut ( block ,  actuator_menu ,  NULL ,  " Actuators " ,  xco - 10 ,  yco + 35 ,  90 ,  19 ,  " " ) ; 
							 
						 
					
						
							
								
									
										
											 
										
											
												Another mega commit... loadsof restructure, and a pretty good one! :)
- changed the BIF_DrawString() function. it used to work different for
  AA fonts  as for default fonts. Now it's identical. Setting color for fonts
  can just be done with OpenGL, for both font types.
  Removed: BIF_DrawStringRGB()
- added theme color options for Buttons
- recoded DefButton, so it automatically chooses the right color.
- had to remove a 1000 uiBlockSetCol() calls for that reason...
- uiBlockSetCol() still works, to override automatic color
- removed entirely the silly old color system (BIFColorID). All color
  calls can now be done with a BIF_ThemeColor() call, including fonts and
  buttons and opengl stuff
- all buttons in button header have headercolor by default
- recoded drawing icons, it was a really bad & old loop doing manually
  colorshading and blending... which was per pixel a load of code!
  Now it uses a single OpenGL call to blend or colorize. Quite faster!
- (as test, for review) icons don't colorize anymore with button color,
  but have a different alpha to blend in (when not active)
- recoded the entire interface_draw.c file...:
- drawing buttons is separated in three parts:
  1. main drawing function for text and icons
  2. free definable callback for button itself
  3. free definable callback for slider
- removed a load of redundant code for this!
- coded a minimal theme, and adjusted Matt's buttons to match new
  callback system
- adding new drawing themes is piece of cake now
- for coders, default 'themes' to be aware of:
  UI_EMBOSS : the themable drawing style
  UI_EMBOSSP: the pulldown menu system (apart from color not themable)
  UI_EMBOSSN: draw nothing, only text and/or icon
  UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa
  this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call.
TODO: make UI API call for button alignment
(plus removed another series of warnings from code...)
Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
											 
										 
										
											2003-10-20 15:40:20 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									uiBlockSetEmboss ( block ,  UI_EMBOSS ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2007-01-17 12:40:40 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									uiBlockBeginAlign ( block ) ; 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									uiDefButBitS ( block ,  TOG ,  BUTS_ACT_SEL ,  B_REDR ,  " Sel " ,  xco + 110 ,  yco + 35 ,  ( width - 100 ) / 4 ,  19 ,  & G . buts - > scaflag ,  0 ,  0 ,  0 ,  0 ,  " Show all selected Objects " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiDefButBitS ( block ,  TOG ,  BUTS_ACT_ACT ,  B_REDR ,  " Act " ,  xco + 110 + ( width - 100 ) / 4 ,  yco + 35 ,  ( width - 100 ) / 4 ,  19 ,  & G . buts - > scaflag ,  0 ,  0 ,  0 ,  0 ,  " Show active Object " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiDefButBitS ( block ,  TOG ,  BUTS_ACT_LINK ,  B_REDR ,  " Link " ,  xco + 110 + 2 * ( width - 100 ) / 4 ,  yco + 35 ,  ( width - 100 ) / 4 ,  19 ,  & G . buts - > scaflag ,  0 ,  0 ,  0 ,  0 ,  " Show linked Objects to Controller " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2008-07-07 21:04:30 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									uiDefButBitS ( block ,  TOG ,  BUTS_ACT_STATE ,  B_REDR ,  " State " ,  xco + 110 + 3 * ( width - 100 ) / 4 ,  yco + 35 ,  ( width - 100 ) / 4 ,  19 ,  & G . buts - > scaflag ,  0 ,  0 ,  0 ,  0 ,  " Show only actuators connected to active states " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2007-01-17 12:40:40 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									uiBlockEndAlign ( block ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									for ( a = 0 ;  a < count ;  a + + )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ob =  ( Object  * ) idar [ a ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										uiClearButLock ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2008-03-06 23:45:17 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										uiSetButLock ( object_is_libdata ( ob ) ,  ERROR_LIBDATA_MESSAGE ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										if (  ( ob - > scavisflag  &  OB_VIS_ACT )  = =  0 )  continue ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										/* presume it is only objects for now */ 
							 
						 
					
						
							
								
									
										
											 
										
											
												Another mega commit... loadsof restructure, and a pretty good one! :)
- changed the BIF_DrawString() function. it used to work different for
  AA fonts  as for default fonts. Now it's identical. Setting color for fonts
  can just be done with OpenGL, for both font types.
  Removed: BIF_DrawStringRGB()
- added theme color options for Buttons
- recoded DefButton, so it automatically chooses the right color.
- had to remove a 1000 uiBlockSetCol() calls for that reason...
- uiBlockSetCol() still works, to override automatic color
- removed entirely the silly old color system (BIFColorID). All color
  calls can now be done with a BIF_ThemeColor() call, including fonts and
  buttons and opengl stuff
- all buttons in button header have headercolor by default
- recoded drawing icons, it was a really bad & old loop doing manually
  colorshading and blending... which was per pixel a load of code!
  Now it uses a single OpenGL call to blend or colorize. Quite faster!
- (as test, for review) icons don't colorize anymore with button color,
  but have a different alpha to blend in (when not active)
- recoded the entire interface_draw.c file...:
- drawing buttons is separated in three parts:
  1. main drawing function for text and icons
  2. free definable callback for button itself
  3. free definable callback for slider
- removed a load of redundant code for this!
- coded a minimal theme, and adjusted Matt's buttons to match new
  callback system
- adding new drawing themes is piece of cake now
- for coders, default 'themes' to be aware of:
  UI_EMBOSS : the themable drawing style
  UI_EMBOSSP: the pulldown menu system (apart from color not themable)
  UI_EMBOSSN: draw nothing, only text and/or icon
  UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa
  this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call.
TODO: make UI API call for button alignment
(plus removed another series of warnings from code...)
Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
											 
										 
										
											2003-10-20 15:40:20 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										uiBlockSetEmboss ( block ,  UI_EMBOSS ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2007-01-17 12:40:40 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										uiBlockBeginAlign ( block ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										if ( ob - > actuators . first )  uiSetCurFont ( block ,  UI_HELVB ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2005-08-03 18:48:22 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										uiDefButBitS ( block ,  TOG ,  OB_SHOWACT ,  B_REDR ,  ob - > id . name + 2 , ( short ) ( xco - 10 ) ,  yco , ( short ) ( width - 30 ) ,  19 ,  & ob - > scaflag ,  0 ,  31 ,  0 ,  0 ,  " Object name, click to show/hide actuators " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										if ( ob - > actuators . first )  uiSetCurFont ( block ,  UI_HELV ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2005-08-03 18:48:22 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										uiDefButBitS ( block ,  TOG ,  OB_ADDACT ,  B_ADD_ACT ,  " Add " , ( short ) ( xco + width - 40 ) ,  yco ,  50 ,  19 ,  & ob - > scaflag ,  0 ,  0 ,  0 ,  0 ,  " Add a new Actuator " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2007-01-17 12:40:40 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										uiBlockEndAlign ( block ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										yco - = 20 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if ( ob - > scaflag  &  OB_SHOWACT )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											act =  ob - > actuators . first ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											while ( act )  { 
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												if  ( ! ( G . buts - > scaflag  &  BUTS_ACT_STATE )  | | 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													! ( act - > flag  &  ACT_LINKED )  | | 		/* always display actuators without links so that is can be edited */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													( act - > flag  &  ACT_VISIBLE ) )  { 		/* this actuator has visible connection, display it */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													act - > flag  | =  ACT_VISIBLE ; 	/* mark the actuator as visible to help implementing the up/down action */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													uiBlockSetEmboss ( block ,  UI_EMBOSSM ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													uiDefIconButBitS ( block ,  TOG ,  ACT_DEL ,  B_DEL_ACT ,  ICON_X , 	xco ,  yco ,  22 ,  19 ,  & act - > flag ,  0 ,  0 ,  0 ,  0 ,  " Delete Actuator " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													uiDefIconButBitS ( block ,  ICONTOG ,  ACT_SHOW ,  B_REDR ,  ICON_RIGHTARROW ,  ( short ) ( xco + width - 22 ) ,  yco ,  22 ,  19 ,  & act - > flag ,  0 ,  0 ,  0 ,  0 ,  " Actuator settings " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													if ( act - > flag  &  ACT_SHOW )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														act - > otype =  act - > type ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														uiDefButS ( block ,  MENU ,  B_CHANGE_ACT ,  actuator_pup ( ob ) , 	( short ) ( xco + 22 ) ,  yco ,  100 ,  19 ,  & act - > type ,  0 ,  0 ,  0 ,  0 ,  " Actuator type " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														but =  uiDefBut ( block ,  TEX ,  1 ,  " " ,  ( short ) ( xco + 122 ) ,  yco ,  ( short ) ( width - 144 ) ,  19 ,  act - > name ,  0 ,  31 ,  0 ,  0 ,  " Actuator name " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														uiButSetFunc ( but ,  make_unique_prop_names_cb ,  act - > name ,  ( void * )  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														ycoo =  yco ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														yco =  draw_actuatorbuttons ( ob ,  act ,  block ,  xco ,  yco ,  width ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														if ( yco - 6  <  ycoo )  ycoo =  ( yco + ycoo - 20 ) / 2 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														set_col_actuator ( act - > type ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														glRecti ( ( short ) ( xco + 22 ) ,  yco ,  ( short ) ( xco + width - 22 ) , ( short ) ( yco + 19 ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														but =  uiDefBut ( block ,  LABEL ,  0 ,  actuator_name ( act - > type ) ,  ( short ) ( xco + 22 ) ,  yco ,  100 ,  19 ,  act ,  0 ,  0 ,  0 ,  0 ,  " Actuator type " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														uiButSetFunc ( but ,  sca_move_actuator ,  act ,  NULL ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														but =  uiDefBut ( block ,  LABEL ,  0 ,  act - > name ,  ( short ) ( xco + 122 ) ,  yco ,  ( short ) ( width - 144 ) ,  19 ,  act ,  0 ,  0 ,  0 ,  0 ,  " Actuator name " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														uiButSetFunc ( but ,  sca_move_actuator ,  act ,  NULL ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														ycoo =  yco ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													} 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													uiDefIconBut ( block ,  INLINK ,  0 ,  ICON_INLINK , ( short ) ( xco - 19 ) ,  ycoo ,  19 ,  19 ,  act ,  LINK_ACTUATOR ,  0 ,  0 ,  0 ,  " " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
											 
										
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											 
										 
										
											2008-06-22 14:23:57 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													yco - = 20 ; 
							 
						 
					
						
							
								
									
										
										
										
											2002-10-12 11:37:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												act =  act - > next ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											yco - =  6 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiComposeLinks ( block ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uiDrawBlock ( block ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if ( idar )  MEM_freeN ( idar ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2007-10-22 20:24:26 +00:00