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blender-archive/source/blender/src/buttons_logic.c

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/**
* $Id$
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*
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* 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
* of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#include <stdlib.h>
#include <math.h>
#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"
#include "DNA_userdef_types.h"
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#include "DNA_view3d_types.h"
#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"
#include "BIF_gl.h"
#include "BIF_resources.h"
#include "BIF_space.h"
#include "BIF_interface.h"
#include "BIF_butspace.h"
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#include "BIF_screen.h"
#include "BIF_keyval.h"
#include "BIF_editsound.h"
#include "BIF_editsca.h"
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#include "BDR_editcurve.h"
#include "BDR_editobject.h"
#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 */
#include "butspace.h" // own module
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/* internals */
void buttons_enji(uiBlock *, Object *);
void buttons_ketsji(uiBlock *, Object *);
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;
}
BIF_undo_push("Delete property");
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;
int redraw_view3d_flag= (int) redraw_view3d_flagv;
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;
bSensor *sens;
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) {
BLI_remlink(&base->object->sensors, sens);
BLI_insertlinkbefore(&base->object->sensors, sens->prev, sens);
}
else if( val==2 && sens->next) {
BLI_remlink(&base->object->sensors, sens);
BLI_insertlink(&base->object->sensors, sens->next, sens);
}
BIF_undo_push("Move sensor");
allqueue(REDRAWBUTSLOGIC, 0);
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break;
}
base= base->next;
}
}
}
static void sca_move_controller(void *datav, void *data2_unused)
{
bController *controller_to_del= datav;
int val;
Base *base;
bController *cont;
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) {
BLI_remlink(&base->object->controllers, cont);
BLI_insertlinkbefore(&base->object->controllers, cont->prev, cont);
}
else if( val==2 && cont->next) {
BLI_remlink(&base->object->controllers, cont);
BLI_insertlink(&base->object->controllers, cont->next, cont);
}
BIF_undo_push("Move controller");
allqueue(REDRAWBUTSLOGIC, 0);
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break;
}
base= base->next;
}
}
}
static void sca_move_actuator(void *datav, void *data2_unused)
{
bActuator *actuator_to_move= datav;
int val;
Base *base;
bActuator *act;
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) {
BLI_remlink(&base->object->actuators, act);
BLI_insertlinkbefore(&base->object->actuators, act->prev, act);
}
else if( val==2 && act->next) {
BLI_remlink(&base->object->actuators, act);
BLI_insertlink(&base->object->actuators, act->next, act);
}
BIF_undo_push("Move actuator");
allqueue(REDRAWBUTSLOGIC, 0);
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break;
}
base= base->next;
}
}
}
void do_logic_buts(unsigned short event)
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{
bProperty *prop;
bSensor *sens;
bController *cont;
bActuator *act;
Base *base;
Object *ob;
int didit;
ob= OBACT;
if(ob==0) return;
switch(event) {
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;
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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;
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case B_ADD_PROP:
prop= new_property(PROP_FLOAT);
make_unique_prop_names(prop->name);
BLI_addtail(&ob->prop, prop);
BIF_undo_push("Add property");
allqueue(REDRAWBUTSLOGIC, 0);
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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;
}
allqueue(REDRAWBUTSLOGIC, 0);
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break;
case B_ADD_SENS:
base= FIRSTBASE;
while(base) {
if(base->object->scaflag & OB_ADDSENS) {
base->object->scaflag &= ~OB_ADDSENS;
sens= new_sensor(SENS_ALWAYS);
BLI_addtail(&(base->object->sensors), sens);
make_unique_prop_names(sens->name);
base->object->scaflag |= OB_SHOWSENS;
}
base= base->next;
}
BIF_undo_push("Add sensor");
allqueue(REDRAWBUTSLOGIC, 0);
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break;
case B_CHANGE_SENS:
base= FIRSTBASE;
while(base) {
sens= base->object->sensors.first;
while(sens) {
if(sens->type != sens->otype) {
init_sensor(sens);
sens->otype= sens->type;
break;
}
sens= sens->next;
}
base= base->next;
}
allqueue(REDRAWBUTSLOGIC, 0);
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break;
case B_DEL_SENS:
base= FIRSTBASE;
while(base) {
sens= base->object->sensors.first;
while(sens) {
if(sens->flag & SENS_DEL) {
BLI_remlink(&(base->object->sensors), sens);
free_sensor(sens);
break;
}
sens= sens->next;
}
base= base->next;
}
BIF_undo_push("Delete sensor");
allqueue(REDRAWBUTSLOGIC, 0);
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break;
case B_ADD_CONT:
base= FIRSTBASE;
while(base) {
if(base->object->scaflag & OB_ADDCONT) {
base->object->scaflag &= ~OB_ADDCONT;
cont= new_controller(CONT_LOGIC_AND);
make_unique_prop_names(cont->name);
base->object->scaflag |= OB_SHOWCONT;
BLI_addtail(&(base->object->controllers), cont);
}
base= base->next;
}
BIF_undo_push("Add controller");
allqueue(REDRAWBUTSLOGIC, 0);
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break;
case B_CHANGE_CONT:
base= FIRSTBASE;
while(base) {
cont= base->object->controllers.first;
while(cont) {
if(cont->type != cont->otype) {
init_controller(cont);
cont->otype= cont->type;
break;
}
cont= cont->next;
}
base= base->next;
}
allqueue(REDRAWBUTSLOGIC, 0);
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break;
case B_DEL_CONT:
base= FIRSTBASE;
while(base) {
cont= base->object->controllers.first;
while(cont) {
if(cont->flag & CONT_DEL) {
BLI_remlink(&(base->object->controllers), cont);
unlink_controller(cont);
free_controller(cont);
break;
}
cont= cont->next;
}
base= base->next;
}
BIF_undo_push("Delete controller");
allqueue(REDRAWBUTSLOGIC, 0);
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break;
case B_ADD_ACT:
base= FIRSTBASE;
while(base) {
if(base->object->scaflag & OB_ADDACT) {
base->object->scaflag &= ~OB_ADDACT;
act= new_actuator(ACT_OBJECT);
make_unique_prop_names(act->name);
BLI_addtail(&(base->object->actuators), act);
base->object->scaflag |= OB_SHOWACT;
}
base= base->next;
}
BIF_undo_push("Add actuator");
allqueue(REDRAWBUTSLOGIC, 0);
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break;
case B_CHANGE_ACT:
base= FIRSTBASE;
while(base) {
act= base->object->actuators.first;
while(act) {
if(act->type != act->otype) {
init_actuator(act);
act->otype= act->type;
break;
}
act= act->next;
}
base= base->next;
}
allqueue(REDRAWBUTSLOGIC, 0);
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break;
case B_DEL_ACT:
base= FIRSTBASE;
while(base) {
act= base->object->actuators.first;
while(act) {
if(act->flag & ACT_DEL) {
BLI_remlink(&(base->object->actuators), act);
unlink_actuator(act);
free_actuator(act);
break;
}
act= act->next;
}
base= base->next;
}
BIF_undo_push("Delete actuator");
allqueue(REDRAWBUTSLOGIC, 0);
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break;
case B_SOUNDACT_BROWSE:
/* since we don't know which... */
didit= 0;
base= FIRSTBASE;
while(base)
{
act= base->object->actuators.first;
while(act)
{
if(act->type==ACT_SOUND)
{
bSoundActuator *sa= act->data;
if(sa->sndnr)
{
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bSound *sound= G.main->sound.first;
int nr= 1;
if(sa->sndnr == -2) {
activate_databrowse((ID *)G.main->sound.first, ID_SO, 0, B_SOUNDACT_BROWSE,
&sa->sndnr, do_logic_buts);
break;
}
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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;
base= base->next;
}
allqueue(REDRAWBUTSLOGIC, 0);
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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";
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";
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case SENS_JOYSTICK:
return "Joystick";
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}
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|"
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"Property %x4|Random %x8|Ray %x9|Message %x10|Joystick %x11";
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}
static char *controller_name(int type)
{
switch (type) {
case CONT_LOGIC_AND:
return "AND";
case CONT_LOGIC_OR:
return "OR";
case CONT_EXPRESSION:
return "Expression";
case CONT_PYTHON:
return "Python";
}
return "unknown";
}
static char *controller_pup(void)
{
return "Controllers %t|AND %x0|OR %x1|Expression %x2|Python %x3";
}
static char *actuator_name(int type)
{
switch (type) {
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:
return "Visibility";
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case ACT_2DFILTER:
return "2D Filter";
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}
return "unknown";
}
static char *actuator_pup(Object *owner)
{
switch (owner->type)
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{
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"
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"|Visibility %x18|2D Filter %x19";
break;
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"
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"|Visibility %x18|2D Filter %x19";
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}
}
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;
}
if(scavisflag & (BUTS_SENS_LINK|BUTS_CONT_LINK|BUTS_ACT_LINK)) {
doit= 1;
while(doit) {
doit= 0;
ob= G.main->object.first;
while(ob) {
/* 1st case: select sensor when controller selected */
if((scavisflag & BUTS_SENS_LINK) && (ob->scavisflag & OB_VIS_SENS)==0) {
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 */
if( (scavisflag & BUTS_ACT_LINK) && (ob->scavisflag & OB_VIS_CONT)) {
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;
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
}
/**
* 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 */
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,
"Activate TRUE level triggering (pulse mode)");
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,
"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,
"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,
&sens->invert, 0.0, 0.0, 0, 0,
"Invert the level (output) of this sensor");
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;
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"); */
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). */
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");
uiDefButS(block, ROW, 1, "X",
(short)(10+xco+0.7 * (width-20)),(short)(yco-44), (short)(0.1 * (width-22)),19,
&rs->axis, 2.0, 0, 0, 0,
"Cast the cone along the object's positive x-axis");
uiDefButS(block, ROW, 1, "Y",
(short)(10+xco+0.8 * (width-20)),(short)(yco-44),(short)(0.1 * (width-22)), 19,
&rs->axis, 2.0, 1, 0, 0,
"Cast the cone along the object's positive y-axis");
uiDefButS(block, ROW, 1, "Z",
(short)(10+xco+0.9 * (width-20)), (short)(yco-44), (short)(0.1 * (width-22)), 19,
&rs->axis, 2.0, 2, 0, 0,
"Cast the cone along the object's positive z-axis");
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);
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;
}
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|"
"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 */
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);
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;
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;
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;
case ACT_VISIBILITY: return TH_BUT_NUM;
case ACT_CONSTRAINT: 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
default: return TH_BUT_NEUTRAL;
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}
}
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
}
static short draw_actuatorbuttons(bActuator *act, uiBlock *block, short xco, short yco, short width)
{
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;
2002-10-12 11:37:38 +00:00
float *fp;
short ysize = 0, wval;
char *str;
int myline;
/* 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);
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set_col_actuator(act->type, 0);
switch (act->type)
{
case ACT_OBJECT:
{
ysize= 129;
glRects(xco, yco-ysize, xco+width, yco);
uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1);
oa = act->data;
wval = (width-100)/3;
uiDefBut(block, LABEL, 0, "Force", xco, yco-22, 55, 19, NULL, 0, 0, 0, 0, "Sets the force");
uiDefButF(block, NUM, 0, "", xco+45, yco-22, wval, 19, oa->forceloc, -10000.0, 10000.0, 10, 0, "");
uiDefButF(block, NUM, 0, "", xco+45+wval, yco-22, wval, 19, oa->forceloc+1, -10000.0, 10000.0, 10, 0, "");
uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-22, wval, 19, oa->forceloc+2, -10000.0, 10000.0, 10, 0, "");
uiDefBut(block, LABEL, 0, "Torque", xco, yco-41, 55, 19, NULL, 0, 0, 0, 0, "Sets the torque");
uiDefButF(block, NUM, 0, "", xco+45, yco-41, wval, 19, oa->forcerot, -10000.0, 10000.0, 10, 0, "");
uiDefButF(block, NUM, 0, "", xco+45+wval, yco-41, wval, 19, oa->forcerot+1, -10000.0, 10000.0, 10, 0, "");
uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-41, wval, 19, oa->forcerot+2, -10000.0, 10000.0, 10, 0, "");
uiDefBut(block, LABEL, 0, "dLoc", xco, yco-64, 45, 19, NULL, 0, 0, 0, 0, "Sets the dLoc");
uiDefButF(block, NUM, 0, "", xco+45, yco-64, wval, 19, oa->dloc, -10000.0, 10000.0, 10, 0, "");
uiDefButF(block, NUM, 0, "", xco+45+wval, yco-64, wval, 19, oa->dloc+1, -10000.0, 10000.0, 10, 0, "");
uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-64, wval, 19, oa->dloc+2, -10000.0, 10000.0, 10, 0, "");
uiDefBut(block, LABEL, 0, "dRot", xco, yco-83, 45, 19, NULL, 0, 0, 0, 0, "Sets the dRot");
uiDefButF(block, NUM, 0, "", xco+45, yco-83, wval, 19, oa->drot, -10000.0, 10000.0, 10, 0, "");
uiDefButF(block, NUM, 0, "", xco+45+wval, yco-83, wval, 19, oa->drot+1, -10000.0, 10000.0, 10, 0, "");
uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-83, wval, 19, oa->drot+2, -10000.0, 10000.0, 10, 0, "");
uiDefBut(block, LABEL, 0, "linV", xco, yco-106, 45, 19, NULL, 0, 0, 0, 0, "Sets the linear velocity");
uiDefButF(block, NUM, 0, "", xco+45, yco-106, wval, 19, oa->linearvelocity, -10000.0, 10000.0, 10, 0, "");
uiDefButF(block, NUM, 0, "", xco+45+wval, yco-106, wval, 19, oa->linearvelocity+1, -10000.0, 10000.0, 10, 0, "");
uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-106, wval, 19, oa->linearvelocity+2, -10000.0, 10000.0, 10, 0, "");
uiDefBut(block, LABEL, 0, "angV", xco, yco-125, 45, 19, NULL, 0, 0, 0, 0, "Sets the angular velocity");
uiDefButF(block, NUM, 0, "", xco+45, yco-125, wval, 19, oa->angularvelocity, -10000.0, 10000.0, 10, 0, "");
uiDefButF(block, NUM, 0, "", xco+45+wval, yco-125, wval, 19, oa->angularvelocity+1, -10000.0, 10000.0, 10, 0, "");
uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-125, wval, 19, oa->angularvelocity+2, -10000.0, 10000.0, 10, 0, "");
uiDefButBitI(block, TOG, ACT_FORCE_LOCAL, 0, "L", xco+45+3*wval, yco-22, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Local transformation");
uiDefButBitI(block, TOG, ACT_TORQUE_LOCAL, 0, "L", xco+45+3*wval, yco-41, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Local transformation");
uiDefButBitI(block, TOG, ACT_DLOC_LOCAL, 0, "L", xco+45+3*wval, yco-64, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Local transformation");
uiDefButBitI(block, TOG, ACT_DROT_LOCAL, 0, "L", xco+45+3*wval, yco-83, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Local transformation");
uiDefButBitI(block, TOG, ACT_LIN_VEL_LOCAL, 0, "L", xco+45+3*wval, yco-106, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Local transformation");
uiDefButBitI(block, TOG, ACT_ANG_VEL_LOCAL, 0, "L", xco+45+3*wval, yco-125, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Local transformation");
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uiDefButBitI(block, TOG, ACT_ADD_LIN_VEL, 0, "add",xco+45+3*wval+15, yco-106, 35, 19, &oa->flag, 0.0, 0.0, 0, 0, "Toggles between ADD and SET linV");
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yco-= ysize;
break;
}
case ACT_ACTION:
{
/* 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
uiDefButS(block, MENU, B_REDR, str, xco+30, yco-24, width-60, 19, &aa->type, 0.0, 0.0, 0.0, 0.0, "Action playback type");
uiDefIDPoinBut(block, test_actionpoin_but, ID_AC, 1, "AC: ", xco+30, yco-44, width-60, 19, &aa->act, "Action name");
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if(aa->type == ACT_ACTION_FROM_PROP)
{
uiDefBut(block, TEX, 0, "Prop: ",xco+30, yco-64, width-60, 19, aa->name, 0.0, 31.0, 0, 0, "Use this property to define the Action position");
}
else
{
uiDefButI(block, NUM, 0, "Sta: ",xco+30, yco-64, (width-60)/2, 19, &aa->sta, 0.0, MAXFRAMEF, 0, 0, "Start frame");
uiDefButI(block, NUM, 0, "End: ",xco+30+(width-60)/2, yco-64, (width-60)/2, 19, &aa->end, 0.0, MAXFRAMEF, 0, 0, "End frame");
2002-10-12 11:37:38 +00:00
}
uiDefButI(block, NUM, 0, "Blendin: ", xco+30, yco-84, (width-60)/2, 19, &aa->blendin, 0.0, MAXFRAMEF, 0.0, 0.0, "Number of frames of motion blending");
2002-10-12 11:37:38 +00:00
uiDefButS(block, NUM, 0, "Priority: ", xco+30+(width-60)/2, yco-84, (width-60)/2, 19, &aa->priority, 0.0, 100.0, 0.0, 0.0, "Execution priority - lower numbers will override actions with higher numbers");
#ifdef __NLA_ACTION_BY_MOTION_ACTUATOR
if(aa->type == ACT_ACTION_MOTION)
{
uiDefButF(block, NUM, 0, "Cycle: ",xco+30, yco-104, (width-60)/2, 19, &aa->stridelength, 0.0, 2500.0, 0, 0, "Distance covered by a single cycle of the action");
}
#endif
yco-=ysize;
break;
}
case ACT_IPO:
{
ia= act->data;
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";
uiDefButS(block, MENU, B_REDR, str, xco+20, yco-24, width-40 - (width-40)/3, 19, &ia->type, 0, 0, 0, 0, "");
uiDefButBitS(block, TOG, ACT_IPOCHILD, B_REDR,
2002-10-12 11:37:38 +00:00
"Child", xco+20+0.666*(width-40), yco-24, (width-40)/3, 19,
&ia->flag, 0, 0, 0, 0,
"Add all children Objects as well");
2002-10-12 11:37:38 +00:00
if(ia->type==ACT_IPO_FROM_PROP) {
uiDefBut(block, TEX, 0,
"Prop: ", xco+20, yco-44, width-40, 19,
ia->name, 0.0, 31.0, 0, 0,
"Use this property to define the Ipo position");
}
else {
uiDefButI(block, NUM, 0,
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"Sta", xco+20, yco-44, (width-100)/2, 19,
&ia->sta, 0.0, MAXFRAMEF, 0, 0,
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"Start frame");
uiDefButI(block, NUM, 0,
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"End", xco+18+(width-90)/2, yco-44, (width-100)/2, 19,
&ia->end, 0.0, MAXFRAMEF, 0, 0,
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"End frame");
uiDefButBitS(block, TOG, ACT_IPOFORCE, B_REDR,
2002-10-12 11:37:38 +00:00
"Force", xco+width-78, yco-44, 43, 19,
&ia->flag, 0, 0, 0, 0,
"Convert Ipo to force");
/* Only show the do-force-local toggle if force is requested */
if (ia->flag & ACT_IPOFORCE) {
uiDefButBitS(block, TOG, ACT_IPOFORCE_LOCAL, 0,
2002-10-12 11:37:38 +00:00
"L", xco+width-35, yco-44, 15, 19,
&ia->flag, 0, 0, 0, 0,
"Let the force-ipo act in local coordinates.");
}
}
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) {
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);
if(G.main->sound.first) {
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, "");
if(sa->sound) {
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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";
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");
}
MEM_freeN(str);
}
else {
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
}
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;
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;
}
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");
}
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");
}
else {
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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;
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);
uiDefIDPoinBut(block, test_obpoin_but, ID_OB, 1, "OB:", xco+10, yco-44, (width-20)/2, 19, &(eoa->ob), "Add this Object (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.");
uiDefButBitS(block, TOG, 2, 0, "L", xco+45+3*wval, yco-68, 15, 19,
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&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);
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);
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");
}
str= "Edit Object %t|Add Object %x0|End Object %x1|Replace Mesh %x2|Track to %x3";
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:
ysize= 44;
glRects(xco, yco-ysize, xco+width, yco);
uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1);
coa= act->data;
/* str= "Limit %t|None %x0|Loc X %x1|Loc Y %x2|Loc Z %x4|Rot X %x8|Rot Y %x16|Rot Z %x32"; */
str= "Limit %t|None %x0|Loc X %x1|Loc Y %x2|Loc Z %x4";
uiDefButS(block, MENU, 1, str, xco+10, yco-40, 70, 19, &coa->flag, 0.0, 0.0, 0, 0, "");
uiDefButS(block, NUM, 0, "Damp:", xco+10, yco-20, 70, 19, &coa->damp, 0.0, 100.0, 0, 0, "");
uiDefBut(block, LABEL, 0, "Min", xco+80, yco-20, (width-90)/2, 19, NULL, 0.0, 0.0, 0, 0, "");
uiDefBut(block, LABEL, 0, "Max", xco+80+(width-90)/2, yco-20, (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-40, (width-90)/2, 19, fp, -2000.0, 2000.0, 10, 0, "");
uiDefButF(block, NUM, 0, "", xco+80+(width-90)/2, yco-40, (width-90)/2, 19, fp+3, -2000.0, 2000.0, 10, 0, "");
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);
uiDefIDPoinBut(block, test_obpoin_but, ID_OB, 1, "OB:", xco+40, yco-44, (width-80), 19, &(sca->camera), "Set this Camera");
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);
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);
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);
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);
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);
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);
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");
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 {
uiDefButI(block, NUM, 0, "Sta", xco+20, yco-44, (width-40)/2, 19, &ga->sta, 0.0, 2500.0, 0, 0, "Start frame");
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.");
/*
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;
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:
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.");
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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,
"Optional send message to objects with this name only"
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 */
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;
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:
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");
uiDefIDPoinBut(block, test_scriptpoin_but, ID_SCRIPT, 1, "Script: ", xco+30,yco-64,width-60, 19, &tdfa->text, "");
2007-10-22 20:24:26 +00:00
break;
}
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;
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);
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);
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);
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;
}
void buttons_enji(uiBlock *block, Object *ob)
{
uiDefButBitI(block, TOG, OB_SECTOR, B_SETSECTOR, "Sector",
10,205,65,19, &ob->gameflag, 0, 0, 0, 0,
"All game elements should be in the Sector boundbox");
uiDefButBitI(block, TOG, OB_PROP, B_SETPROP, "Prop",
75,205,65,19, &ob->gameflag, 0, 0, 0, 0,
"An Object fixed within a sector");
uiBlockSetCol(block, BUTPURPLE);
uiDefButBitI(block, TOG, OB_ACTOR, B_SETACTOR, "Actor",
140,205,65,19, &ob->gameflag, 0, 0, 0, 0,
"Objects that are evaluated by the engine ");
if(ob->gameflag & OB_ACTOR) {
uiDefButBitI(block, TOG, OB_DYNAMIC, B_SETDYNA, "Dynamic",
205,205,75,19, &ob->gameflag, 0, 0, 0, 0,
"Motion defined by laws of physics");
uiDefButBitI(block, TOG, OB_MAINACTOR, B_SETMAINACTOR, "MainActor",
280,205,70,19, &ob->gameflag, 0, 0, 0, 0, "");
if(ob->gameflag & OB_DYNAMIC) {
uiDefButBitI(block, TOG, OB_DO_FH, B_DIFF, "Do Fh",
10,185,50,19, &ob->gameflag, 0, 0, 0, 0,
"Use Fh settings in Materials");
uiDefButBitI(block, TOG, OB_ROT_FH, B_DIFF, "Rot Fh",
60,185,50,19, &ob->gameflag, 0, 0, 0, 0,
"Use face normal to rotate Object");
uiBlockSetCol(block, BUTGREY);
uiDefButF(block, NUM, B_DIFF, "Mass:",
110, 185, 120, 19, &ob->mass, 0.01, 100.0, 10, 0,
"The mass of the Object");
uiDefButF(block, NUM, REDRAWVIEW3D, "Size:",
230, 185, 120, 19, &ob->inertia, 0.01, 10.0, 10, 0,
"Bounding sphere size");
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");
}
}
}
void buttons_ketsji(uiBlock *block, Object *ob)
{
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");
uiDefButBitI(block, TOG, OB_DO_FH, B_DIFF, "Do Fh", 10,185,50,19,
&ob->gameflag, 0, 0, 0, 0,
"Use Fh settings in Materials");
uiDefButBitI(block, TOG, OB_ROT_FH, B_DIFF, "Rot Fh", 60,185,50,19,
&ob->gameflag, 0, 0, 0, 0,
"Use face normal to rotate Object");
uiDefButF(block, NUM, B_DIFF, "Mass:", 110, 185, 80, 19,
&ob->mass, 0.01, 10000.0, 10, 0,
"The mass of the Object");
uiDefButF(block, NUM, REDRAWVIEW3D, "Radius:", 190, 185, 80, 19,
&ob->inertia, 0.01, 10.0, 10, 0,
"Bounding sphere radius");
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");
uiDefButBitI(block, TOG, OB_ANISOTROPIC_FRICTION, B_REDR, "Anisotropic",
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.");
}
}
if (!(ob->gameflag & OB_GHOST)) {
2007-01-17 12:40:40 +00:00
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",
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");
}
2007-01-17 12:40:40 +00:00
uiBlockEndAlign(block);
}
}
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);
}
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) */
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;
World *wrld;
2002-10-12 11:37:38 +00:00
int a;
short xco, yco, count, width, ycoo;
char *pupstr, name[32];
wrld= G.scene->world;
2002-10-12 11:37:38 +00:00
ob= OBACT;
if(ob==0) return;
uiSetButLock(object_data_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);
if(wrld) {
switch(wrld->physicsEngine) {
case WOPHY_ENJI:
buttons_enji(block, ob);
break;
case WOPHY_BULLET:
buttons_bullet(block, ob);
break;
default:
buttons_ketsji(block, ob);
break;
}
}
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);
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) {
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);
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) {
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)
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)
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)
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)
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
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
}
uiBlockEndAlign(block);
2002-10-12 11:37:38 +00:00
uiClearButLock();
idar= get_selected_and_linked_obs(&count, G.buts->scaflag);
/* ******************************* */
xco= 375; yco= 170; width= 230;
2003-05-06 12:51:04 +00:00
uiBlockSetEmboss(block, UI_EMBOSSP);
2002-10-12 11:37:38 +00:00
uiDefBlockBut(block, sensor_menu, NULL, "Sensors", xco-10, yco+35, 80, 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);
uiDefButBitS(block, TOG, BUTS_SENS_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_SENS_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_SENS_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 Controller");
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();
uiSetButLock(object_data_is_libdata(ob), ERROR_LIBDATA_MESSAGE);
2002-10-12 11:37:38 +00:00
if( (ob->scavisflag & OB_VIS_SENS) == 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->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");
2002-10-12 11:37:38 +00:00
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;
if(ob->scaflag & OB_SHOWSENS) {
sens= ob->sensors.first;
while(sens) {
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);
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;
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;
sens= sens->next;
}
yco-= 6;
}
}
/* ******************************* */
xco= 675; yco= 170; width= 230;
2003-05-06 12:51:04 +00:00
uiBlockSetEmboss(block, UI_EMBOSSP);
2002-10-12 11:37:38 +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);
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
ob= OBACT;
for(a=0; a<count; a++) {
ob= (Object *)idar[a];
uiClearButLock();
uiSetButLock(object_data_is_libdata(ob), ERROR_LIBDATA_MESSAGE);
2002-10-12 11:37:38 +00:00
if( (ob->scavisflag & OB_VIS_CONT) == 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->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");
2002-10-12 11:37:38 +00:00
if(ob->controllers.first) uiSetCurFont(block, UI_HELV);
2007-01-17 12:40:40 +00:00
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");
uiBlockEndAlign(block);
2002-10-12 11:37:38 +00:00
yco-=20;
if(ob->scaflag & OB_SHOWCONT) {
cont= ob->controllers.first;
while(cont) {
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);
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");
2002-10-12 11:37:38 +00:00
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-144), 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-144), 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, "");
yco-=20;
cont= cont->next;
}
yco-= 6;
}
}
/* ******************************* */
xco= 985; yco= 170; width= 280;
2003-05-06 12:51:04 +00:00
uiBlockSetEmboss(block, UI_EMBOSSP);
2002-10-12 11:37:38 +00:00
uiDefBlockBut(block, actuator_menu, NULL, "Actuators", 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);
uiDefButBitS(block, TOG, BUTS_ACT_SEL, B_REDR, "Sel", xco+110, yco+35, (width-110)/3, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show all selected Objects");
uiDefButBitS(block, TOG, BUTS_ACT_ACT, B_REDR, "Act", xco+110+(width-110)/3, yco+35, (width-110)/3, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show active Object");
uiDefButBitS(block, TOG, BUTS_ACT_LINK, B_REDR, "Link", xco+110+2*(width-110)/3, yco+35, (width-110)/3, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show linked Objects to Controller");
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();
uiSetButLock(object_data_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);
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);
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) {
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);
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");
2002-10-12 11:37:38 +00:00
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(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;
}
uiDefIconBut(block, INLINK, 0, ICON_INLINK,(short)(xco-19), ycoo, 19, 19, act, LINK_ACTUATOR, 0, 0, 0, "");
yco-=20;
act= act->next;
}
yco-= 6;
}
}
uiComposeLinks(block);
uiDrawBlock(block);
if(idar) MEM_freeN(idar);
}
2007-10-22 20:24:26 +00:00