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blender-archive/source/blender/editors/space_logic/logic_window.c
Campbell Barton c62d33c540 patch: [#29382] Arbitrary Length Array Function Additions and Modifications
from Andrew Hale (trumanblending), with some edits to use these in mathutils.Vector added.

Added Functions:
- dot_vn_vn - Dot product of two arrays
- normalize_vn_vn - Normalize an array and store the result in a second array
- normalize_vn - Normalize an array inplace

Renamed Functions:
Some functions have been renamed to make them consistent with the naming conventions used by fixed length array functions.
- fill_vni to fill_vn_i
- fill_vn to fill_vn_fl
2011-11-24 04:12:16 +00:00

5159 lines
176 KiB
C

/*
* ***** BEGIN GPL 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.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2009 Blender Foundation.
* All rights reserved.
*
*
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/editors/space_logic/logic_window.c
* \ingroup splogic
*/
#include <string.h>
#include <stdio.h>
#include <stddef.h>
#include <float.h>
#include "DNA_actuator_types.h"
#include "DNA_controller_types.h"
#include "DNA_property_types.h"
#include "DNA_space_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_sensor_types.h"
#include "DNA_constraint_types.h"
#include "DNA_windowmanager_types.h"
#include "DNA_object_types.h"
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
#include "BKE_action.h"
#include "BKE_context.h"
#include "BKE_global.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_sca.h"
#include "ED_util.h"
#include "WM_types.h"
#include "BIF_gl.h"
#include "UI_interface.h"
#include "RNA_access.h"
/* XXX BAD BAD */
#include "../interface/interface_intern.h"
#include "logic_intern.h"
#define MAX_RENDER_PASS 100
#define B_REDR 1
#define B_IDNAME 2
#define B_ADD_SENS 2703
#define B_CHANGE_SENS 2704
#define B_DEL_SENS 2705
#define B_ADD_CONT 2706
#define B_CHANGE_CONT 2707
#define B_DEL_CONT 2708
#define B_ADD_ACT 2709
#define B_CHANGE_ACT 2710
#define B_DEL_ACT 2711
#define B_SOUNDACT_BROWSE 2712
#define B_SETSECTOR 2713
#define B_SETPROP 2714
#define B_SETACTOR 2715
#define B_SETMAINACTOR 2716
#define B_SETDYNA 2717
#define B_SET_STATE_BIT 2718
#define B_INIT_STATE_BIT 2719
/* proto */
static ID **get_selected_and_linked_obs(bContext *C, short *count, short scavisflag);
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(bContext *C, 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(C, &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(bContext *C, void *strv, void *UNUSED(redraw_view3d_flagv))
{
char *str= strv;
// int redraw_view3d_flag= GET_INT_FROM_POINTER(redraw_view3d_flagv);
make_unique_prop_names(C, str);
}
static void old_sca_move_sensor(bContext *C, void *datav, void *move_up)
{
/* deprecated, no longer using it (moved to sca.c) */
Scene *scene= CTX_data_scene(C);
bSensor *sens_to_delete= datav;
int val;
Base *base;
bSensor *sens, *tmp;
// val= pupmenu("Move up%x1|Move down %x2");
val = move_up ? 1:2;
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) {
for (tmp=sens->prev; tmp; tmp=tmp->prev) {
if (tmp->flag & SENS_VISIBLE)
break;
}
if (tmp) {
BLI_remlink(&base->object->sensors, sens);
BLI_insertlinkbefore(&base->object->sensors, tmp, sens);
}
}
else if( val==2 && sens->next) {
for (tmp=sens->next; tmp; tmp=tmp->next) {
if (tmp->flag & SENS_VISIBLE)
break;
}
if (tmp) {
BLI_remlink(&base->object->sensors, sens);
BLI_insertlink(&base->object->sensors, tmp, sens);
}
}
ED_undo_push(C, "Move sensor");
break;
}
base= base->next;
}
}
}
static void old_sca_move_controller(bContext *C, void *datav, void *move_up)
{
/* deprecated, no longer using it (moved to sca.c) */
Scene *scene= CTX_data_scene(C);
bController *controller_to_del= datav;
int val;
Base *base;
bController *cont, *tmp;
//val= pupmenu("Move up%x1|Move down %x2");
val = move_up ? 1:2;
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) {
/* locate the controller that has the same state mask but is earlier in the list */
tmp = cont->prev;
while(tmp) {
if(tmp->state_mask & cont->state_mask)
break;
tmp = tmp->prev;
}
if (tmp) {
BLI_remlink(&base->object->controllers, cont);
BLI_insertlinkbefore(&base->object->controllers, tmp, cont);
}
}
else if( val==2 && cont->next) {
tmp = cont->next;
while(tmp) {
if(tmp->state_mask & cont->state_mask)
break;
tmp = tmp->next;
}
BLI_remlink(&base->object->controllers, cont);
BLI_insertlink(&base->object->controllers, tmp, cont);
}
ED_undo_push(C, "Move controller");
break;
}
base= base->next;
}
}
}
static void old_sca_move_actuator(bContext *C, void *datav, void *move_up)
{
/* deprecated, no longer using it (moved to sca.c) */
Scene *scene= CTX_data_scene(C);
bActuator *actuator_to_move= datav;
int val;
Base *base;
bActuator *act, *tmp;
//val= pupmenu("Move up%x1|Move down %x2");
val = move_up ? 1:2;
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) {
/* locate the first visible actuators before this one */
for (tmp = act->prev; tmp; tmp=tmp->prev) {
if (tmp->flag & ACT_VISIBLE)
break;
}
if (tmp) {
BLI_remlink(&base->object->actuators, act);
BLI_insertlinkbefore(&base->object->actuators, tmp, act);
}
}
else if( val==2 && act->next) {
for (tmp=act->next; tmp; tmp=tmp->next) {
if (tmp->flag & ACT_VISIBLE)
break;
}
if (tmp) {
BLI_remlink(&base->object->actuators, act);
BLI_insertlink(&base->object->actuators, tmp, act);
}
}
ED_undo_push(C, "Move actuator");
break;
}
base= base->next;
}
}
}
static void do_logic_buts(bContext *C, void *UNUSED(arg), int event)
{
Main *bmain= CTX_data_main(C);
bSensor *sens;
bController *cont;
bActuator *act;
Object *ob;
int didit, bit;
ob= CTX_data_active_object(C);
if(ob==NULL) return;
switch(event) {
case B_SETPROP:
/* check for inconsistent types */
ob->gameflag &= ~(OB_SECTOR|OB_MAINACTOR|OB_DYNAMIC|OB_ACTOR);
break;
case B_SETACTOR:
case B_SETDYNA:
case B_SETMAINACTOR:
ob->gameflag &= ~(OB_SECTOR|OB_PROP);
break;
case B_ADD_SENS:
for(ob=bmain->object.first; ob; ob=ob->id.next) {
if(ob->scaflag & OB_ADDSENS) {
ob->scaflag &= ~OB_ADDSENS;
sens= new_sensor(SENS_ALWAYS);
BLI_addtail(&(ob->sensors), sens);
make_unique_prop_names(C, sens->name);
ob->scaflag |= OB_SHOWSENS;
}
}
ED_undo_push(C, "Add sensor");
break;
case B_CHANGE_SENS:
for(ob=bmain->object.first; ob; ob=ob->id.next) {
sens= ob->sensors.first;
while(sens) {
if(sens->type != sens->otype) {
init_sensor(sens);
sens->otype= sens->type;
break;
}
sens= sens->next;
}
}
break;
case B_DEL_SENS:
for(ob=bmain->object.first; ob; ob=ob->id.next) {
sens= ob->sensors.first;
while(sens) {
if(sens->flag & SENS_DEL) {
BLI_remlink(&(ob->sensors), sens);
free_sensor(sens);
break;
}
sens= sens->next;
}
}
ED_undo_push(C, "Delete sensor");
break;
case B_ADD_CONT:
for(ob=bmain->object.first; ob; ob=ob->id.next) {
if(ob->scaflag & OB_ADDCONT) {
ob->scaflag &= ~OB_ADDCONT;
cont= new_controller(CONT_LOGIC_AND);
make_unique_prop_names(C, cont->name);
ob->scaflag |= OB_SHOWCONT;
BLI_addtail(&(ob->controllers), cont);
/* set the controller state mask from the current object state.
A controller is always in a single state, so select the lowest bit set
from the object state */
for (bit=0; bit<32; bit++) {
if (ob->state & (1<<bit))
break;
}
cont->state_mask = (1<<bit);
if (cont->state_mask == 0) {
/* shouldn't happen, object state is never 0 */
cont->state_mask = 1;
}
}
}
ED_undo_push(C, "Add controller");
break;
case B_SET_STATE_BIT:
for(ob=bmain->object.first; ob; ob=ob->id.next) {
if(ob->scaflag & OB_ALLSTATE) {
ob->scaflag &= ~OB_ALLSTATE;
ob->state = 0x3FFFFFFF;
}
}
break;
case B_INIT_STATE_BIT:
for(ob=bmain->object.first; ob; ob=ob->id.next) {
if(ob->scaflag & OB_INITSTBIT) {
ob->scaflag &= ~OB_INITSTBIT;
ob->state = ob->init_state;
if (!ob->state)
ob->state = 1;
}
}
break;
case B_CHANGE_CONT:
for(ob=bmain->object.first; ob; ob=ob->id.next) {
cont= ob->controllers.first;
while(cont) {
if(cont->type != cont->otype) {
init_controller(cont);
cont->otype= cont->type;
break;
}
cont= cont->next;
}
}
break;
case B_DEL_CONT:
for(ob=bmain->object.first; ob; ob=ob->id.next) {
cont= ob->controllers.first;
while(cont) {
if(cont->flag & CONT_DEL) {
BLI_remlink(&(ob->controllers), cont);
unlink_controller(cont);
free_controller(cont);
break;
}
cont= cont->next;
}
}
ED_undo_push(C, "Delete controller");
break;
case B_ADD_ACT:
for(ob=bmain->object.first; ob; ob=ob->id.next) {
if(ob->scaflag & OB_ADDACT) {
ob->scaflag &= ~OB_ADDACT;
act= new_actuator(ACT_OBJECT);
make_unique_prop_names(C, act->name);
BLI_addtail(&(ob->actuators), act);
ob->scaflag |= OB_SHOWACT;
}
}
ED_undo_push(C, "Add actuator");
break;
case B_CHANGE_ACT:
for(ob=bmain->object.first; ob; ob=ob->id.next) {
act= ob->actuators.first;
while(act) {
if(act->type != act->otype) {
init_actuator(act);
act->otype= act->type;
break;
}
act= act->next;
}
}
break;
case B_DEL_ACT:
for(ob=bmain->object.first; ob; ob=ob->id.next) {
act= ob->actuators.first;
while(act) {
if(act->flag & ACT_DEL) {
BLI_remlink(&(ob->actuators), act);
unlink_actuator(act);
free_actuator(act);
break;
}
act= act->next;
}
}
ED_undo_push(C, "Delete actuator");
break;
case B_SOUNDACT_BROWSE:
/* since we don't know which... */
didit= 0;
for(ob=bmain->object.first; ob; ob=ob->id.next) {
act= ob->actuators.first;
while(act)
{
if(act->type==ACT_SOUND)
{
bSoundActuator *sa= act->data;
if(sa->sndnr)
{
ID *sound= bmain->sound.first;
int nr= 1;
if(sa->sndnr == -2) {
// XXX activate_databrowse((ID *)bmain->sound.first, ID_SO, 0, B_SOUNDACT_BROWSE,
// &sa->sndnr, do_logic_buts);
break;
}
while(sound)
{
if(nr==sa->sndnr)
break;
nr++;
sound= sound->next;
}
if(sa->sound)
((ID *)sa->sound)->us--;
sa->sound= (struct bSound *)sound;
if(sound)
sound->us++;
sa->sndnr= 0;
didit= 1;
}
}
act= act->next;
}
if(didit)
break;
}
break;
}
}
static const 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_ARMATURE:
return "Armature";
case SENS_ACTUATOR:
return "Actuator";
case SENS_DELAY:
return "Delay";
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";
case SENS_JOYSTICK:
return "Joystick";
}
return "unknown";
}
static const char *sensor_pup(void)
{
/* the number needs to match defines in DNA_sensor_types.h */
return "Sensors %t|Always %x0|Delay %x13|Keyboard %x3|Mouse %x5|"
"Touch %x1|Collision %x6|Near %x2|Radar %x7|"
"Property %x4|Random %x8|Ray %x9|Message %x10|Joystick %x11|Actuator %x12|Armature %x14";
}
static const char *controller_name(int type)
{
switch (type) {
case CONT_LOGIC_AND:
return "And";
case CONT_LOGIC_OR:
return "Or";
case CONT_LOGIC_NAND:
return "Nand";
case CONT_LOGIC_NOR:
return "Nor";
case CONT_LOGIC_XOR:
return "Xor";
case CONT_LOGIC_XNOR:
return "Xnor";
case CONT_EXPRESSION:
return "Expression";
case CONT_PYTHON:
return "Python";
}
return "unknown";
}
static const char *controller_pup(void)
{
return "Controllers %t|AND %x0|OR %x1|XOR %x6|NAND %x4|NOR %x5|XNOR %x7|Expression %x2|Python %x3";
}
static const char *actuator_name(int type)
{
switch (type) {
case ACT_SHAPEACTION:
return "Shape Action";
case ACT_ACTION:
return "Action";
case ACT_OBJECT:
return "Motion";
case ACT_IPO:
return "F-Curve";
case ACT_LAMP:
return "Lamp";
case ACT_CAMERA:
return "Camera";
case ACT_MATERIAL:
return "Material";
case ACT_SOUND:
return "Sound";
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";
case ACT_2DFILTER:
return "Filter 2D";
case ACT_PARENT:
return "Parent";
case ACT_STATE:
return "State";
case ACT_ARMATURE:
return "Armature";
case ACT_STEERING:
return "Steering";
}
return "unknown";
}
static const char *actuator_pup(Object *owner)
{
switch (owner->type)
{
case OB_ARMATURE:
return "Actuators %t|Action %x15|Armature %x23|Motion %x0|Constraint %x9|Ipo %x1"
"|Camera %x3|Sound %x5|Property %x6|Edit Object %x10"
"|Scene %x11|Random %x13|Message %x14|Game %x17"
"|Visibility %x18|2D Filter %x19|Parent %x20|State %x22";
break;
case OB_MESH:
return "Actuators %t|Shape Action %x21|Motion %x0|Constraint %x9|Ipo %x1"
"|Camera %x3|Sound %x5|Property %x6|Edit Object %x10"
"|Scene %x11|Random %x13|Message %x14|Game %x17"
"|Visibility %x18|2D Filter %x19|Parent %x20|State %x22";
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|Game %x17"
"|Visibility %x18|2D Filter %x19|Parent %x20|State %x22";
}
}
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(bContext *C, short *count, short scavisflag)
{
Base *base;
Main *bmain= CTX_data_main(C);
Scene *scene= CTX_data_scene(C);
Object *ob, *obt, *obact= CTX_data_active_object(C);
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(scene==NULL) return NULL;
ob= bmain->object.first;
while(ob) {
ob->scavisflag= 0;
set_sca_ob(ob);
ob= ob->id.next;
}
/* XXX here it checked 3d lay */
lay= 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;
}
/* BUTS_XXX_STATE are similar to BUTS_XXX_LINK for selecting the object */
if(scavisflag & (BUTS_SENS_LINK|BUTS_CONT_LINK|BUTS_ACT_LINK|BUTS_SENS_STATE|BUTS_ACT_STATE)) {
doit= 1;
while(doit) {
doit= 0;
ob= bmain->object.first;
while(ob) {
/* 1st case: select sensor when controller selected */
if((scavisflag & (BUTS_SENS_LINK|BUTS_SENS_STATE)) && (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|BUTS_ACT_STATE)) && (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= bmain->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= bmain->object.first;
nr= 0;
/* make the active object always the first one of the list */
if (obact) {
idar[0]= (ID *)obact;
nr++;
}
while(ob) {
if( (ob->scavisflag) && (ob != obact)) {
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;
}
static int get_col_sensor(int type)
{
/* XXX themecolors not here */
switch(type) {
case SENS_ALWAYS: return TH_PANEL;
case SENS_DELAY: return TH_PANEL;
case SENS_TOUCH: return TH_PANEL;
case SENS_COLLISION: return TH_PANEL;
case SENS_NEAR: return TH_PANEL;
case SENS_KEYBOARD: return TH_PANEL;
case SENS_PROPERTY: return TH_PANEL;
case SENS_ARMATURE: return TH_PANEL;
case SENS_ACTUATOR: return TH_PANEL;
case SENS_MOUSE: return TH_PANEL;
case SENS_RADAR: return TH_PANEL;
case SENS_RANDOM: return TH_PANEL;
case SENS_RAY: return TH_PANEL;
case SENS_MESSAGE: return TH_PANEL;
case SENS_JOYSTICK: return TH_PANEL;
default: return TH_PANEL;
}
}
static void set_col_sensor(int type, int medium)
{
int col= get_col_sensor(type);
UI_ThemeColorShade(col, medium?30:0);
}
static void verify_logicbutton_func(bContext *UNUSED(C), void *data1, void *data2)
{
bSensor *sens= (bSensor*)data1;
if(sens->level && sens->tap) {
if(data2 == &(sens->level))
sens->tap= 0;
else
sens->level= 0;
}
}
static void test_scriptpoin_but(struct bContext *C, const char *name, ID **idpp)
{
*idpp= BLI_findstring(&CTX_data_main(C)->text, name, offsetof(ID, name) + 2);
}
static void test_actionpoin_but(struct bContext *C, const char *name, ID **idpp)
{
*idpp= BLI_findstring(&CTX_data_main(C)->action, name, offsetof(ID, name) + 2);
if(*idpp)
id_us_plus(*idpp);
}
static void test_obpoin_but(struct bContext *C, const char *name, ID **idpp)
{
*idpp= BLI_findstring(&CTX_data_main(C)->object, name, offsetof(ID, name) + 2);
if(*idpp)
id_lib_extern(*idpp); /* checks lib data, sets correct flag for saving then */
}
static void test_meshpoin_but(struct bContext *C, const char *name, ID **idpp)
{
*idpp= BLI_findstring(&CTX_data_main(C)->mesh, name, offsetof(ID, name) + 2);
if(*idpp)
id_us_plus(*idpp);
}
static void test_matpoin_but(struct bContext *C, const char *name, ID **idpp)
{
*idpp= BLI_findstring(&CTX_data_main(C)->mat, name, offsetof(ID, name) + 2);
if(*idpp)
id_us_plus(*idpp);
}
static void test_scenepoin_but(struct bContext *C, const char *name, ID **idpp)
{
*idpp= BLI_findstring(&CTX_data_main(C)->scene, name, offsetof(ID, name) + 2);
if(*idpp)
id_us_plus(*idpp);
}
static void test_keyboard_event(struct bContext *UNUSED(C), void *arg_ks, void *UNUSED(arg))
{
bKeyboardSensor *ks= (bKeyboardSensor*)arg_ks;
if(!ISKEYBOARD(ks->key))
ks->key= 0;
if(!ISKEYBOARD(ks->qual))
ks->qual= 0;
if(!ISKEYBOARD(ks->qual2))
ks->qual2= 0;
}
/**
* Draws a toggle for pulse mode, a frequency field and a toggle to invert
* 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)
{
uiBut *but;
/* Pulsing and frequency */
uiBlockBeginAlign(block);
uiDefIconButBitS(block, TOG, SENS_PULSE_REPEAT, 1, ICON_DOTSUP,
(short)(x + 10 + 0. * (w-20)), (short)(y - 21), (short)(0.1 * (w-20)), 19,
&sens->pulse, 0.0, 0.0, 0, 0,
"Activate TRUE level triggering (pulse mode)");
uiDefIconButBitS(block, TOG, SENS_NEG_PULSE_MODE, 1, ICON_DOTSDOWN,
(short)(x + 10 + 0.1 * (w-20)), (short)(y - 21), (short)(0.1 * (w-20)), 19,
&sens->pulse, 0.0, 0.0, 0, 0,
"Activate FALSE level triggering (pulse mode)");
uiDefButS(block, NUM, 1, "f:",
(short)(x + 10 + 0.2 * (w-20)), (short)(y - 21), (short)(0.275 * (w-20)), 19,
&sens->freq, 0.0, 10000.0, 0, 0,
"Delay between repeated pulses (in logic tics, 0 = no delay)");
uiBlockEndAlign(block);
/* value or shift? */
uiBlockBeginAlign(block);
but= uiDefButS(block, TOG, 1, "Level",
(short)(x + 10 + 0.5 * (w-20)), (short)(y - 21), (short)(0.20 * (w-20)), 19,
&sens->level, 0.0, 0.0, 0, 0,
"Level detector, trigger controllers of new states (only applicable upon logic state transition)");
uiButSetFunc(but, verify_logicbutton_func, sens, &(sens->level));
but= uiDefButS(block, TOG, 1, "Tap",
(short)(x + 10 + 0.702 * (w-20)), (short)(y - 21), (short)(0.12 * (w-20)), 19,
&sens->tap, 0.0, 0.0, 0, 0,
"Trigger controllers only for an instant, even while the sensor remains true");
uiButSetFunc(but, verify_logicbutton_func, sens, &(sens->tap));
uiBlockEndAlign(block);
uiDefButS(block, TOG, 1, "Inv",
(short)(x + 10 + 0.85 * (w-20)), (short)(y - 21), (short)(0.15 * (w-20)), 19,
&sens->invert, 0.0, 0.0, 0, 0,
"Invert the level (output) of this sensor");
}
static void get_armature_bone_constraint(Object *ob, const char *posechannel, const char *constraint_name, bConstraint **constraint)
{
/* check that bone exist in the active object */
if (ob->type == OB_ARMATURE && ob->pose) {
bPoseChannel *pchan= get_pose_channel(ob->pose, posechannel);
if(pchan) {
bConstraint *con= BLI_findstring(&pchan->constraints, constraint_name, offsetof(bConstraint, name));
if(con) {
*constraint= con;
}
}
}
/* didn't find any */
}
static void check_armature_bone_constraint(Object *ob, char *posechannel, char *constraint)
{
/* check that bone exist in the active object */
if (ob->type == OB_ARMATURE && ob->pose) {
bPoseChannel *pchan;
bPose *pose = ob->pose;
for (pchan=pose->chanbase.first; pchan; pchan=pchan->next) {
if (!strcmp(pchan->name, posechannel)) {
/* found it, now look for constraint channel */
bConstraint *con;
for (con=pchan->constraints.first; con; con=con->next) {
if (!strcmp(con->name, constraint)) {
/* found it, all ok */
return;
}
}
/* didn't find constraint, make empty */
constraint[0] = 0;
return;
}
}
}
/* didn't find any */
posechannel[0] = 0;
constraint[0] = 0;
}
static void check_armature_sensor(bContext *C, void *arg1_but, void *arg2_sens)
{
bArmatureSensor *sens = arg2_sens;
uiBut *but = arg1_but;
Object *ob= CTX_data_active_object(C);
/* check that bone exist in the active object */
but->retval = B_REDR;
check_armature_bone_constraint(ob, sens->posechannel, sens->constraint);
}
static short draw_sensorbuttons(Object *ob, bSensor *sens, uiBlock *block, short xco, short yco, short width)
{
bNearSensor *ns = NULL;
bTouchSensor *ts = NULL;
bKeyboardSensor *ks = NULL;
bPropertySensor *ps = NULL;
bArmatureSensor *arm = NULL;
bMouseSensor *ms = NULL;
bCollisionSensor *cs = NULL;
bRadarSensor *rs = NULL;
bRandomSensor *randomSensor = NULL;
bRaySensor *raySens = NULL;
bMessageSensor *mes = NULL;
bJoystickSensor *joy = NULL;
bActuatorSensor *as = NULL;
bDelaySensor *ds = NULL;
uiBut *but;
short ysize;
const char *str;
/* yco is at the top of the rect, draw downwards */
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");
///* 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_PULSE, B_REDR, "Pulse",(short)(xco + 10),(short)(yco - 44),
(short)(0.20 * (width-20)), 19, &cs->mode, 0.0, 0.0, 0, 0,
"Changes to the set of colliding objects generated pulses");
uiDefButBitS(block, TOG, SENS_COLLISION_MATERIAL, B_REDR, "M/P",(short)(xco + 10 + (0.20 * (width-20))),(short)(yco - 44),
(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 + 0.40 * (width-20)),
(short)(yco-44), (short)(0.6*(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 + 0.40 * (width-20)), (short)(yco-44),
(short)(0.6*(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");
str = "Type %t|+X axis %x0|+Y axis %x1|+Z axis %x2|-X axis %x3|-Y axis %x4|-Z axis %x5";
uiDefButS(block, MENU, B_REDR, str,
(short)(10+xco+0.7 * (width-20)), (short)(yco-44), (short)(0.3 * (width-22)), 19,
&rs->axis, 2.0, 31, 0, 0,
"Specify along which axis the radar cone is cast");
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:
{
ks= sens->data;
/* 5 lines: 120 height */
ysize= (ks->type&1) ? 96:120;
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);
/* part of line 1 */
uiDefBut(block, LABEL, 0, "Key", xco, yco-44, 40, 19, NULL, 0, 0, 0, 0, "");
uiDefButBitS(block, TOG, 1, B_REDR, "All keys", xco+40+(width/2), yco-44, (width/2)-50, 19,
&ks->type, 0, 0, 0, 0, "");
if ((ks->type&1)==0) { /* is All Keys option off? */
/* line 2: hotkey and allkeys toggle */
but= uiDefKeyevtButS(block, 0, "", xco+40, yco-44, (width)/2, 19, &ks->key, "Key code");
uiButSetFunc(but, test_keyboard_event, ks, NULL);
/* line 3: two key modifyers (qual1, qual2) */
uiDefBut(block, LABEL, 0, "Hold", xco, yco-68, 40, 19, NULL, 0, 0, 0, 0, "");
but= uiDefKeyevtButS(block, 0, "", xco+40, yco-68, (width-50)/2, 19, &ks->qual, "Modifier key code");
uiButSetFunc(but, test_keyboard_event, ks, NULL);
but= uiDefKeyevtButS(block, 0, "", xco+40+(width-50)/2, yco-68, (width-50)/2, 19, &ks->qual2, "Second Modifier key code");
uiButSetFunc(but, test_keyboard_event, ks, NULL);
}
/* line 4: toggle property for string logging mode */
uiDefBut(block, TEX, 1, "LogToggle: ",
xco+10, yco-((ks->type&1) ? 68:92), (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-((ks->type&1) ? 92:116), (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,
ps->value, 0, 31, 0, 0, "check for min value");
uiDefBut(block, TEX, 1, "Max: ", xco+width/2,yco-92,width/2, 19,
ps->maxvalue, 0, 31, 0, 0, "check 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, "check for value");
}
yco-= ysize;
break;
}
case SENS_ARMATURE:
{
ysize= 70;
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);
arm= sens->data;
if (ob->type == OB_ARMATURE) {
uiBlockBeginAlign(block);
but = uiDefBut(block, TEX, 1, "Bone: ",
(xco+10), (yco-44), (width-20)/2, 19,
arm->posechannel, 0, 31, 0, 0,
"Bone on which you want to check a constraint");
uiButSetFunc(but, check_armature_sensor, but, arm);
but = uiDefBut(block, TEX, 1, "Cons: ",
(xco+10)+(width-20)/2, (yco-44), (width-20)/2, 19,
arm->constraint, 0, 31, 0, 0,
"Name of the constraint you want to control");
uiButSetFunc(but, check_armature_sensor, but, arm);
uiBlockEndAlign(block);
str= "Type %t|State changed %x0|Lin error below %x1|Lin error above %x2|Rot error below %x3|Rot error above %x4";
uiDefButI(block, MENU, B_REDR, str, xco+10,yco-66,0.4*(width-20), 19,
&arm->type, 0, 31, 0, 0, "Type");
if (arm->type != SENS_ARM_STATE_CHANGED)
{
uiDefButF(block, NUM, 1, "Value: ", xco+10+0.4*(width-20),yco-66,0.6*(width-20), 19,
&arm->value, -10000.0, 10000.0, 100, 0, "Test the error against this value");
}
}
yco-= ysize;
break;
}
case SENS_ACTUATOR:
{
ysize= 48;
glRects(xco, yco-ysize, xco+width, yco);
uiEmboss((float)xco, (float)yco-ysize,
(float)xco+width, (float)yco, 1);
draw_default_sensor_header(sens, block, xco, yco, width);
as= sens->data;
uiDefBut(block, TEX, 1, "Act: ", xco+30,yco-44,width-60, 19,
as->name, 0, 31, 0, 0, "Actuator name, actuator active state modifications will be detected");
yco-= ysize;
break;
}
case SENS_DELAY:
{
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);
ds = sens->data;
uiDefButS(block, NUM, 0, "Delay",(short)(10+xco),(short)(yco-44),(short)((width-22)*0.4+10), 19,
&ds->delay, 0.0, 5000.0, 0, 0, "Delay in number of logic tics before the positive trigger (default 60 per second)");
uiDefButS(block, NUM, 0, "Dur",(short)(10+xco+(width-22)*0.4+10),(short)(yco-44),(short)((width-22)*0.4-10), 19,
&ds->duration, 0.0, 5000.0, 0, 0, "If >0, delay in number of logic tics before the negative trigger following the positive trigger");
uiDefButBitS(block, TOG, SENS_DELAY_REPEAT, 0, "REP",(short)(xco + 10 + (width-22)*0.8),(short)(yco - 44),
(short)(0.20 * (width-22)), 19, &ds->flag, 0.0, 0.0, 0, 0,
"Toggle repeat option. If selected, the sensor restarts after Delay+Dur logic tics");
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. */
/* Any sensor type default is 0 but the ms enum starts in 1.
* Therefore the mosue sensor is initialized to 1 in sca.c */
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";
uiDefButS(block, MENU, B_REDR, str, xco+10, yco-44, (width*0.8f)-20, 19,
&ms->type, 0, 31, 0, 0,
"Specify the type of event this mouse sensor should trigger on");
if(ms->type==32) {
uiDefButBitS(block, TOG, SENS_MOUSE_FOCUS_PULSE, B_REDR, "Pulse",(short)(xco + 10) + (width*0.8f)-20,(short)(yco - 44),
(short)(0.20 * (width-20)), 19, &ms->flag, 0.0, 0.0, 0, 0,
"Moving the mouse over a different object generates a pulse");
}
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",
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");
}
/* X-Ray option */
uiDefButBitS(block, TOG, SENS_RAY_XRAY, 1, "X",
xco + 10,yco - 68, 0.10 * (width-20), 19,
&raySens->mode, 0.0, 0.0, 0, 0,
"Toggle X-Ray option (see through objects that don't have the property)");
/* 2. sensing range */
uiDefButF(block, NUM, 1, "Range", xco+10 + 0.10 * (width-20), yco-68, 0.5 * (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;
}
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;
uiDefButC(block, NUM, 1, "Index:", xco+10, yco-44, 0.33 * (width-20), 19,
&joy->joyindex, 0, SENS_JOY_MAXINDEX-1, 100, 0,
"Specify which joystick to use");
str= "Type %t|Button %x0|Axis %x1|Single Axis %x3|Hat%x2";
uiDefButC(block, MENU, B_REDR, str, xco+87, yco-44, 0.26 * (width-20), 19,
&joy->type, 0, 31, 0, 0,
"The type of event this joystick sensor is triggered on");
if (joy->type != SENS_JOY_AXIS_SINGLE) {
if (joy->flag & SENS_JOY_ANY_EVENT) {
switch (joy->type) {
case SENS_JOY_AXIS:
str = "All Axis Events";
break;
case SENS_JOY_BUTTON:
str = "All Button Events";
break;
default:
str = "All Hat Events";
break;
}
} else {
str = "All";
}
uiDefButBitS(block, TOG, SENS_JOY_ANY_EVENT, B_REDR, str,
xco+10 + 0.475 * (width-20), yco-68, ((joy->flag & SENS_JOY_ANY_EVENT) ? 0.525 : 0.12) * (width-20), 19,
&joy->flag, 0, 0, 0, 0,
"Triggered by all events on this joysticks current type (axis/button/hat)");
}
if(joy->type == SENS_JOY_BUTTON)
{
if ((joy->flag & SENS_JOY_ANY_EVENT)==0) {
uiDefButI(block, NUM, 1, "Number:", xco+10 + 0.6 * (width-20), yco-68, 0.4 * (width-20), 19,
&joy->button, 0, 18, 100, 0,
"Specify which button to use");
}
}
else if(joy->type == SENS_JOY_AXIS)
{
uiDefButS(block, NUM, 1, "Number:", xco+10, yco-68, 0.46 * (width-20), 19,
&joy->axis, 1, 8.0, 100, 0,
"Specify which axis pair to use, 1 is useually the main direction input");
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");
if ((joy->flag & SENS_JOY_ANY_EVENT)==0) {
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, use 'All Events' to receive events on any direction");
}
}
else if (joy->type == SENS_JOY_HAT)
{
uiDefButI(block, NUM, 1, "Number:", xco+10, yco-68, 0.46 * (width-20), 19,
&joy->hat, 1, 4.0, 100, 0,
"Specify which hat to use");
if ((joy->flag & SENS_JOY_ANY_EVENT)==0) {
str = "Direction%t|Up%x1|Down%x4|Left%x8|Right%x2|%l|Up/Right%x3|Down/Left%x12|Up/Left%x9|Down/Right%x6";
uiDefButI(block, MENU, 0, str, xco+10 + 0.6 * (width-20), yco-68, 0.4 * (width-20), 19,
&joy->hatf, 2.0, 31, 0, 0,
"The direction of the hat, use 'All Events' to receive events on any direction");
}
}
else { /* (joy->type == SENS_JOY_AXIS_SINGLE)*/
uiDefButS(block, NUM, 1, "Number:", xco+10, yco-68, 0.46 * (width-20), 19,
&joy->axis_single, 1, 16.0, 100, 0,
"Specify a single axis (verticle/horizontal/other) to detect");
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");
}
yco-= ysize;
break;
}
}
return yco-4;
}
static short draw_controllerbuttons(bController *cont, uiBlock *block, short xco, short yco, short width)
{
bExpressionCont *ec;
bPythonCont *pc;
short ysize;
switch (cont->type) {
case CONT_EXPRESSION:
ysize= 28;
UI_ThemeColor(TH_PANEL);
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;
UI_ThemeColor(TH_PANEL);
glRects(xco, yco-ysize, xco+width, yco);
uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1);
uiBlockBeginAlign(block);
uiDefButI(block, MENU, B_REDR, "Execution Method%t|Script%x0|Module%x1", xco+4,yco-23, 66, 19, &pc->mode, 0, 0, 0, 0, "Python script type (textblock or module - faster)");
if(pc->mode==0)
uiDefIDPoinBut(block, test_scriptpoin_but, ID_TXT, 1, "", xco+70,yco-23,width-74, 19, &pc->text, "Blender textblock to run as a script");
else {
uiDefBut(block, TEX, 1, "", xco+70,yco-23,(width-70)-25, 19, pc->module, 0, 63, 0, 0, "Module name and function to run e.g. \"someModule.main\". Internal texts and external python files can be used");
uiDefButBitI(block, TOG, CONT_PY_DEBUG, B_REDR, "D", (xco+width)-25, yco-23, 19, 19, &pc->flag, 0, 0, 0, 0, "Continuously reload the module from disk for editing external modules without restarting");
}
uiBlockEndAlign(block);
yco-= ysize;
break;
default:
ysize= 4;
UI_ThemeColor(TH_PANEL);
glRects(xco, yco-ysize, xco+width, yco);
uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1);
yco-= ysize;
}
return yco;
}
static int get_col_actuator(int type)
{
switch(type) {
case ACT_ACTION: return TH_PANEL;
case ACT_SHAPEACTION: return TH_PANEL;
case ACT_OBJECT: return TH_PANEL;
case ACT_IPO: return TH_PANEL;
case ACT_PROPERTY: return TH_PANEL;
case ACT_SOUND: return TH_PANEL;
case ACT_CAMERA: return TH_PANEL;
case ACT_EDIT_OBJECT: return TH_PANEL;
case ACT_GROUP: return TH_PANEL;
case ACT_RANDOM: return TH_PANEL;
case ACT_SCENE: return TH_PANEL;
case ACT_MESSAGE: return TH_PANEL;
case ACT_GAME: return TH_PANEL;
case ACT_VISIBILITY: return TH_PANEL;
case ACT_CONSTRAINT: return TH_PANEL;
case ACT_STATE: return TH_PANEL;
case ACT_ARMATURE: return TH_PANEL;
case ACT_STEERING: return TH_PANEL;
default: return TH_PANEL;
}
}
static void set_col_actuator(int item, int medium)
{
int col= get_col_actuator(item);
UI_ThemeColorShade(col, medium?30:10);
}
static void change_object_actuator(bContext *UNUSED(C), void *act, void *UNUSED(arg))
{
bObjectActuator *oa = act;
if (oa->type != oa->otype) {
switch (oa->type) {
case ACT_OBJECT_NORMAL:
memset(oa, 0, sizeof(bObjectActuator));
oa->flag = ACT_FORCE_LOCAL|ACT_TORQUE_LOCAL|ACT_DLOC_LOCAL|ACT_DROT_LOCAL;
oa->type = ACT_OBJECT_NORMAL;
break;
case ACT_OBJECT_SERVO:
memset(oa, 0, sizeof(bObjectActuator));
oa->flag = ACT_LIN_VEL_LOCAL;
oa->type = ACT_OBJECT_SERVO;
oa->forcerot[0] = 30.0f;
oa->forcerot[1] = 0.5f;
oa->forcerot[2] = 0.0f;
break;
}
}
}
static void change_ipo_actuator(bContext *UNUSED(C), void *arg1_but, void *arg2_ia)
{
bIpoActuator *ia = arg2_ia;
uiBut *but = arg1_but;
if (but->retval & ACT_IPOFORCE)
ia->flag &= ~ACT_IPOADD;
else if (but->retval & ACT_IPOADD)
ia->flag &= ~ACT_IPOFORCE;
but->retval = B_REDR;
}
static void update_object_actuator_PID(bContext *UNUSED(C), void *act, void *UNUSED(arg))
{
bObjectActuator *oa = act;
oa->forcerot[0] = 60.0f*oa->forcerot[1];
}
static char *get_state_name(Object *ob, short bit)
{
bController *cont;
unsigned int mask;
mask = (1<<bit);
cont = ob->controllers.first;
while (cont) {
if (cont->state_mask & mask) {
return cont->name;
}
cont = cont->next;
}
return (char*)"";
}
static void check_state_mask(bContext *C, void *arg1_but, void *arg2_mask)
{
wmWindow *win= CTX_wm_window(C);
int shift= win->eventstate->shift;
unsigned int *cont_mask = arg2_mask;
uiBut *but = arg1_but;
if (*cont_mask == 0 || !(shift))
*cont_mask = (1<<but->retval);
but->retval = B_REDR;
}
static void check_armature_actuator(bContext *C, void *arg1_but, void *arg2_act)
{
bArmatureActuator *act = arg2_act;
uiBut *but = arg1_but;
Object *ob= CTX_data_active_object(C);
/* check that bone exist in the active object */
but->retval = B_REDR;
check_armature_bone_constraint(ob, act->posechannel, act->constraint);
}
static short draw_actuatorbuttons(Main *bmain, Object *ob, bActuator *act, uiBlock *block, short xco, short yco, short width)
{
bSoundActuator *sa = 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;
bTwoDFilterActuator *tdfa = NULL;
bParentActuator *parAct = NULL;
bStateActuator *staAct = NULL;
bArmatureActuator *armAct = NULL;
float *fp;
short ysize = 0, wval;
const char *str;
int myline, stbit;
uiBut *but;
/* yco is at the top of the rect, draw downwards */
set_col_actuator(act->type, 0);
switch (act->type)
{
case ACT_OBJECT:
{
oa = act->data;
wval = (width-100)/3;
if (oa->type == ACT_OBJECT_NORMAL)
{
if ( ob->gameflag & OB_DYNAMIC )
{
ysize= 175;
}
else
{
ysize= 72;
}
glRects(xco, yco-ysize, xco+width, yco);
uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1);
uiBlockBeginAlign(block);
uiDefBut(block, LABEL, 0, "Loc", xco, yco-45, 45, 19, NULL, 0, 0, 0, 0, "Sets the location");
uiDefButF(block, NUM, 0, "", xco+45, yco-45, wval, 19, oa->dloc, -10000.0, 10000.0, 10, 0, "");
uiDefButF(block, NUM, 0, "", xco+45+wval, yco-45, wval, 19, oa->dloc+1, -10000.0, 10000.0, 10, 0, "");
uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-45, wval, 19, oa->dloc+2, -10000.0, 10000.0, 10, 0, "");
uiBlockEndAlign(block);
uiDefBut(block, LABEL, 0, "Rot", xco, yco-64, 45, 19, NULL, 0, 0, 0, 0, "Sets the rotation");
uiBlockBeginAlign(block);
uiDefButF(block, NUM, 0, "", xco+45, yco-64, wval, 19, oa->drot, -10000.0, 10000.0, 10, 0, "");
uiDefButF(block, NUM, 0, "", xco+45+wval, yco-64, wval, 19, oa->drot+1, -10000.0, 10000.0, 10, 0, "");
uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-64, wval, 19, oa->drot+2, -10000.0, 10000.0, 10, 0, "");
uiBlockEndAlign(block);
uiDefButBitS(block, TOG, ACT_DLOC_LOCAL, 0, "L", xco+45+3*wval, yco-45, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Local transformation");
uiDefButBitS(block, TOG, ACT_DROT_LOCAL, 0, "L", xco+45+3*wval, yco-64, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Local transformation");
if ( ob->gameflag & OB_DYNAMIC )
{
uiDefBut(block, LABEL, 0, "Force", xco, yco-87, 55, 19, NULL, 0, 0, 0, 0, "Sets the force");
uiBlockBeginAlign(block);
uiDefButF(block, NUM, 0, "", xco+45, yco-87, wval, 19, oa->forceloc, -10000.0, 10000.0, 10, 0, "");
uiDefButF(block, NUM, 0, "", xco+45+wval, yco-87, wval, 19, oa->forceloc+1, -10000.0, 10000.0, 10, 0, "");
uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-87, wval, 19, oa->forceloc+2, -10000.0, 10000.0, 10, 0, "");
uiBlockEndAlign(block);
uiDefBut(block, LABEL, 0, "Torque", xco, yco-106, 55, 19, NULL, 0, 0, 0, 0, "Sets the torque");
uiBlockBeginAlign(block);
uiDefButF(block, NUM, 0, "", xco+45, yco-106, wval, 19, oa->forcerot, -10000.0, 10000.0, 10, 0, "");
uiDefButF(block, NUM, 0, "", xco+45+wval, yco-106, wval, 19, oa->forcerot+1, -10000.0, 10000.0, 10, 0, "");
uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-106, wval, 19, oa->forcerot+2, -10000.0, 10000.0, 10, 0, "");
uiBlockEndAlign(block);
}
if ( ob->gameflag & OB_DYNAMIC )
{
uiDefBut(block, LABEL, 0, "LinV", xco, yco-129, 45, 19, NULL, 0, 0, 0, 0, "Sets the linear velocity");
uiBlockBeginAlign(block);
uiDefButF(block, NUM, 0, "", xco+45, yco-129, wval, 19, oa->linearvelocity, -10000.0, 10000.0, 10, 0, "");
uiDefButF(block, NUM, 0, "", xco+45+wval, yco-129, wval, 19, oa->linearvelocity+1, -10000.0, 10000.0, 10, 0, "");
uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-129, wval, 19, oa->linearvelocity+2, -10000.0, 10000.0, 10, 0, "");
uiBlockEndAlign(block);
uiDefBut(block, LABEL, 0, "AngV", xco, yco-148, 45, 19, NULL, 0, 0, 0, 0, "Sets the angular velocity");
uiBlockBeginAlign(block);
uiDefButF(block, NUM, 0, "", xco+45, yco-148, wval, 19, oa->angularvelocity, -10000.0, 10000.0, 10, 0, "");
uiDefButF(block, NUM, 0, "", xco+45+wval, yco-148, wval, 19, oa->angularvelocity+1, -10000.0, 10000.0, 10, 0, "");
uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-148, wval, 19, oa->angularvelocity+2, -10000.0, 10000.0, 10, 0, "");
uiBlockEndAlign(block);
uiDefBut(block, LABEL, 0, "Damp", xco, yco-171, 45, 19, NULL, 0, 0, 0, 0, "Number of frames to reach the target velocity");
uiDefButS(block, NUM, 0, "", xco+45, yco-171, wval, 19, &oa->damping, 0.0, 1000.0, 100, 0, "");
uiDefButBitS(block, TOG, ACT_FORCE_LOCAL, 0, "L", xco+45+3*wval, yco-87, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Local transformation");
uiDefButBitS(block, TOG, ACT_TORQUE_LOCAL, 0, "L", xco+45+3*wval, yco-106, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Local transformation");
uiDefButBitS(block, TOG, ACT_LIN_VEL_LOCAL, 0, "L", xco+45+3*wval, yco-129, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Local transformation");
uiDefButBitS(block, TOG, ACT_ANG_VEL_LOCAL, 0, "L", xco+45+3*wval, yco-148, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Local transformation");
uiDefButBitS(block, TOG, ACT_ADD_LIN_VEL, 0, "use_additive",xco+45+3*wval+15, yco-129, 35, 19, &oa->flag, 0.0, 0.0, 0, 0, "Toggles between ADD and SET linV");
}
} else if (oa->type == ACT_OBJECT_SERVO)
{
ysize= 195;
glRects(xco, yco-ysize, xco+width, yco);
uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1);
uiDefBut(block, LABEL, 0, "Ref", xco, yco-45, 45, 19, NULL, 0, 0, 0, 0, "");
uiDefIDPoinBut(block, test_obpoin_but, ID_OB, 1, "OB:", xco+45, yco-45, wval*3, 19, &(oa->reference), "Reference object for velocity calculation, leave empty for world reference");
uiDefBut(block, LABEL, 0, "linV", xco, yco-68, 45, 19, NULL, 0, 0, 0, 0, "Sets the target relative linear velocity, it will be achieved by automatic application of force. Null velocity is a valid target");
uiBlockBeginAlign(block);
uiDefButF(block, NUM, 0, "", xco+45, yco-68, wval, 19, oa->linearvelocity, -10000.0, 10000.0, 10, 0, "");
uiDefButF(block, NUM, 0, "", xco+45+wval, yco-68, wval, 19, oa->linearvelocity+1, -10000.0, 10000.0, 10, 0, "");
uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-68, wval, 19, oa->linearvelocity+2, -10000.0, 10000.0, 10, 0, "");
uiBlockEndAlign(block);
uiDefButBitS(block, TOG, ACT_LIN_VEL_LOCAL, 0, "L", xco+45+3*wval, yco-68, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Velocity is defined in local coordinates");
uiDefBut(block, LABEL, 0, "Limit", xco, yco-91, 45, 19, NULL, 0, 0, 0, 0, "Select if the force needs to be limited along certain axis (local or global depending on LinV Local flag)");
uiBlockBeginAlign(block);
uiDefButBitS(block, TOG, ACT_SERVO_LIMIT_X, B_REDR, "X", xco+45, yco-91, wval, 19, &oa->flag, 0.0, 0.0, 0, 0, "Set limit to force along the X axis");
uiDefButBitS(block, TOG, ACT_SERVO_LIMIT_Y, B_REDR, "Y", xco+45+wval, yco-91, wval, 19, &oa->flag, 0.0, 0.0, 0, 0, "Set limit to force along the Y axis");
uiDefButBitS(block, TOG, ACT_SERVO_LIMIT_Z, B_REDR, "Z", xco+45+2*wval, yco-91, wval, 19, &oa->flag, 0.0, 0.0, 0, 0, "Set limit to force along the Z axis");
uiBlockEndAlign(block);
uiDefBut(block, LABEL, 0, "Max", xco, yco-110, 45, 19, NULL, 0, 0, 0, 0, "Set the upper limit for force");
uiDefBut(block, LABEL, 0, "Min", xco, yco-129, 45, 19, NULL, 0, 0, 0, 0, "Set the lower limit for force");
if (oa->flag & ACT_SERVO_LIMIT_X) {
uiDefButF(block, NUM, 0, "", xco+45, yco-110, wval, 19, oa->dloc, -10000.0, 10000.0, 10, 0, "");
uiDefButF(block, NUM, 0, "", xco+45, yco-129, wval, 19, oa->drot, -10000.0, 10000.0, 10, 0, "");
}
if (oa->flag & ACT_SERVO_LIMIT_Y) {
uiDefButF(block, NUM, 0, "", xco+45+wval, yco-110, wval, 19, oa->dloc+1, -10000.0, 10000.0, 10, 0, "");
uiDefButF(block, NUM, 0, "", xco+45+wval, yco-129, wval, 19, oa->drot+1, -10000.0, 10000.0, 10, 0, "");
}
if (oa->flag & ACT_SERVO_LIMIT_Z) {
uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-110, wval, 19, oa->dloc+2, -10000.0, 10000.0, 10, 0, "");
uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-129, wval, 19, oa->drot+2, -10000.0, 10000.0, 10, 0, "");
}
uiDefBut(block, LABEL, 0, "Servo", xco, yco-152, 45, 19, NULL, 0, 0, 0, 0, "Coefficients of the PID servo controller");
uiDefButF(block, NUMSLI, B_REDR, "P: ", xco+45, yco-152, wval*3, 19, oa->forcerot, 0.00, 200.0, 100, 0, "Proportional coefficient, typical value is 60x Integral coefficient");
uiDefBut(block, LABEL, 0, "Slow", xco, yco-171, 45, 19, NULL, 0, 0, 0, 0, "Low value of I coefficient correspond to slow response");
but = uiDefButF(block, NUMSLI, B_REDR, " I : ", xco+45, yco-171, wval*3, 19, oa->forcerot+1, 0.0, 3.0, 1, 0, "Integral coefficient, low value (0.01) for slow response, high value (0.5) for fast response");
uiButSetFunc(but, update_object_actuator_PID, oa, NULL);
uiDefBut(block, LABEL, 0, "Fast", xco+45+3*wval, yco-171, 45, 19, NULL, 0, 0, 0, 0, "High value of I coefficient correspond to fast response");
uiDefButF(block, NUMSLI, B_REDR, "D: ", xco+45, yco-190, wval*3, 19, oa->forcerot+2, -100.0, 100.0, 100, 0, "Derivate coefficient, not required, high values can cause instability");
}
str= "Motion Type %t|Simple motion %x0|Servo Control %x1";
but = uiDefButS(block, MENU, B_REDR, str, xco+40, yco-23, (width-80), 19, &oa->type, 0.0, 0.0, 0, 0, "");
oa->otype = oa->type;
uiButSetFunc(but, change_object_actuator, oa, NULL);
yco-= ysize;
break;
}
case ACT_ACTION:
case ACT_SHAPEACTION:
{
/* 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+10, yco-24, width/3, 19, &aa->type, 0.0, 0.0, 0.0, 0.0, "Action playback type");
uiDefIDPoinBut(block, test_actionpoin_but, ID_AC, 1, "AC: ", xco+10+ (width/3), yco-24, ((width/3)*2) - (20 + 60), 19, &aa->act, "Action name");
uiDefButBitS(block, TOGN, 1, 0, "Continue", xco+((width/3)*2)+20, yco-24, 60, 19,
&aa->end_reset, 0.0, 0.0, 0, 0, "Restore last frame when switching on/off, otherwise play from the start each time");
if(aa->type == ACT_ACTION_FROM_PROP)
{
uiDefBut(block, TEX, 0, "Prop: ",xco+10, yco-44, width-20, 19, aa->name, 0.0, 31.0, 0, 0, "Use this property to define the Action position");
}
else
{
uiDefButF(block, NUM, 0, "Sta: ",xco+10, yco-44, (width-20)/2, 19, &aa->sta, 1.0, MAXFRAMEF, 0, 0, "Start frame");
uiDefButF(block, NUM, 0, "End: ",xco+10+(width-20)/2, yco-44, (width-20)/2, 19, &aa->end, 1.0, MAXFRAMEF, 0, 0, "End frame");
}
uiDefButS(block, NUM, 0, "Blendin: ", xco+10, yco-64, (width-20)/2, 19, &aa->blendin, 0.0, 32767, 0.0, 0.0, "Number of frames of motion blending");
uiDefButS(block, NUM, 0, "Priority: ", xco+10+(width-20)/2, yco-64, (width-20)/2, 19, &aa->priority, 0.0, 100.0, 0.0, 0.0, "Execution priority - lower numbers will override actions with higher numbers, With 2 or more actions at once, the overriding channels must be lower in the stack");
uiDefBut(block, TEX, 0, "FrameProp: ",xco+10, yco-84, width-20, 19, aa->frameProp, 0.0, 31.0, 0, 0, "Assign the action's current frame number to this property");
#ifdef __NLA_ACTION_BY_MOTION_ACTUATOR
if(aa->type == ACT_ACTION_MOTION)
{
uiDefButF(block, NUM, 0, "Cycle: ",xco+30, yco-84, (width-60)/2, 19, &aa->stridelength, 0.0, 2500.0, 0, 0, "Distance covered by a single cycle of the action");
}
#endif
yco-=ysize;
break;
}
case ACT_IPO:
{
ia= act->data;
ysize= 72;
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+10, yco-24, (width-20)/2, 19, &ia->type, 0, 0, 0, 0, "");
but = uiDefButBitS(block, TOG, ACT_IPOFORCE, ACT_IPOFORCE,
"Force", xco+10+(width-20)/2, yco-24, (width-20)/4-10, 19,
&ia->flag, 0, 0, 0, 0,
"Apply Ipo as a global or local force depending on the local option (dynamic objects only)");
uiButSetFunc(but, change_ipo_actuator, but, ia);
but = uiDefButBitS(block, TOG, ACT_IPOADD, ACT_IPOADD,
"Add", xco+3*(width-20)/4, yco-24, (width-20)/4-10, 19,
&ia->flag, 0, 0, 0, 0,
"Ipo is added to the current loc/rot/scale in global or local coordinate according to Local flag");
uiButSetFunc(but, change_ipo_actuator, but, ia);
/* Only show the do-force-local toggle if force is requested */
if (ia->flag & (ACT_IPOFORCE|ACT_IPOADD)) {
uiDefButBitS(block, TOG, ACT_IPOLOCAL, 0,
"L", xco+width-30, yco-24, 20, 19,
&ia->flag, 0, 0, 0, 0,
"Let the ipo acts in local coordinates, used in Force and Add mode");
}
if(ia->type==ACT_IPO_FROM_PROP) {
uiDefBut(block, TEX, 0,
"Prop: ", xco+10, yco-44, width-80, 19,
ia->name, 0.0, 31.0, 0, 0,
"Use this property to define the Ipo position");
}
else {
uiDefButF(block, NUM, 0,
"Sta", xco+10, yco-44, (width-80)/2, 19,
&ia->sta, 1.0, MAXFRAMEF, 0, 0,
"Start frame");
uiDefButF(block, NUM, 0,
"End", xco+10+(width-80)/2, yco-44, (width-80)/2, 19,
&ia->end, 1.0, MAXFRAMEF, 0, 0,
"End frame");
}
uiDefButBitS(block, TOG, ACT_IPOCHILD, B_REDR,
"Child", xco+10+(width-80), yco-44, 60, 19,
&ia->flag, 0, 0, 0, 0,
"Update IPO on all children Objects as well");
uiDefBut(block, TEX, 0,
"FrameProp: ", xco+10, yco-64, width-20, 19,
ia->frameProp, 0.0, 31.0, 0, 0,
"Assign the action's current frame number to this property");
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|Toggle (bool/int/float/timer)%x3";
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_TOGGLE) {
/* no ui */
ysize -= 22;
}
else 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");
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, use \"\" around strings");
}
yco-= ysize;
break;
}
case ACT_SOUND:
{
sa = act->data;
sa->sndnr = 0;
if(sa->flag & ACT_SND_3D_SOUND)
ysize = 180;
else
ysize = 92;
wval = (width-20)/2;
glRects(xco, yco-ysize, xco+width, yco);
uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1);
if(bmain->sound.first) {
IDnames_to_pupstring(&str, "Sound files", NULL, &(bmain->sound), (ID *)sa->sound, &(sa->sndnr));
/* 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, "");
uiDefButO(block, BUT, "sound.open", 0, "Load Sound", xco+wval+10, yco-22, wval, 19,
"Load a sound file (remember to set caching on for small sounds that are played often)");
if(sa->sound) {
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,wval-20,19,
((ID *)sa->sound)->name+2, 0.0, 21.0, 0, 0, "");
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->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->pitch,-12.0,
12.0, 0, 0, "Sets the pitch of this sound");
uiDefButS(block, TOG | BIT, 0, "3D Sound", xco+10, yco-88, width-20, 19,
&sa->flag, 0.0, 1.0, 0.0, 0.0, "Plays the sound positioned in 3D space");
if(sa->flag & ACT_SND_3D_SOUND)
{
uiDefButF(block, NUM, 0, "Minimum Gain: ", xco+10, yco-110, wval, 19,
&sa->sound3D.min_gain, 0.0, 1.0, 0.0, 0.0,
"The minimum gain of the sound, no matter how far it is away");
uiDefButF(block, NUM, 0, "Maximum Gain: ", xco+10, yco-132, wval, 19,
&sa->sound3D.max_gain, 0.0, 1.0, 0.0, 0.0,
"The maximum gain of the sound, no matter how near it is");
uiDefButF(block, NUM, 0, "Reference Distance: ", xco+10, yco-154, wval, 19,
&sa->sound3D.reference_distance, 0.0, FLT_MAX, 0.0, 0.0,
"The reference distance is the distance where the sound has a gain of 1.0");
uiDefButF(block, NUM, 0, "Maximum Distance: ", xco+10, yco-176, wval, 19,
&sa->sound3D.max_distance, 0.0, FLT_MAX, 0.0, 0.0,
"The maximum distance at which you can hear the sound");
uiDefButF(block, NUM, 0, "Rolloff: ", xco+wval+10, yco-110, wval, 19,
&sa->sound3D.rolloff_factor, 0.0, 5.0, 0.0, 0.0,
"The rolloff factor defines the influence factor on volume depending on distance");
uiDefButF(block, NUM, 0, "Cone Outer Gain: ", xco+wval+10, yco-132, wval, 19,
&sa->sound3D.cone_outer_gain, 0.0, 1.0, 0.0, 0.0,
"The gain outside the outer cone. The gain in the outer cone will be "
"interpolated between this value and the normal gain in the inner cone");
uiDefButF(block, NUM, 0, "Cone Outer Angle: ", xco+wval+10, yco-154, wval,
19, &sa->sound3D.cone_outer_angle, 0.0, 360.0, 0.0, 0.0,
"The angle of the outer cone");
uiDefButF(block, NUM, 0, "Cone Inner Angle: ", xco+wval+10, yco-176, wval,
19, &sa->sound3D.cone_inner_angle, 0.0, 360.0, 0.0, 0.0,
"The angle of the inner cone");
}
}
MEM_freeN((void *)str);
}
else {
uiDefButO(block, BUT, "sound.open", 0, "Load Sound", xco+10, yco-22, width-20, 19, "Load a sound file");
}
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");
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) {
ysize = 92;
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 and all its children (cant be on an visible layer)");
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, ACT_EDOB_LOCAL_LINV, 0, "L", xco+45+3*wval, yco-68, 15, 19,
&eoa->localflag, 0.0, 0.0, 0, 0,
"Apply the transformation locally");
uiDefBut(block, LABEL, 0, "AngV", xco, yco-90, 45, 19,
NULL, 0, 0, 0, 0,
"Angular velocity upon creation");
uiDefButF(block, NUM, 0, "", xco+45, yco-90, wval, 19,
eoa->angVelocity, -10000.0, 10000.0, 10, 0,
"Angular velocity upon creation, x component");
uiDefButF(block, NUM, 0, "", xco+45+wval, yco-90, wval, 19,
eoa->angVelocity+1, -10000.0, 10000.0, 10, 0,
"Angular velocity upon creation, y component");
uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-90, wval, 19,
eoa->angVelocity+2, -10000.0, 10000.0, 10, 0,
"Angular velocity upon creation, z component");
uiDefButBitS(block, TOG, ACT_EDOB_LOCAL_ANGV, 0, "L", xco+45+3*wval, yco-90, 15, 19,
&eoa->localflag, 0.0, 0.0, 0, 0,
"Apply the rotation 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)/2, 19, &(eoa->me), "replace the existing, when left blank 'Phys' will remake the existing physics mesh");
uiDefButBitS(block, TOGN, ACT_EDOB_REPLACE_MESH_NOGFX, 0, "Gfx", xco+40 + (width-80)/2, yco-44, (width-80)/4, 19, &eoa->flag, 0, 0, 0, 0, "Replace the display mesh");
uiDefButBitS(block, TOG, ACT_EDOB_REPLACE_MESH_PHYS, 0, "Phys", xco+40 + (width-80)/2 +(width-80)/4, yco-44, (width-80)/4, 19, &eoa->flag, 0, 0, 0, 0, "Replace the physics mesh (triangle bounds only. compound shapes not supported)");
}
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");
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");
}
else if(eoa->type==ACT_EDOB_DYNAMICS) {
ysize= 69;
glRects(xco, yco-ysize, xco+width, yco);
uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1);
str= "Dynamic Operation %t|Restore Dynamics %x0|Suspend Dynamics %x1|Enable Rigid Body %x2|Disable Rigid Body %x3|Set Mass %x4";
uiDefButS(block, MENU, B_REDR, str, xco+40, yco-44, (width-80), 19, &(eoa->dyn_operation), 0.0, 0.0, 0, 0, "");
if(eoa->dyn_operation==4) {
uiDefButF(block, NUM, 0, "", xco+40, yco-63, width-80, 19,
&eoa->mass, 0.0, 10000.0, 10, 0,
"Mass for object");
}
}
str= "Edit Object %t|Add Object %x0|End Object %x1|Replace Mesh %x2|Track to %x3|Dynamics %x4";
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:
coa= act->data;
if (coa->type == ACT_CONST_TYPE_LOC) {
ysize= 69;
glRects(xco, yco-ysize, xco+width, yco);
uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1);
/* str= "Limit %t|None %x0|Loc X %x1|Loc Y %x2|Loc Z %x4|Rot X %x8|Rot Y %x16|Rot Z %x32"; */
/* coa->flag &= ~(63); */
str= "Limit %t|None %x0|Loc X %x1|Loc Y %x2|Loc Z %x4";
coa->flag &= 7;
coa->time = 0;
uiDefButS(block, MENU, 1, str, xco+10, yco-65, 70, 19, &coa->flag, 0.0, 0.0, 0, 0, "");
uiDefButS(block, NUM, 0, "damp", xco+10, yco-45, 70, 19, &coa->damp, 0.0, 100.0, 0, 0, "Damping factor: time constant (in frame) of low pass filter");
uiDefBut(block, LABEL, 0, "Min", xco+80, yco-45, (width-90)/2, 19, NULL, 0.0, 0.0, 0, 0, "");
uiDefBut(block, LABEL, 0, "Max", xco+80+(width-90)/2, yco-45, (width-90)/2, 19, NULL, 0.0, 0.0, 0, 0, "");
if(coa->flag & ACT_CONST_LOCX) fp= coa->minloc;
else if(coa->flag & ACT_CONST_LOCY) fp= coa->minloc+1;
else if(coa->flag & ACT_CONST_LOCZ) fp= coa->minloc+2;
else if(coa->flag & ACT_CONST_ROTX) fp= coa->minrot;
else if(coa->flag & ACT_CONST_ROTY) fp= coa->minrot+1;
else fp= coa->minrot+2;
uiDefButF(block, NUM, 0, "", xco+80, yco-65, (width-90)/2, 19, fp, -2000.0, 2000.0, 10, 0, "");
uiDefButF(block, NUM, 0, "", xco+80+(width-90)/2, yco-65, (width-90)/2, 19, fp+3, -2000.0, 2000.0, 10, 0, "");
} else if (coa->type == ACT_CONST_TYPE_DIST) {
ysize= 106;
glRects(xco, yco-ysize, xco+width, yco);
uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1);
str= "Direction %t|None %x0|X axis %x1|Y axis %x2|Z axis %x4|-X axis %x8|-Y axis %x16|-Z axis %x32";
uiDefButS(block, MENU, B_REDR, str, xco+10, yco-65, 70, 19, &coa->mode, 0.0, 0.0, 0, 0, "Set the direction of the ray");
uiDefButS(block, NUM, 0, "damp", xco+10, yco-45, 70, 19, &coa->damp, 0.0, 100.0, 0, 0, "Damping factor: time constant (in frame) of low pass filter");
uiDefBut(block, LABEL, 0, "Range", xco+80, yco-45, (width-115)/2, 19, NULL, 0.0, 0.0, 0, 0, "Set the maximum length of ray");
uiDefButBitS(block, TOG, ACT_CONST_DISTANCE, B_REDR, "Dist", xco+80+(width-115)/2, yco-45, (width-115)/2, 19, &coa->flag, 0.0, 0.0, 0, 0, "Force distance of object to point of impact of ray");
uiDefButBitS(block, TOG, ACT_CONST_LOCAL, 0, "L", xco+80+(width-115), yco-45, 25, 19,
&coa->flag, 0.0, 0.0, 0, 0, "Set ray along object's axis or global axis");
if(coa->mode & (ACT_CONST_DIRPX|ACT_CONST_DIRNX)) fp= coa->minloc;
else if(coa->mode & (ACT_CONST_DIRPY|ACT_CONST_DIRNY)) fp= coa->minloc+1;
else fp= coa->minloc+2;
uiDefButF(block, NUM, 0, "", xco+80, yco-65, (width-115)/2, 19, fp+3, 0.0, 2000.0, 10, 0, "Maximum length of ray");
if (coa->flag & ACT_CONST_DISTANCE)
uiDefButF(block, NUM, 0, "", xco+80+(width-115)/2, yco-65, (width-115)/2, 19, fp, -2000.0, 2000.0, 10, 0, "Keep this distance to target");
uiDefButBitS(block, TOG, ACT_CONST_NORMAL, 0, "N", xco+80+(width-115), yco-65, 25, 19,
&coa->flag, 0.0, 0.0, 0, 0, "Set object axis along (local axis) or parallel (global axis) to the normal at hit position");
uiDefButBitS(block, TOG, ACT_CONST_MATERIAL, B_REDR, "M/P", xco+10, yco-84, 40, 19,
&coa->flag, 0.0, 0.0, 0, 0, "Detect material instead of property");
if (coa->flag & ACT_CONST_MATERIAL)
{
uiDefBut(block, TEX, 1, "Material:", xco + 50, yco-84, (width-60), 19,
coa->matprop, 0, 31, 0, 0,
"Ray detects only Objects with this material");
}
else
{
uiDefBut(block, TEX, 1, "Property:", xco + 50, yco-84, (width-60), 19,
coa->matprop, 0, 31, 0, 0,
"Ray detect only Objects with this property");
}
uiDefButBitS(block, TOG, ACT_CONST_PERMANENT, 0, "PER", xco+10, yco-103, 40, 19,
&coa->flag, 0.0, 0.0, 0, 0, "Persistent actuator: stays active even if ray does not reach target");
uiDefButS(block, NUM, 0, "time", xco+50, yco-103, (width-60)/2, 19, &(coa->time), 0.0, 1000.0, 0, 0, "Maximum activation time in frame, 0 for unlimited");
uiDefButS(block, NUM, 0, "rotDamp", xco+50+(width-60)/2, yco-103, (width-60)/2, 19, &(coa->rotdamp), 0.0, 100.0, 0, 0, "Use a different damping for orientation");
} else if (coa->type == ACT_CONST_TYPE_ORI) {
ysize= 87;
glRects(xco, yco-ysize, xco+width, yco);
uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1);
str= "Direction %t|None %x0|X axis %x1|Y axis %x2|Z axis %x4";
uiDefButS(block, MENU, B_REDR, str, xco+10, yco-65, 70, 19, &coa->mode, 0.0, 0.0, 0, 0, "Select the axis to be aligned along the reference direction");
uiDefButS(block, NUM, 0, "damp", xco+10, yco-45, 70, 19, &coa->damp, 0.0, 100.0, 0, 0, "Damping factor: time constant (in frame) of low pass filter");
uiDefBut(block, LABEL, 0, "X", xco+80, yco-45, (width-115)/3, 19, NULL, 0.0, 0.0, 0, 0, "");
uiDefBut(block, LABEL, 0, "Y", xco+80+(width-115)/3, yco-45, (width-115)/3, 19, NULL, 0.0, 0.0, 0, 0, "");
uiDefBut(block, LABEL, 0, "Z", xco+80+2*(width-115)/3, yco-45, (width-115)/3, 19, NULL, 0.0, 0.0, 0, 0, "");
uiDefButF(block, NUM, 0, "", xco+80, yco-65, (width-115)/3, 19, &coa->maxrot[0], -2000.0, 2000.0, 10, 0, "X component of reference direction");
uiDefButF(block, NUM, 0, "", xco+80+(width-115)/3, yco-65, (width-115)/3, 19, &coa->maxrot[1], -2000.0, 2000.0, 10, 0, "Y component of reference direction");
uiDefButF(block, NUM, 0, "", xco+80+2*(width-115)/3, yco-65, (width-115)/3, 19, &coa->maxrot[2], -2000.0, 2000.0, 10, 0, "Z component of reference direction");
uiDefButS(block, NUM, 0, "time", xco+10, yco-84, 70, 19, &(coa->time), 0.0, 1000.0, 0, 0, "Maximum activation time in frame, 0 for unlimited");
uiDefButF(block, NUM, 0, "min", xco+80, yco-84, (width-115)/2, 19, &(coa->minloc[0]), 0.0, 180.0, 10, 1, "Minimum angle (in degree) to maintain with target direction. No correction is done if angle with target direction is between min and max");
uiDefButF(block, NUM, 0, "max", xco+80+(width-115)/2, yco-84, (width-115)/2, 19, &(coa->maxloc[0]), 0.0, 180.0, 10, 1, "Maximum angle (in degree) allowed with target direction. No correction is done if angle with target direction is between min and max");
} else if (coa->type == ACT_CONST_TYPE_FH) {
ysize= 106;
glRects(xco, yco-ysize, xco+width, yco);
uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1);
str= "Direction %t|None %x0|X axis %x1|Y axis %x2|Z axis %x4|-X axis %x8|-Y axis %x16|-Z axis %x32";
uiDefButS(block, MENU, B_REDR, str, xco+10, yco-65, 70, 19, &coa->mode, 0.0, 0.0, 0, 0, "Set the direction of the ray (in world coordinate)");
if(coa->mode & (ACT_CONST_DIRPX|ACT_CONST_DIRNX)) fp= coa->minloc;
else if(coa->mode & (ACT_CONST_DIRPY|ACT_CONST_DIRNY)) fp= coa->minloc+1;
else fp= coa->minloc+2;
uiDefButF(block, NUM, 0, "damp", xco+10, yco-45, (width-70)/2, 19, &coa->maxrot[0], 0.0, 1.0, 1, 0, "Damping factor of the Fh spring force");
uiDefButF(block, NUM, 0, "dist", xco+10+(width-70)/2, yco-45, (width-70)/2, 19, fp, 0.010, 2000.0, 10, 0, "Height of the Fh area");
uiDefButBitS(block, TOG, ACT_CONST_DOROTFH, 0, "Rot Fh", xco+10+(width-70), yco-45, 50, 19, &coa->flag, 0.0, 0.0, 0, 0, "Keep object axis parallel to normal");
uiDefButF(block, NUMSLI, 0, "Fh ", xco+80, yco-65, (width-115), 19, fp+3, 0.0, 1.0, 0, 0, "Spring force within the Fh area");
uiDefButBitS(block, TOG, ACT_CONST_NORMAL, 0, "N", xco+80+(width-115), yco-65, 25, 19,
&coa->flag, 0.0, 0.0, 0, 0, "Add a horizontal spring force on slopes");
uiDefButBitS(block, TOG, ACT_CONST_MATERIAL, B_REDR, "M/P", xco+10, yco-84, 40, 19,
&coa->flag, 0.0, 0.0, 0, 0, "Detect material instead of property");
if (coa->flag & ACT_CONST_MATERIAL)
{
uiDefBut(block, TEX, 1, "Material:", xco + 50, yco-84, (width-60), 19,
coa->matprop, 0, 31, 0, 0,
"Ray detects only Objects with this material");
}
else
{
uiDefBut(block, TEX, 1, "Property:", xco + 50, yco-84, (width-60), 19,
coa->matprop, 0, 31, 0, 0,
"Ray detect only Objects with this property");
}
uiDefButBitS(block, TOG, ACT_CONST_PERMANENT, 0, "PER", xco+10, yco-103, 40, 19,
&coa->flag, 0.0, 0.0, 0, 0, "Persistent actuator: stays active even if ray does not reach target");
uiDefButS(block, NUM, 0, "time", xco+50, yco-103, 90, 19, &(coa->time), 0.0, 1000.0, 0, 0, "Maximum activation time in frame, 0 for unlimited");
uiDefButF(block, NUM, 0, "rotDamp", xco+140, yco-103, (width-150), 19, &coa->maxrot[1], 0.0, 1.0, 1, 0, "Use a different damping for rotation");
}
str= "Constraint Type %t|Location %x0|Distance %x1|Orientation %x2|Force field %x3";
but = uiDefButS(block, MENU, B_REDR, str, xco+40, yco-23, (width-80), 19, &coa->type, 0.0, 0.0, 0, 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. Leave empty to refer to self object");
}
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");
}
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");
}
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");
}
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");
}
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");
}
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");
}
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 blend file, use the \"//\" prefix for a path relative to the current blend 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 (ELEM4(gma->type, ACT_GAME_RESTART, ACT_GAME_QUIT, ACT_GAME_SAVECFG, ACT_GAME_LOADCFG))
{
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|Save bge.logic.globalDict %x4|Load bge.logic.globalDict %x5";
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");
}
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, "State", 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");
}
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;
uiBlockBeginAlign(block);
uiDefButBitI(block, TOGN, ACT_VISIBILITY_INVISIBLE, B_REDR,
"Visible",
xco + 10, yco - 20, (width - 20)/3, 19, &visAct->flag,
0.0, 0.0, 0, 0,
"Set the objects visible. Initialized from the objects render restriction toggle (access in the outliner)");
uiDefButBitI(block, TOG, ACT_VISIBILITY_OCCLUSION, B_REDR,
"Occlusion",
xco + 10 + ((width - 20)/3), yco - 20, (width - 20)/3, 19, &visAct->flag,
0.0, 0.0, 0, 0,
"Set the object to occlude objects behind it. Initialized from the object type in physics button");
uiBlockEndAlign(block);
uiDefButBitI(block, TOG, ACT_VISIBILITY_RECURSIVE, 0,
"Children",
xco + 10 + (((width - 20)/3)*2)+10, yco - 20, ((width - 20)/3)-10, 19, &visAct->flag,
0.0, 0.0, 0, 0,
"Sets all the children of this object to the same visibility/occlusion recursively");
yco-= ysize;
break;
case ACT_STATE:
ysize = 34;
glRects(xco, yco-ysize, xco+width, yco);
uiEmboss((float)xco,
(float)yco-ysize, (float)xco+width, (float)yco, 1);
staAct = act->data;
str= "Operation %t|Cpy %x0|Add %x1|Sub %x2|Inv %x3";
uiDefButI(block, MENU, B_REDR, str,
xco + 10, yco - 24, 65, 19, &staAct->type,
0.0, 0.0, 0, 0,
"Select the bit operation on object state mask");
for (wval=0; wval<15; wval+=5) {
uiBlockBeginAlign(block);
for (stbit=0; stbit<5; stbit++) {
but = uiDefButBitI(block, TOG, 1<<(stbit+wval), stbit+wval, "", (short)(xco+85+12*stbit+13*wval), yco-17, 12, 12, (int *)&(staAct->mask), 0, 0, 0, 0, get_state_name(ob, (short)(stbit+wval)));
uiButSetFunc(but, check_state_mask, but, &(staAct->mask));
}
for (stbit=0; stbit<5; stbit++) {
but = uiDefButBitI(block, TOG, 1<<(stbit+wval+15), stbit+wval+15, "", (short)(xco+85+12*stbit+13*wval), yco-29, 12, 12, (int *)&(staAct->mask), 0, 0, 0, 0, get_state_name(ob, (short)(stbit+wval+15)));
uiButSetFunc(but, check_state_mask, but, &(staAct->mask));
}
}
uiBlockEndAlign(block);
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,
&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,
"Choose between true and false, 50% chance each");
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;
ysize = 4 + (3 * 24); /* footer + 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);
myline=1;
/* 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, or empty to broadcast");
/* 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",
(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;
case ACT_2DFILTER:
tdfa = act->data;
ysize = 50;
if(tdfa->type == ACT_2DFILTER_CUSTOMFILTER)
{
ysize +=20;
}
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 filter order");
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 filter order");
uiDefIDPoinBut(block, test_scriptpoin_but, ID_SCRIPT, 1, "Script: ", xco+30,yco-64,width-60, 19, &tdfa->text, "");
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|";
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;
case ACT_PARENT:
parAct = act->data;
if(parAct->type==ACT_PARENT_SET) {
ysize= 48;
glRects(xco, yco-ysize, xco+width, yco);
uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1);
uiDefIDPoinBut(block, test_obpoin_but, ID_OB, 1, "OB:", xco+95, yco-24, (width-100), 19, &(parAct->ob), "Set this object as parent");
uiBlockBeginAlign(block);
uiDefButBitS(block, TOGN, ACT_PARENT_COMPOUND, B_REDR,
"Compound",
xco + 5, yco - 44, (width - 10)/2, 19, &parAct->flag,
0.0, 0.0, 0, 0,
"Add this object shape to the parent shape (only if the parent shape is already compound)");
uiDefButBitS(block, TOGN, ACT_PARENT_GHOST, B_REDR,
"Ghost",
xco + 5 + ((width - 10)/2), yco - 44, (width - 10)/2, 19, &parAct->flag,
0.0, 0.0, 0, 0,
"Make this object ghost while parented (only if not compound)");
uiBlockEndAlign(block);
}
else if(parAct->type==ACT_PARENT_REMOVE) {
ysize= 28;
glRects(xco, yco-ysize, xco+width, yco);
uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1);
}
str= "Parent %t|Set Parent %x0|Remove Parent %x1";
uiDefButI(block, MENU, B_REDR, str, xco+5, yco-24, parAct->type==1?(width-80):90, 19, &parAct->type, 0.0, 0.0, 0, 0, "");
yco-= ysize;
break;
case ACT_ARMATURE:
armAct = act->data;
if (ob->type == OB_ARMATURE) {
str= "Constraint %t|Run armature %x0|Enable %x1|Disable %x2|Set target %x3|Set weight %x4";
uiDefButI(block, MENU, B_REDR, str, xco+5, yco-24, (width-10)*0.35, 19, &armAct->type, 0.0, 0.0, 0, 0, "");
switch (armAct->type) {
case ACT_ARM_RUN:
ysize = 28;
break;
default:
uiBlockBeginAlign(block);
but = uiDefBut(block, TEX, 1, "Bone: ",
(xco+5), (yco-44), (width-10)/2, 19,
armAct->posechannel, 0, 31, 0, 0,
"Bone on which the constraint is defined");
uiButSetFunc(but, check_armature_actuator, but, armAct);
but = uiDefBut(block, TEX, 1, "Cons: ",
(xco+5)+(width-10)/2, (yco-44), (width-10)/2, 19,
armAct->constraint, 0, 31, 0, 0,
"Name of the constraint you want to control");
uiButSetFunc(but, check_armature_actuator, but, armAct);
uiBlockEndAlign(block);
ysize = 48;
switch (armAct->type) {
case ACT_ARM_SETTARGET:
uiDefIDPoinBut(block, test_obpoin_but, ID_OB, 1, "Target: ", xco+5, yco-64, (width-10), 19, &(armAct->target), "Set this object as the target of the constraint");
uiDefIDPoinBut(block, test_obpoin_but, ID_OB, 1, "Secondary Target: ", xco+5, yco-84, (width-10), 19, &(armAct->subtarget), "Set this object as the secondary target of the constraint (only IK polar target at the moment)");
ysize += 40;
break;
case ACT_ARM_SETWEIGHT:
uiDefButF(block, NUM, B_REDR, "Weight:", xco+5+(width-10)*0.35,yco-24,(width-10)*0.65,19,&armAct->weight,0.0,1.0,0.0,0.0,"Set weight of this constraint");
break;
}
}
}
glRects(xco, yco-ysize, xco+width, yco);
uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1);
yco-= ysize;
break;
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_EMBOSS);
return yco-4;
}
static void do_sensor_menu(bContext *C, void *UNUSED(arg), int event)
{
SpaceLogic *slogic= CTX_wm_space_logic(C);
ID **idar;
Object *ob;
bSensor *sens;
short count, a;
idar= get_selected_and_linked_obs(C, &count, slogic->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);
}
static uiBlock *sensor_menu(bContext *C, ARegion *ar, void *UNUSED(arg))
{
uiBlock *block;
int yco=0;
block= uiBeginBlock(C, ar, "filemenu", UI_EMBOSSP);
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);
uiEndBlock(C, block);
return block;
}
static void do_controller_menu(bContext *C, void *UNUSED(arg), int event)
{
SpaceLogic *slogic= CTX_wm_space_logic(C);
ID **idar;
Object *ob;
bController *cont;
short count, a;
idar= get_selected_and_linked_obs(C, &count, slogic->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);
}
static uiBlock *controller_menu(bContext *C, ARegion *ar, void *UNUSED(arg))
{
uiBlock *block;
int yco=0;
block= uiBeginBlock(C, ar, "filemenu", UI_EMBOSSP);
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);
uiEndBlock(C, block);
return block;
}
static void do_actuator_menu(bContext *C, void *UNUSED(arg), int event)
{
SpaceLogic *slogic= CTX_wm_space_logic(C);
ID **idar;
Object *ob;
bActuator *act;
short count, a;
idar= get_selected_and_linked_obs(C, &count, slogic->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);
}
static uiBlock *actuator_menu(bContext *C, ARegion *ar, void *UNUSED(arg))
{
uiBlock *block;
int xco=0;
block= uiBeginBlock(C, ar, "filemenu", UI_EMBOSSP);
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);
uiEndBlock(C, block);
return block;
}
static void check_controller_state_mask(bContext *UNUSED(C), void *arg1_but, void *arg2_mask)
{
unsigned int *cont_mask = arg2_mask;
uiBut *but = arg1_but;
/* a controller is always in a single state */
*cont_mask = (1<<but->retval);
but->retval = B_REDR;
}
static int first_bit(unsigned int mask)
{
int bit;
for (bit=0; bit<32; bit++) {
if (mask & (1<<bit))
return bit;
}
return -1;
}
static uiBlock *controller_state_mask_menu(bContext *C, ARegion *ar, void *arg_cont)
{
uiBlock *block;
uiBut *but;
bController *cont = arg_cont;
short yco = 12, xco = 0, stbit, offset;
block= uiBeginBlock(C, ar, "Controller state mask", UI_EMBOSS);
/* use this for a fake extra empy space around the buttons */
uiDefBut(block, LABEL, 0, "", -5, -5, 200, 34, NULL, 0, 0, 0, 0, "");
for (offset=0; offset<15; offset+=5) {
uiBlockBeginAlign(block);
for (stbit=0; stbit<5; stbit++) {
but = uiDefButBitI(block, TOG, (1<<(stbit+offset)), (stbit+offset), "", (short)(xco+12*stbit+13*offset), yco, 12, 12, (int *)&(cont->state_mask), 0, 0, 0, 0, "");
uiButSetFunc(but, check_controller_state_mask, but, &(cont->state_mask));
}
for (stbit=0; stbit<5; stbit++) {
but = uiDefButBitI(block, TOG, (1<<(stbit+offset+15)), (stbit+offset+15), "", (short)(xco+12*stbit+13*offset), yco-12, 12, 12, (int *)&(cont->state_mask), 0, 0, 0, 0, "");
uiButSetFunc(but, check_controller_state_mask, but, &(cont->state_mask));
}
}
uiBlockEndAlign(block);
uiBlockSetDirection(block, UI_TOP);
uiEndBlock(C, block);
return block;
}
static void do_object_state_menu(bContext *UNUSED(C), void *arg, int event)
{
Object *ob = arg;
switch (event) {
case 0:
ob->state = 0x3FFFFFFF;
break;
case 1:
ob->state = ob->init_state;
if (!ob->state)
ob->state = 1;
break;
case 2:
ob->init_state = ob->state;
break;
}
}
static uiBlock *object_state_mask_menu(bContext *C, ARegion *ar, void *arg_obj)
{
uiBlock *block;
short xco = 0;
block= uiBeginBlock(C, ar, "obstatemenu", UI_EMBOSSP);
uiBlockSetButmFunc(block, do_object_state_menu, arg_obj);
uiDefBut(block, BUTM, 1, "Set all bits", 0, (short)(xco-=20), 160, 19, NULL, 0.0, 0.0, 1, 0, "");
uiDefBut(block, BUTM, 1, "Recall init state", 0, (short)(xco-=20), 160, 19, NULL, 0.0, 0.0, 1, 1, "");
uiDefBut(block, SEPR, 0, "", 0, (short)(xco-=6), 160, 6, NULL, 0.0, 0.0, 0, 0, "");
uiDefBut(block, BUTM, 1, "Store init state", 0, (short)(xco-=20), 160, 19, NULL, 0.0, 0.0, 1, 2, "");
uiBlockSetDirection(block, UI_TOP);
uiEndBlock(C, block);
return block;
}
static int is_sensor_linked(uiBlock *block, bSensor *sens)
{
bController *cont;
int i;
for (i=0; i<sens->totlinks; i++) {
cont = sens->links[i];
if (uiFindInlink(block, cont) != NULL)
return 1;
}
return 0;
}
/* Sensors code */
static void draw_sensor_header(uiLayout *layout, PointerRNA *ptr, PointerRNA *logic_ptr)
{
uiLayout *box, *row, *sub;
bSensor *sens= (bSensor *)ptr->data;
box= uiLayoutBox(layout);
row= uiLayoutRow(box, 0);
uiItemR(row, ptr, "show_expanded", UI_ITEM_R_NO_BG, "", ICON_NONE);
if(RNA_boolean_get(ptr, "show_expanded")) {
uiItemR(row, ptr, "type", 0, "", ICON_NONE);
uiItemR(row, ptr, "name", 0, "", ICON_NONE);
} else {
uiItemL(row, sensor_name(sens->type), ICON_NONE);
uiItemL(row, sens->name, ICON_NONE);
}
sub= uiLayoutRow(row, 0);
uiLayoutSetActive(sub, ((RNA_boolean_get(logic_ptr, "show_sensors_active_states")
&& RNA_boolean_get(ptr, "show_expanded")) || RNA_boolean_get(ptr, "pin")));
uiItemR(sub, ptr, "pin", UI_ITEM_R_NO_BG, "", ICON_NONE);
if(RNA_boolean_get(ptr, "show_expanded")==0) {
sub= uiLayoutRow(row, 1);
uiItemEnumO(sub, "LOGIC_OT_sensor_move", "", ICON_TRIA_UP, "direction", 1); // up
uiItemEnumO(sub, "LOGIC_OT_sensor_move", "", ICON_TRIA_DOWN, "direction", 2); // down
}
uiItemO(row, "", ICON_X, "LOGIC_OT_sensor_remove");
}
static void draw_sensor_internal_header(uiLayout *layout, PointerRNA *ptr)
{
uiLayout *box, *split, *sub, *row;
box= uiLayoutBox(layout);
split = uiLayoutSplit(box, 0.45, 0);
row= uiLayoutRow(split, 1);
uiItemR(row, ptr, "use_pulse_true_level", 0, "", ICON_DOTSUP);
uiItemR(row, ptr, "use_pulse_false_level", 0, "", ICON_DOTSDOWN);
sub=uiLayoutRow(row, 0);
uiLayoutSetActive(sub, (RNA_boolean_get(ptr, "use_pulse_true_level")
|| RNA_boolean_get(ptr, "use_pulse_false_level")));
uiItemR(sub, ptr, "frequency", 0, "Freq", ICON_NONE);
row= uiLayoutRow(split, 1);
uiItemR(row, ptr, "use_level", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
uiItemR(row, ptr, "use_tap", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
uiItemR(split, ptr, "invert", UI_ITEM_R_TOGGLE, "Invert", ICON_NONE);
}
/* sensors in alphabetical order */
static void draw_sensor_actuator(uiLayout *layout, PointerRNA *ptr)
{
Object *ob = (Object *)ptr->id.data;
PointerRNA settings_ptr;
RNA_pointer_create((ID *)ob, &RNA_GameObjectSettings, ob, &settings_ptr);
uiItemPointerR(layout, ptr, "actuator", &settings_ptr, "actuators", NULL, ICON_LOGIC);
}
static void draw_sensor_armature(uiLayout *layout, PointerRNA *ptr)
{
bSensor *sens = (bSensor*)ptr->data;
bArmatureSensor *as = (bArmatureSensor *) sens->data;
Object *ob = (Object *)ptr->id.data;
PointerRNA pose_ptr, pchan_ptr;
PropertyRNA *bones_prop= NULL;
uiLayout *row;
if(ob->type != OB_ARMATURE){
uiItemL(layout, "Sensor only available for armatures", ICON_NONE);
return;
}
if (ob->pose) {
RNA_pointer_create((ID *)ob, &RNA_Pose, ob->pose, &pose_ptr);
bones_prop = RNA_struct_find_property(&pose_ptr, "bones");
}
if (&pose_ptr.data) {
uiItemPointerR(layout, ptr, "bone", &pose_ptr, "bones", NULL, ICON_BONE_DATA);
if (RNA_property_collection_lookup_string(&pose_ptr, bones_prop, as->posechannel, &pchan_ptr))
uiItemPointerR(layout, ptr, "constraint", &pchan_ptr, "constraints", NULL, ICON_CONSTRAINT_BONE);
}
row = uiLayoutRow(layout, 1);
uiItemR(row, ptr, "test_type", 0, NULL, ICON_NONE);
if (RNA_enum_get(ptr, "test_type") != SENS_ARM_STATE_CHANGED)
uiItemR(row, ptr, "value", 0, NULL, ICON_NONE);
}
static void draw_sensor_collision(uiLayout *layout, PointerRNA *ptr, bContext *C)
{
uiLayout *row, *split;
PointerRNA main_ptr;
RNA_main_pointer_create(CTX_data_main(C), &main_ptr);
split = uiLayoutSplit(layout, 0.3, 0);
row = uiLayoutRow(split, 1);
uiItemR(row, ptr, "use_pulse", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
uiItemR(row, ptr, "use_material", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
switch (RNA_boolean_get(ptr, "use_material")) {
case SENS_COLLISION_PROPERTY:
uiItemR(split, ptr, "property", 0, NULL, ICON_NONE);
break;
case SENS_COLLISION_MATERIAL:
uiItemPointerR(split, ptr, "material", &main_ptr, "materials", NULL, ICON_MATERIAL_DATA);
break;
}
}
static void draw_sensor_delay(uiLayout *layout, PointerRNA *ptr)
{
uiLayout *row;
row= uiLayoutRow(layout, 0);
uiItemR(row, ptr, "delay", 0, NULL, ICON_NONE);
uiItemR(row, ptr, "duration", 0, NULL, ICON_NONE);
uiItemR(row, ptr, "use_repeat", 0, NULL, ICON_NONE);
}
static void draw_sensor_joystick(uiLayout *layout, PointerRNA *ptr)
{
uiLayout *col, *row;
uiItemR(layout, ptr, "joystick_index", 0, NULL, ICON_NONE);
uiItemR(layout, ptr, "event_type", 0, NULL, ICON_NONE);
switch (RNA_enum_get(ptr, "event_type")) {
case SENS_JOY_BUTTON:
uiItemR(layout, ptr, "use_all_events", 0, NULL, ICON_NONE);
col = uiLayoutColumn(layout, 0);
uiLayoutSetActive(col, RNA_boolean_get(ptr, "use_all_events")==0);
uiItemR(col, ptr, "button_number", 0, NULL, ICON_NONE);
break;
case SENS_JOY_AXIS:
row = uiLayoutRow(layout, 0);
uiItemR(row, ptr, "axis_number", 0, NULL, ICON_NONE);
uiItemR(row, ptr, "axis_threshold", 0, NULL, ICON_NONE);
uiItemR(layout, ptr, "use_all_events", 0, NULL, ICON_NONE);
col = uiLayoutColumn(layout, 0);
uiLayoutSetActive(col, RNA_boolean_get(ptr, "use_all_events")==0);
uiItemR(col, ptr, "axis_direction", 0, NULL, ICON_NONE);
break;
case SENS_JOY_HAT:
uiItemR(layout, ptr, "hat_number", 0, NULL, ICON_NONE);
uiItemR(layout, ptr, "use_all_events", 0, NULL, ICON_NONE);
col = uiLayoutColumn(layout, 0);
uiLayoutSetActive(col, RNA_boolean_get(ptr, "use_all_events")==0);
uiItemR(col, ptr, "hat_direction", 0, NULL, ICON_NONE);
break;
case SENS_JOY_AXIS_SINGLE:
row = uiLayoutRow(layout, 0);
uiItemR(row, ptr, "single_axis_number", 0, NULL, ICON_NONE);
uiItemR(row, ptr, "axis_threshold", 0, NULL, ICON_NONE);
break;
}
}
static void draw_sensor_keyboard(uiLayout *layout, PointerRNA *ptr)
{
Object *ob = (Object *)ptr->id.data;
PointerRNA settings_ptr;
uiLayout *row, *col;
row = uiLayoutRow(layout, 0);
uiItemL(row, "Key:", ICON_NONE);
col = uiLayoutColumn(row, 0);
uiLayoutSetActive(col, RNA_boolean_get(ptr, "use_all_keys")==0);
uiItemR(col, ptr, "key", UI_ITEM_R_EVENT, "", ICON_NONE);
col = uiLayoutColumn(row, 0);
uiItemR(col, ptr, "use_all_keys", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
col = uiLayoutColumn(layout, 0);
uiLayoutSetActive(col, RNA_boolean_get(ptr, "use_all_keys")==0);
row = uiLayoutRow(col, 0);
uiItemL(row, "First Modifier:", ICON_NONE);
uiItemR(row, ptr, "modifier_key_1", UI_ITEM_R_EVENT, "", ICON_NONE);
row = uiLayoutRow(col, 0);
uiItemL(row, "Second Modifier:", ICON_NONE);
uiItemR(row, ptr, "modifier_key_2", UI_ITEM_R_EVENT, "", ICON_NONE);
RNA_pointer_create((ID *)ob, &RNA_GameObjectSettings, ob, &settings_ptr);
uiItemPointerR(layout, ptr, "log", &settings_ptr, "properties", NULL, ICON_NONE);
uiItemPointerR(layout, ptr, "target", &settings_ptr, "properties", NULL, ICON_NONE);
}
static void draw_sensor_message(uiLayout *layout, PointerRNA *ptr)
{
uiItemR(layout, ptr, "subject", 0, NULL, ICON_NONE);
}
static void draw_sensor_mouse(uiLayout *layout, PointerRNA *ptr)
{
uiItemR(layout, ptr, "mouse_event", 0, NULL, ICON_NONE);
}
static void draw_sensor_near(uiLayout *layout, PointerRNA *ptr)
{
uiLayout *row;
uiItemR(layout, ptr, "property", 0, NULL, ICON_NONE);
row= uiLayoutRow(layout, 1);
uiItemR(row, ptr, "distance", 0, NULL, ICON_NONE);
uiItemR(row, ptr, "reset_distance", 0, NULL, ICON_NONE);
}
static void draw_sensor_property(uiLayout *layout, PointerRNA *ptr)
{
Object *ob = (Object *)ptr->id.data;
PointerRNA settings_ptr;
uiLayout *row;
uiItemR(layout, ptr, "evaluation_type", 0, NULL, ICON_NONE);
RNA_pointer_create((ID *)ob, &RNA_GameObjectSettings, ob, &settings_ptr);
uiItemPointerR(layout, ptr, "property", &settings_ptr, "properties", NULL, ICON_NONE);
switch (RNA_enum_get(ptr, "evaluation_type")) {
case SENS_PROP_INTERVAL:
row = uiLayoutRow(layout, 0);
uiItemR(row, ptr, "value_min", 0, NULL, ICON_NONE);
uiItemR(row, ptr, "value_max", 0, NULL, ICON_NONE);
break;
case SENS_PROP_EQUAL:
uiItemR(layout, ptr, "value", 0, NULL, ICON_NONE);
break;
case SENS_PROP_NEQUAL:
uiItemR(layout, ptr, "value", 0, NULL, ICON_NONE);
break;
case SENS_PROP_CHANGED:
break;
}
}
static void draw_sensor_radar(uiLayout *layout, PointerRNA *ptr)
{
uiLayout *row;
uiItemR(layout, ptr, "property", 0, NULL, ICON_NONE);
uiItemR(layout, ptr, "axis", 0, NULL, ICON_NONE);
row= uiLayoutRow(layout, 0);
uiItemR(row, ptr, "angle", 0, NULL, ICON_NONE);
uiItemR(row, ptr, "distance", 0, NULL, ICON_NONE);
}
static void draw_sensor_random(uiLayout *layout, PointerRNA *ptr)
{
uiItemR(layout, ptr, "seed", 0, NULL, ICON_NONE);
}
static void draw_sensor_ray(uiLayout *layout, PointerRNA *ptr, bContext *C)
{
uiLayout *split, *row;
PointerRNA main_ptr;
RNA_main_pointer_create(CTX_data_main(C), &main_ptr);
split= uiLayoutSplit(layout, 0.3, 0);
uiItemR(split, ptr, "ray_type", 0, "", ICON_NONE);
switch (RNA_enum_get(ptr, "ray_type")) {
case SENS_RAY_PROPERTY:
uiItemR(split, ptr, "property", 0, "", ICON_NONE);
break;
case SENS_RAY_MATERIAL:
uiItemPointerR(split, ptr, "material", &main_ptr, "materials", "", ICON_MATERIAL_DATA);
break;
}
split= uiLayoutSplit(layout, 0.3, 0);
uiItemR(split, ptr, "axis", 0, "", ICON_NONE);
row= uiLayoutRow(split, 0);
uiItemR(row, ptr, "range", 0, NULL, ICON_NONE);
uiItemR(row, ptr, "use_x_ray", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
}
static void draw_sensor_touch(uiLayout *layout, PointerRNA *ptr)
{
uiItemR(layout, ptr, "material", 0, NULL, ICON_NONE);
}
static void draw_brick_sensor(uiLayout *layout, PointerRNA *ptr, bContext *C)
{
uiLayout *box;
if (!RNA_boolean_get(ptr, "show_expanded"))
return;
draw_sensor_internal_header(layout, ptr);
box = uiLayoutBox(layout);
switch (RNA_enum_get(ptr, "type")) {
case SENS_ACTUATOR:
draw_sensor_actuator(box, ptr);
break;
case SENS_ALWAYS:
break;
case SENS_ARMATURE:
draw_sensor_armature(box, ptr);
break;
case SENS_COLLISION:
draw_sensor_collision(box, ptr, C);
break;
case SENS_DELAY:
draw_sensor_delay(box, ptr);
break;
case SENS_JOYSTICK:
draw_sensor_joystick(box, ptr);
break;
case SENS_KEYBOARD:
draw_sensor_keyboard(box, ptr);
break;
case SENS_MESSAGE:
draw_sensor_message(box, ptr);
break;
case SENS_MOUSE:
draw_sensor_mouse(box, ptr);
break;
case SENS_NEAR:
draw_sensor_near(box, ptr);
break;
case SENS_PROPERTY:
draw_sensor_property(box, ptr);
break;
case SENS_RADAR:
draw_sensor_radar(box, ptr);
break;
case SENS_RANDOM:
draw_sensor_random(box, ptr);
break;
case SENS_RAY:
draw_sensor_ray(box, ptr, C);
break;
case SENS_TOUCH:
draw_sensor_touch(box, ptr);
break;
}
}
/* Controller code */
static void draw_controller_header(uiLayout *layout, PointerRNA *ptr, int xco, int width, int yco)
{
uiLayout *box, *row, *sub;
bController *cont= (bController *)ptr->data;
char state[3];
sprintf(state, "%d", RNA_int_get(ptr, "states"));
box= uiLayoutBox(layout);
row= uiLayoutRow(box, 0);
uiItemR(row, ptr, "show_expanded", UI_ITEM_R_NO_BG, "", ICON_NONE);
if(RNA_boolean_get(ptr, "show_expanded")) {
uiItemR(row, ptr, "type", 0, "", ICON_NONE);
uiItemR(row, ptr, "name", 0, "", ICON_NONE);
/* XXX provisory for Blender 2.50Beta */
uiDefBlockBut(uiLayoutGetBlock(layout), controller_state_mask_menu, cont, state, (short)(xco+width-44), yco, 22+22, UI_UNIT_Y, "Set controller state index (from 1 to 30)");
} else {
uiItemL(row, controller_name(cont->type), ICON_NONE);
uiItemL(row, cont->name, ICON_NONE);
uiItemL(row, state, ICON_NONE);
}
uiItemR(row, ptr, "use_priority", 0, "", ICON_NONE);
if(RNA_boolean_get(ptr, "show_expanded")==0) {
sub= uiLayoutRow(row, 1);
uiItemEnumO(sub, "LOGIC_OT_controller_move", "", ICON_TRIA_UP, "direction", 1); // up
uiItemEnumO(sub, "LOGIC_OT_controller_move", "", ICON_TRIA_DOWN, "direction", 2); // down
}
uiItemO(row, "", ICON_X, "LOGIC_OT_controller_remove");
}
static void draw_controller_expression(uiLayout *layout, PointerRNA *ptr)
{
uiItemR(layout, ptr, "expression", 0, "", ICON_NONE);
}
static void draw_controller_python(uiLayout *layout, PointerRNA *ptr)
{
uiLayout *split, *sub;
split = uiLayoutSplit(layout, 0.3, 1);
uiItemR(split, ptr, "mode", 0, "", ICON_NONE);
if (RNA_enum_get(ptr, "mode") == CONT_PY_SCRIPT) {
uiItemR(split, ptr, "text", 0, "", ICON_NONE);
}
else {
sub = uiLayoutSplit(split, 0.8, 0);
uiItemR(sub, ptr, "module", 0, "", ICON_NONE);
uiItemR(sub, ptr, "use_debug", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
}
}
static void draw_controller_state(uiLayout *UNUSED(layout), PointerRNA *UNUSED(ptr))
{
}
static void draw_brick_controller(uiLayout *layout, PointerRNA *ptr)
{
uiLayout *box;
if (!RNA_boolean_get(ptr, "show_expanded"))
return;
box = uiLayoutBox(layout);
draw_controller_state(box, ptr);
switch (RNA_enum_get(ptr, "type")) {
case CONT_LOGIC_AND:
break;
case CONT_LOGIC_OR:
break;
case CONT_EXPRESSION:
draw_controller_expression(box, ptr);
break;
case CONT_PYTHON:
draw_controller_python(box, ptr);
break;
case CONT_LOGIC_NAND:
break;
case CONT_LOGIC_NOR:
break;
case CONT_LOGIC_XOR:
break;
case CONT_LOGIC_XNOR:
break;
}
}
/* Actuator code */
static void draw_actuator_header(uiLayout *layout, PointerRNA *ptr, PointerRNA *logic_ptr)
{
uiLayout *box, *row, *sub;
bActuator *act= (bActuator *)ptr->data;
box= uiLayoutBox(layout);
row= uiLayoutRow(box, 0);
uiItemR(row, ptr, "show_expanded", UI_ITEM_R_NO_BG, "", ICON_NONE);
if(RNA_boolean_get(ptr, "show_expanded")) {
uiItemR(row, ptr, "type", 0, "", ICON_NONE);
uiItemR(row, ptr, "name", 0, "", ICON_NONE);
} else {
uiItemL(row, actuator_name(act->type), ICON_NONE);
uiItemL(row, act->name, ICON_NONE);
}
sub= uiLayoutRow(row, 0);
uiLayoutSetActive(sub, ((RNA_boolean_get(logic_ptr, "show_actuators_active_states")
&& RNA_boolean_get(ptr, "show_expanded")) || RNA_boolean_get(ptr, "pin")));
uiItemR(sub, ptr, "pin", UI_ITEM_R_NO_BG, "", ICON_NONE);
if(RNA_boolean_get(ptr, "show_expanded")==0) {
sub= uiLayoutRow(row, 1);
uiItemEnumO(sub, "LOGIC_OT_actuator_move", "", ICON_TRIA_UP, "direction", 1); // up
uiItemEnumO(sub, "LOGIC_OT_actuator_move", "", ICON_TRIA_DOWN, "direction", 2); // down
}
uiItemO(row, "", ICON_X, "LOGIC_OT_actuator_remove");
}
static void draw_actuator_action(uiLayout *layout, PointerRNA *ptr)
{
Object *ob = (Object *)ptr->id.data;
PointerRNA settings_ptr;
uiLayout *row, *sub;
RNA_pointer_create((ID *)ob, &RNA_GameObjectSettings, ob, &settings_ptr);
row= uiLayoutRow(layout, 0);
uiItemR(row, ptr, "play_mode", 0, "", ICON_NONE);
sub= uiLayoutRow(row, 1);
uiItemR(sub, ptr, "use_force", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
uiItemR(sub, ptr, "use_additive", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
row = uiLayoutColumn(sub, 0);
uiLayoutSetActive(row, (RNA_boolean_get(ptr, "use_additive") || RNA_boolean_get(ptr, "use_force")));
uiItemR(row, ptr, "use_local", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
row= uiLayoutRow(layout, 0);
uiItemR(row, ptr, "action", 0, "", ICON_NONE);
uiItemR(row, ptr, "use_continue_last_frame", 0, NULL, ICON_NONE);
row= uiLayoutRow(layout, 0);
if((RNA_enum_get(ptr, "play_mode") == ACT_ACTION_FROM_PROP))
uiItemPointerR(row, ptr, "property", &settings_ptr, "properties", NULL, ICON_NONE);
else {
uiItemR(row, ptr, "frame_start", 0, NULL, ICON_NONE);
uiItemR(row, ptr, "frame_end", 0, NULL, ICON_NONE);
}
uiItemR(row, ptr, "apply_to_children", 0, NULL, ICON_NONE);
row= uiLayoutRow(layout, 0);
uiItemR(row, ptr, "frame_blend_in", 0, NULL, ICON_NONE);
uiItemR(row, ptr, "priority", 0, NULL, ICON_NONE);
row= uiLayoutRow(layout, 0);
uiItemR(row, ptr, "layer", 0, NULL, ICON_NONE);
uiItemR(row, ptr, "layer_weight", 0, NULL, ICON_NONE);
uiItemPointerR(layout, ptr, "frame_property", &settings_ptr, "properties", NULL, ICON_NONE);
#ifdef __NLA_ACTION_BY_MOTION_ACTUATOR
uiItemR(layout, "stride_length", 0, NULL, ICON_NONE);
#endif
}
static void draw_actuator_armature(uiLayout *layout, PointerRNA *ptr)
{
bActuator *act = (bActuator*)ptr->data;
bArmatureActuator *aa = (bArmatureActuator *) act->data;
Object *ob = (Object *)ptr->id.data;
bConstraint *constraint = NULL;
PointerRNA pose_ptr, pchan_ptr;
PropertyRNA *bones_prop = NULL;
if(ob->type != OB_ARMATURE){
uiItemL(layout, "Actuator only available for armatures", ICON_NONE);
return;
}
if (ob->pose) {
RNA_pointer_create((ID *)ob, &RNA_Pose, ob->pose, &pose_ptr);
bones_prop = RNA_struct_find_property(&pose_ptr, "bones");
}
uiItemR(layout, ptr, "mode", 0, NULL, ICON_NONE);
switch (RNA_enum_get(ptr, "mode"))
{
case ACT_ARM_RUN:
break;
case ACT_ARM_ENABLE:
case ACT_ARM_DISABLE:
if (ob->pose) {
uiItemPointerR(layout, ptr, "bone", &pose_ptr, "bones", NULL, ICON_BONE_DATA);
if (RNA_property_collection_lookup_string(&pose_ptr, bones_prop, aa->posechannel, &pchan_ptr))
uiItemPointerR(layout, ptr, "constraint", &pchan_ptr, "constraints", NULL, ICON_CONSTRAINT_BONE);
}
break;
case ACT_ARM_SETTARGET:
if (ob->pose) {
uiItemPointerR(layout, ptr, "bone", &pose_ptr, "bones", NULL, ICON_BONE_DATA);
if (RNA_property_collection_lookup_string(&pose_ptr, bones_prop, aa->posechannel, &pchan_ptr))
uiItemPointerR(layout, ptr, "constraint", &pchan_ptr, "constraints", NULL, ICON_CONSTRAINT_BONE);
}
uiItemR(layout, ptr, "target", 0, NULL, ICON_NONE);
/* show second target only if the constraint supports it */
get_armature_bone_constraint(ob, aa->posechannel, aa->constraint, &constraint);
if (constraint && constraint->type == CONSTRAINT_TYPE_KINEMATIC) {
uiItemR(layout, ptr, "secondary_target", 0, NULL, ICON_NONE);
}
break;
case ACT_ARM_SETWEIGHT:
if (ob->pose) {
uiItemPointerR(layout, ptr, "bone", &pose_ptr, "bones", NULL, ICON_BONE_DATA);
if (RNA_property_collection_lookup_string(&pose_ptr, bones_prop, aa->posechannel, &pchan_ptr))
uiItemPointerR(layout, ptr, "constraint", &pchan_ptr, "constraints", NULL, ICON_CONSTRAINT_BONE);
}
uiItemR(layout, ptr, "weight", 0, NULL, ICON_NONE);
break;
}
}
static void draw_actuator_camera(uiLayout *layout, PointerRNA *ptr)
{
uiLayout *row;
uiItemR(layout, ptr, "object", 0, NULL, ICON_NONE);
row = uiLayoutRow(layout, 0);
uiItemR(row, ptr, "height", 0, NULL, ICON_NONE);
uiItemR(row, ptr, "axis", 0, NULL, ICON_NONE);
row = uiLayoutRow(layout, 1);
uiItemR(row, ptr, "min", 0, NULL, ICON_NONE);
uiItemR(row, ptr, "max", 0, NULL, ICON_NONE);
uiItemR(layout, ptr, "damping", 0, NULL, ICON_NONE);
}
static void draw_actuator_constraint(uiLayout *layout, PointerRNA *ptr, bContext *C)
{
uiLayout *row, *col, *sub, *split;
PointerRNA main_ptr;
RNA_main_pointer_create(CTX_data_main(C), &main_ptr);
uiItemR(layout, ptr, "mode", 0, NULL, ICON_NONE);
switch (RNA_enum_get(ptr, "mode"))
{
case ACT_CONST_TYPE_LOC:
uiItemR(layout, ptr, "limit", 0, NULL, ICON_NONE);
row = uiLayoutRow(layout, 1);
uiItemR(row, ptr, "limit_min", 0, NULL, ICON_NONE);
uiItemR(row, ptr, "limit_max", 0, NULL, ICON_NONE);
uiItemR(layout, ptr, "damping", UI_ITEM_R_SLIDER, NULL, ICON_NONE);
break;
case ACT_CONST_TYPE_DIST:
split = uiLayoutSplit(layout, 0.8, 0);
uiItemR(split, ptr, "direction", 0, NULL, ICON_NONE);
row = uiLayoutRow(split, 1);
uiItemR(row, ptr, "use_local", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
uiItemR(row, ptr, "use_normal", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
row = uiLayoutRow(layout, 0);
col = uiLayoutColumn(row, 1);
uiItemL(col, "Range:", ICON_NONE);
uiItemR(col, ptr, "range", 0, "", ICON_NONE);
col = uiLayoutColumn(row, 1);
uiItemR(col, ptr, "use_force_distance", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
sub = uiLayoutColumn(col, 0);
uiLayoutSetActive(sub, RNA_boolean_get(ptr, "use_force_distance")==1);
uiItemR(sub, ptr, "distance", 0, "", ICON_NONE);
uiItemR(layout, ptr, "damping", UI_ITEM_R_SLIDER , NULL, ICON_NONE);
split = uiLayoutSplit(layout, 0.15, 0);
uiItemR(split, ptr, "use_material_detect", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
if (RNA_boolean_get(ptr, "use_material_detect"))
uiItemPointerR(split, ptr, "material", &main_ptr, "materials", NULL, ICON_MATERIAL_DATA);
else
uiItemR(split, ptr, "property", 0, NULL, ICON_NONE);
split = uiLayoutSplit(layout, 0.15, 0);
uiItemR(split, ptr, "use_persistent", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
row = uiLayoutRow(split, 1);
uiItemR(row, ptr, "time", 0, NULL, ICON_NONE);
uiItemR(row, ptr, "damping_rotation", UI_ITEM_R_SLIDER, NULL, ICON_NONE);
break;
case ACT_CONST_TYPE_ORI:
uiItemR(layout, ptr, "direction_axis_pos", 0, NULL, ICON_NONE);
row=uiLayoutRow(layout, 1);
uiItemR(row, ptr, "damping", UI_ITEM_R_SLIDER , NULL, ICON_NONE);
uiItemR(row, ptr, "time", 0, NULL, ICON_NONE);
row=uiLayoutRow(layout, 0);
uiItemR(row, ptr, "rotation_max", 0, NULL, ICON_NONE);
row=uiLayoutRow(layout, 1);
uiItemR(row, ptr, "angle_min", 0, NULL, ICON_NONE);
uiItemR(row, ptr, "angle_max", 0, NULL, ICON_NONE);
break;
case ACT_CONST_TYPE_FH:
split=uiLayoutSplit(layout, 0.75, 0);
row= uiLayoutRow(split, 0);
uiItemR(row, ptr, "fh_damping", UI_ITEM_R_SLIDER , NULL, ICON_NONE);
uiItemR(row, ptr, "fh_height", 0, NULL, ICON_NONE);
uiItemR(split, ptr, "use_fh_paralel_axis", UI_ITEM_R_TOGGLE , NULL, ICON_NONE);
row = uiLayoutRow(layout, 0);
uiItemR(row, ptr, "direction_axis", 0, NULL, ICON_NONE);
split = uiLayoutSplit(row, 0.9, 0);
uiItemR(split, ptr, "fh_force", 0, NULL, ICON_NONE);
uiItemR(split, ptr, "use_fh_normal", UI_ITEM_R_TOGGLE , NULL, ICON_NONE);
split = uiLayoutSplit(layout, 0.15, 0);
uiItemR(split, ptr, "use_material_detect", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
if (RNA_boolean_get(ptr, "use_material_detect"))
uiItemPointerR(split, ptr, "material", &main_ptr, "materials", NULL, ICON_MATERIAL_DATA);
else
uiItemR(split, ptr, "property", 0, NULL, ICON_NONE);
split = uiLayoutSplit(layout, 0.15, 0);
uiItemR(split, ptr, "use_persistent", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
row = uiLayoutRow(split, 0);
uiItemR(row, ptr, "time", 0, NULL, ICON_NONE);
uiItemR(row, ptr, "damping_rotation", UI_ITEM_R_SLIDER, NULL, ICON_NONE);
break;
}
}
static void draw_actuator_edit_object(uiLayout *layout, PointerRNA *ptr)
{
Object *ob = (Object *)ptr->id.data;
uiLayout *row, *split, *sub;
uiItemR(layout, ptr, "mode", 0, NULL, ICON_NONE);
switch (RNA_enum_get(ptr, "mode"))
{
case ACT_EDOB_ADD_OBJECT:
row = uiLayoutRow(layout, 0);
uiItemR(row, ptr, "object", 0, NULL, ICON_NONE);
uiItemR(row, ptr, "time", 0, NULL, ICON_NONE);
split = uiLayoutSplit(layout, 0.9, 0);
row = uiLayoutRow(split, 0);
uiItemR(row, ptr, "linear_velocity", 0, NULL, ICON_NONE);
uiItemR(split, ptr, "use_local_linear_velocity", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
split = uiLayoutSplit(layout, 0.9, 0);
row = uiLayoutRow(split, 0);
uiItemR(row, ptr, "angular_velocity", 0, NULL, ICON_NONE);
uiItemR(split, ptr, "use_local_angular_velocity", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
break;
case ACT_EDOB_END_OBJECT:
break;
case ACT_EDOB_REPLACE_MESH:
if(ob->type != OB_MESH) {
uiItemL(layout, "Mode only available for mesh objects", ICON_NONE);
break;
}
split = uiLayoutSplit(layout, 0.6, 0);
uiItemR(split, ptr, "mesh", 0, NULL, ICON_NONE);
row = uiLayoutRow(split, 0);
uiItemR(row, ptr, "use_replace_display_mesh", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
uiItemR(row, ptr, "use_replace_physics_mesh", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
break;
case ACT_EDOB_TRACK_TO:
split = uiLayoutSplit(layout, 0.5, 0);
uiItemR(split, ptr, "track_object", 0, NULL, ICON_NONE);
sub = uiLayoutSplit(split, 0.7, 0);
uiItemR(sub, ptr, "time", 0, NULL, ICON_NONE);
uiItemR(sub, ptr, "use_3d_tracking", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
break;
case ACT_EDOB_DYNAMICS:
if(ob->type != OB_MESH) {
uiItemL(layout, "Mode only available for mesh objects", ICON_NONE);
break;
}
uiItemR(layout, ptr, "dynamic_operation", 0, NULL, ICON_NONE);
if (RNA_enum_get(ptr, "dynamic_operation") == ACT_EDOB_SET_MASS)
uiItemR(layout, ptr, "mass", 0, NULL, ICON_NONE);
break;
}
}
static void draw_actuator_filter_2d(uiLayout *layout, PointerRNA *ptr)
{
uiLayout *row, *split;
uiItemR(layout, ptr, "mode", 0, NULL, ICON_NONE);
switch (RNA_enum_get(ptr, "mode"))
{
case ACT_2DFILTER_CUSTOMFILTER:
uiItemR(layout, ptr, "filter_pass", 0, NULL, ICON_NONE);
uiItemR(layout, ptr, "glsl_shader", 0, NULL, ICON_NONE);
break;
case ACT_2DFILTER_MOTIONBLUR:
split=uiLayoutSplit(layout, 0.75, 1);
row= uiLayoutRow(split, 0);
uiLayoutSetActive(row, RNA_boolean_get(ptr, "use_motion_blur")==1);
uiItemR(row, ptr, "motion_blur_factor", 0, NULL, ICON_NONE);
uiItemR(split, ptr, "use_motion_blur", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
break;
default: // all other 2D Filters
uiItemR(layout, ptr, "filter_pass", 0, NULL, ICON_NONE);
break;
}
}
static void draw_actuator_game(uiLayout *layout, PointerRNA *ptr)
{
uiItemR(layout, ptr, "mode", 0, NULL, ICON_NONE);
if (RNA_enum_get(ptr, "mode") == ACT_GAME_LOAD)
uiItemR(layout, ptr, "filename", 0, NULL, ICON_NONE);
}
static void draw_actuator_message(uiLayout *layout, PointerRNA *ptr, bContext *C)
{
Object *ob;
PointerRNA main_ptr, settings_ptr;
uiLayout *row;
RNA_main_pointer_create(CTX_data_main(C), &main_ptr);
ob = (Object *)ptr->id.data;
RNA_pointer_create((ID *)ob, &RNA_GameObjectSettings, ob, &settings_ptr);
uiItemPointerR(layout, ptr, "to_property", &main_ptr, "objects", NULL, ICON_OBJECT_DATA);
uiItemR(layout, ptr, "subject", 0, NULL, ICON_NONE);
row= uiLayoutRow(layout, 1);
uiItemR(row, ptr, "body_type", 0, NULL, ICON_NONE);
if(RNA_enum_get(ptr, "body_type") == ACT_MESG_MESG)
uiItemR(row, ptr, "body_message", 0, "", ICON_NONE);
else // mode == ACT_MESG_PROP
uiItemPointerR(row, ptr, "body_property", &settings_ptr, "properties", "", ICON_NONE);
}
static void draw_actuator_motion(uiLayout *layout, PointerRNA *ptr)
{
Object *ob;
PointerRNA settings_ptr;
uiLayout *split, *row, *col, *sub;
int physics_type;
ob = (Object *)ptr->id.data;
RNA_pointer_create((ID *)ob, &RNA_GameObjectSettings, ob, &settings_ptr);
physics_type = RNA_enum_get(&settings_ptr, "physics_type");
uiItemR(layout, ptr, "mode", 0, NULL, ICON_NONE);
switch (RNA_enum_get(ptr, "mode")) {
case ACT_OBJECT_NORMAL:
split = uiLayoutSplit(layout, 0.9, 0);
row = uiLayoutRow(split, 0);
uiItemR(row, ptr, "offset_location", 0, NULL, ICON_NONE);
uiItemR(split, ptr, "use_local_location", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
split = uiLayoutSplit(layout, 0.9, 0);
row = uiLayoutRow(split, 0);
uiItemR(row, ptr, "offset_rotation", 0, NULL, ICON_NONE);
uiItemR(split, ptr, "use_local_rotation", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
if (ELEM3(physics_type, OB_BODY_TYPE_DYNAMIC, OB_BODY_TYPE_RIGID, OB_BODY_TYPE_SOFT)) {
uiItemL(layout, "Dynamic Object Settings:", ICON_NONE);
split = uiLayoutSplit(layout, 0.9, 0);
row = uiLayoutRow(split, 0);
uiItemR(row, ptr, "force", 0, NULL, ICON_NONE);
uiItemR(split, ptr, "use_local_force", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
split = uiLayoutSplit(layout, 0.9, 0);
row = uiLayoutRow(split, 0);
uiItemR(row, ptr, "torque", 0, NULL, ICON_NONE);
uiItemR(split, ptr, "use_local_torque", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
split = uiLayoutSplit(layout, 0.9, 0);
row = uiLayoutRow(split, 0);
uiItemR(row, ptr, "linear_velocity", 0, NULL, ICON_NONE);
row = uiLayoutRow(split, 1);
uiItemR(row, ptr, "use_local_linear_velocity", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
uiItemR(row, ptr, "use_add_linear_velocity", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
split = uiLayoutSplit(layout, 0.9, 0);
row = uiLayoutRow(split, 0);
uiItemR(row, ptr, "angular_velocity", 0, NULL, ICON_NONE);
uiItemR(split, ptr, "use_local_angular_velocity", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
uiItemR(layout, ptr, "damping", 0, NULL, ICON_NONE);
}
break;
case ACT_OBJECT_SERVO:
uiItemR(layout, ptr, "reference_object", 0, NULL, ICON_NONE);
split = uiLayoutSplit(layout, 0.9, 0);
row = uiLayoutRow(split, 0);
uiItemR(row, ptr, "linear_velocity", 0, NULL, ICON_NONE);
uiItemR(split, ptr, "use_local_linear_velocity", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
row = uiLayoutRow(layout, 0);
col = uiLayoutColumn(row, 0);
uiItemR(col, ptr, "use_servo_limit_x", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
sub = uiLayoutColumn(col, 1);
uiLayoutSetActive(sub, RNA_boolean_get(ptr, "use_servo_limit_x")==1);
uiItemR(sub, ptr, "force_max_x", 0, NULL, ICON_NONE);
uiItemR(sub, ptr, "force_min_x", 0, NULL, ICON_NONE);
col = uiLayoutColumn(row, 0);
uiItemR(col, ptr, "use_servo_limit_y", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
sub = uiLayoutColumn(col, 1);
uiLayoutSetActive(sub, RNA_boolean_get(ptr, "use_servo_limit_y")==1);
uiItemR(sub, ptr, "force_max_y", 0, NULL, ICON_NONE);
uiItemR(sub, ptr, "force_min_y", 0, NULL, ICON_NONE);
col = uiLayoutColumn(row, 0);
uiItemR(col, ptr, "use_servo_limit_z", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
sub = uiLayoutColumn(col, 1);
uiLayoutSetActive(sub, RNA_boolean_get(ptr, "use_servo_limit_z")==1);
uiItemR(sub, ptr, "force_max_z", 0, NULL, ICON_NONE);
uiItemR(sub, ptr, "force_min_z", 0, NULL, ICON_NONE);
//XXXACTUATOR missing labels from original 2.49 ui (e.g. Servo, Min, Max, Fast)
//Layout designers willing to help on that, please compare with 2.49 ui
// (since the old code is going to be deleted ... soon)
col = uiLayoutColumn(layout, 1);
uiItemR(col, ptr, "proportional_coefficient", UI_ITEM_R_SLIDER, NULL, ICON_NONE);
uiItemR(col, ptr, "integral_coefficient", UI_ITEM_R_SLIDER, NULL, ICON_NONE);
uiItemR(col, ptr, "derivate_coefficient", UI_ITEM_R_SLIDER, NULL, ICON_NONE);
break;
}
}
static void draw_actuator_parent(uiLayout *layout, PointerRNA *ptr)
{
uiLayout *row, *sub;
uiItemR(layout, ptr, "mode", 0, NULL, ICON_NONE);
if (RNA_enum_get(ptr, "mode") == ACT_PARENT_SET) {
uiItemR(layout, ptr, "object", 0, NULL, ICON_NONE);
row = uiLayoutRow(layout, 0);
uiItemR(row, ptr, "use_compound", 0, NULL, ICON_NONE);
sub= uiLayoutRow(row, 0);
uiLayoutSetActive(sub, RNA_boolean_get(ptr, "use_compound")==1);
uiItemR(sub, ptr, "use_ghost", 0, NULL, ICON_NONE);
}
}
static void draw_actuator_property(uiLayout *layout, PointerRNA *ptr)
{
Object *ob = (Object *)ptr->id.data;
bActuator *act = (bActuator *)ptr->data;
bPropertyActuator *pa = (bPropertyActuator *) act->data;
Object *ob_from= pa->ob;
PointerRNA settings_ptr, obj_settings_ptr;
uiLayout *row, *sub;
RNA_pointer_create((ID *)ob, &RNA_GameObjectSettings, ob, &settings_ptr);
uiItemR(layout, ptr, "mode", 0, NULL, ICON_NONE);
uiItemPointerR(layout, ptr, "property", &settings_ptr, "properties", NULL, ICON_NONE);
switch(RNA_enum_get(ptr, "mode"))
{
case ACT_PROP_TOGGLE:
break;
case ACT_PROP_ADD:
uiItemR(layout, ptr, "value", 0, NULL, ICON_NONE);
break;
case ACT_PROP_ASSIGN:
uiItemR(layout, ptr, "value", 0, NULL, ICON_NONE);
break;
case ACT_PROP_COPY:
row = uiLayoutRow(layout, 0);
uiItemR(row, ptr, "object", 0, NULL, ICON_NONE);
if(ob_from){
RNA_pointer_create((ID *)ob_from, &RNA_GameObjectSettings, ob_from, &obj_settings_ptr);
uiItemPointerR(row, ptr, "object_property", &obj_settings_ptr, "properties", NULL, ICON_NONE);
}else
{
sub= uiLayoutRow(row, 0);
uiLayoutSetActive(sub, 0);
uiItemR(sub, ptr, "object_property", 0, NULL, ICON_NONE);
}
break;
}
}
static void draw_actuator_random(uiLayout *layout, PointerRNA *ptr)
{
Object *ob;
PointerRNA settings_ptr;
uiLayout *row;
ob = (Object *)ptr->id.data;
RNA_pointer_create((ID *)ob, &RNA_GameObjectSettings, ob, &settings_ptr);
row = uiLayoutRow(layout, 0);
uiItemR(row, ptr, "seed", 0, NULL, ICON_NONE);
uiItemR(row, ptr, "distribution", 0, NULL, ICON_NONE);
row = uiLayoutRow(layout, 0);
uiItemPointerR(row, ptr, "property", &settings_ptr, "properties", NULL, ICON_NONE);
row = uiLayoutRow(layout, 0);
switch (RNA_enum_get(ptr, "distribution")){
case ACT_RANDOM_BOOL_CONST:
uiItemR(row, ptr, "use_always_true", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
break;
case ACT_RANDOM_BOOL_UNIFORM:
uiItemL(row, "Choose between true and false, 50% chance each", ICON_NONE);
break;
case ACT_RANDOM_BOOL_BERNOUILLI:
uiItemR(row, ptr, "chance", 0, NULL, ICON_NONE);
break;
case ACT_RANDOM_INT_CONST:
uiItemR(row, ptr, "int_value", 0, NULL, ICON_NONE);
break;
case ACT_RANDOM_INT_UNIFORM:
uiItemR(row, ptr, "int_min", 0, NULL, ICON_NONE);
uiItemR(row, ptr, "int_max", 0, NULL, ICON_NONE);
break;
case ACT_RANDOM_INT_POISSON:
uiItemR(row, ptr, "int_mean", 0, NULL, ICON_NONE);
break;
case ACT_RANDOM_FLOAT_CONST:
uiItemR(row, ptr, "float_value", 0, NULL, ICON_NONE);
break;
case ACT_RANDOM_FLOAT_UNIFORM:
uiItemR(row, ptr, "float_min", 0, NULL, ICON_NONE);
uiItemR(row, ptr, "float_max", 0, NULL, ICON_NONE);
break;
case ACT_RANDOM_FLOAT_NORMAL:
uiItemR(row, ptr, "float_mean", 0, NULL, ICON_NONE);
uiItemR(row, ptr, "standard_derivation", 0, NULL, ICON_NONE);
break;
case ACT_RANDOM_FLOAT_NEGATIVE_EXPONENTIAL:
uiItemR(row, ptr, "half_life_time", 0, NULL, ICON_NONE);
break;
}
}
static void draw_actuator_scene(uiLayout *layout, PointerRNA *ptr)
{
uiItemR(layout, ptr, "mode", 0, NULL, ICON_NONE);
switch (RNA_enum_get(ptr, "mode")) {
case ACT_SCENE_CAMERA:
uiItemR(layout, ptr, "camera", 0, NULL, ICON_NONE);
break;
case ACT_SCENE_RESTART:
break;
default: // ACT_SCENE_SET|ACT_SCENE_ADD_FRONT|ACT_SCENE_ADD_BACK|ACT_SCENE_REMOVE|ACT_SCENE_SUSPEND|ACT_SCENE_RESUME
uiItemR(layout, ptr, "scene", 0, NULL, ICON_NONE);
break;
}
}
static void draw_actuator_shape_action(uiLayout *layout, PointerRNA *ptr)
{
Object *ob = (Object *)ptr->id.data;
PointerRNA settings_ptr;
uiLayout *row;
if(ob->type != OB_MESH){
uiItemL(layout, "Actuator only available for mesh objects", ICON_NONE);
return;
}
RNA_pointer_create((ID *)ob, &RNA_GameObjectSettings, ob, &settings_ptr);
row= uiLayoutRow(layout, 0);
uiItemR(row, ptr, "mode", 0, "", ICON_NONE);
uiItemR(row, ptr, "action", 0, "", ICON_NONE);
uiItemR(row, ptr, "use_continue_last_frame", 0, NULL, ICON_NONE);
row= uiLayoutRow(layout, 0);
if((RNA_enum_get(ptr, "mode") == ACT_ACTION_FROM_PROP))
uiItemPointerR(row, ptr, "property", &settings_ptr, "properties", NULL, ICON_NONE);
else {
uiItemR(row, ptr, "frame_start", 0, NULL, ICON_NONE);
uiItemR(row, ptr, "frame_end", 0, NULL, ICON_NONE);
}
row= uiLayoutRow(layout, 0);
uiItemR(row, ptr, "frame_blend_in", 0, NULL, ICON_NONE);
uiItemR(row, ptr, "priority", 0, NULL, ICON_NONE);
row= uiLayoutRow(layout, 0);
uiItemPointerR(row, ptr, "frame_property", &settings_ptr, "properties", NULL, ICON_NONE);
#ifdef __NLA_ACTION_BY_MOTION_ACTUATOR
uiItemR(row, "stride_length", 0, NULL, ICON_NONE);
#endif
}
static void draw_actuator_sound(uiLayout *layout, PointerRNA *ptr, bContext *C)
{
uiLayout *row, *col;
uiTemplateID(layout, C, ptr, "sound", NULL, "SOUND_OT_open", NULL);
if (!RNA_pointer_get(ptr, "sound").data)
{
uiItemL(layout, "Select a sound from the list or load a new one", ICON_NONE);
return;
}
uiItemR(layout, ptr, "mode", 0, NULL, ICON_NONE);
row = uiLayoutRow(layout, 0);
uiItemR(row, ptr, "volume", 0, NULL, ICON_NONE);
uiItemR(row, ptr, "pitch", 0, NULL, ICON_NONE);
uiItemR(layout, ptr, "use_sound_3d", 0, NULL, ICON_NONE);
col = uiLayoutColumn(layout, 0);
uiLayoutSetActive(col, RNA_boolean_get(ptr, "use_sound_3d")==1);
row = uiLayoutRow(col, 0);
uiItemR(row, ptr, "gain_3d_min", 0, NULL, ICON_NONE);
uiItemR(row, ptr, "gain_3d_max", 0, NULL, ICON_NONE);
row = uiLayoutRow(col, 0);
uiItemR(row, ptr, "distance_3d_reference", 0, NULL, ICON_NONE);
uiItemR(row, ptr, "distance_3d_max", 0, NULL, ICON_NONE);
row = uiLayoutRow(col, 0);
uiItemR(row, ptr, "rolloff_factor_3d", 0, NULL, ICON_NONE);
uiItemR(row, ptr, "cone_outer_gain_3d", 0, NULL, ICON_NONE);
row = uiLayoutRow(col, 0);
uiItemR(row, ptr, "cone_outer_angle_3d", 0, NULL, ICON_NONE);
uiItemR(row, ptr, "cone_inner_angle_3d", 0, NULL, ICON_NONE);
}
static void draw_actuator_state(uiLayout *layout, PointerRNA *ptr)
{
uiLayout *split;
Object *ob = (Object *)ptr->id.data;
PointerRNA settings_ptr;
RNA_pointer_create((ID *)ob, &RNA_GameObjectSettings, ob, &settings_ptr);
split = uiLayoutSplit(layout, 0.35, 0);
uiItemR(split, ptr, "operation", 0, NULL, ICON_NONE);
uiTemplateLayers(split, ptr, "states", &settings_ptr, "used_states", 0);
}
static void draw_actuator_visibility(uiLayout *layout, PointerRNA *ptr)
{
uiLayout *row;
row = uiLayoutRow(layout, 0);
uiItemR(row, ptr, "use_visible", 0, NULL, ICON_NONE);
uiItemR(row, ptr, "use_occlusion", 0, NULL, ICON_NONE);
uiItemR(row, ptr, "apply_to_children", 0, NULL, ICON_NONE);
}
static void draw_actuator_steering(uiLayout *layout, PointerRNA *ptr)
{
uiLayout *row;
uiLayout *col;
uiItemR(layout, ptr, "mode", 0, NULL, 0);
uiItemR(layout, ptr, "target", 0, NULL, 0);
uiItemR(layout, ptr, "navmesh", 0, NULL, 0);
row = uiLayoutRow(layout, 0);
uiItemR(row, ptr, "distance", 0, NULL, 0);
uiItemR(row, ptr, "velocity", 0, NULL, 0);
row = uiLayoutRow(layout, 0);
uiItemR(row, ptr, "acceleration", 0, NULL, 0);
uiItemR(row, ptr, "turn_speed", 0, NULL, 0);
row = uiLayoutRow(layout, 0);
col = uiLayoutColumn(row, 0);
uiItemR(col, ptr, "facing", 0, NULL, 0);
col = uiLayoutColumn(row, 0);
uiItemR(col, ptr, "facing_axis", 0, NULL, 0);
if (!RNA_boolean_get(ptr, "facing"))
{
uiLayoutSetActive(col, 0);
}
col = uiLayoutColumn(row, 0);
uiItemR(col, ptr, "normal_up", 0, NULL, 0);
if (!RNA_pointer_get(ptr, "navmesh").data)
{
uiLayoutSetActive(col, 0);
}
row = uiLayoutRow(layout, 0);
uiItemR(row, ptr, "self_terminated", 0, NULL, 0);
if (RNA_enum_get(ptr, "mode")==ACT_STEERING_PATHFOLLOWING)
{
uiItemR(row, ptr, "update_period", 0, NULL, 0);
row = uiLayoutRow(layout, 0);
}
uiItemR(row, ptr, "show_visualization", 0, NULL, 0);
}
static void draw_brick_actuator(uiLayout *layout, PointerRNA *ptr, bContext *C)
{
uiLayout *box;
if (!RNA_boolean_get(ptr, "show_expanded"))
return;
box = uiLayoutBox(layout);
switch (RNA_enum_get(ptr, "type")) {
case ACT_ACTION:
draw_actuator_action(box, ptr);
break;
case ACT_ARMATURE:
draw_actuator_armature(box, ptr);
break;
case ACT_CAMERA:
draw_actuator_camera(box, ptr);
break;
case ACT_CONSTRAINT:
draw_actuator_constraint(box, ptr, C);
break;
case ACT_EDIT_OBJECT:
draw_actuator_edit_object(box, ptr);
break;
case ACT_2DFILTER:
draw_actuator_filter_2d(box, ptr);
break;
case ACT_GAME:
draw_actuator_game(box, ptr);
break;
case ACT_MESSAGE:
draw_actuator_message(box, ptr, C);
break;
case ACT_OBJECT:
draw_actuator_motion(box, ptr);
break;
case ACT_PARENT:
draw_actuator_parent(box, ptr);
break;
case ACT_PROPERTY:
draw_actuator_property(box, ptr);
break;
case ACT_RANDOM:
draw_actuator_random(box, ptr);
break;
case ACT_SCENE:
draw_actuator_scene(box, ptr);
break;
case ACT_SHAPEACTION:
draw_actuator_shape_action(box, ptr);
break;
case ACT_SOUND:
draw_actuator_sound(box, ptr, C);
break;
case ACT_STATE:
draw_actuator_state(box, ptr);
break;
case ACT_VISIBILITY:
draw_actuator_visibility(box, ptr);
break;
case ACT_STEERING:
draw_actuator_steering(box, ptr);
}
}
static void logic_buttons_new(bContext *C, ARegion *ar)
{
SpaceLogic *slogic= CTX_wm_space_logic(C);
Object *ob= CTX_data_active_object(C);
Object *act_ob= ob;
ID **idar;
PointerRNA logic_ptr, settings_ptr;
uiLayout *layout, *row, *box;
uiBlock *block;
uiBut *but;
char name[32];
short a, count;
int xco, yco, width;
if(ob==NULL) return;
RNA_pointer_create(NULL, &RNA_SpaceLogicEditor, slogic, &logic_ptr);
idar= get_selected_and_linked_obs(C, &count, slogic->scaflag);
sprintf(name, "buttonswin %p", (void *)ar);
block= uiBeginBlock(C, ar, name, UI_EMBOSS);
uiBlockSetHandleFunc(block, do_logic_buts, NULL);
/* loop over all objects and set visible/linked flags for the logic bricks */
for(a=0; a<count; a++) {
bActuator *act;
bSensor *sens;
bController *cont;
int iact;
short flag;
ob= (Object *)idar[a];
/* clean ACT_LINKED and ACT_VISIBLE of all potentially visible actuators so that we can determine which is actually linked/visible */
act = ob->actuators.first;
while(act) {
act->flag &= ~(ACT_LINKED|ACT_VISIBLE);
act = act->next;
}
/* same for sensors */
sens= ob->sensors.first;
while(sens) {
sens->flag &= ~(SENS_VISIBLE);
sens = sens->next;
}
/* mark the linked and visible actuators */
cont= ob->controllers.first;
while(cont) {
flag = ACT_LINKED;
/* this controller is visible, mark all its actuator */
if ((ob->scaflag & OB_ALLSTATE) || (ob->state & cont->state_mask))
flag |= ACT_VISIBLE;
for (iact=0; iact<cont->totlinks; iact++) {
act = cont->links[iact];
if (act)
act->flag |= flag;
}
cont = cont->next;
}
}
/* ****************** Controllers ****************** */
xco= 420; yco= 170; width= 300;
layout= uiBlockLayout(block, UI_LAYOUT_VERTICAL, UI_LAYOUT_PANEL, xco, yco, width, 20, UI_GetStyle());
row = uiLayoutRow(layout, 1);
uiDefBlockBut(block, controller_menu, NULL, "Controllers", xco-10, yco, 300, UI_UNIT_Y, ""); /* replace this with uiLayout stuff later */
uiItemR(row, &logic_ptr, "show_controllers_selected_objects", 0, "Sel", ICON_NONE);
uiItemR(row, &logic_ptr, "show_controllers_active_object", 0, "Act", ICON_NONE);
uiItemR(row, &logic_ptr, "show_controllers_linked_controller", 0, "Link", ICON_NONE);
for(a=0; a<count; a++) {
bController *cont;
PointerRNA ptr;
uiLayout *split, *subsplit, *col;
ob= (Object *)idar[a];
/* only draw the controller common header if "use_visible" */
if( (ob->scavisflag & OB_VIS_CONT) == 0) continue;
/* Drawing the Controller Header common to all Selected Objects */
RNA_pointer_create((ID *)ob, &RNA_GameObjectSettings, ob, &settings_ptr);
split= uiLayoutSplit(layout, 0.05, 0);
uiItemR(split, &settings_ptr, "show_state_panel", UI_ITEM_R_NO_BG, "", ICON_DISCLOSURE_TRI_RIGHT);
row = uiLayoutRow(split, 1);
uiDefButBitS(block, TOG, OB_SHOWCONT, B_REDR, ob->id.name+2,(short)(xco-10), yco, (short)(width-30), UI_UNIT_Y, &ob->scaflag, 0, 31, 0, 0, "Object name, click to show/hide controllers");
if (ob == act_ob)
uiItemMenuEnumO(row, "LOGIC_OT_controller_add", "type", "Add Controller", ICON_NONE);
if (RNA_boolean_get(&settings_ptr, "show_state_panel")) {
box= uiLayoutBox(layout);
split= uiLayoutSplit(box, 0.2, 0);
col= uiLayoutColumn(split, 0);
uiItemL(col, "Visible", ICON_NONE);
uiItemL(col, "Initial", ICON_NONE);
subsplit= uiLayoutSplit(split, 0.85, 0);
col= uiLayoutColumn(subsplit, 0);
row= uiLayoutRow(col, 0);
uiLayoutSetActive(row, RNA_boolean_get(&settings_ptr, "use_all_states")==0);
uiTemplateLayers(row, &settings_ptr, "states_visible", &settings_ptr, "used_states", 0);
row= uiLayoutRow(col, 0);
uiTemplateLayers(row, &settings_ptr, "states_initial", &settings_ptr, "used_states", 0);
col= uiLayoutColumn(subsplit, 0);
uiItemR(col, &settings_ptr, "use_all_states", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
uiItemR(col, &settings_ptr, "show_debug_state", 0, "", ICON_NONE);
}
/* End of Drawing the Controller Header common to all Selected Objects */
if ((ob->scaflag & OB_SHOWCONT) == 0) continue;
uiItemS(layout);
for(cont= ob->controllers.first; cont; cont=cont->next) {
RNA_pointer_create((ID *)ob, &RNA_Controller, cont, &ptr);
if (!(ob->scaflag & OB_ALLSTATE) && !(ob->state & cont->state_mask))
continue;
/* use two nested splits to align inlinks/links properly */
split = uiLayoutSplit(layout, 0.05, 0);
/* put inlink button to the left */
col = uiLayoutColumn(split, 0);
uiLayoutSetAlignment(col, UI_LAYOUT_ALIGN_LEFT);
uiDefIconBut(block, INLINK, 0, ICON_INLINK, 0, 0, UI_UNIT_X, UI_UNIT_Y, cont, LINK_CONTROLLER, 0, 0, 0, "");
//col = uiLayoutColumn(split, 1);
/* nested split for middle and right columns */
subsplit = uiLayoutSplit(split, 0.95, 0);
col = uiLayoutColumn(subsplit, 1);
uiLayoutSetContextPointer(col, "controller", &ptr);
/* should make UI template for controller header.. function will do for now */
// draw_controller_header(col, &ptr);
draw_controller_header(col, &ptr, xco, width, yco); //provisory for 2.50 beta
/* draw the brick contents */
draw_brick_controller(col, &ptr);
/* put link button to the right */
col = uiLayoutColumn(subsplit, 0);
uiLayoutSetAlignment(col, UI_LAYOUT_ALIGN_LEFT);
but= uiDefIconBut(block, LINK, 0, ICON_LINK, 0, 0, UI_UNIT_X, UI_UNIT_Y, NULL, 0, 0, 0, 0, "");
uiSetButLink(but, NULL, (void ***)&(cont->links), &cont->totlinks, LINK_CONTROLLER, LINK_ACTUATOR);
}
}
uiBlockLayoutResolve(block, NULL, &yco); /* stores final height in yco */
/* ****************** Sensors ****************** */
xco= 10; yco= 170; width= 340;
layout= uiBlockLayout(block, UI_LAYOUT_VERTICAL, UI_LAYOUT_PANEL, xco, yco, width, 20, UI_GetStyle());
row = uiLayoutRow(layout, 1);
uiDefBlockBut(block, sensor_menu, NULL, "Sensors", xco-10, yco, 300, UI_UNIT_Y, ""); /* replace this with uiLayout stuff later */
uiItemR(row, &logic_ptr, "show_sensors_selected_objects", 0, "Sel", ICON_NONE);
uiItemR(row, &logic_ptr, "show_sensors_active_object", 0, "Act", ICON_NONE);
uiItemR(row, &logic_ptr, "show_sensors_linked_controller", 0, "Link", ICON_NONE);
uiItemR(row, &logic_ptr, "show_sensors_active_states", 0, "State", ICON_NONE);
for(a=0; a<count; a++) {
bSensor *sens;
PointerRNA ptr;
ob= (Object *)idar[a];
/* only draw the sensor common header if "use_visible" */
if((ob->scavisflag & OB_VIS_SENS) == 0) continue;
row = uiLayoutRow(layout, 1);
uiDefButBitS(block, TOG, OB_SHOWSENS, B_REDR, ob->id.name+2,(short)(xco-10), yco, (short)(width-30), UI_UNIT_Y, &ob->scaflag, 0, 31, 0, 0, "Object name, click to show/hide sensors");
if (ob == act_ob)
uiItemMenuEnumO(row, "LOGIC_OT_sensor_add", "type", "Add Sensor", ICON_NONE);
if ((ob->scaflag & OB_SHOWSENS) == 0) continue;
uiItemS(layout);
for(sens= ob->sensors.first; sens; sens=sens->next) {
RNA_pointer_create((ID *)ob, &RNA_Sensor, sens, &ptr);
if ((ob->scaflag & OB_ALLSTATE) ||
!(slogic->scaflag & BUTS_SENS_STATE) ||
(sens->totlinks == 0) || /* always display sensor without links so that is can be edited */
(sens->flag & SENS_PIN && slogic->scaflag & BUTS_SENS_STATE) || /* states can hide some sensors, pinned sensors ignore the visible state */
(is_sensor_linked(block, sens))
)
{ // gotta check if the current state is visible or not
uiLayout *split, *col;
/* make as visible, for move operator */
sens->flag |= SENS_VISIBLE;
split = uiLayoutSplit(layout, 0.95, 0);
col = uiLayoutColumn(split, 1);
uiLayoutSetContextPointer(col, "sensor", &ptr);
/* should make UI template for sensor header.. function will do for now */
draw_sensor_header(col, &ptr, &logic_ptr);
/* draw the brick contents */
draw_brick_sensor(col, &ptr, C);
/* put link button to the right */
col = uiLayoutColumn(split, 0);
/* use oldskool uiButtons for links for now */
but= uiDefIconBut(block, LINK, 0, ICON_LINK, 0, 0, UI_UNIT_X, UI_UNIT_Y, NULL, 0, 0, 0, 0, "");
uiSetButLink(but, NULL, (void ***)&(sens->links), &sens->totlinks, LINK_SENSOR, LINK_CONTROLLER);
}
}
}
uiBlockLayoutResolve(block, NULL, &yco); /* stores final height in yco */
/* ****************** Actuators ****************** */
xco= 800; yco= 170; width= 340;
layout= uiBlockLayout(block, UI_LAYOUT_VERTICAL, UI_LAYOUT_PANEL, xco, yco, width, 20, UI_GetStyle());
row = uiLayoutRow(layout, 1);
uiDefBlockBut(block, actuator_menu, NULL, "Actuators", xco-10, yco, 300, UI_UNIT_Y, ""); /* replace this with uiLayout stuff later */
uiItemR(row, &logic_ptr, "show_actuators_selected_objects", 0, "Sel", ICON_NONE);
uiItemR(row, &logic_ptr, "show_actuators_active_object", 0, "Act", ICON_NONE);
uiItemR(row, &logic_ptr, "show_actuators_linked_controller", 0, "Link", ICON_NONE);
uiItemR(row, &logic_ptr, "show_actuators_active_states", 0, "State", ICON_NONE);
for(a=0; a<count; a++) {
bActuator *act;
PointerRNA ptr;
ob= (Object *)idar[a];
/* only draw the actuator common header if "use_visible" */
if( (ob->scavisflag & OB_VIS_ACT) == 0) continue;
row = uiLayoutRow(layout, 1);
uiDefButBitS(block, TOG, OB_SHOWACT, B_REDR, ob->id.name+2,(short)(xco-10), yco, (short)(width-30), UI_UNIT_Y, &ob->scaflag, 0, 31, 0, 0, "Object name, click to show/hide actuators");
if (ob == act_ob)
uiItemMenuEnumO(row, "LOGIC_OT_actuator_add", "type", "Add Actuator", ICON_NONE);
if ((ob->scaflag & OB_SHOWACT) == 0) continue;
uiItemS(layout);
for(act= ob->actuators.first; act; act=act->next) {
RNA_pointer_create((ID *)ob, &RNA_Actuator, act, &ptr);
if ((ob->scaflag & OB_ALLSTATE) ||
!(slogic->scaflag & BUTS_ACT_STATE) ||
!(act->flag & ACT_LINKED) || /* always display actuators without links so that is can be edited */
(act->flag & ACT_VISIBLE) || /* this actuator has visible connection, display it */
(act->flag & ACT_PIN && slogic->scaflag & BUTS_ACT_STATE) /* states can hide some sensors, pinned sensors ignore the visible state */
)
{ // gotta check if the current state is visible or not
uiLayout *split, *col;
/* make as visible, for move operator */
act->flag |= ACT_VISIBLE;
split = uiLayoutSplit(layout, 0.05, 0);
/* put inlink button to the left */
col = uiLayoutColumn(split, 0);
uiDefIconBut(block, INLINK, 0, ICON_INLINK, 0, 0, UI_UNIT_X, UI_UNIT_Y, act, LINK_ACTUATOR, 0, 0, 0, "");
col = uiLayoutColumn(split, 1);
uiLayoutSetContextPointer(col, "actuator", &ptr);
/* should make UI template for actuator header.. function will do for now */
draw_actuator_header(col, &ptr, &logic_ptr);
/* draw the brick contents */
draw_brick_actuator(col, &ptr, C);
}
}
}
uiBlockLayoutResolve(block, NULL, &yco); /* stores final height in yco */
uiComposeLinks(block);
uiEndBlock(C, block);
uiDrawBlock(C, block);
if(idar) MEM_freeN(idar);
}
void logic_buttons(bContext *C, ARegion *ar)
{
Main *bmain= CTX_data_main(C);
SpaceLogic *slogic= CTX_wm_space_logic(C);
Object *ob= CTX_data_active_object(C);
ID **idar;
bSensor *sens;
bController *cont;
bActuator *act;
uiBlock *block;
uiBut *but;
PointerRNA logic_ptr;
int a, iact, stbit, offset;
int xco, yco, width, ycoo;
short count;
char name[32];
/* pin is a bool used for actuator and sensor drawing with states
* pin so changing states dosnt hide the logic brick */
char pin;
if (G.rt == 0) {
logic_buttons_new(C, ar);
return;
}
if(ob==NULL) return;
// uiSetButLock(object_is_libdata(ob), ERROR_LIBDATA_MESSAGE);
sprintf(name, "buttonswin %p", (void *)ar);
block= uiBeginBlock(C, ar, name, UI_EMBOSS);
uiBlockSetHandleFunc(block, do_logic_buts, NULL);
RNA_pointer_create(NULL, &RNA_SpaceLogicEditor, slogic, &logic_ptr);
idar= get_selected_and_linked_obs(C, &count, slogic->scaflag);
/* clean ACT_LINKED and ACT_VISIBLE of all potentially visible actuators so that
we can determine which is actually linked/visible */
for(a=0; a<count; a++) {
ob= (Object *)idar[a];
act= ob->actuators.first;
while(act) {
act->flag &= ~(ACT_LINKED|ACT_VISIBLE);
act = act->next;
}
/* same for sensors */
sens= ob->sensors.first;
while(sens) {
sens->flag &= ~(SENS_VISIBLE);
sens = sens->next;
}
}
/* start with the controller because we need to know which one is visible */
/* ******************************* */
xco= 400; yco= 170; width= 300;
uiDefBlockBut(block, controller_menu, NULL, "Controllers", xco-10, yco+35, 100, UI_UNIT_Y, "");
uiBlockBeginAlign(block);
uiDefButBitS(block, TOG, BUTS_CONT_SEL, B_REDR, "Sel", xco+110, yco+35, (width-100)/3, UI_UNIT_Y, &slogic->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, UI_UNIT_Y, &slogic->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, UI_UNIT_Y, &slogic->scaflag, 0, 0, 0, 0, "Show linked Objects to Sensor/Actuator");
uiBlockEndAlign(block);
for(a=0; a<count; a++) {
unsigned int controller_state_mask = 0; /* store a bitmask for states that are used */
ob= (Object *)idar[a];
// uiClearButLock();
// uiSetButLock(object_is_libdata(ob), ERROR_LIBDATA_MESSAGE);
if( (ob->scavisflag & OB_VIS_CONT) == 0) continue;
/* presume it is only objects for now */
uiBlockBeginAlign(block);
// 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), UI_UNIT_Y, &ob->scaflag, 0, 0, 0, 0, "Active Object name");
// if(ob->controllers.first) uiSetCurFont(block, UI_HELV);
uiDefButBitS(block, TOG, OB_ADDCONT, B_ADD_CONT, "Add",(short)(xco+width-40), yco, 50, UI_UNIT_Y, &ob->scaflag, 0, 0, 0, 0, "Add a new Controller");
uiBlockEndAlign(block);
yco-=20;
/* mark all actuators linked to these controllers */
/* note that some of these actuators could be from objects that are not in the display list.
It's ok because those actuators will not be displayed here */
cont= ob->controllers.first;
while(cont) {
for (iact=0; iact<cont->totlinks; iact++) {
act = cont->links[iact];
if (act)
act->flag |= ACT_LINKED;
}
controller_state_mask |= cont->state_mask;
cont = cont->next;
}
if(ob->scaflag & OB_SHOWCONT) {
/* first show the state */
uiDefBlockBut(block, object_state_mask_menu, ob, "State", (short)(xco-10), (short)(yco-10), 36, UI_UNIT_Y, "Object state menu: store and retrieve initial state");
if (!ob->state)
ob->state = 1;
for (offset=0; offset<15; offset+=5) {
uiBlockBeginAlign(block);
for (stbit=0; stbit<5; stbit++) {
but = uiDefButBitI(block, controller_state_mask&(1<<(stbit+offset)) ? BUT_TOGDUAL:TOG, 1<<(stbit+offset), stbit+offset, "", (short)(xco+31+12*stbit+13*offset), yco, 12, 12, (int *)&(ob->state), 0, 0, 0, 0, get_state_name(ob, (short)(stbit+offset)));
uiButSetFunc(but, check_state_mask, but, &(ob->state));
}
for (stbit=0; stbit<5; stbit++) {
but = uiDefButBitI(block, controller_state_mask&(1<<(stbit+offset+15)) ? BUT_TOGDUAL:TOG, 1<<(stbit+offset+15), stbit+offset+15, "", (short)(xco+31+12*stbit+13*offset), yco-12, 12, 12, (int *)&(ob->state), 0, 0, 0, 0, get_state_name(ob, (short)(stbit+offset+15)));
uiButSetFunc(but, check_state_mask, but, &(ob->state));
}
}
uiBlockBeginAlign(block);
uiDefButBitS(block, TOG, OB_ALLSTATE, B_SET_STATE_BIT, "All",(short)(xco+226), yco-10, 22, UI_UNIT_Y, &ob->scaflag, 0, 0, 0, 0, "Set all state bits");
uiDefButBitS(block, TOG, OB_INITSTBIT, B_INIT_STATE_BIT, "Ini",(short)(xco+248), yco-10, 22, UI_UNIT_Y, &ob->scaflag, 0, 0, 0, 0, "Set the initial state");
uiDefButBitS(block, TOG, OB_DEBUGSTATE, 0, "D",(short)(xco+270), yco-10, 15, UI_UNIT_Y, &ob->scaflag, 0, 0, 0, 0, "Print state debug info");
uiBlockEndAlign(block);
yco-=35;
/* display only the controllers that match the current state */
offset = 0;
for (stbit=0; stbit<32; stbit++) {
if (!(ob->state & (1<<stbit)))
continue;
/* add a separation between controllers of different states */
if (offset) {
offset = 0;
yco -= 6;
}
cont= ob->controllers.first;
while(cont) {
if (cont->state_mask & (1<<stbit)) {
/* this controller is visible, mark all its actuator */
for (iact=0; iact<cont->totlinks; iact++) {
act = cont->links[iact];
if (act)
act->flag |= ACT_VISIBLE;
}
uiDefIconButBitS(block, TOG, CONT_DEL, B_DEL_CONT, ICON_X, xco, yco, 22, UI_UNIT_Y, &cont->flag, 0, 0, 0, 0, "Delete Controller");
uiDefIconButBitS(block, ICONTOG, CONT_SHOW, B_REDR, ICON_RIGHTARROW, (short)(xco+width-22), yco, 22, UI_UNIT_Y, &cont->flag, 0, 0, 0, 0, "Controller settings");
uiDefIconButBitS(block, TOG, CONT_PRIO, B_REDR, ICON_BOOKMARKS, (short)(xco+width-66), yco, 22, UI_UNIT_Y, &cont->flag, 0, 0, 0, 0, "Mark controller for execution before all non-marked controllers (good for startup scripts)");
sprintf(name, "%d", first_bit(cont->state_mask)+1);
uiDefBlockBut(block, controller_state_mask_menu, cont, name, (short)(xco+width-44), yco, 22, UI_UNIT_Y, "Set controller state index (from 1 to 30)");
if(cont->flag & CONT_SHOW) {
cont->otype= cont->type;
uiDefButS(block, MENU, B_CHANGE_CONT, controller_pup(),(short)(xco+22), yco, 70, UI_UNIT_Y, &cont->type, 0, 0, 0, 0, "Controller type");
but= uiDefBut(block, TEX, 1, "", (short)(xco+92), yco, (short)(width-158), UI_UNIT_Y, 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, 70, UI_UNIT_Y, cont, 0, 0, 0, 0, "Controller type");
//uiButSetFunc(but, old_sca_move_controller, cont, NULL);
but= uiDefBut(block, LABEL, 0, cont->name,(short)(xco+92), yco,(short)(width-158), UI_UNIT_Y, cont, 0, 0, 0, 0, "Controller name");
//uiButSetFunc(but, old_sca_move_controller, cont, NULL);
uiBlockBeginAlign(block);
but= uiDefIconBut(block, BUT, B_REDR, ICON_TRIA_UP, (short)(xco+width-(110+5)), yco, 22, UI_UNIT_Y, NULL, 0, 0, 0, 0, "Move this logic brick up");
uiButSetFunc(but, old_sca_move_controller, cont, (void *)TRUE);
but= uiDefIconBut(block, BUT, B_REDR, ICON_TRIA_DOWN, (short)(xco+width-(88+5)), yco, 22, UI_UNIT_Y, NULL, 0, 0, 0, 0, "Move this logic brick down");
uiButSetFunc(but, old_sca_move_controller, cont, (void *)FALSE);
uiBlockEndAlign(block);
ycoo= yco;
}
but= uiDefIconBut(block, LINK, 0, ICON_LINK, (short)(xco+width), ycoo, UI_UNIT_X, UI_UNIT_Y, 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, UI_UNIT_X, UI_UNIT_Y, cont, LINK_CONTROLLER, 0, 0, 0, "");
/* offset is >0 if at least one controller was displayed */
offset++;
yco-=20;
}
cont= cont->next;
}
}
yco-= 6;
}
}
/* ******************************* */
xco= 10; yco= 170; width= 300;
uiDefBlockBut(block, sensor_menu, NULL, "Sensors", xco-10, yco+35, 70, UI_UNIT_Y, "");
uiBlockBeginAlign(block);
uiDefButBitS(block, TOG, BUTS_SENS_SEL, B_REDR, "Sel", xco+80, yco+35, (width-70)/4, UI_UNIT_Y, &slogic->scaflag, 0, 0, 0, 0, "Show all selected Objects");
uiDefButBitS(block, TOG, BUTS_SENS_ACT, B_REDR, "Act", xco+80+(width-70)/4, yco+35, (width-70)/4, UI_UNIT_Y, &slogic->scaflag, 0, 0, 0, 0, "Show active Object");
uiDefButBitS(block, TOG, BUTS_SENS_LINK, B_REDR, "Link", xco+80+2*(width-70)/4, yco+35, (width-70)/4, UI_UNIT_Y, &slogic->scaflag, 0, 0, 0, 0, "Show linked Objects to Controller");
uiDefButBitS(block, TOG, BUTS_SENS_STATE, B_REDR, "State", xco+80+3*(width-70)/4, yco+35, (width-70)/4, UI_UNIT_Y, &slogic->scaflag, 0, 0, 0, 0, "Show only sensors connected to active states");
uiBlockEndAlign(block);
for(a=0; a<count; a++) {
ob= (Object *)idar[a];
// uiClearButLock();
// uiSetButLock(object_is_libdata(ob), ERROR_LIBDATA_MESSAGE);
if( (ob->scavisflag & OB_VIS_SENS) == 0) continue;
/* presume it is only objects for now */
uiBlockBeginAlign(block);
// 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), UI_UNIT_Y, &ob->scaflag, 0, 31, 0, 0, "Object name, click to show/hide sensors");
// if(ob->sensors.first) uiSetCurFont(block, UI_HELV);
uiDefButBitS(block, TOG, OB_ADDSENS, B_ADD_SENS, "Add",(short)(xco+width-40), yco, 50, UI_UNIT_Y, &ob->scaflag, 0, 0, 0, 0, "Add a new Sensor");
uiBlockEndAlign(block);
yco-=20;
if(ob->scaflag & OB_SHOWSENS) {
sens= ob->sensors.first;
while(sens) {
if (!(slogic->scaflag & BUTS_SENS_STATE) ||
(sens->totlinks == 0) || /* always display sensor without links so that is can be edited */
(sens->flag & SENS_PIN && slogic->scaflag & BUTS_SENS_STATE) || /* states can hide some sensors, pinned sensors ignore the visible state */
(is_sensor_linked(block, sens))
) {
/* should we draw the pin? - for now always draw when there is a state */
pin = (slogic->scaflag & BUTS_SENS_STATE && (sens->flag & SENS_SHOW || sens->flag & SENS_PIN)) ? 1:0 ;
sens->flag |= SENS_VISIBLE;
uiDefIconButBitS(block, TOG, SENS_DEL, B_DEL_SENS, ICON_X, xco, yco, 22, UI_UNIT_Y, &sens->flag, 0, 0, 0, 0, "Delete Sensor");
if (pin)
uiDefIconButBitS(block, ICONTOG, SENS_PIN, B_REDR, ICON_PINNED, (short)(xco+width-44), yco, 22, UI_UNIT_Y, &sens->flag, 0, 0, 0, 0, "Display when not linked to a visible states controller");
uiDefIconButBitS(block, ICONTOG, SENS_SHOW, B_REDR, ICON_RIGHTARROW, (short)(xco+width-22), yco, 22, UI_UNIT_Y, &sens->flag, 0, 0, 0, 0, "Sensor settings");
ycoo= yco;
if(sens->flag & SENS_SHOW)
{
uiDefButS(block, MENU, B_CHANGE_SENS, sensor_pup(), (short)(xco+22), yco, 80, UI_UNIT_Y, &sens->type, 0, 0, 0, 0, "Sensor type");
but= uiDefBut(block, TEX, 1, "", (short)(xco+102), yco, (short)(width-(pin?146:124)), UI_UNIT_Y, 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(ob, sens, block, xco, yco, width);
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, 80, UI_UNIT_Y, sens, 0, 0, 0, 0, "");
//uiButSetFunc(but, old_sca_move_sensor, sens, NULL);
but= uiDefBut(block, LABEL, 0, sens->name, (short)(xco+102), yco, (short)(width-(pin?146:124)), UI_UNIT_Y, sens, 0, 31, 0, 0, "");
//uiButSetFunc(but, old_sca_move_sensor, sens, NULL);
uiBlockBeginAlign(block);
but= uiDefIconBut(block, BUT, B_REDR, ICON_TRIA_UP, (short)(xco+width-(66+5)), yco, 22, UI_UNIT_Y, NULL, 0, 0, 0, 0, "Move this logic brick up");
uiButSetFunc(but, old_sca_move_sensor, sens, (void *)TRUE);
but= uiDefIconBut(block, BUT, B_REDR, ICON_TRIA_DOWN, (short)(xco+width-(44+5)), yco, 22, UI_UNIT_Y, NULL, 0, 0, 0, 0, "Move this logic brick down");
uiButSetFunc(but, old_sca_move_sensor, sens, (void *)FALSE);
uiBlockEndAlign(block);
}
but= uiDefIconBut(block, LINK, 0, ICON_LINK, (short)(xco+width), ycoo, UI_UNIT_X, UI_UNIT_Y, 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= 800; yco= 170; width= 300;
uiDefBlockBut(block, actuator_menu, NULL, "Actuators", xco-10, yco+35, 90, UI_UNIT_Y, "");
uiBlockBeginAlign(block);
uiDefButBitS(block, TOG, BUTS_ACT_SEL, B_REDR, "Sel", xco+110, yco+35, (width-100)/4, UI_UNIT_Y, &slogic->scaflag, 0, 0, 0, 0, "Show all selected Objects");
uiDefButBitS(block, TOG, BUTS_ACT_ACT, B_REDR, "Act", xco+110+(width-100)/4, yco+35, (width-100)/4, UI_UNIT_Y, &slogic->scaflag, 0, 0, 0, 0, "Show active Object");
uiDefButBitS(block, TOG, BUTS_ACT_LINK, B_REDR, "Link", xco+110+2*(width-100)/4, yco+35, (width-100)/4, UI_UNIT_Y, &slogic->scaflag, 0, 0, 0, 0, "Show linked Objects to Controller");
uiDefButBitS(block, TOG, BUTS_ACT_STATE, B_REDR, "State", xco+110+3*(width-100)/4, yco+35, (width-100)/4, UI_UNIT_Y, &slogic->scaflag, 0, 0, 0, 0, "Show only actuators connected to active states");
uiBlockEndAlign(block);
for(a=0; a<count; a++) {
ob= (Object *)idar[a];
// uiClearButLock();
// uiSetButLock(object_is_libdata(ob), ERROR_LIBDATA_MESSAGE);
if( (ob->scavisflag & OB_VIS_ACT) == 0) continue;
/* presume it is only objects for now */
uiBlockBeginAlign(block);
// 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), UI_UNIT_Y, &ob->scaflag, 0, 31, 0, 0, "Object name, click to show/hide actuators");
// if(ob->actuators.first) uiSetCurFont(block, UI_HELV);
uiDefButBitS(block, TOG, OB_ADDACT, B_ADD_ACT, "Add",(short)(xco+width-40), yco, 50, UI_UNIT_Y, &ob->scaflag, 0, 0, 0, 0, "Add a new Actuator");
uiBlockEndAlign(block);
yco-=20;
if(ob->scaflag & OB_SHOWACT) {
act= ob->actuators.first;
while(act) {
if (!(slogic->scaflag & BUTS_ACT_STATE) ||
!(act->flag & ACT_LINKED) || /* always display actuators without links so that is can be edited */
(act->flag & ACT_VISIBLE) || /* this actuator has visible connection, display it */
(act->flag & ACT_PIN && slogic->scaflag & BUTS_ACT_STATE)) {
pin = (slogic->scaflag & BUTS_ACT_STATE && (act->flag & SENS_SHOW || act->flag & SENS_PIN)) ? 1:0 ;
act->flag |= ACT_VISIBLE; /* mark the actuator as visible to help implementing the up/down action */
uiDefIconButBitS(block, TOG, ACT_DEL, B_DEL_ACT, ICON_X, xco, yco, 22, UI_UNIT_Y, &act->flag, 0, 0, 0, 0, "Delete Actuator");
if (pin)
uiDefIconButBitS(block, ICONTOG, ACT_PIN, B_REDR, ICON_PINNED, (short)(xco+width-44), yco, 22, UI_UNIT_Y, &act->flag, 0, 0, 0, 0, "Display when not linked to a visible states controller");
uiDefIconButBitS(block, ICONTOG, ACT_SHOW, B_REDR, ICON_RIGHTARROW, (short)(xco+width-22), yco, 22, UI_UNIT_Y, &act->flag, 0, 0, 0, 0, "Display the actuator");
if(act->flag & ACT_SHOW) {
act->otype= act->type;
uiDefButS(block, MENU, B_CHANGE_ACT, actuator_pup(ob), (short)(xco+22), yco, 90, UI_UNIT_Y, &act->type, 0, 0, 0, 0, "Actuator type");
but= uiDefBut(block, TEX, 1, "", (short)(xco+112), yco, (short)(width-(pin?156:134)), UI_UNIT_Y, act->name, 0, 31, 0, 0, "Actuator name");
uiButSetFunc(but, make_unique_prop_names_cb, act->name, (void*) 0);
ycoo= yco;
yco= draw_actuatorbuttons(bmain, ob, act, block, xco, yco, width);
if(yco-6 < ycoo) ycoo= (yco+ycoo-20)/2;
}
else {
set_col_actuator(act->type, 1);
glRecti((short)(xco+22), yco, (short)(xco+width-22),(short)(yco+19));
/* but= */ uiDefBut(block, LABEL, 0, actuator_name(act->type), (short)(xco+22), yco, 90, UI_UNIT_Y, act, 0, 0, 0, 0, "Actuator type");
// uiButSetFunc(but, old_sca_move_actuator, act, NULL);
/* but= */ uiDefBut(block, LABEL, 0, act->name, (short)(xco+112), yco, (short)(width-(pin?156:134)), UI_UNIT_Y, act, 0, 0, 0, 0, "Actuator name");
// uiButSetFunc(but, old_sca_move_actuator, act, NULL);
uiBlockBeginAlign(block);
but= uiDefIconBut(block, BUT, B_REDR, ICON_TRIA_UP, (short)(xco+width-(66+5)), yco, 22, UI_UNIT_Y, NULL, 0, 0, 0, 0, "Move this logic brick up");
uiButSetFunc(but, old_sca_move_actuator, act, (void *)TRUE);
but= uiDefIconBut(block, BUT, B_REDR, ICON_TRIA_DOWN, (short)(xco+width-(44+5)), yco, 22, UI_UNIT_Y, NULL, 0, 0, 0, 0, "Move this logic brick down");
uiButSetFunc(but, old_sca_move_actuator, act, (void *)FALSE);
uiBlockEndAlign(block);
ycoo= yco;
}
uiDefIconBut(block, INLINK, 0, ICON_INLINK,(short)(xco-19), ycoo, UI_UNIT_X, UI_UNIT_Y, act, LINK_ACTUATOR, 0, 0, 0, "");
yco-=20;
}
act= act->next;
}
yco-= 6;
}
}
uiComposeLinks(block);
uiEndBlock(C, block);
uiDrawBlock(C, block);
if(idar) MEM_freeN(idar);
}