2683 lines
80 KiB
C
2683 lines
80 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2009 Blender Foundation.
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* All rights reserved.
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*
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*
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* Contributor(s): Blender Foundation
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/editors/space_logic/logic_window.c
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* \ingroup splogic
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*/
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#include <string.h>
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#include <stdio.h>
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#include <stddef.h>
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#include <float.h>
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#include "DNA_actuator_types.h"
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#include "DNA_controller_types.h"
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#include "DNA_property_types.h"
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#include "DNA_space_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_sensor_types.h"
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#include "DNA_constraint_types.h"
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#include "DNA_object_types.h"
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#include "MEM_guardedalloc.h"
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#include "BLI_blenlib.h"
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#include "BLI_utildefines.h"
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#include "BKE_action.h"
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#include "BKE_context.h"
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#include "BKE_main.h"
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#include "BKE_sca.h"
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#include "ED_util.h"
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#include "BLF_translation.h"
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#include "UI_interface.h"
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#include "UI_view2d.h"
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#include "RNA_access.h"
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/* XXX BAD BAD */
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#include "../interface/interface_intern.h"
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#include "logic_intern.h"
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#define B_REDR 1
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#define B_ADD_SENS 2703
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#define B_CHANGE_SENS 2704
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#define B_DEL_SENS 2705
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#define B_ADD_CONT 2706
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#define B_CHANGE_CONT 2707
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#define B_DEL_CONT 2708
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#define B_ADD_ACT 2709
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#define B_CHANGE_ACT 2710
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#define B_DEL_ACT 2711
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#define B_SOUNDACT_BROWSE 2712
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#define B_SETPROP 2714
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#define B_SETACTOR 2715
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#define B_SETMAINACTOR 2716
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#define B_SETDYNA 2717
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#define B_SET_STATE_BIT 2718
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#define B_INIT_STATE_BIT 2719
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/* proto */
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static ID **get_selected_and_linked_obs(bContext *C, short *count, short scavisflag);
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static int vergname(const void *v1, const void *v2)
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{
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char **x1, **x2;
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x1 = (char **)v1;
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x2 = (char **)v2;
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return BLI_natstrcmp(*x1, *x2);
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}
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void make_unique_prop_names(bContext *C, char *str)
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{
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Object *ob;
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bProperty *prop;
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bSensor *sens;
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bController *cont;
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bActuator *act;
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ID **idar;
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short a, obcount, propcount=0, nr;
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const char **names;
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/* this function is called by a Button, and gives the current
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* stringpointer as an argument, this is the one that can change
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*/
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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);
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/* for each object, make properties and sca names unique */
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/* count total names */
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for (a=0; a<obcount; a++) {
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ob= (Object *)idar[a];
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propcount+= BLI_countlist(&ob->prop);
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propcount+= BLI_countlist(&ob->sensors);
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propcount+= BLI_countlist(&ob->controllers);
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propcount+= BLI_countlist(&ob->actuators);
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}
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if (propcount==0) {
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if (idar) MEM_freeN(idar);
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return;
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}
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/* make names array for sorting */
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names= MEM_callocN(propcount*sizeof(void *), "names");
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/* count total names */
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nr= 0;
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for (a=0; a<obcount; a++) {
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ob= (Object *)idar[a];
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prop= ob->prop.first;
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while (prop) {
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names[nr++] = prop->name;
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prop= prop->next;
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}
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sens= ob->sensors.first;
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while (sens) {
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names[nr++] = sens->name;
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sens= sens->next;
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}
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cont= ob->controllers.first;
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while (cont) {
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names[nr++] = cont->name;
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cont= cont->next;
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}
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act= ob->actuators.first;
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while (act) {
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names[nr++] = act->name;
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act= act->next;
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}
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}
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qsort(names, propcount, sizeof(void *), vergname);
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/* now we check for double names, and change them */
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for (nr=0; nr<propcount; nr++) {
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if (names[nr]!=str && strcmp( names[nr], str )==0 ) {
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BLI_newname(str, +1);
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}
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}
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MEM_freeN(idar);
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MEM_freeN(names);
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}
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static void do_logic_buts(bContext *C, void *UNUSED(arg), int event)
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{
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Main *bmain= CTX_data_main(C);
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bSensor *sens;
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bController *cont;
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bActuator *act;
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Object *ob;
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int didit, bit;
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ob= CTX_data_active_object(C);
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if (ob==NULL) return;
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switch (event) {
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case B_SETPROP:
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/* check for inconsistent types */
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ob->gameflag &= ~(OB_SECTOR|OB_MAINACTOR|OB_DYNAMIC|OB_ACTOR);
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break;
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case B_SETACTOR:
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case B_SETDYNA:
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case B_SETMAINACTOR:
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ob->gameflag &= ~(OB_SECTOR|OB_PROP);
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break;
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case B_ADD_SENS:
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for (ob=bmain->object.first; ob; ob=ob->id.next) {
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if (ob->scaflag & OB_ADDSENS) {
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ob->scaflag &= ~OB_ADDSENS;
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sens= new_sensor(SENS_ALWAYS);
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BLI_addtail(&(ob->sensors), sens);
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make_unique_prop_names(C, sens->name);
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ob->scaflag |= OB_SHOWSENS;
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}
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}
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ED_undo_push(C, "Add sensor");
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break;
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case B_CHANGE_SENS:
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for (ob=bmain->object.first; ob; ob=ob->id.next) {
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sens= ob->sensors.first;
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while (sens) {
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if (sens->type != sens->otype) {
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init_sensor(sens);
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sens->otype= sens->type;
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break;
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}
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sens= sens->next;
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}
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}
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break;
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case B_DEL_SENS:
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for (ob=bmain->object.first; ob; ob=ob->id.next) {
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sens= ob->sensors.first;
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while (sens) {
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if (sens->flag & SENS_DEL) {
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BLI_remlink(&(ob->sensors), sens);
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free_sensor(sens);
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break;
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}
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sens= sens->next;
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}
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}
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ED_undo_push(C, "Delete sensor");
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break;
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case B_ADD_CONT:
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for (ob=bmain->object.first; ob; ob=ob->id.next) {
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if (ob->scaflag & OB_ADDCONT) {
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ob->scaflag &= ~OB_ADDCONT;
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cont= new_controller(CONT_LOGIC_AND);
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make_unique_prop_names(C, cont->name);
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ob->scaflag |= OB_SHOWCONT;
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BLI_addtail(&(ob->controllers), cont);
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/* set the controller state mask from the current object state.
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* A controller is always in a single state, so select the lowest bit set
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* from the object state */
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for (bit=0; bit<32; bit++) {
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if (ob->state & (1<<bit))
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break;
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}
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cont->state_mask = (1<<bit);
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if (cont->state_mask == 0) {
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/* shouldn't happen, object state is never 0 */
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cont->state_mask = 1;
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}
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}
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}
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ED_undo_push(C, "Add controller");
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break;
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case B_SET_STATE_BIT:
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for (ob=bmain->object.first; ob; ob=ob->id.next) {
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if (ob->scaflag & OB_ALLSTATE) {
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ob->scaflag &= ~OB_ALLSTATE;
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ob->state = 0x3FFFFFFF;
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}
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}
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break;
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case B_INIT_STATE_BIT:
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for (ob=bmain->object.first; ob; ob=ob->id.next) {
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if (ob->scaflag & OB_INITSTBIT) {
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ob->scaflag &= ~OB_INITSTBIT;
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ob->state = ob->init_state;
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if (!ob->state)
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ob->state = 1;
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}
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}
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break;
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case B_CHANGE_CONT:
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for (ob=bmain->object.first; ob; ob=ob->id.next) {
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cont= ob->controllers.first;
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while (cont) {
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if (cont->type != cont->otype) {
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init_controller(cont);
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cont->otype= cont->type;
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break;
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}
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cont= cont->next;
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}
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}
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break;
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case B_DEL_CONT:
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for (ob=bmain->object.first; ob; ob=ob->id.next) {
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cont= ob->controllers.first;
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while (cont) {
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if (cont->flag & CONT_DEL) {
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BLI_remlink(&(ob->controllers), cont);
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unlink_controller(cont);
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free_controller(cont);
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break;
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}
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cont= cont->next;
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}
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}
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ED_undo_push(C, "Delete controller");
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break;
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case B_ADD_ACT:
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for (ob=bmain->object.first; ob; ob=ob->id.next) {
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if (ob->scaflag & OB_ADDACT) {
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ob->scaflag &= ~OB_ADDACT;
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act= new_actuator(ACT_OBJECT);
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make_unique_prop_names(C, act->name);
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BLI_addtail(&(ob->actuators), act);
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ob->scaflag |= OB_SHOWACT;
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}
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}
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ED_undo_push(C, "Add actuator");
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break;
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case B_CHANGE_ACT:
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for (ob=bmain->object.first; ob; ob=ob->id.next) {
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act= ob->actuators.first;
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while (act) {
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if (act->type != act->otype) {
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init_actuator(act);
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act->otype= act->type;
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break;
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}
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act= act->next;
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}
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}
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break;
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case B_DEL_ACT:
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for (ob=bmain->object.first; ob; ob=ob->id.next) {
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act= ob->actuators.first;
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while (act) {
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if (act->flag & ACT_DEL) {
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BLI_remlink(&(ob->actuators), act);
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unlink_actuator(act);
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free_actuator(act);
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break;
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}
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act= act->next;
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}
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}
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ED_undo_push(C, "Delete actuator");
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break;
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case B_SOUNDACT_BROWSE:
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/* since we don't know which... */
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didit= 0;
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for (ob=bmain->object.first; ob; ob=ob->id.next) {
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act= ob->actuators.first;
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while (act) {
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if (act->type==ACT_SOUND) {
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bSoundActuator *sa= act->data;
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if (sa->sndnr) {
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ID *sound= bmain->sound.first;
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int nr= 1;
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if (sa->sndnr == -2) {
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// XXX activate_databrowse((ID *)bmain->sound.first, ID_SO, 0, B_SOUNDACT_BROWSE,
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// &sa->sndnr, do_logic_buts);
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break;
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}
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while (sound) {
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if (nr==sa->sndnr)
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break;
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nr++;
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sound= sound->next;
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}
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if (sa->sound)
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((ID *)sa->sound)->us--;
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sa->sound= (struct bSound *)sound;
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if (sound)
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sound->us++;
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sa->sndnr= 0;
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didit= 1;
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}
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}
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act= act->next;
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}
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if (didit)
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break;
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}
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break;
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}
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}
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static const char *sensor_name(int type)
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{
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switch (type) {
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case SENS_ALWAYS:
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return N_("Always");
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case SENS_NEAR:
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return N_("Near");
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case SENS_KEYBOARD:
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return N_("Keyboard");
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case SENS_PROPERTY:
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return N_("Property");
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case SENS_ARMATURE:
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return N_("Armature");
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case SENS_ACTUATOR:
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return N_("Actuator");
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case SENS_DELAY:
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return N_("Delay");
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case SENS_MOUSE:
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return N_("Mouse");
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case SENS_COLLISION:
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return N_("Collision");
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case SENS_RADAR:
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return N_("Radar");
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case SENS_RANDOM:
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return N_("Random");
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case SENS_RAY:
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return N_("Ray");
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case SENS_MESSAGE:
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return N_("Message");
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case SENS_JOYSTICK:
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return N_("Joystick");
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}
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return N_("Unknown");
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}
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static const char *controller_name(int type)
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{
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switch (type) {
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case CONT_LOGIC_AND:
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return N_("And");
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case CONT_LOGIC_OR:
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return N_("Or");
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case CONT_LOGIC_NAND:
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return N_("Nand");
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case CONT_LOGIC_NOR:
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return N_("Nor");
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case CONT_LOGIC_XOR:
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return N_("Xor");
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case CONT_LOGIC_XNOR:
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return N_("Xnor");
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case CONT_EXPRESSION:
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return N_("Expression");
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case CONT_PYTHON:
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return N_("Python");
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}
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return N_("Unknown");
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}
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static const char *actuator_name(int type)
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{
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switch (type) {
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case ACT_SHAPEACTION:
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return N_("Shape Action");
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case ACT_ACTION:
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return N_("Action");
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case ACT_OBJECT:
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return N_("Motion");
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case ACT_IPO:
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return N_("F-Curve");
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case ACT_LAMP:
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return N_("Lamp");
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case ACT_CAMERA:
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return N_("Camera");
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case ACT_MATERIAL:
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return N_("Material");
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case ACT_SOUND:
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return N_("Sound");
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case ACT_PROPERTY:
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return N_("Property");
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case ACT_EDIT_OBJECT:
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return N_("Edit Object");
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case ACT_CONSTRAINT:
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return N_("Constraint");
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case ACT_SCENE:
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return N_("Scene");
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case ACT_GROUP:
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return N_("Group");
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case ACT_RANDOM:
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return N_("Random");
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case ACT_MESSAGE:
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return N_("Message");
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|
case ACT_GAME:
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|
return N_("Game");
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|
case ACT_VISIBILITY:
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|
return N_("Visibility");
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|
case ACT_2DFILTER:
|
|
return N_("Filter 2D");
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|
case ACT_PARENT:
|
|
return N_("Parent");
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|
case ACT_STATE:
|
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return N_("State");
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|
case ACT_ARMATURE:
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return N_("Armature");
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case ACT_STEERING:
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return N_("Steering");
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case ACT_MOUSE:
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return N_("Mouse");
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}
|
|
return N_("Unknown");
|
|
}
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|
|
static void set_sca_ob(Object *ob)
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|
{
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bController *cont;
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bActuator *act;
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|
|
cont= ob->controllers.first;
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|
while (cont) {
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|
cont->mynew= (bController *)ob;
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|
cont= cont->next;
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|
}
|
|
act= ob->actuators.first;
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|
while (act) {
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|
act->mynew= (bActuator *)ob;
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|
act= act->next;
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|
}
|
|
}
|
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|
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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, do_it;
|
|
|
|
/* 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)) {
|
|
do_it = true;
|
|
while (do_it) {
|
|
do_it = false;
|
|
|
|
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)) {
|
|
do_it = true;
|
|
ob->scavisflag |= OB_VIS_SENS;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (do_it) 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)) {
|
|
do_it = true;
|
|
ob->scavisflag |= OB_VIS_CONT;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (do_it) 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) {
|
|
do_it = true;
|
|
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) {
|
|
do_it = true;
|
|
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 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= BKE_pose_channel_find_name(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 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, __func__, UI_EMBOSSP);
|
|
uiBlockSetButmFunc(block, do_sensor_menu, NULL);
|
|
|
|
uiDefBut(block, BUTM, 1, IFACE_("Show Objects"), 0, (short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 1, 0, "");
|
|
uiDefBut(block, BUTM, 1, IFACE_("Hide Objects"), 0, (short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 1, 1, "");
|
|
uiDefBut(block, SEPRLINE, 0, "", 0, (short)(yco-=6), 160, 6, NULL, 0.0, 0.0, 0, 0, "");
|
|
uiDefBut(block, BUTM, 1, IFACE_("Show Sensors"), 0, (short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 1, 2, "");
|
|
uiDefBut(block, BUTM, 1, IFACE_("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, __func__, UI_EMBOSSP);
|
|
uiBlockSetButmFunc(block, do_controller_menu, NULL);
|
|
|
|
uiDefBut(block, BUTM, 1, IFACE_("Show Objects"), 0, (short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 1, 0, "");
|
|
uiDefBut(block, BUTM, 1, IFACE_("Hide Objects"), 0, (short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 1, 1, "");
|
|
uiDefBut(block, SEPRLINE, 0, "", 0, (short)(yco-=6), 160, 6, NULL, 0.0, 0.0, 0, 0, "");
|
|
uiDefBut(block, BUTM, 1, IFACE_("Show Controllers"), 0, (short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 2, 2, "");
|
|
uiDefBut(block, BUTM, 1, IFACE_("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, __func__, UI_EMBOSSP);
|
|
uiBlockSetButmFunc(block, do_actuator_menu, NULL);
|
|
|
|
uiDefBut(block, BUTM, 1, IFACE_("Show Objects"), 0, (short)(xco-=20), 160, 19, NULL, 0.0, 0.0, 1, 0, "");
|
|
uiDefBut(block, BUTM, 1, IFACE_("Hide Objects"), 0, (short)(xco-=20), 160, 19, NULL, 0.0, 0.0, 1, 1, "");
|
|
uiDefBut(block, SEPRLINE, 0, "", 0, (short)(xco-=6), 160, 6, NULL, 0.0, 0.0, 0, 0, "");
|
|
uiDefBut(block, BUTM, 1, IFACE_("Show Actuators"), 0, (short)(xco-=20), 160, 19, NULL, 0.0, 0.0, 1, 2, "");
|
|
uiDefBut(block, BUTM, 1, IFACE_("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 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, __func__, 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 bool 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, false);
|
|
|
|
sub = uiLayoutRow(row, false);
|
|
uiLayoutSetActive(sub, RNA_boolean_get(ptr, "active"));
|
|
uiItemR(sub, ptr, "show_expanded", UI_ITEM_R_NO_BG, "", ICON_NONE);
|
|
if (RNA_boolean_get(ptr, "show_expanded")) {
|
|
uiItemR(sub, ptr, "type", 0, "", ICON_NONE);
|
|
uiItemR(sub, ptr, "name", 0, "", ICON_NONE);
|
|
}
|
|
else {
|
|
uiItemL(sub, IFACE_(sensor_name(sens->type)), ICON_NONE);
|
|
uiItemL(sub, sens->name, ICON_NONE);
|
|
}
|
|
|
|
sub = uiLayoutRow(row, false);
|
|
uiLayoutSetActive(sub, (((RNA_boolean_get(logic_ptr, "show_sensors_active_states") &&
|
|
RNA_boolean_get(ptr, "show_expanded")) || RNA_boolean_get(ptr, "pin")) &&
|
|
RNA_boolean_get(ptr, "active")));
|
|
uiItemR(sub, ptr, "pin", UI_ITEM_R_NO_BG, "", ICON_NONE);
|
|
|
|
if (RNA_boolean_get(ptr, "show_expanded")==0) {
|
|
sub = uiLayoutRow(row, true);
|
|
uiLayoutSetActive(sub, RNA_boolean_get(ptr, "active"));
|
|
uiItemEnumO(sub, "LOGIC_OT_sensor_move", "", ICON_TRIA_UP, "direction", 1); // up
|
|
uiItemEnumO(sub, "LOGIC_OT_sensor_move", "", ICON_TRIA_DOWN, "direction", 2); // down
|
|
}
|
|
|
|
sub = uiLayoutRow(row, false);
|
|
uiItemR(sub, ptr, "active", 0, "", ICON_NONE);
|
|
|
|
sub = uiLayoutRow(row, false);
|
|
uiLayoutSetActive(sub, RNA_boolean_get(ptr, "active"));
|
|
uiItemO(sub, "", ICON_X, "LOGIC_OT_sensor_remove");
|
|
}
|
|
|
|
static void draw_sensor_internal_header(uiLayout *layout, PointerRNA *ptr)
|
|
{
|
|
uiLayout *box, *split, *sub, *row;
|
|
|
|
box = uiLayoutBox(layout);
|
|
uiLayoutSetActive(box, RNA_boolean_get(ptr, "active"));
|
|
split = uiLayoutSplit(box, 0.45f, false);
|
|
|
|
row = uiLayoutRow(split, true);
|
|
uiItemR(row, ptr, "use_pulse_true_level", 0, "", ICON_DOTSUP);
|
|
uiItemR(row, ptr, "use_pulse_false_level", 0, "", ICON_DOTSDOWN);
|
|
|
|
sub = uiLayoutRow(row, false);
|
|
uiLayoutSetActive(sub, (RNA_boolean_get(ptr, "use_pulse_true_level") ||
|
|
RNA_boolean_get(ptr, "use_pulse_false_level")));
|
|
uiItemR(sub, ptr, "frequency", 0, IFACE_("Freq"), ICON_NONE);
|
|
|
|
row = uiLayoutRow(split, true);
|
|
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, IFACE_("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;
|
|
uiLayout *row;
|
|
|
|
if (ob->type != OB_ARMATURE) {
|
|
uiItemL(layout, IFACE_("Sensor only available for armatures"), ICON_NONE);
|
|
return;
|
|
}
|
|
|
|
if (ob->pose) {
|
|
PointerRNA pose_ptr, pchan_ptr;
|
|
PropertyRNA *bones_prop;
|
|
|
|
RNA_pointer_create((ID *)ob, &RNA_Pose, ob->pose, &pose_ptr);
|
|
bones_prop = RNA_struct_find_property(&pose_ptr, "bones");
|
|
|
|
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, true);
|
|
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, 0.3f, false);
|
|
row = uiLayoutRow(split, true);
|
|
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, false);
|
|
|
|
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, false);
|
|
uiLayoutSetActive(col, RNA_boolean_get(ptr, "use_all_events") == false);
|
|
uiItemR(col, ptr, "button_number", 0, NULL, ICON_NONE);
|
|
break;
|
|
case SENS_JOY_AXIS:
|
|
row = uiLayoutRow(layout, false);
|
|
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, false);
|
|
uiLayoutSetActive(col, RNA_boolean_get(ptr, "use_all_events") == false);
|
|
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, false);
|
|
uiLayoutSetActive(col, RNA_boolean_get(ptr, "use_all_events") == false);
|
|
uiItemR(col, ptr, "hat_direction", 0, NULL, ICON_NONE);
|
|
break;
|
|
case SENS_JOY_AXIS_SINGLE:
|
|
row = uiLayoutRow(layout, false);
|
|
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, false);
|
|
uiItemL(row, CTX_IFACE_(BLF_I18NCONTEXT_ID_WINDOWMANAGER, "Key:"), ICON_NONE);
|
|
col = uiLayoutColumn(row, false);
|
|
uiLayoutSetActive(col, RNA_boolean_get(ptr, "use_all_keys") == false);
|
|
uiItemR(col, ptr, "key", UI_ITEM_R_EVENT, "", ICON_NONE);
|
|
col = uiLayoutColumn(row, false);
|
|
uiItemR(col, ptr, "use_all_keys", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
|
|
|
|
col = uiLayoutColumn(layout, false);
|
|
uiLayoutSetActive(col, RNA_boolean_get(ptr, "use_all_keys") == false);
|
|
row = uiLayoutRow(col, false);
|
|
uiItemL(row, IFACE_("First Modifier:"), ICON_NONE);
|
|
uiItemR(row, ptr, "modifier_key_1", UI_ITEM_R_EVENT, "", ICON_NONE);
|
|
|
|
row = uiLayoutRow(col, false);
|
|
uiItemL(row, IFACE_("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, bContext *C)
|
|
{
|
|
uiLayout *split, *split2;
|
|
PointerRNA main_ptr;
|
|
|
|
split = uiLayoutSplit(layout, 0.8f, false);
|
|
uiItemR(split, ptr, "mouse_event", 0, NULL, ICON_NONE);
|
|
|
|
if (RNA_enum_get(ptr, "mouse_event") == BL_SENS_MOUSE_MOUSEOVER_ANY) {
|
|
uiItemR(split, ptr, "use_pulse", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
|
|
|
|
split = uiLayoutSplit(layout, 0.3f, false);
|
|
uiItemR(split, ptr, "use_material", 0, "", ICON_NONE);
|
|
|
|
split2 = uiLayoutSplit(split, 0.7f, false);
|
|
if (RNA_enum_get(ptr, "use_material") == SENS_RAY_PROPERTY) {
|
|
uiItemR(split2, ptr, "property", 0, "", ICON_NONE);
|
|
}
|
|
else {
|
|
RNA_main_pointer_create(CTX_data_main(C), &main_ptr);
|
|
uiItemPointerR(split2, ptr, "material", &main_ptr, "materials", "", ICON_MATERIAL_DATA);
|
|
}
|
|
uiItemR(split2, ptr, "use_x_ray", UI_ITEM_R_TOGGLE, 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, true);
|
|
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, false);
|
|
uiItemR(row, ptr, "value_min", 0, NULL, ICON_NONE);
|
|
uiItemR(row, ptr, "value_max", 0, NULL, ICON_NONE);
|
|
break;
|
|
case SENS_PROP_EQUAL:
|
|
case SENS_PROP_NEQUAL:
|
|
case SENS_PROP_LESSTHAN:
|
|
case SENS_PROP_GREATERTHAN:
|
|
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, false);
|
|
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, 0.3f, false);
|
|
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, false);
|
|
uiItemR(split, ptr, "axis", 0, "", ICON_NONE);
|
|
row = uiLayoutRow(split, false);
|
|
uiItemR(row, ptr, "range", 0, NULL, ICON_NONE);
|
|
uiItemR(row, ptr, "use_x_ray", UI_ITEM_R_TOGGLE, 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);
|
|
uiLayoutSetActive(box, RNA_boolean_get(ptr, "active"));
|
|
|
|
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, C);
|
|
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;
|
|
}
|
|
}
|
|
|
|
/* 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];
|
|
BLI_snprintf(state, sizeof(state), "%d", RNA_int_get(ptr, "states"));
|
|
|
|
box = uiLayoutBox(layout);
|
|
row = uiLayoutRow(box, false);
|
|
|
|
sub = uiLayoutRow(row, false);
|
|
uiLayoutSetActive(sub, RNA_boolean_get(ptr, "active"));
|
|
uiItemR(sub, ptr, "show_expanded", UI_ITEM_R_NO_BG, "", ICON_NONE);
|
|
if (RNA_boolean_get(ptr, "show_expanded")) {
|
|
uiItemR(sub, ptr, "type", 0, "", ICON_NONE);
|
|
uiItemR(sub, 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, IFACE_("Set controller state index (from 1 to 30)"));
|
|
}
|
|
else {
|
|
uiItemL(sub, IFACE_(controller_name(cont->type)), ICON_NONE);
|
|
uiItemL(sub, cont->name, ICON_NONE);
|
|
uiItemL(sub, state, ICON_NONE);
|
|
}
|
|
|
|
sub = uiLayoutRow(row, false);
|
|
uiLayoutSetActive(sub, RNA_boolean_get(ptr, "active"));
|
|
uiItemR(sub, ptr, "use_priority", 0, "", ICON_NONE);
|
|
|
|
if (RNA_boolean_get(ptr, "show_expanded")==0) {
|
|
sub = uiLayoutRow(row, true);
|
|
uiLayoutSetActive(sub, RNA_boolean_get(ptr, "active"));
|
|
uiItemEnumO(sub, "LOGIC_OT_controller_move", "", ICON_TRIA_UP, "direction", 1); // up
|
|
uiItemEnumO(sub, "LOGIC_OT_controller_move", "", ICON_TRIA_DOWN, "direction", 2); // down
|
|
}
|
|
|
|
sub = uiLayoutRow(row, false);
|
|
uiItemR(sub, ptr, "active", 0, "", ICON_NONE);
|
|
|
|
sub = uiLayoutRow(row, false);
|
|
uiLayoutSetActive(sub, RNA_boolean_get(ptr, "active"));
|
|
uiItemO(sub, "", 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, true);
|
|
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, 0.8f, false);
|
|
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);
|
|
uiLayoutSetActive(box, RNA_boolean_get(ptr, "active"));
|
|
|
|
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, false);
|
|
|
|
sub = uiLayoutRow(row, false);
|
|
uiLayoutSetActive(sub, RNA_boolean_get(ptr, "active"));
|
|
uiItemR(sub, ptr, "show_expanded", UI_ITEM_R_NO_BG, "", ICON_NONE);
|
|
if (RNA_boolean_get(ptr, "show_expanded")) {
|
|
uiItemR(sub, ptr, "type", 0, "", ICON_NONE);
|
|
uiItemR(sub, ptr, "name", 0, "", ICON_NONE);
|
|
}
|
|
else {
|
|
uiItemL(sub, IFACE_(actuator_name(act->type)), ICON_NONE);
|
|
uiItemL(sub, act->name, ICON_NONE);
|
|
}
|
|
|
|
sub = uiLayoutRow(row, false);
|
|
uiLayoutSetActive(sub, (((RNA_boolean_get(logic_ptr, "show_actuators_active_states") &&
|
|
RNA_boolean_get(ptr, "show_expanded")) || RNA_boolean_get(ptr, "pin")) &&
|
|
RNA_boolean_get(ptr, "active")));
|
|
uiItemR(sub, ptr, "pin", UI_ITEM_R_NO_BG, "", ICON_NONE);
|
|
|
|
if (RNA_boolean_get(ptr, "show_expanded")==0) {
|
|
sub = uiLayoutRow(row, true);
|
|
uiLayoutSetActive(sub, RNA_boolean_get(ptr, "active"));
|
|
uiItemEnumO(sub, "LOGIC_OT_actuator_move", "", ICON_TRIA_UP, "direction", 1); // up
|
|
uiItemEnumO(sub, "LOGIC_OT_actuator_move", "", ICON_TRIA_DOWN, "direction", 2); // down
|
|
}
|
|
|
|
sub = uiLayoutRow(row, false);
|
|
uiItemR(sub, ptr, "active", 0, "", ICON_NONE);
|
|
|
|
sub = uiLayoutRow(row, false);
|
|
uiLayoutSetActive(sub, RNA_boolean_get(ptr, "active"));
|
|
uiItemO(sub, "", 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, false);
|
|
uiItemR(row, ptr, "play_mode", 0, "", ICON_NONE);
|
|
|
|
sub = uiLayoutRow(row, true);
|
|
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, false);
|
|
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, false);
|
|
uiItemR(row, ptr, "action", 0, "", ICON_NONE);
|
|
uiItemR(row, ptr, "use_continue_last_frame", 0, NULL, ICON_NONE);
|
|
|
|
row = uiLayoutRow(layout, false);
|
|
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, false);
|
|
uiItemR(row, ptr, "frame_blend_in", 0, NULL, ICON_NONE);
|
|
uiItemR(row, ptr, "priority", 0, NULL, ICON_NONE);
|
|
|
|
row = uiLayoutRow(layout, false);
|
|
uiItemR(row, ptr, "layer", 0, NULL, ICON_NONE);
|
|
uiItemR(row, ptr, "layer_weight", 0, NULL, ICON_NONE);
|
|
uiItemR(row, ptr, "blend_mode", 0, "", 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, IFACE_("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;
|
|
case ACT_ARM_SETINFLUENCE:
|
|
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, "influence", 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, false);
|
|
uiItemR(row, ptr, "height", 0, NULL, ICON_NONE);
|
|
uiItemR(row, ptr, "axis", 0, NULL, ICON_NONE);
|
|
|
|
row = uiLayoutRow(layout, true);
|
|
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, true);
|
|
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, false);
|
|
uiItemR(split, ptr, "direction", 0, NULL, ICON_NONE);
|
|
row = uiLayoutRow(split, true);
|
|
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, false);
|
|
col = uiLayoutColumn(row, true);
|
|
uiItemL(col, IFACE_("Range:"), ICON_NONE);
|
|
uiItemR(col, ptr, "range", 0, "", ICON_NONE);
|
|
|
|
col = uiLayoutColumn(row, true);
|
|
uiItemR(col, ptr, "use_force_distance", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
|
|
sub = uiLayoutColumn(col, false);
|
|
uiLayoutSetActive(sub, RNA_boolean_get(ptr, "use_force_distance") == true);
|
|
uiItemR(sub, ptr, "distance", 0, "", ICON_NONE);
|
|
|
|
uiItemR(layout, ptr, "damping", UI_ITEM_R_SLIDER, NULL, ICON_NONE);
|
|
|
|
split = uiLayoutSplit(layout, 0.15f, false);
|
|
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, false);
|
|
uiItemR(split, ptr, "use_persistent", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
|
|
|
|
row = uiLayoutRow(split, true);
|
|
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, true);
|
|
uiItemR(row, ptr, "damping", UI_ITEM_R_SLIDER, NULL, ICON_NONE);
|
|
uiItemR(row, ptr, "time", 0, NULL, ICON_NONE);
|
|
|
|
row=uiLayoutRow(layout, false);
|
|
uiItemR(row, ptr, "rotation_max", 0, NULL, ICON_NONE);
|
|
|
|
row=uiLayoutRow(layout, true);
|
|
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, false);
|
|
row = uiLayoutRow(split, false);
|
|
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, false);
|
|
uiItemR(row, ptr, "direction_axis", 0, NULL, ICON_NONE);
|
|
split = uiLayoutSplit(row, 0.9f, false);
|
|
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, false);
|
|
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, false);
|
|
uiItemR(split, ptr, "use_persistent", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
|
|
|
|
row = uiLayoutRow(split, false);
|
|
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, false);
|
|
uiItemR(row, ptr, "object", 0, NULL, ICON_NONE);
|
|
uiItemR(row, ptr, "time", 0, NULL, ICON_NONE);
|
|
|
|
split = uiLayoutSplit(layout, 0.9, false);
|
|
row = uiLayoutRow(split, false);
|
|
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, false);
|
|
row = uiLayoutRow(split, false);
|
|
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, IFACE_("Mode only available for mesh objects"), ICON_NONE);
|
|
break;
|
|
}
|
|
split = uiLayoutSplit(layout, 0.6, false);
|
|
uiItemR(split, ptr, "mesh", 0, NULL, ICON_NONE);
|
|
row = uiLayoutRow(split, false);
|
|
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, false);
|
|
uiItemR(split, ptr, "track_object", 0, NULL, ICON_NONE);
|
|
sub = uiLayoutSplit(split, 0.7f, false);
|
|
uiItemR(sub, ptr, "time", 0, NULL, ICON_NONE);
|
|
uiItemR(sub, ptr, "use_3d_tracking", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
|
|
|
|
row = uiLayoutRow(layout, false);
|
|
uiItemR(row, ptr, "up_axis", 0, NULL, ICON_NONE);
|
|
|
|
row = uiLayoutRow(layout, false);
|
|
uiItemR(row, ptr, "track_axis", 0, NULL, ICON_NONE);
|
|
break;
|
|
case ACT_EDOB_DYNAMICS:
|
|
if (ob->type != OB_MESH) {
|
|
uiItemL(layout, IFACE_("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, 0.75f, true);
|
|
row = uiLayoutRow(split, false);
|
|
uiLayoutSetActive(row, RNA_boolean_get(ptr, "use_motion_blur") == true);
|
|
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, true);
|
|
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, false);
|
|
row = uiLayoutRow(split, false);
|
|
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, false);
|
|
row = uiLayoutRow(split, false);
|
|
uiItemR(row, ptr, "offset_rotation", 0, NULL, ICON_NONE);
|
|
uiItemR(split, ptr, "use_local_rotation", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
|
|
|
|
if (ELEM(physics_type, OB_BODY_TYPE_DYNAMIC, OB_BODY_TYPE_RIGID, OB_BODY_TYPE_SOFT)) {
|
|
uiItemL(layout, IFACE_("Dynamic Object Settings:"), ICON_NONE);
|
|
split = uiLayoutSplit(layout, 0.9, false);
|
|
row = uiLayoutRow(split, false);
|
|
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, false);
|
|
row = uiLayoutRow(split, false);
|
|
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, false);
|
|
row = uiLayoutRow(split, false);
|
|
uiItemR(row, ptr, "linear_velocity", 0, NULL, ICON_NONE);
|
|
row = uiLayoutRow(split, true);
|
|
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, false);
|
|
row = uiLayoutRow(split, false);
|
|
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, false);
|
|
row = uiLayoutRow(split, false);
|
|
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, false);
|
|
col = uiLayoutColumn(row, false);
|
|
uiItemR(col, ptr, "use_servo_limit_x", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
|
|
sub = uiLayoutColumn(col, true);
|
|
uiLayoutSetActive(sub, RNA_boolean_get(ptr, "use_servo_limit_x") == true);
|
|
uiItemR(sub, ptr, "force_max_x", 0, NULL, ICON_NONE);
|
|
uiItemR(sub, ptr, "force_min_x", 0, NULL, ICON_NONE);
|
|
|
|
col = uiLayoutColumn(row, false);
|
|
uiItemR(col, ptr, "use_servo_limit_y", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
|
|
sub = uiLayoutColumn(col, true);
|
|
uiLayoutSetActive(sub, RNA_boolean_get(ptr, "use_servo_limit_y") == true);
|
|
uiItemR(sub, ptr, "force_max_y", 0, NULL, ICON_NONE);
|
|
uiItemR(sub, ptr, "force_min_y", 0, NULL, ICON_NONE);
|
|
|
|
col = uiLayoutColumn(row, false);
|
|
uiItemR(col, ptr, "use_servo_limit_z", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
|
|
sub = uiLayoutColumn(col, true);
|
|
uiLayoutSetActive(sub, RNA_boolean_get(ptr, "use_servo_limit_z") == true);
|
|
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, true);
|
|
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;
|
|
case ACT_OBJECT_CHARACTER:
|
|
split = uiLayoutSplit(layout, 0.9, false);
|
|
row = uiLayoutRow(split, false);
|
|
uiItemR(row, ptr, "offset_location", 0, NULL, ICON_NONE);
|
|
row = uiLayoutRow(split, true);
|
|
uiItemR(row, ptr, "use_local_location", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
|
|
uiItemR(row, ptr, "use_add_character_location", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
|
|
|
|
split = uiLayoutSplit(layout, 0.9, false);
|
|
row = uiLayoutRow(split, false);
|
|
uiItemR(row, ptr, "offset_rotation", 0, NULL, ICON_NONE);
|
|
uiItemR(split, ptr, "use_local_rotation", UI_ITEM_R_TOGGLE, NULL, ICON_NONE);
|
|
|
|
split = uiLayoutSplit(layout, 0.9, false);
|
|
row = uiLayoutRow(split, false);
|
|
split = uiLayoutSplit(row, 0.7, false);
|
|
uiItemL(split, "", ICON_NONE); /*Just use this for some spacing */
|
|
uiItemR(split, ptr, "use_character_jump", UI_ITEM_R_TOGGLE, 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, false);
|
|
uiItemR(row, ptr, "use_compound", 0, NULL, ICON_NONE);
|
|
sub = uiLayoutRow(row, false);
|
|
uiLayoutSetActive(sub, RNA_boolean_get(ptr, "use_compound") == true);
|
|
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:
|
|
case ACT_PROP_LEVEL:
|
|
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, false);
|
|
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, false);
|
|
uiLayoutSetActive(sub, false);
|
|
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, false);
|
|
|
|
uiItemR(row, ptr, "seed", 0, NULL, ICON_NONE);
|
|
uiItemR(row, ptr, "distribution", 0, NULL, ICON_NONE);
|
|
|
|
row = uiLayoutRow(layout, false);
|
|
uiItemPointerR(row, ptr, "property", &settings_ptr, "properties", NULL, ICON_NONE);
|
|
|
|
row = uiLayoutRow(layout, false);
|
|
|
|
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, IFACE_("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, IFACE_("Actuator only available for mesh objects"), ICON_NONE);
|
|
return;
|
|
}
|
|
|
|
RNA_pointer_create((ID *)ob, &RNA_GameObjectSettings, ob, &settings_ptr);
|
|
|
|
row = uiLayoutRow(layout, false);
|
|
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, false);
|
|
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, false);
|
|
uiItemR(row, ptr, "frame_blend_in", 0, NULL, ICON_NONE);
|
|
uiItemR(row, ptr, "priority", 0, NULL, ICON_NONE);
|
|
|
|
row = uiLayoutRow(layout, false);
|
|
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, IFACE_("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, false);
|
|
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, false);
|
|
uiLayoutSetActive(col, RNA_boolean_get(ptr, "use_sound_3d") == true);
|
|
|
|
row = uiLayoutRow(col, false);
|
|
uiItemR(row, ptr, "gain_3d_min", 0, NULL, ICON_NONE);
|
|
uiItemR(row, ptr, "gain_3d_max", 0, NULL, ICON_NONE);
|
|
|
|
row = uiLayoutRow(col, false);
|
|
uiItemR(row, ptr, "distance_3d_reference", 0, NULL, ICON_NONE);
|
|
uiItemR(row, ptr, "distance_3d_max", 0, NULL, ICON_NONE);
|
|
|
|
row = uiLayoutRow(col, false);
|
|
uiItemR(row, ptr, "rolloff_factor_3d", 0, NULL, ICON_NONE);
|
|
uiItemR(row, ptr, "cone_outer_gain_3d", 0, NULL, ICON_NONE);
|
|
|
|
row = uiLayoutRow(col, false);
|
|
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, false);
|
|
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, false);
|
|
|
|
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, ICON_NONE);
|
|
uiItemR(layout, ptr, "target", 0, NULL, ICON_NONE);
|
|
uiItemR(layout, ptr, "navmesh", 0, NULL, ICON_NONE);
|
|
|
|
row = uiLayoutRow(layout, false);
|
|
uiItemR(row, ptr, "distance", 0, NULL, ICON_NONE);
|
|
uiItemR(row, ptr, "velocity", 0, NULL, ICON_NONE);
|
|
row = uiLayoutRow(layout, false);
|
|
uiItemR(row, ptr, "acceleration", 0, NULL, ICON_NONE);
|
|
uiItemR(row, ptr, "turn_speed", 0, NULL, ICON_NONE);
|
|
|
|
row = uiLayoutRow(layout, false);
|
|
col = uiLayoutColumn(row, false);
|
|
uiItemR(col, ptr, "facing", 0, NULL, ICON_NONE);
|
|
col = uiLayoutColumn(row, false);
|
|
uiItemR(col, ptr, "facing_axis", 0, NULL, ICON_NONE);
|
|
if (!RNA_boolean_get(ptr, "facing")) {
|
|
uiLayoutSetActive(col, false);
|
|
}
|
|
col = uiLayoutColumn(row, false);
|
|
uiItemR(col, ptr, "normal_up", 0, NULL, ICON_NONE);
|
|
if (!RNA_pointer_get(ptr, "navmesh").data) {
|
|
uiLayoutSetActive(col, false);
|
|
}
|
|
|
|
row = uiLayoutRow(layout, false);
|
|
uiItemR(row, ptr, "self_terminated", 0, NULL, ICON_NONE);
|
|
if (RNA_enum_get(ptr, "mode")==ACT_STEERING_PATHFOLLOWING) {
|
|
uiItemR(row, ptr, "update_period", 0, NULL, ICON_NONE);
|
|
row = uiLayoutRow(layout, false);
|
|
}
|
|
row = uiLayoutRow(layout, false);
|
|
uiItemR(row, ptr, "show_visualization", 0, NULL, ICON_NONE);
|
|
if (RNA_enum_get(ptr, "mode") != ACT_STEERING_PATHFOLLOWING) {
|
|
uiLayoutSetActive(row, false);
|
|
}
|
|
}
|
|
|
|
static void draw_actuator_mouse(uiLayout *layout, PointerRNA *ptr)
|
|
{
|
|
uiLayout *row, *col, *subcol, *split, *subsplit;
|
|
|
|
uiItemR(layout, ptr, "mode", 0, NULL, 0);
|
|
|
|
switch (RNA_enum_get(ptr, "mode")) {
|
|
case ACT_MOUSE_VISIBILITY:
|
|
row = uiLayoutRow(layout, 0);
|
|
uiItemR(row, ptr, "visible", UI_ITEM_R_TOGGLE, NULL, 0);
|
|
break;
|
|
|
|
case ACT_MOUSE_LOOK:
|
|
/* X axis */
|
|
row = uiLayoutRow(layout, 0);
|
|
col = uiLayoutColumn(row, 1);
|
|
|
|
uiItemR(col, ptr, "use_axis_x", UI_ITEM_R_TOGGLE, NULL, 0);
|
|
|
|
subcol = uiLayoutColumn(col, 1);
|
|
uiLayoutSetActive(subcol, RNA_boolean_get(ptr, "use_axis_x")==1);
|
|
uiItemR(subcol, ptr, "sensitivity_x", 0, NULL, 0);
|
|
uiItemR(subcol, ptr, "threshold_x", 0, NULL, 0);
|
|
|
|
uiItemR(subcol, ptr, "min_x", 0, NULL, 0);
|
|
uiItemR(subcol, ptr, "max_x", 0, NULL, 0);
|
|
|
|
uiItemR(subcol, ptr, "object_axis_x", 0, NULL, 0);
|
|
|
|
/* Y Axis */
|
|
col = uiLayoutColumn(row, 1);
|
|
|
|
uiItemR(col, ptr, "use_axis_y", UI_ITEM_R_TOGGLE, NULL, 0);
|
|
|
|
subcol = uiLayoutColumn(col, 1);
|
|
uiLayoutSetActive(subcol, RNA_boolean_get(ptr, "use_axis_y")==1);
|
|
uiItemR(subcol, ptr, "sensitivity_y", 0, NULL, 0);
|
|
uiItemR(subcol, ptr, "threshold_y", 0, NULL, 0);
|
|
|
|
uiItemR(subcol, ptr, "min_y", 0, NULL, 0);
|
|
uiItemR(subcol, ptr, "max_y", 0, NULL, 0);
|
|
|
|
uiItemR(subcol, ptr, "object_axis_y", 0, NULL, 0);
|
|
|
|
/* Lower options */
|
|
row = uiLayoutRow(layout, 0);
|
|
split = uiLayoutSplit(row, 0.5, 0);
|
|
|
|
subsplit = uiLayoutSplit(split, 0.5, 1);
|
|
uiLayoutSetActive(subsplit, RNA_boolean_get(ptr, "use_axis_x")==1);
|
|
uiItemR(subsplit, ptr, "local_x", UI_ITEM_R_TOGGLE, NULL, 0);
|
|
uiItemR(subsplit, ptr, "reset_x", UI_ITEM_R_TOGGLE, NULL, 0);
|
|
|
|
subsplit = uiLayoutSplit(split, 0.5, 1);
|
|
uiLayoutSetActive(subsplit, RNA_boolean_get(ptr, "use_axis_y")==1);
|
|
uiItemR(subsplit, ptr, "local_y", UI_ITEM_R_TOGGLE, NULL, 0);
|
|
uiItemR(subsplit, ptr, "reset_y", UI_ITEM_R_TOGGLE, NULL, 0);
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void draw_brick_actuator(uiLayout *layout, PointerRNA *ptr, bContext *C)
|
|
{
|
|
uiLayout *box;
|
|
|
|
if (!RNA_boolean_get(ptr, "show_expanded"))
|
|
return;
|
|
|
|
box = uiLayoutBox(layout);
|
|
uiLayoutSetActive(box, RNA_boolean_get(ptr, "active"));
|
|
|
|
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);
|
|
break;
|
|
case ACT_MOUSE:
|
|
draw_actuator_mouse(box, ptr);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void logic_buttons(bContext *C, ARegion *ar)
|
|
{
|
|
SpaceLogic *slogic= CTX_wm_space_logic(C);
|
|
Object *ob= CTX_data_active_object(C);
|
|
ID **idar;
|
|
PointerRNA logic_ptr, settings_ptr, object_ptr;
|
|
uiLayout *layout, *row, *box;
|
|
uiBlock *block;
|
|
uiBut *but;
|
|
char uiblockstr[32];
|
|
short a, count;
|
|
int xco, yco, width, height;
|
|
|
|
if (ob==NULL) return;
|
|
|
|
RNA_pointer_create(NULL, &RNA_SpaceLogicEditor, slogic, &logic_ptr);
|
|
idar= get_selected_and_linked_obs(C, &count, slogic->scaflag);
|
|
|
|
BLI_snprintf(uiblockstr, sizeof(uiblockstr), "buttonswin %p", (void *)ar);
|
|
block= uiBeginBlock(C, ar, uiblockstr, UI_EMBOSS);
|
|
uiBlockSetHandleFunc(block, do_logic_buts, NULL);
|
|
uiBoundsBlock(block, U.widget_unit/2);
|
|
|
|
/* 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= 21 * U.widget_unit; yco= - U.widget_unit / 2; width= 15 * U.widget_unit;
|
|
layout= uiBlockLayout(block, UI_LAYOUT_VERTICAL, UI_LAYOUT_PANEL, xco, yco, width, 20, 0, UI_GetStyle());
|
|
row = uiLayoutRow(layout, true);
|
|
|
|
uiDefBlockBut(block, controller_menu, NULL, IFACE_("Controllers"), xco - U.widget_unit / 2, yco, width, UI_UNIT_Y, ""); /* replace this with uiLayout stuff later */
|
|
|
|
uiItemR(row, &logic_ptr, "show_controllers_selected_objects", 0, IFACE_("Sel"), ICON_NONE);
|
|
uiItemR(row, &logic_ptr, "show_controllers_active_object", 0, IFACE_("Act"), ICON_NONE);
|
|
uiItemR(row, &logic_ptr, "show_controllers_linked_controller", 0, IFACE_("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, 0.05f, false);
|
|
uiItemR(split, &settings_ptr, "show_state_panel", UI_ITEM_R_NO_BG, "", ICON_DISCLOSURE_TRI_RIGHT);
|
|
|
|
row = uiLayoutRow(split, true);
|
|
uiDefButBitS(block, TOG, OB_SHOWCONT, B_REDR, ob->id.name + 2, (short)(xco - U.widget_unit / 2), yco, (short)(width - 1.5f * U.widget_unit), UI_UNIT_Y, &ob->scaflag, 0, 31, 0, 0, TIP_("Object name, click to show/hide controllers"));
|
|
|
|
RNA_pointer_create((ID *)ob, &RNA_Object, ob, &object_ptr);
|
|
uiLayoutSetContextPointer(row, "object", &object_ptr);
|
|
uiItemMenuEnumO(row, C, "LOGIC_OT_controller_add", "type", IFACE_("Add Controller"), ICON_NONE);
|
|
|
|
if (RNA_boolean_get(&settings_ptr, "show_state_panel")) {
|
|
|
|
box = uiLayoutBox(layout);
|
|
split = uiLayoutSplit(box, 0.2f, false);
|
|
|
|
col = uiLayoutColumn(split, false);
|
|
uiItemL(col, IFACE_("Visible"), ICON_NONE);
|
|
uiItemL(col, IFACE_("Initial"), ICON_NONE);
|
|
|
|
subsplit = uiLayoutSplit(split, 0.85f, false);
|
|
col = uiLayoutColumn(subsplit, false);
|
|
row = uiLayoutRow(col, false);
|
|
uiLayoutSetActive(row, RNA_boolean_get(&settings_ptr, "use_all_states") == false);
|
|
uiTemplateGameStates(row, &settings_ptr, "states_visible", &settings_ptr, "used_states", 0);
|
|
row = uiLayoutRow(col, false);
|
|
uiTemplateGameStates(row, &settings_ptr, "states_initial", &settings_ptr, "used_states", 0);
|
|
|
|
col = uiLayoutColumn(subsplit, false);
|
|
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, 0.05f, false);
|
|
|
|
/* put inlink button to the left */
|
|
col = uiLayoutColumn(split, false);
|
|
uiLayoutSetActive(col, RNA_boolean_get(&ptr, "active"));
|
|
uiLayoutSetAlignment(col, UI_LAYOUT_ALIGN_LEFT);
|
|
but = uiDefIconBut(block, INLINK, 0, ICON_INLINK, 0, 0, UI_UNIT_X, UI_UNIT_Y, cont, LINK_CONTROLLER, 0, 0, 0, "");
|
|
if (!RNA_boolean_get(&ptr, "active")) {
|
|
uiButSetFlag(but, UI_BUT_SCA_LINK_GREY);
|
|
}
|
|
|
|
//col = uiLayoutColumn(split, true);
|
|
/* nested split for middle and right columns */
|
|
subsplit = uiLayoutSplit(split, 0.95f, false);
|
|
|
|
col = uiLayoutColumn(subsplit, true);
|
|
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, false);
|
|
uiLayoutSetActive(col, RNA_boolean_get(&ptr, "active"));
|
|
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, "");
|
|
if (!RNA_boolean_get(&ptr, "active")) {
|
|
uiButSetFlag(but, UI_BUT_SCA_LINK_GREY);
|
|
}
|
|
|
|
uiSetButLink(but, NULL, (void ***)&(cont->links), &cont->totlinks, LINK_CONTROLLER, LINK_ACTUATOR);
|
|
|
|
}
|
|
}
|
|
uiBlockLayoutResolve(block, NULL, &yco); /* stores final height in yco */
|
|
height = yco;
|
|
|
|
/* ****************** Sensors ****************** */
|
|
|
|
xco= U.widget_unit / 2; yco= -U.widget_unit / 2; width= 17 * U.widget_unit;
|
|
layout= uiBlockLayout(block, UI_LAYOUT_VERTICAL, UI_LAYOUT_PANEL, xco, yco, width, 20, 0, UI_GetStyle());
|
|
row = uiLayoutRow(layout, true);
|
|
|
|
uiDefBlockBut(block, sensor_menu, NULL, IFACE_("Sensors"), xco - U.widget_unit / 2, yco, 15 * U.widget_unit, UI_UNIT_Y, ""); /* replace this with uiLayout stuff later */
|
|
|
|
uiItemR(row, &logic_ptr, "show_sensors_selected_objects", 0, IFACE_("Sel"), ICON_NONE);
|
|
uiItemR(row, &logic_ptr, "show_sensors_active_object", 0, IFACE_("Act"), ICON_NONE);
|
|
uiItemR(row, &logic_ptr, "show_sensors_linked_controller", 0, IFACE_("Link"), ICON_NONE);
|
|
uiItemR(row, &logic_ptr, "show_sensors_active_states", 0, IFACE_("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, true);
|
|
uiDefButBitS(block, TOG, OB_SHOWSENS, B_REDR, ob->id.name + 2, (short)(xco - U.widget_unit / 2), yco, (short)(width - 1.5f * U.widget_unit), UI_UNIT_Y, &ob->scaflag, 0, 31, 0, 0, TIP_("Object name, click to show/hide sensors"));
|
|
|
|
RNA_pointer_create((ID *)ob, &RNA_Object, ob, &object_ptr);
|
|
uiLayoutSetContextPointer(row, "object", &object_ptr);
|
|
uiItemMenuEnumO(row, C, "LOGIC_OT_sensor_add", "type", IFACE_("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, 0.95f, false);
|
|
col = uiLayoutColumn(split, true);
|
|
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, false);
|
|
uiLayoutSetActive(col, RNA_boolean_get(&ptr, "active"));
|
|
but = uiDefIconBut(block, LINK, 0, ICON_LINK, 0, 0, UI_UNIT_X, UI_UNIT_Y, NULL, 0, 0, 0, 0, "");
|
|
if (!RNA_boolean_get(&ptr, "active")) {
|
|
uiButSetFlag(but, UI_BUT_SCA_LINK_GREY);
|
|
}
|
|
|
|
/* use old-school uiButtons for links for now */
|
|
uiSetButLink(but, NULL, (void ***)&sens->links, &sens->totlinks, LINK_SENSOR, LINK_CONTROLLER);
|
|
}
|
|
}
|
|
}
|
|
uiBlockLayoutResolve(block, NULL, &yco); /* stores final height in yco */
|
|
height = MIN2(height, yco);
|
|
|
|
/* ****************** Actuators ****************** */
|
|
|
|
xco= 40 * U.widget_unit; yco= -U.widget_unit / 2; width= 17 * U.widget_unit;
|
|
layout= uiBlockLayout(block, UI_LAYOUT_VERTICAL, UI_LAYOUT_PANEL, xco, yco, width, 20, 0, UI_GetStyle());
|
|
row = uiLayoutRow(layout, true);
|
|
|
|
uiDefBlockBut(block, actuator_menu, NULL, IFACE_("Actuators"), xco - U.widget_unit / 2, yco, 15 * U.widget_unit, UI_UNIT_Y, ""); /* replace this with uiLayout stuff later */
|
|
|
|
uiItemR(row, &logic_ptr, "show_actuators_selected_objects", 0, IFACE_("Sel"), ICON_NONE);
|
|
uiItemR(row, &logic_ptr, "show_actuators_active_object", 0, IFACE_("Act"), ICON_NONE);
|
|
uiItemR(row, &logic_ptr, "show_actuators_linked_controller", 0, IFACE_("Link"), ICON_NONE);
|
|
uiItemR(row, &logic_ptr, "show_actuators_active_states", 0, IFACE_("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, true);
|
|
uiDefButBitS(block, TOG, OB_SHOWACT, B_REDR, ob->id.name + 2, (short)(xco - U.widget_unit / 2), yco, (short)(width - 1.5f * U.widget_unit), UI_UNIT_Y, &ob->scaflag, 0, 31, 0, 0, TIP_("Object name, click to show/hide actuators"));
|
|
|
|
RNA_pointer_create((ID *)ob, &RNA_Object, ob, &object_ptr);
|
|
uiLayoutSetContextPointer(row, "object", &object_ptr);
|
|
uiItemMenuEnumO(row, C, "LOGIC_OT_actuator_add", "type", IFACE_("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, 0.05f, false);
|
|
|
|
/* put inlink button to the left */
|
|
col = uiLayoutColumn(split, false);
|
|
uiLayoutSetActive(col, RNA_boolean_get(&ptr, "active"));
|
|
but = uiDefIconBut(block, INLINK, 0, ICON_INLINK, 0, 0, UI_UNIT_X, UI_UNIT_Y, act, LINK_ACTUATOR, 0, 0, 0, "");
|
|
if (!RNA_boolean_get(&ptr, "active")) {
|
|
uiButSetFlag(but, UI_BUT_SCA_LINK_GREY);
|
|
}
|
|
|
|
col = uiLayoutColumn(split, true);
|
|
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 */
|
|
height = MIN2(height, yco);
|
|
|
|
UI_view2d_totRect_set(&ar->v2d, 57.5f * U.widget_unit, height - U.widget_unit);
|
|
|
|
/* set the view */
|
|
UI_view2d_view_ortho(&ar->v2d);
|
|
|
|
uiComposeLinks(block);
|
|
|
|
uiEndBlock(C, block);
|
|
uiDrawBlock(C, block);
|
|
|
|
/* restore view matrix */
|
|
UI_view2d_view_restore(C);
|
|
|
|
if (idar) MEM_freeN(idar);
|
|
}
|
|
|