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authorCampbell Barton <ideasman42@gmail.com>2012-03-03 20:31:46 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-03-03 20:31:46 +0400
commita2c182e9233333fc3b8ff40d352113ec95e7e30c (patch)
tree37a9e08f4e6c4bf794aa0c8c15af875299db4a1b /source/blender/editors/space_logic/logic_window.c
parent86cec98f9e1523ed41b67ef998174289dbae9b83 (diff)
style cleanup - use aligned * prefixed blocks for descriptive comments (was already used a lot and part of proposed style guide).
Diffstat (limited to 'source/blender/editors/space_logic/logic_window.c')
-rw-r--r--source/blender/editors/space_logic/logic_window.c25
1 files changed, 14 insertions, 11 deletions
diff --git a/source/blender/editors/space_logic/logic_window.c b/source/blender/editors/space_logic/logic_window.c
index 15aab2aa9b0..ea593b57ee0 100644
--- a/source/blender/editors/space_logic/logic_window.c
+++ b/source/blender/editors/space_logic/logic_window.c
@@ -124,8 +124,8 @@ void make_unique_prop_names(bContext *C, char *str)
char **names;
/* this function is called by a Button, and gives the current
- * stringpointer as an argument, this is the one that can change
- */
+ * stringpointer as an argument, this is the one that can change
+ */
idar= get_selected_and_linked_obs(C, &obcount, BUTS_SENS_SEL|BUTS_SENS_ACT|BUTS_ACT_SEL|BUTS_ACT_ACT|BUTS_CONT_SEL|BUTS_CONT_ACT);
@@ -436,8 +436,8 @@ static void do_logic_buts(bContext *C, void *UNUSED(arg), int event)
ob->scaflag |= OB_SHOWCONT;
BLI_addtail(&(ob->controllers), cont);
/* set the controller state mask from the current object state.
- A controller is always in a single state, so select the lowest bit set
- from the object state */
+ * A controller is always in a single state, so select the lowest bit set
+ * from the object state */
for (bit=0; bit<32; bit++) {
if (ob->state & (1<<bit))
break;
@@ -1187,9 +1187,9 @@ static short draw_sensorbuttons(Object *ob, bSensor *sens, uiBlock *block, short
ts= sens->data;
- /* uiDefBut(block, TEX, 1, "Property:", xco,yco-22,width, 19, &ts->name, 0, MAX_NAME, 0, 0, "Only look for Objects with this property"); */
+ // uiDefBut(block, TEX, 1, "Property:", xco,yco-22,width, 19, &ts->name, 0, MAX_NAME, 0, 0, "Only look for Objects with this property");
uiDefIDPoinBut(block, test_matpoin_but, ID_MA, 1, "MA:",(short)(xco + 10),(short)(yco-44), (short)(width - 20), 19, &ts->ma, "Only look for floors with this Material");
- ///* uiDefButF(block, NUM, 1, "Margin:", xco+width/2,yco-44,width/2, 19, &ts->dist, 0.0, 10.0, 100, 0, "Extra margin (distance) for larger sensitivity");
+ // uiDefButF(block, NUM, 1, "Margin:", xco+width/2,yco-44,width/2, 19, &ts->dist, 0.0, 10.0, 100, 0, "Extra margin (distance) for larger sensitivity");
yco-= ysize;
break;
}
@@ -1458,7 +1458,8 @@ static short draw_sensorbuttons(Object *ob, bSensor *sens, uiBlock *block, short
draw_default_sensor_header(sens, block, xco, yco, width);
/* Line 2: type selection. The number are a bit mangled to get
- * proper compatibility with older .blend files. */
+ * proper compatibility with older .blend files. */
+
/* Any sensor type default is 0 but the ms enum starts in 1.
* Therefore the mosue sensor is initialized to 1 in sca.c */
str= "Type %t|Left button %x1|Middle button %x2|"
@@ -2557,7 +2558,8 @@ static short draw_actuatorbuttons(Main *bmain, Object *ob, bActuator *act, uiBlo
uiDefBut(block, TEX, 1, "File: ", xco+10, yco-44,width-20,19, &(gma->filename), 0, sizeof(gma->filename), 0, 0, "Load this blend file, use the \"//\" prefix for a path relative to the current blend file");
// uiDefBut(block, TEX, 1, "Anim: ", xco+10, yco-64,width-20,19, &(gma->loadaniname), 0, sizeof(gma->loadaniname), 0, 0, "Use this loadinganimation");
}
-/* else if (gma->type == ACT_GAME_START)
+#if 0
+ else if (gma->type == ACT_GAME_START)
{
ysize = 68;
glRects(xco, yco-ysize, xco+width, yco);
@@ -2566,7 +2568,8 @@ static short draw_actuatorbuttons(Main *bmain, Object *ob, bActuator *act, uiBlo
uiDefBut(block, TEX, 1, "File: ", xco+10, yco-44,width-20,19, &(gma->filename), 0, sizeof(gma->filename), 0, 0, "Load this file");
uiDefBut(block, TEX, 1, "Anim: ", xco+10, yco-64,width-20,19, &(gma->loadaniname), 0, sizeof(gma->loadaniname), 0, 0, "Use this loadinganimation");
}
-*/ else if (ELEM4(gma->type, ACT_GAME_RESTART, ACT_GAME_QUIT, ACT_GAME_SAVECFG, ACT_GAME_LOADCFG))
+#endif
+ else if (ELEM4(gma->type, ACT_GAME_RESTART, ACT_GAME_QUIT, ACT_GAME_SAVECFG, ACT_GAME_LOADCFG))
{
ysize = 28;
glRects(xco, yco-ysize, xco+width, yco);
@@ -4834,7 +4837,7 @@ void logic_buttons(bContext *C, ARegion *ar)
idar= get_selected_and_linked_obs(C, &count, slogic->scaflag);
/* clean ACT_LINKED and ACT_VISIBLE of all potentially visible actuators so that
- we can determine which is actually linked/visible */
+ * we can determine which is actually linked/visible */
for(a=0; a<count; a++) {
ob= (Object *)idar[a];
act= ob->actuators.first;
@@ -4881,7 +4884,7 @@ void logic_buttons(bContext *C, ARegion *ar)
/* mark all actuators linked to these controllers */
/* note that some of these actuators could be from objects that are not in the display list.
- It's ok because those actuators will not be displayed here */
+ * It's ok because those actuators will not be displayed here */
cont= ob->controllers.first;
while(cont) {
for (iact=0; iact<cont->totlinks; iact++) {