Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorDalai Felinto <dfelinto@gmail.com>2010-06-16 10:20:56 +0400
committerDalai Felinto <dfelinto@gmail.com>2010-06-16 10:20:56 +0400
commitbc8e0c0f932f4d6ce2cd49029498c1965ee46a67 (patch)
treec83170a828e3a2a98e2af483ad7e4ad2571f5eb3 /source/blender/editors/space_logic
parent449569812db36c6420b2dd881664fb5ce51effa7 (diff)
Partial fix for [#22574] Logic Panel missing buttons (when selecting multiple objects)
This commit allows you to see the Logic Bricks for multiple objects at once. It still will only add s/c/a for the active object. @Matt, currently "LOGIC_OT_controller_add" uses the active object. That's good for the operator to work in scripts, however for the UI we need something different. Ideally I would like to pass the object as an (optional) parameter to the operator. Not sure if it's possible. The solution in 2.49 looks too "2.50 incompatible". In there ob->scaflag is set to be retrieve later by "do_logic_buts". Smart but too hacky imho.
Diffstat (limited to 'source/blender/editors/space_logic')
-rw-r--r--source/blender/editors/space_logic/logic_window.c88
1 files changed, 46 insertions, 42 deletions
diff --git a/source/blender/editors/space_logic/logic_window.c b/source/blender/editors/space_logic/logic_window.c
index a73902d6a2b..226d326d68f 100644
--- a/source/blender/editors/space_logic/logic_window.c
+++ b/source/blender/editors/space_logic/logic_window.c
@@ -4393,38 +4393,6 @@ static void logic_buttons_new(bContext *C, ARegion *ar)
uiItemR(row, &logic_ptr, "controllers_show_active_objects", 0, "Act", 0);
uiItemR(row, &logic_ptr, "controllers_show_linked_controller", 0, "Link", 0);
- RNA_pointer_create((ID *)ob, &RNA_GameObjectSettings, ob, &settings_ptr);
-
- split= uiLayoutSplit(layout, 0.05, 0);
- uiItemR(split, &settings_ptr, "show_state_panel", UI_ITEM_R_NO_BG, "", ICON_DISCLOSURE_TRI_RIGHT);
-
- row = uiLayoutRow(split, 1);
- uiDefButBitS(block, TOG, OB_SHOWCONT, B_REDR, ob->id.name+2,(short)(xco-10), yco, (short)(width-30), UI_UNIT_Y, &ob->scaflag, 0, 31, 0, 0, "Object name, click to show/hide controllers");
- uiItemMenuEnumO(row, "LOGIC_OT_controller_add", "type", "Add Controller", 0);
-
- if (RNA_boolean_get(&settings_ptr, "show_state_panel")) {
-
- box= uiLayoutBox(layout);
- uiLayoutSetAlignment(box, UI_LAYOUT_ALIGN_CENTER); //XXX doesn't seem to work
- split= uiLayoutSplit(box, 0.2, 0);
-
- col= uiLayoutColumn(split, 0);
- uiItemL(col, "Visible", 0);
- uiItemL(col, "Initial", 0);
-
- subsplit= uiLayoutSplit(split, 0.85, 0);
- col= uiLayoutColumn(subsplit, 0);
- row= uiLayoutRow(col, 0);
- uiLayoutSetActive(row, RNA_boolean_get(&settings_ptr, "all_states")==0);
- uiTemplateLayers(row, &settings_ptr, "state", &settings_ptr, "used_state", 0);
- row= uiLayoutRow(col, 0);
- uiTemplateLayers(row, &settings_ptr, "initial_state", &settings_ptr, "used_state", 0);
-
- col= uiLayoutColumn(subsplit, 0);
- uiItemR(col, &settings_ptr, "all_states", UI_ITEM_R_TOGGLE, NULL, 0);
- uiItemR(col, &settings_ptr, "debug_state", 0, "", 0);
- }
-
for(a=0; a<count; a++) {
bController *cont;
PointerRNA ptr;
@@ -4432,9 +4400,45 @@ static void logic_buttons_new(bContext *C, ARegion *ar)
int iact;
ob= (Object *)idar[a];
-
+
+ /* Drawing the Controller Header common to all Selected Objects */
+
+ RNA_pointer_create((ID *)ob, &RNA_GameObjectSettings, ob, &settings_ptr);
+
+ split= uiLayoutSplit(layout, 0.05, 0);
+ uiItemR(split, &settings_ptr, "show_state_panel", UI_ITEM_R_NO_BG, "", ICON_DISCLOSURE_TRI_RIGHT);
+
+ row = uiLayoutRow(split, 1);
+ uiDefButBitS(block, TOG, OB_SHOWCONT, B_REDR, ob->id.name+2,(short)(xco-10), yco, (short)(width-30), UI_UNIT_Y, &ob->scaflag, 0, 31, 0, 0, "Object name, click to show/hide controllers");
+ uiItemMenuEnumO(row, "LOGIC_OT_controller_add", "type", "Add Controller", 0);
+
+ if (RNA_boolean_get(&settings_ptr, "show_state_panel")) {
+
+ box= uiLayoutBox(layout);
+ split= uiLayoutSplit(box, 0.2, 0);
+
+ col= uiLayoutColumn(split, 0);
+ uiItemL(col, "Visible", 0);
+ uiItemL(col, "Initial", 0);
+
+ subsplit= uiLayoutSplit(split, 0.85, 0);
+ col= uiLayoutColumn(subsplit, 0);
+ row= uiLayoutRow(col, 0);
+ uiLayoutSetActive(row, RNA_boolean_get(&settings_ptr, "all_states")==0);
+ uiTemplateLayers(row, &settings_ptr, "state", &settings_ptr, "used_state", 0);
+ row= uiLayoutRow(col, 0);
+ uiTemplateLayers(row, &settings_ptr, "initial_state", &settings_ptr, "used_state", 0);
+
+ col= uiLayoutColumn(subsplit, 0);
+ uiItemR(col, &settings_ptr, "all_states", UI_ITEM_R_TOGGLE, NULL, 0);
+ uiItemR(col, &settings_ptr, "debug_state", 0, "", 0);
+ }
+
+ /* End of Drawing the Controller Header common to all Selected Objects */
+
if (!(ob->scavisflag & OB_VIS_CONT) || !(ob->scaflag & OB_SHOWCONT)) continue;
+
uiItemS(layout);
for(cont= ob->controllers.first; cont; cont=cont->next) {
@@ -4498,15 +4502,15 @@ static void logic_buttons_new(bContext *C, ARegion *ar)
uiItemR(row, &logic_ptr, "sensors_show_linked_controller", 0, "Link", 0);
uiItemR(row, &logic_ptr, "sensors_show_active_states", 0, "State", 0);
- row = uiLayoutRow(layout, 1);
- uiDefButBitS(block, TOG, OB_SHOWSENS, B_REDR, ob->id.name+2,(short)(xco-10), yco, (short)(width-30), UI_UNIT_Y, &ob->scaflag, 0, 31, 0, 0, "Object name, click to show/hide sensors");
- uiItemMenuEnumO(row, "LOGIC_OT_sensor_add", "type", "Add Sensor", 0);
-
for(a=0; a<count; a++) {
bSensor *sens;
PointerRNA ptr;
ob= (Object *)idar[a];
+
+ row = uiLayoutRow(layout, 1);
+ uiDefButBitS(block, TOG, OB_SHOWSENS, B_REDR, ob->id.name+2,(short)(xco-10), yco, (short)(width-30), UI_UNIT_Y, &ob->scaflag, 0, 31, 0, 0, "Object name, click to show/hide sensors");
+ uiItemMenuEnumO(row, "LOGIC_OT_sensor_add", "type", "Add Sensor", 0);
if (!(ob->scavisflag & OB_VIS_SENS) || !(ob->scaflag & OB_SHOWSENS)) continue;
@@ -4557,16 +4561,16 @@ static void logic_buttons_new(bContext *C, ARegion *ar)
uiItemR(row, &logic_ptr, "actuators_show_linked_controller", 0, "Link", 0);
uiItemR(row, &logic_ptr, "actuators_show_active_states", 0, "State", 0);
- row = uiLayoutRow(layout, 1);
- uiDefButBitS(block, TOG, OB_SHOWACT, B_REDR, ob->id.name+2,(short)(xco-10), yco, (short)(width-30), UI_UNIT_Y, &ob->scaflag, 0, 31, 0, 0, "Object name, click to show/hide actuators");
- uiItemMenuEnumO(row, "LOGIC_OT_actuator_add", "type", "Add Actuator", 0);
-
for(a=0; a<count; a++) {
bActuator *act;
PointerRNA ptr;
ob= (Object *)idar[a];
-
+
+ row = uiLayoutRow(layout, 1);
+ uiDefButBitS(block, TOG, OB_SHOWACT, B_REDR, ob->id.name+2,(short)(xco-10), yco, (short)(width-30), UI_UNIT_Y, &ob->scaflag, 0, 31, 0, 0, "Object name, click to show/hide actuators");
+ uiItemMenuEnumO(row, "LOGIC_OT_actuator_add", "type", "Add Actuator", 0);
+
if (!(ob->scavisflag & OB_VIS_ACT) || !(ob->scaflag & OB_SHOWACT)) continue;
uiItemS(layout);