diff options
author | Ton Roosendaal <ton@blender.org> | 2009-06-17 15:01:05 +0400 |
---|---|---|
committer | Ton Roosendaal <ton@blender.org> | 2009-06-17 15:01:05 +0400 |
commit | 0b0b02caf86c44b19c47c404c7a083b3ebf9b97d (patch) | |
tree | 9714c4cd2ed7744e06628544d1d9bb5d9cd56ca4 /source/blender | |
parent | 54ed699743dd605a41bc02b2c3b0f59a7dd311a0 (diff) |
2.5
Logic editing back!
Test screenie:
http://download.blender.org/institute/rt9.jpg
I gave the buttons a bit more width, added nicer linkline draw.
Not working yet:
- theme colors for sensor/actuator types (was old button colors)
- moving sensors up/down (used bad pupmenu... better is icons like
used for modifiers)
- Linkline mouse-over select. Currently deleting a link goes by
drawing the same line again.
Needs to be fully tested for functionality too, leave that to the GE
department. :)
I noted there's bad button hacking with reading button values,
like check_state_mask(). uiBut structure was not meant to be exported
outside of interface module.
Diffstat (limited to 'source/blender')
-rw-r--r-- | source/blender/editors/interface/interface.c | 139 | ||||
-rw-r--r-- | source/blender/editors/interface/interface_handlers.c | 215 | ||||
-rw-r--r-- | source/blender/editors/interface/interface_intern.h | 2 | ||||
-rw-r--r-- | source/blender/editors/interface/interface_widgets.c | 78 | ||||
-rw-r--r-- | source/blender/editors/interface/resources.c | 2 | ||||
-rw-r--r-- | source/blender/editors/space_logic/logic_intern.h | 3 | ||||
-rw-r--r-- | source/blender/editors/space_logic/logic_window.c | 3351 | ||||
-rw-r--r-- | source/blender/editors/space_logic/space_logic.c | 45 | ||||
-rw-r--r-- | source/blender/makesdna/DNA_space_types.h | 4 |
9 files changed, 3694 insertions, 145 deletions
diff --git a/source/blender/editors/interface/interface.c b/source/blender/editors/interface/interface.c index 9a06bd21ea2..5ffc6440dc4 100644 --- a/source/blender/editors/interface/interface.c +++ b/source/blender/editors/interface/interface.c @@ -398,18 +398,21 @@ void uiMenuPopupBoundsBlock(uiBlock *block, int addval, int mx, int my) static void ui_draw_linkline(uiBut *but, uiLinkLine *line) { - float vec1[2], vec2[2]; + rcti rect; if(line->from==NULL || line->to==NULL) return; - vec1[0]= (line->from->x1+line->from->x2)/2.0; - vec1[1]= (line->from->y1+line->from->y2)/2.0; - vec2[0]= (line->to->x1+line->to->x2)/2.0; - vec2[1]= (line->to->y1+line->to->y2)/2.0; + rect.xmin= (line->from->x1+line->from->x2)/2.0; + rect.ymin= (line->from->y1+line->from->y2)/2.0; + rect.xmax= (line->to->x1+line->to->x2)/2.0; + rect.ymax= (line->to->y1+line->to->y2)/2.0; - if(line->flag & UI_SELECT) glColor3ub(100,100,100); - else glColor3ub(0,0,0); - fdrawline(vec1[0], vec1[1], vec2[0], vec2[1]); + if(line->flag & UI_SELECT) + glColor3ub(100,100,100); + else + glColor3ub(0,0,0); + + ui_draw_link_bezier(&rect); } static void ui_draw_links(uiBlock *block) @@ -475,6 +478,8 @@ static int ui_but_update_from_old_block(const bContext *C, uiBlock *block, uiBut but->selend= oldbut->selend; but->softmin= oldbut->softmin; but->softmax= oldbut->softmax; + but->linkto[0]= oldbut->linkto[0]; + but->linkto[1]= oldbut->linkto[1]; found= 1; oldbut->active= NULL; @@ -733,8 +738,13 @@ static void ui_is_but_sel(uiBut *but) /* XXX 2.50 no links supported yet */ -#if 0 -static uiBut *ui_get_valid_link_button(uiBlock *block, uiBut *but, short *mval) +static int uibut_contains_pt(uiBut *but, short *mval) +{ + return 0; + +} + +uiBut *ui_get_valid_link_button(uiBlock *block, uiBut *but, short *mval) { uiBut *bt; @@ -745,7 +755,7 @@ static uiBut *ui_get_valid_link_button(uiBlock *block, uiBut *but, short *mval) if (bt) { if (but->type==LINK && bt->type==INLINK) { - if( but->link->tocode == (int)bt->min ) { + if( but->link->tocode == (int)bt->hardmin ) { return bt; } } @@ -759,21 +769,6 @@ static uiBut *ui_get_valid_link_button(uiBlock *block, uiBut *but, short *mval) return NULL; } -static int ui_is_a_link(uiBut *from, uiBut *to) -{ - uiLinkLine *line; - uiLink *link; - - link= from->link; - if(link) { - line= link->lines.first; - while(line) { - if(line->from==from && line->to==to) return 1; - line= line->next; - } - } - return 0; -} static uiBut *ui_find_inlink(uiBlock *block, void *poin) { @@ -839,98 +834,6 @@ void uiComposeLinks(uiBlock *block) } } -static void ui_add_link(uiBut *from, uiBut *to) -{ - /* in 'from' we have to add a link to 'to' */ - uiLink *link; - void **oldppoin; - int a; - - if(ui_is_a_link(from, to)) { - printf("already exists\n"); - return; - } - - link= from->link; - - /* are there more pointers allowed? */ - if(link->ppoin) { - oldppoin= *(link->ppoin); - - (*(link->totlink))++; - *(link->ppoin)= MEM_callocN( *(link->totlink)*sizeof(void *), "new link"); - - for(a=0; a< (*(link->totlink))-1; a++) { - (*(link->ppoin))[a]= oldppoin[a]; - } - (*(link->ppoin))[a]= to->poin; - - if(oldppoin) MEM_freeN(oldppoin); - } - else { - *(link->poin)= to->poin; - } - -} - -static int ui_do_but_LINK(uiBlock *block, uiBut *but) -{ - /* - * This button only visualizes, the dobutton mode - * can add a new link, but then the whole system - * should be redrawn/initialized. - * - */ - uiBut *bt=0, *bto=NULL; - short sval[2], mval[2], mvalo[2], first= 1; - - uiGetMouse(curarea->win, sval); - mvalo[0]= sval[0]; - mvalo[1]= sval[1]; - - while (get_mbut() & L_MOUSE) { - uiGetMouse(curarea->win, mval); - - if(mval[0]!=mvalo[0] || mval[1]!=mvalo[1] || first) { - /* clear completely, because of drawbuttons */ - bt= ui_get_valid_link_button(block, but, mval); - if(bt) { - bt->flag |= UI_ACTIVE; - ui_draw_but(ar, bt); - } - if(bto && bto!=bt) { - bto->flag &= ~UI_ACTIVE; - ui_draw_but(ar, bto); - } - bto= bt; - - if (!first) { - glutil_draw_front_xor_line(sval[0], sval[1], mvalo[0], mvalo[1]); - } - glutil_draw_front_xor_line(sval[0], sval[1], mval[0], mval[1]); - - mvalo[0]= mval[0]; - mvalo[1]= mval[1]; - - first= 0; - } - else UI_wait_for_statechange(); - } - - if (!first) { - glutil_draw_front_xor_line(sval[0], sval[1], mvalo[0], mvalo[1]); - } - - if(bt) { - if(but->type==LINK) ui_add_link(but, bt); - else ui_add_link(bt, but); - - scrarea_queue_winredraw(curarea); - } - - return 0; -} -#endif /* ************************************************ */ diff --git a/source/blender/editors/interface/interface_handlers.c b/source/blender/editors/interface/interface_handlers.c index 6ec809b7178..fb5afbf5e36 100644 --- a/source/blender/editors/interface/interface_handlers.c +++ b/source/blender/editors/interface/interface_handlers.c @@ -165,6 +165,7 @@ typedef struct uiAfterFunc { bContextStore *context; } uiAfterFunc; +static int ui_mouse_inside_button(ARegion *ar, uiBut *but, int x, int y); static void button_activate_state(bContext *C, uiBut *but, uiHandleButtonState state); static int ui_handler_region_menu(bContext *C, wmEvent *event, void *userdata); static int ui_handler_popup(bContext *C, wmEvent *event, void *userdata); @@ -525,6 +526,149 @@ static void ui_apply_but_CHARTAB(bContext *C, uiBut *but, uiHandleButtonData *da } #endif + +static void ui_delete_active_linkline(uiBlock *block) +{ + uiBut *but; + uiLink *link; + uiLinkLine *line, *nline; + int a, b; + + but= block->buttons.first; + while(but) { + if(but->type==LINK && but->link) { + line= but->link->lines.first; + while(line) { + + nline= line->next; + + if(line->flag & UI_SELECT) { + BLI_remlink(&but->link->lines, line); + + link= line->from->link; + + /* are there more pointers allowed? */ + if(link->ppoin) { + + if(*(link->totlink)==1) { + *(link->totlink)= 0; + MEM_freeN(*(link->ppoin)); + *(link->ppoin)= NULL; + } + else { + b= 0; + for(a=0; a< (*(link->totlink)); a++) { + + if( (*(link->ppoin))[a] != line->to->poin ) { + (*(link->ppoin))[b]= (*(link->ppoin))[a]; + b++; + } + } + (*(link->totlink))--; + } + } + else { + *(link->poin)= NULL; + } + + MEM_freeN(line); + } + line= nline; + } + } + but= but->next; + } +} + + +static uiLinkLine *ui_is_a_link(uiBut *from, uiBut *to) +{ + uiLinkLine *line; + uiLink *link; + + link= from->link; + if(link) { + line= link->lines.first; + while(line) { + if(line->from==from && line->to==to) return line; + line= line->next; + } + } + return NULL; +} + +static void ui_add_link(uiBut *from, uiBut *to) +{ + /* in 'from' we have to add a link to 'to' */ + uiLink *link; + uiLinkLine *line; + void **oldppoin; + int a; + + if( (line= ui_is_a_link(from, to)) ) { + line->flag |= UI_SELECT; + ui_delete_active_linkline(from->block); + printf("already exists, means deletion now\n"); + return; + } + + if (from->type==LINK && to->type==INLINK) { + if( from->link->tocode != (int)to->hardmin ) { + printf("cannot link\n"); + return; + } + } + else if(from->type==INLINK && to->type==LINK) { + if( to->link->tocode == (int)from->hardmin ) { + printf("cannot link\n"); + return; + } + } + + link= from->link; + + /* are there more pointers allowed? */ + if(link->ppoin) { + oldppoin= *(link->ppoin); + + (*(link->totlink))++; + *(link->ppoin)= MEM_callocN( *(link->totlink)*sizeof(void *), "new link"); + + for(a=0; a< (*(link->totlink))-1; a++) { + (*(link->ppoin))[a]= oldppoin[a]; + } + (*(link->ppoin))[a]= to->poin; + + if(oldppoin) MEM_freeN(oldppoin); + } + else { + *(link->poin)= to->poin; + } + +} + + +static void ui_apply_but_LINK(bContext *C, uiBut *but, uiHandleButtonData *data) +{ + ARegion *ar= CTX_wm_region(C); + uiBut *bt; + + for(bt= but->block->buttons.first; bt; bt= bt->next) { + if( ui_mouse_inside_button(ar, bt, but->linkto[0]+ar->winrct.xmin, but->linkto[1]+ar->winrct.ymin) ) + break; + } + if(bt && bt!=but) { + + if(but->type==LINK) ui_add_link(but, bt); + else ui_add_link(bt, but); + + ui_apply_but_func(C, but); + data->retval= but->retval; + } + data->applied= 1; +} + + static void ui_apply_button(bContext *C, uiBlock *block, uiBut *but, uiHandleButtonData *data, int interactive) { char *editstr; @@ -640,6 +784,7 @@ static void ui_apply_button(bContext *C, uiBlock *block, uiBut *but, uiHandleBut #endif case LINK: case INLINK: + ui_apply_but_LINK(C, but, data); break; default: break; @@ -2806,6 +2951,38 @@ static int ui_do_but_CHARTAB(bContext *C, uiBlock *block, uiBut *but, uiHandleBu } #endif + +static int ui_do_but_LINK(bContext *C, uiBut *but, uiHandleButtonData *data, wmEvent *event) +{ + ARegion *ar= CTX_wm_region(C); + + but->linkto[0]= event->x-ar->winrct.xmin; + but->linkto[1]= event->y-ar->winrct.ymin; + + if(data->state == BUTTON_STATE_HIGHLIGHT) { + if(event->type == LEFTMOUSE && event->val==KM_PRESS) { + button_activate_state(C, but, BUTTON_STATE_WAIT_RELEASE); + return WM_UI_HANDLER_BREAK; + } + else if(event->type == LEFTMOUSE && but->block->handle) { + button_activate_state(C, but, BUTTON_STATE_EXIT); + return WM_UI_HANDLER_BREAK; + } + } + else if(data->state == BUTTON_STATE_WAIT_RELEASE) { + + if(event->type == LEFTMOUSE && event->val!=KM_PRESS) { + if(!(but->flag & UI_SELECT)) + data->cancel= 1; + button_activate_state(C, but, BUTTON_STATE_EXIT); + return WM_UI_HANDLER_BREAK; + } + } + + return WM_UI_HANDLER_CONTINUE; +} + + static int ui_do_button(bContext *C, uiBlock *block, uiBut *but, wmEvent *event) { uiHandleButtonData *data; @@ -2951,13 +3128,11 @@ static int ui_do_button(bContext *C, uiBlock *block, uiBut *but, wmEvent *event) retval= ui_do_but_CHARTAB(C, block, but, data, event); break; #endif - /* XXX 2.50 links not implemented yet */ -#if 0 + case LINK: case INLINK: - retval= retval= ui_do_but_LINK(block, but); + retval= ui_do_but_LINK(C, but, data, event); break; -#endif } return retval; @@ -3421,21 +3596,29 @@ static int ui_handle_button_event(bContext *C, wmEvent *event, uiBut *but) else if(data->state == BUTTON_STATE_WAIT_RELEASE) { switch(event->type) { case MOUSEMOVE: - /* deselect the button when moving the mouse away */ - if(ui_mouse_inside_button(ar, but, event->x, event->y)) { - if(!(but->flag & UI_SELECT)) { - but->flag |= UI_SELECT; - data->cancel= 0; - ED_region_tag_redraw(data->region); - } + + if(ELEM(but->type,LINK, INLINK)) { + but->flag |= UI_SELECT; + ui_do_button(C, block, but, event); + ED_region_tag_redraw(data->region); } else { - if(but->flag & UI_SELECT) { - but->flag &= ~UI_SELECT; - data->cancel= 1; - ED_region_tag_redraw(data->region); + /* deselect the button when moving the mouse away */ + if(ui_mouse_inside_button(ar, but, event->x, event->y)) { + if(!(but->flag & UI_SELECT)) { + but->flag |= UI_SELECT; + data->cancel= 0; + ED_region_tag_redraw(data->region); + } } - } + else { + if(but->flag & UI_SELECT) { + but->flag &= ~UI_SELECT; + data->cancel= 1; + ED_region_tag_redraw(data->region); + } + } + } break; default: /* otherwise catch mouse release event */ diff --git a/source/blender/editors/interface/interface_intern.h b/source/blender/editors/interface/interface_intern.h index 83d3ec7fc46..3aed2a7c299 100644 --- a/source/blender/editors/interface/interface_intern.h +++ b/source/blender/editors/interface/interface_intern.h @@ -181,6 +181,7 @@ struct uiBut { void *search_arg; uiLink *link; + short linkto[2]; char *tip, *lockstr; @@ -408,6 +409,7 @@ extern int ui_button_is_active(struct ARegion *ar); void ui_draw_anti_tria(float x1, float y1, float x2, float y2, float x3, float y3); void ui_draw_menu_back(struct uiStyle *style, uiBlock *block, rcti *rect); void ui_draw_search_back(struct uiStyle *style, uiBlock *block, rcti *rect); +void ui_draw_link_bezier(rcti *rect); extern void ui_draw_but(const struct bContext *C, ARegion *ar, struct uiStyle *style, uiBut *but, rcti *rect); /* theme color init */ diff --git a/source/blender/editors/interface/interface_widgets.c b/source/blender/editors/interface/interface_widgets.c index 52a77be0b01..119fd8a3fe5 100644 --- a/source/blender/editors/interface/interface_widgets.c +++ b/source/blender/editors/interface/interface_widgets.c @@ -40,6 +40,7 @@ #include "BLI_rect.h" #include "BKE_context.h" +#include "BKE_curve.h" #include "BKE_global.h" #include "BKE_utildefines.h" @@ -1550,6 +1551,76 @@ static void widget_numbut(uiWidgetColors *wcol, rcti *rect, int state, int round } + +static int ui_link_bezier_points(rcti *rect, float coord_array[][2], int resol) +{ + float dist, vec[4][2]; + + vec[0][0]= rect->xmin; + vec[0][1]= rect->ymin; + vec[3][0]= rect->xmax; + vec[3][1]= rect->ymax; + + dist= 0.5f*ABS(vec[0][0] - vec[3][0]); + + vec[1][0]= vec[0][0]+dist; + vec[1][1]= vec[0][1]; + + vec[2][0]= vec[3][0]-dist; + vec[2][1]= vec[3][1]; + + forward_diff_bezier(vec[0][0], vec[1][0], vec[2][0], vec[3][0], coord_array[0], resol, 2); + forward_diff_bezier(vec[0][1], vec[1][1], vec[2][1], vec[3][1], coord_array[0]+1, resol, 2); + + return 1; +} + +#define LINK_RESOL 24 +void ui_draw_link_bezier(rcti *rect) +{ + float coord_array[LINK_RESOL+1][2]; + + if(ui_link_bezier_points(rect, coord_array, LINK_RESOL)) { + float dist; + int i; + + /* we can reuse the dist variable here to increment the GL curve eval amount*/ + dist = 1.0f/(float)LINK_RESOL; + + glEnable(GL_BLEND); + glEnable(GL_LINE_SMOOTH); + + glBegin(GL_LINE_STRIP); + for(i=0; i<=LINK_RESOL; i++) { + glVertex2fv(coord_array[i]); + } + glEnd(); + + glDisable(GL_BLEND); + glDisable(GL_LINE_SMOOTH); + + } +} + + +static void widget_link(uiBut *but, uiWidgetColors *wcol, rcti *rect, int state, int roundboxalign) +{ + + if(but->flag & UI_SELECT) { + rcti rectlink; + + UI_ThemeColor(TH_TEXT_HI); + + rectlink.xmin= (rect->xmin+rect->xmax)/2; + rectlink.ymin= (rect->ymin+rect->ymax)/2; + rectlink.xmax= but->linkto[0]; + rectlink.ymax= but->linkto[1]; + + ui_draw_link_bezier(&rectlink); + } +} + + static void widget_numslider(uiBut *but, uiWidgetColors *wcol, rcti *rect, int state, int roundboxalign) { uiWidgetBase wtb, wtb1; @@ -2077,6 +2148,13 @@ void ui_draw_but(const bContext *C, ARegion *ar, uiStyle *style, uiBut *but, rct case ROUNDBOX: wt= widget_type(UI_WTYPE_BOX); break; + + case LINK: + case INLINK: + wt= widget_type(UI_WTYPE_ICON); + wt->custom= widget_link; + + break; case BUT_EXTRA: widget_draw_extra_mask(C, but, widget_type(UI_WTYPE_BOX), rect); diff --git a/source/blender/editors/interface/resources.c b/source/blender/editors/interface/resources.c index da0f66af02e..0a65718b708 100644 --- a/source/blender/editors/interface/resources.c +++ b/source/blender/editors/interface/resources.c @@ -614,6 +614,7 @@ void ui_theme_init_userdef(void) /* space logic */ btheme->tlogic= btheme->tv3d; + SETCOL(btheme->tlogic.back, 100, 100, 100, 255); } @@ -1245,6 +1246,7 @@ void init_userdef_do_versions(void) if(btheme->tlogic.syntaxn[3]==0) { /* re-uses syntax color storage */ btheme->tlogic= btheme->tv3d; + SETCOL(btheme->tlogic.back, 100, 100, 100, 255); } } } diff --git a/source/blender/editors/space_logic/logic_intern.h b/source/blender/editors/space_logic/logic_intern.h index 773a36bdb2d..ac5d11a3ee1 100644 --- a/source/blender/editors/space_logic/logic_intern.h +++ b/source/blender/editors/space_logic/logic_intern.h @@ -51,5 +51,8 @@ void logic_header_buttons(const struct bContext *C, struct ARegion *ar); void logic_buttons_register(struct ARegionType *art); void LOGIC_OT_properties(struct wmOperatorType *ot); +/* logic_window.c */ +void logic_buttons(struct bContext *C, struct ARegion *ar); + #endif /* ED_LOGIC_INTERN_H */ diff --git a/source/blender/editors/space_logic/logic_window.c b/source/blender/editors/space_logic/logic_window.c new file mode 100644 index 00000000000..b328ed74e08 --- /dev/null +++ b/source/blender/editors/space_logic/logic_window.c @@ -0,0 +1,3351 @@ +/** + * $Id$ + * + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + * + * The Original Code is Copyright (C) 2009 Blender Foundation. + * All rights reserved. + * + * + * Contributor(s): Blender Foundation + * + * ***** END GPL LICENSE BLOCK ***** + */ + +#include <string.h> +#include <stdio.h> + +#include "DNA_actuator_types.h" +#include "DNA_controller_types.h" +#include "DNA_object_types.h" +#include "DNA_property_types.h" +#include "DNA_space_types.h" +#include "DNA_scene_types.h" +#include "DNA_screen_types.h" +#include "DNA_sensor_types.h" +#include "DNA_sound_types.h" +#include "DNA_windowmanager_types.h" + +#include "MEM_guardedalloc.h" + +#include "BLI_blenlib.h" + +#include "BKE_context.h" +#include "BKE_global.h" +#include "BKE_library.h" +#include "BKE_main.h" +#include "BKE_property.h" +#include "BKE_screen.h" +#include "BKE_sca.h" +#include "BKE_utildefines.h" + +#include "ED_screen.h" +#include "ED_types.h" +#include "ED_util.h" + +#include "WM_api.h" +#include "WM_types.h" + +#include "BIF_gl.h" +#include "BIF_glutil.h" + +#include "UI_interface.h" +#include "UI_resources.h" +#include "UI_view2d.h" + +/* XXX BAD BAD */ +#include "../interface/interface_intern.h" + +#include "logic_intern.h" + + + +/* XXX */ +static int pupmenu() {return 1;} +/* XXX */ + +#define MAX_RENDER_PASS 100 +#define B_REDR 1 +#define B_IDNAME 2 + +#define B_ADD_PROP 2701 +#define B_CHANGE_PROP 2702 + +#define B_ADD_SENS 2703 +#define B_CHANGE_SENS 2704 +#define B_DEL_SENS 2705 + +#define B_ADD_CONT 2706 +#define B_CHANGE_CONT 2707 +#define B_DEL_CONT 2708 + +#define B_ADD_ACT 2709 +#define B_CHANGE_ACT 2710 +#define B_DEL_ACT 2711 + +#define B_SOUNDACT_BROWSE 2712 + +#define B_SETSECTOR 2713 +#define B_SETPROP 2714 +#define B_SETACTOR 2715 +#define B_SETMAINACTOR 2716 +#define B_SETDYNA 2717 +#define B_SET_STATE_BIT 2718 +#define B_INIT_STATE_BIT 2719 + +/* proto */ +static ID **get_selected_and_linked_obs(bContext *C, short *count, short scavisflag); + +static int vergname(const void *v1, const void *v2) +{ + char **x1, **x2; + + x1= (char **)v1; + x2= (char **)v2; + + return strcmp(*x1, *x2); +} + +void make_unique_prop_names(bContext *C, char *str) +{ + Object *ob; + bProperty *prop; + bSensor *sens; + bController *cont; + bActuator *act; + ID **idar; + short a, obcount, propcount=0, nr; + char **names; + + /* this function is called by a Button, and gives the current + * stringpointer as an argument, this is the one that can change + */ + + idar= get_selected_and_linked_obs(C, &obcount, BUTS_SENS_SEL|BUTS_SENS_ACT|BUTS_ACT_SEL|BUTS_ACT_ACT|BUTS_CONT_SEL|BUTS_CONT_ACT); + + /* for each object, make properties and sca names unique */ + + /* count total names */ + for(a=0; a<obcount; a++) { + ob= (Object *)idar[a]; + propcount+= BLI_countlist(&ob->prop); + propcount+= BLI_countlist(&ob->sensors); + propcount+= BLI_countlist(&ob->controllers); + propcount+= BLI_countlist(&ob->actuators); + } + if(propcount==0) { + if(idar) MEM_freeN(idar); + return; + } + + /* make names array for sorting */ + names= MEM_callocN(propcount*sizeof(void *), "names"); + + /* count total names */ + nr= 0; + for(a=0; a<obcount; a++) { + ob= (Object *)idar[a]; + prop= ob->prop.first; + while(prop) { + names[nr++]= prop->name; + prop= prop->next; + } + sens= ob->sensors.first; + while(sens) { + names[nr++]= sens->name; + sens= sens->next; + } + cont= ob->controllers.first; + while(cont) { + names[nr++]= cont->name; + cont= cont->next; + } + act= ob->actuators.first; + while(act) { + names[nr++]= act->name; + act= act->next; + } + } + + qsort(names, propcount, sizeof(void *), vergname); + + /* now we check for double names, and change them */ + + for(nr=0; nr<propcount; nr++) { + if(names[nr]!=str && strcmp( names[nr], str )==0 ) { + BLI_newname(str, +1); + } + } + + MEM_freeN(idar); + MEM_freeN(names); +} + +static void make_unique_prop_names_cb(bContext *C, void *strv, void *redraw_view3d_flagv) +{ + char *str= strv; +// int redraw_view3d_flag= GET_INT_FROM_POINTER(redraw_view3d_flagv); + + make_unique_prop_names(C, str); +} + + +static void sca_move_sensor(bContext *C, void *datav, void *data2_unused) +{ + Scene *scene= CTX_data_scene(C); + bSensor *sens_to_delete= datav; + int val; + Base *base; + bSensor *sens, *tmp; + + val= pupmenu("Move up%x1|Move down %x2"); + + if(val>0) { + /* now find out which object has this ... */ + base= FIRSTBASE; + while(base) { + + sens= base->object->sensors.first; + while(sens) { + if(sens == sens_to_delete) break; + sens= sens->next; + } + + if(sens) { + if( val==1 && sens->prev) { + for (tmp=sens->prev; tmp; tmp=tmp->prev) { + if (tmp->flag & SENS_VISIBLE) + break; + } + if (tmp) { + BLI_remlink(&base->object->sensors, sens); + BLI_insertlinkbefore(&base->object->sensors, tmp, sens); + } + } + else if( val==2 && sens->next) { + for (tmp=sens->next; tmp; tmp=tmp->next) { + if (tmp->flag & SENS_VISIBLE) + break; + } + if (tmp) { + BLI_remlink(&base->object->sensors, sens); + BLI_insertlink(&base->object->sensors, tmp, sens); + } + } + ED_undo_push(C, "Move sensor"); + break; + } + + base= base->next; + } + } +} + +static void sca_move_controller(bContext *C, void *datav, void *data2_unused) +{ + Scene *scene= CTX_data_scene(C); + bController *controller_to_del= datav; + int val; + Base *base; + bController *cont, *tmp; + + val= pupmenu("Move up%x1|Move down %x2"); + + if(val>0) { + /* now find out which object has this ... */ + base= FIRSTBASE; + while(base) { + + cont= base->object->controllers.first; + while(cont) { + if(cont == controller_to_del) break; + cont= cont->next; + } + + if(cont) { + if( val==1 && cont->prev) { + /* locate the controller that has the same state mask but is earlier in the list */ + tmp = cont->prev; + while(tmp) { + if(tmp->state_mask & cont->state_mask) + break; + tmp = tmp->prev; + } + if (tmp) { + BLI_remlink(&base->object->controllers, cont); + BLI_insertlinkbefore(&base->object->controllers, tmp, cont); + } + } + else if( val==2 && cont->next) { + tmp = cont->next; + while(tmp) { + if(tmp->state_mask & cont->state_mask) + break; + tmp = tmp->next; + } + BLI_remlink(&base->object->controllers, cont); + BLI_insertlink(&base->object->controllers, tmp, cont); + } + ED_undo_push(C, "Move controller"); + break; + } + + base= base->next; + } + } +} + +static void sca_move_actuator(bContext *C, void *datav, void *data2_unused) +{ + Scene *scene= CTX_data_scene(C); + bActuator *actuator_to_move= datav; + int val; + Base *base; + bActuator *act, *tmp; + + val= pupmenu("Move up%x1|Move down %x2"); + + if(val>0) { + /* now find out which object has this ... */ + base= FIRSTBASE; + while(base) { + + act= base->object->actuators.first; + while(act) { + if(act == actuator_to_move) break; + act= act->next; + } + + if(act) { + if( val==1 && act->prev) { + /* locate the first visible actuators before this one */ + for (tmp = act->prev; tmp; tmp=tmp->prev) { + if (tmp->flag & ACT_VISIBLE) + break; + } + if (tmp) { + BLI_remlink(&base->object->actuators, act); + BLI_insertlinkbefore(&base->object->actuators, tmp, act); + } + } + else if( val==2 && act->next) { + for (tmp=act->next; tmp; tmp=tmp->next) { + if (tmp->flag & ACT_VISIBLE) + break; + } + if (tmp) { + BLI_remlink(&base->object->actuators, act); + BLI_insertlink(&base->object->actuators, tmp, act); + } + } + ED_undo_push(C, "Move actuator"); + break; + } + + base= base->next; + } + } +} + +void do_logic_buts(bContext *C, void *arg, int event) +{ + bProperty *prop; + bSensor *sens; + bController *cont; + bActuator *act; + Object *ob; + int didit, bit; + + ob= CTX_data_active_object(C); + if(ob==NULL) return; + + switch(event) { + + case B_SETPROP: + /* check for inconsistant types */ + ob->gameflag &= ~(OB_SECTOR|OB_MAINACTOR|OB_DYNAMIC|OB_ACTOR); + break; + + case B_SETACTOR: + case B_SETDYNA: + case B_SETMAINACTOR: + ob->gameflag &= ~(OB_SECTOR|OB_PROP); + break; + + + case B_ADD_PROP: + prop= new_property(PROP_FLOAT); + make_unique_prop_names(C, prop->name); + BLI_addtail(&ob->prop, prop); + ED_undo_push(C, "Add property"); + break; + + case B_CHANGE_PROP: + prop= ob->prop.first; + while(prop) { + if(prop->type!=prop->otype) { + init_property(prop); + } + prop= prop->next; + } + break; + + case B_ADD_SENS: + for(ob=G.main->object.first; ob; ob=ob->id.next) { + if(ob->scaflag & OB_ADDSENS) { + ob->scaflag &= ~OB_ADDSENS; + sens= new_sensor(SENS_ALWAYS); + BLI_addtail(&(ob->sensors), sens); + make_unique_prop_names(C, sens->name); + ob->scaflag |= OB_SHOWSENS; + } + } + + ED_undo_push(C, "Add sensor"); + break; + + case B_CHANGE_SENS: + for(ob=G.main->object.first; ob; ob=ob->id.next) { + sens= ob->sensors.first; + while(sens) { + if(sens->type != sens->otype) { + init_sensor(sens); + sens->otype= sens->type; + break; + } + sens= sens->next; + } + } + break; + + case B_DEL_SENS: + for(ob=G.main->object.first; ob; ob=ob->id.next) { + sens= ob->sensors.first; + while(sens) { + if(sens->flag & SENS_DEL) { + BLI_remlink(&(ob->sensors), sens); + free_sensor(sens); + break; + } + sens= sens->next; + } + } + ED_undo_push(C, "Delete sensor"); + break; + + case B_ADD_CONT: + for(ob=G.main->object.first; ob; ob=ob->id.next) { + if(ob->scaflag & OB_ADDCONT) { + ob->scaflag &= ~OB_ADDCONT; + cont= new_controller(CONT_LOGIC_AND); + make_unique_prop_names(C, cont->name); + ob->scaflag |= OB_SHOWCONT; + BLI_addtail(&(ob->controllers), cont); + /* set the controller state mask from the current object state. + A controller is always in a single state, so select the lowest bit set + from the object state */ + for (bit=0; bit<32; bit++) { + if (ob->state & (1<<bit)) + break; + } + cont->state_mask = (1<<bit); + if (cont->state_mask == 0) { + /* shouldn't happen, object state is never 0 */ + cont->state_mask = 1; + } + } + } + ED_undo_push(C, "Add controller"); + break; + + case B_SET_STATE_BIT: + for(ob=G.main->object.first; ob; ob=ob->id.next) { + if(ob->scaflag & OB_SETSTBIT) { + ob->scaflag &= ~OB_SETSTBIT; + ob->state = 0x3FFFFFFF; + } + } + break; + + case B_INIT_STATE_BIT: + for(ob=G.main->object.first; ob; ob=ob->id.next) { + if(ob->scaflag & OB_INITSTBIT) { + ob->scaflag &= ~OB_INITSTBIT; + ob->state = ob->init_state; + if (!ob->state) + ob->state = 1; + } + } + break; + + case B_CHANGE_CONT: + for(ob=G.main->object.first; ob; ob=ob->id.next) { + cont= ob->controllers.first; + while(cont) { + if(cont->type != cont->otype) { + init_controller(cont); + cont->otype= cont->type; + break; + } + cont= cont->next; + } + } + break; + + + case B_DEL_CONT: + for(ob=G.main->object.first; ob; ob=ob->id.next) { + cont= ob->controllers.first; + while(cont) { + if(cont->flag & CONT_DEL) { + BLI_remlink(&(ob->controllers), cont); + unlink_controller(cont); + free_controller(cont); + break; + } + cont= cont->next; + } + } + ED_undo_push(C, "Delete controller"); + break; + + case B_ADD_ACT: + for(ob=G.main->object.first; ob; ob=ob->id.next) { + if(ob->scaflag & OB_ADDACT) { + ob->scaflag &= ~OB_ADDACT; + act= new_actuator(ACT_OBJECT); + make_unique_prop_names(C, act->name); + BLI_addtail(&(ob->actuators), act); + ob->scaflag |= OB_SHOWACT; + } + } + ED_undo_push(C, "Add actuator"); + break; + + case B_CHANGE_ACT: + for(ob=G.main->object.first; ob; ob=ob->id.next) { + act= ob->actuators.first; + while(act) { + if(act->type != act->otype) { + init_actuator(act); + act->otype= act->type; + break; + } + act= act->next; + } + } + break; + + case B_DEL_ACT: + for(ob=G.main->object.first; ob; ob=ob->id.next) { + act= ob->actuators.first; + while(act) { + if(act->flag & ACT_DEL) { + BLI_remlink(&(ob->actuators), act); + unlink_actuator(act); + free_actuator(act); + break; + } + act= act->next; + } + } + ED_undo_push(C, "Delete actuator"); + break; + + case B_SOUNDACT_BROWSE: + /* since we don't know which... */ + didit= 0; + for(ob=G.main->object.first; ob; ob=ob->id.next) { + act= ob->actuators.first; + while(act) + { + if(act->type==ACT_SOUND) + { + bSoundActuator *sa= act->data; + if(sa->sndnr) + { + bSound *sound= G.main->sound.first; + int nr= 1; + + if(sa->sndnr == -2) { +// XXX activate_databrowse((ID *)G.main->sound.first, ID_SO, 0, B_SOUNDACT_BROWSE, +// &sa->sndnr, do_logic_buts); + break; + } + + while(sound) + { + if(nr==sa->sndnr) + break; + nr++; + sound= sound->id.next; + } + + if(sa->sound) + sa->sound->id.us--; + + sa->sound= sound; + + if(sound) + sound->id.us++; + + sa->sndnr= 0; + didit= 1; + } + } + act= act->next; + } + if(didit) + break; + } + + break; + } +} + + +static char *sensor_name(int type) +{ + switch (type) { + case SENS_ALWAYS: + return "Always"; + case SENS_TOUCH: + return "Touch"; + case SENS_NEAR: + return "Near"; + case SENS_KEYBOARD: + return "Keyboard"; + case SENS_PROPERTY: + return "Property"; + case SENS_ACTUATOR: + return "Actuator"; + case SENS_DELAY: + return "Delay"; + case SENS_MOUSE: + return "Mouse"; + case SENS_COLLISION: + return "Collision"; + case SENS_RADAR: + return "Radar"; + case SENS_RANDOM: + return "Random"; + case SENS_RAY: + return "Ray"; + case SENS_MESSAGE: + return "Message"; + case SENS_JOYSTICK: + return "Joystick"; + } + return "unknown"; +} + +static char *sensor_pup(void) +{ + /* the number needs to match defines in game.h */ + return "Sensors %t|Always %x0|Delay %x13|Keyboard %x3|Mouse %x5|" + "Touch %x1|Collision %x6|Near %x2|Radar %x7|" + "Property %x4|Random %x8|Ray %x9|Message %x10|Joystick %x11|Actuator %x12"; +} + +static char *controller_name(int type) +{ + switch (type) { + case CONT_LOGIC_AND: + return "AND"; + case CONT_LOGIC_OR: + return "OR"; + case CONT_LOGIC_NAND: + return "NAND"; + case CONT_LOGIC_NOR: + return "NOR"; + case CONT_LOGIC_XOR: + return "XOR"; + case CONT_LOGIC_XNOR: + return "XNOR"; + case CONT_EXPRESSION: + return "Expression"; + case CONT_PYTHON: + return "Python"; + } + return "unknown"; +} + +static char *controller_pup(void) +{ + return "Controllers %t|AND %x0|OR %x1|XOR %x6|NAND %x4|NOR %x5|XNOR %x7|Expression %x2|Python %x3"; +} + +static char *actuator_name(int type) +{ + switch (type) { + case ACT_SHAPEACTION: + return "Shape Action"; + case ACT_ACTION: + return "Action"; + case ACT_OBJECT: + return "Motion"; + case ACT_IPO: + return "Ipo"; + case ACT_LAMP: + return "Lamp"; + case ACT_CAMERA: + return "Camera"; + case ACT_MATERIAL: + return "Material"; + case ACT_SOUND: + return "Sound"; + case ACT_CD: + return "CD"; + case ACT_PROPERTY: + return "Property"; + case ACT_EDIT_OBJECT: + return "Edit Object"; + case ACT_CONSTRAINT: + return "Constraint"; + case ACT_SCENE: + return "Scene"; + case ACT_GROUP: + return "Group"; + case ACT_RANDOM: + return "Random"; + case ACT_MESSAGE: + return "Message"; + case ACT_GAME: + return "Game"; + case ACT_VISIBILITY: + return "Visibility"; + case ACT_2DFILTER: + return "2D Filter"; + case ACT_PARENT: + return "Parent"; + case ACT_STATE: + return "State"; + } + return "unknown"; +} + + + + +static char *actuator_pup(Object *owner) +{ + switch (owner->type) + { + case OB_ARMATURE: + return "Actuators %t|Action %x15|Motion %x0|Constraint %x9|Ipo %x1" + "|Camera %x3|Sound %x5|Property %x6|Edit Object %x10" + "|Scene %x11|Random %x13|Message %x14|CD %x16|Game %x17" + "|Visibility %x18|2D Filter %x19|Parent %x20|State %x22"; + break; + + case OB_MESH: + return "Actuators %t|Shape Action %x21|Motion %x0|Constraint %x9|Ipo %x1" + "|Camera %x3|Sound %x5|Property %x6|Edit Object %x10" + "|Scene %x11|Random %x13|Message %x14|CD %x16|Game %x17" + "|Visibility %x18|2D Filter %x19|Parent %x20|State %x22"; + break; + + default: + return "Actuators %t|Motion %x0|Constraint %x9|Ipo %x1" + "|Camera %x3|Sound %x5|Property %x6|Edit Object %x10" + "|Scene %x11|Random %x13|Message %x14|CD %x16|Game %x17" + "|Visibility %x18|2D Filter %x19|Parent %x20|State %x22"; + } +} + + + +static void set_sca_ob(Object *ob) +{ + bController *cont; + bActuator *act; + + cont= ob->controllers.first; + while(cont) { + cont->mynew= (bController *)ob; + cont= cont->next; + } + act= ob->actuators.first; + while(act) { + act->mynew= (bActuator *)ob; + act= act->next; + } +} + +static ID **get_selected_and_linked_obs(bContext *C, short *count, short scavisflag) +{ + Base *base; + Scene *scene= CTX_data_scene(C); + Object *ob, *obt, *obact= CTX_data_active_object(C); + ID **idar; + bSensor *sens; + bController *cont; + unsigned int lay; + int a, nr, doit; + + /* we need a sorted object list */ + /* set scavisflags flags in Objects to indicate these should be evaluated */ + /* also hide ob pointers in ->new entries of controllerss/actuators */ + + *count= 0; + + if(scene==NULL) return NULL; + + ob= G.main->object.first; + while(ob) { + ob->scavisflag= 0; + set_sca_ob(ob); + ob= ob->id.next; + } + + /* XXX here it checked 3d lay */ + lay= scene->lay; + + base= FIRSTBASE; + while(base) { + if(base->lay & lay) { + if(base->flag & SELECT) { + if(scavisflag & BUTS_SENS_SEL) base->object->scavisflag |= OB_VIS_SENS; + if(scavisflag & BUTS_CONT_SEL) base->object->scavisflag |= OB_VIS_CONT; + if(scavisflag & BUTS_ACT_SEL) base->object->scavisflag |= OB_VIS_ACT; + } + } + base= base->next; + } + + if(obact) { + if(scavisflag & BUTS_SENS_ACT) obact->scavisflag |= OB_VIS_SENS; + if(scavisflag & BUTS_CONT_ACT) obact->scavisflag |= OB_VIS_CONT; + if(scavisflag & BUTS_ACT_ACT) obact->scavisflag |= OB_VIS_ACT; + } + + /* BUTS_XXX_STATE are similar to BUTS_XXX_LINK for selecting the object */ + if(scavisflag & (BUTS_SENS_LINK|BUTS_CONT_LINK|BUTS_ACT_LINK|BUTS_SENS_STATE|BUTS_ACT_STATE)) { + doit= 1; + while(doit) { + doit= 0; + + ob= G.main->object.first; + while(ob) { + + /* 1st case: select sensor when controller selected */ + if((scavisflag & (BUTS_SENS_LINK|BUTS_SENS_STATE)) && (ob->scavisflag & OB_VIS_SENS)==0) { + sens= ob->sensors.first; + while(sens) { + for(a=0; a<sens->totlinks; a++) { + if(sens->links[a]) { + obt= (Object *)sens->links[a]->mynew; + if(obt && (obt->scavisflag & OB_VIS_CONT)) { + doit= 1; + ob->scavisflag |= OB_VIS_SENS; + break; + } + } + } + if(doit) break; + sens= sens->next; + } + } + + /* 2nd case: select cont when act selected */ + if((scavisflag & BUTS_CONT_LINK) && (ob->scavisflag & OB_VIS_CONT)==0) { + cont= ob->controllers.first; + while(cont) { + for(a=0; a<cont->totlinks; a++) { + if(cont->links[a]) { + obt= (Object *)cont->links[a]->mynew; + if(obt && (obt->scavisflag & OB_VIS_ACT)) { + doit= 1; + ob->scavisflag |= OB_VIS_CONT; + break; + } + } + } + if(doit) break; + cont= cont->next; + } + } + + /* 3rd case: select controller when sensor selected */ + if((scavisflag & BUTS_CONT_LINK) && (ob->scavisflag & OB_VIS_SENS)) { + sens= ob->sensors.first; + while(sens) { + for(a=0; a<sens->totlinks; a++) { + if(sens->links[a]) { + obt= (Object *)sens->links[a]->mynew; + if(obt && (obt->scavisflag & OB_VIS_CONT)==0) { + doit= 1; + obt->scavisflag |= OB_VIS_CONT; + } + } + } + sens= sens->next; + } + } + + /* 4th case: select actuator when controller selected */ + if( (scavisflag & (BUTS_ACT_LINK|BUTS_ACT_STATE)) && (ob->scavisflag & OB_VIS_CONT)) { + cont= ob->controllers.first; + while(cont) { + for(a=0; a<cont->totlinks; a++) { + if(cont->links[a]) { + obt= (Object *)cont->links[a]->mynew; + if(obt && (obt->scavisflag & OB_VIS_ACT)==0) { + doit= 1; + obt->scavisflag |= OB_VIS_ACT; + } + } + } + cont= cont->next; + } + + } + ob= ob->id.next; + } + } + } + + /* now we count */ + ob= G.main->object.first; + while(ob) { + if( ob->scavisflag ) (*count)++; + ob= ob->id.next; + } + + if(*count==0) return NULL; + if(*count>24) *count= 24; /* temporal */ + + idar= MEM_callocN( (*count)*sizeof(void *), "idar"); + + ob= G.main->object.first; + nr= 0; + while(ob) { + if( ob->scavisflag ) { + idar[nr]= (ID *)ob; + nr++; + } + if(nr>=24) break; + ob= ob->id.next; + } + + /* just to be sure... these were set in set_sca_done_ob() */ + clear_sca_new_poins(); + + return idar; +} + + +static int get_col_sensor(int type) +{ + /* XXX themecolors not here */ + + switch(type) { + case SENS_ALWAYS: return TH_PANEL; + case SENS_DELAY: return TH_PANEL; + case SENS_TOUCH: return TH_PANEL; + case SENS_COLLISION: return TH_PANEL; + case SENS_NEAR: return TH_PANEL; + case SENS_KEYBOARD: return TH_PANEL; + case SENS_PROPERTY: return TH_PANEL; + case SENS_ACTUATOR: return TH_PANEL; + case SENS_MOUSE: return TH_PANEL; + case SENS_RADAR: return TH_PANEL; + case SENS_RANDOM: return TH_PANEL; + case SENS_RAY: return TH_PANEL; + case SENS_MESSAGE: return TH_PANEL; + case SENS_JOYSTICK: return TH_PANEL; + default: return TH_PANEL; + } +} +static void set_col_sensor(int type, int medium) +{ + int col= get_col_sensor(type); + UI_ThemeColorShade(col, medium?30:0); +} + + +static void verify_logicbutton_func(bContext *C, void *data1, void *data2) +{ + bSensor *sens= (bSensor*)data1; + + if(sens->level && sens->tap) { + if(data2 == &(sens->level)) + sens->tap= 0; + else + sens->level= 0; + } +} + + +/** + * Draws a toggle for pulse mode, a frequency field and a toggle to invert + * the value of this sensor. Operates on the shared data block of sensors. + */ +static void draw_default_sensor_header(bSensor *sens, + uiBlock *block, + short x, + short y, + short w) +{ + uiBut *but; + + /* Pulsing and frequency */ + uiDefIconButBitS(block, TOG, SENS_PULSE_REPEAT, 1, ICON_DOTSUP, + (short)(x + 10 + 0. * (w-20)), (short)(y - 21), (short)(0.1 * (w-20)), 19, + &sens->pulse, 0.0, 0.0, 0, 0, + "Activate TRUE level triggering (pulse mode)"); + + uiDefIconButBitS(block, TOG, SENS_NEG_PULSE_MODE, 1, ICON_DOTSDOWN, + (short)(x + 10 + 0.1 * (w-20)), (short)(y - 21), (short)(0.1 * (w-20)), 19, + &sens->pulse, 0.0, 0.0, 0, 0, + "Activate FALSE level triggering (pulse mode)"); + uiDefButS(block, NUM, 1, "f:", + (short)(x + 10 + 0.2 * (w-20)), (short)(y - 21), (short)(0.275 * (w-20)), 19, + &sens->freq, 0.0, 10000.0, 0, 0, + "Delay between repeated pulses (in logic tics, 0 = no delay)"); + + /* value or shift? */ + but= uiDefButS(block, TOG, 1, "Level", + (short)(x + 10 + 0.5 * (w-20)), (short)(y - 21), (short)(0.20 * (w-20)), 19, + &sens->level, 0.0, 0.0, 0, 0, + "Level detector, trigger controllers of new states (only applicable upon logic state transition)"); + uiButSetFunc(but, verify_logicbutton_func, sens, &(sens->level)); + but= uiDefButS(block, TOG, 1, "Tap", + (short)(x + 10 + 0.702 * (w-20)), (short)(y - 21), (short)(0.12 * (w-20)), 19, + &sens->tap, 0.0, 0.0, 0, 0, + "Trigger controllers only for an instant, even while the sensor remains true"); + uiButSetFunc(but, verify_logicbutton_func, sens, &(sens->tap)); + + uiDefButS(block, TOG, 1, "Inv", + (short)(x + 10 + 0.85 * (w-20)), (short)(y - 21), (short)(0.15 * (w-20)), 19, + &sens->invert, 0.0, 0.0, 0, 0, + "Invert the level (output) of this sensor"); +} + +static short draw_sensorbuttons(bSensor *sens, uiBlock *block, short xco, short yco, short width,char* objectname) +{ + bNearSensor *ns = NULL; + bTouchSensor *ts = NULL; + bKeyboardSensor *ks = NULL; + bPropertySensor *ps = NULL; + bMouseSensor *ms = NULL; + bCollisionSensor *cs = NULL; + bRadarSensor *rs = NULL; + bRandomSensor *randomSensor = NULL; + bRaySensor *raySens = NULL; + bMessageSensor *mes = NULL; + bJoystickSensor *joy = NULL; + bActuatorSensor *as = NULL; + bDelaySensor *ds = NULL; + short ysize; + char *str; + + /* yco is at the top of the rect, draw downwards */ + + set_col_sensor(sens->type, 0); + + switch (sens->type) + { + case SENS_ALWAYS: + { + ysize= 24; + + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + + draw_default_sensor_header(sens, block, xco, yco, width); + + yco-= ysize; + + break; + } + case SENS_TOUCH: + { + ysize= 48; + + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + + draw_default_sensor_header(sens, block, xco, yco, width); + + ts= sens->data; + + /* uiDefBut(block, TEX, 1, "Property:", xco,yco-22,width, 19, &ts->name, 0, 31, 0, 0, "Only look for Objects with this property"); */ + uiDefIDPoinBut(block, test_matpoin_but, ID_MA, 1, "MA:",(short)(xco + 10),(short)(yco-44), (short)(width - 20), 19, &ts->ma, "Only look for floors with this Material"); + ///* uiDefButF(block, NUM, 1, "Margin:", xco+width/2,yco-44,width/2, 19, &ts->dist, 0.0, 10.0, 100, 0, "Extra margin (distance) for larger sensitivity"); + yco-= ysize; + break; + } + case SENS_COLLISION: + { + ysize= 48; + + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + + draw_default_sensor_header(sens, block, xco, yco, width); + cs= sens->data; + + /* The collision sensor will become a generic collision (i.e. it */ + /* absorb the old touch sensor). */ + + uiDefButBitS(block, TOG, SENS_COLLISION_PULSE, B_REDR, "Pulse",(short)(xco + 10),(short)(yco - 44), + (short)(0.20 * (width-20)), 19, &cs->mode, 0.0, 0.0, 0, 0, + "Changes to the set of colliding objects generated pulses"); + + uiDefButBitS(block, TOG, SENS_COLLISION_MATERIAL, B_REDR, "M/P",(short)(xco + 10 + (0.20 * (width-20))),(short)(yco - 44), + (short)(0.20 * (width-20)), 19, &cs->mode, 0.0, 0.0, 0, 0, + "Toggle collision on material or property"); + + if (cs->mode & SENS_COLLISION_MATERIAL) { + uiDefBut(block, TEX, 1, "Material:", (short)(xco + 10 + 0.40 * (width-20)), + (short)(yco-44), (short)(0.6*(width-20)), 19, &cs->materialName, 0, 31, 0, 0, + "Only look for Objects with this material"); + } else { + uiDefBut(block, TEX, 1, "Property:", (short)(xco + 10 + 0.40 * (width-20)), (short)(yco-44), + (short)(0.6*(width-20)), 19, &cs->name, 0, 31, 0, 0, + "Only look for Objects with this property"); + } + + /* uiDefButS(block, NUM, 1, "Damp:", xco+10+width-90,yco-24, 70, 19, &cs->damp, 0, 250, 0, 0, "For 'damp' time don't detect another collision"); */ + + yco-= ysize; + break; + } + case SENS_NEAR: + { + ysize= 72; + + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + + draw_default_sensor_header(sens, block, xco, yco, width); + ns= sens->data; + + uiDefBut(block, TEX, 1, "Property:",(short)(10+xco),(short)(yco-44), (short)(width-20), 19, + &ns->name, 0, 31, 0, 0, "Only look for Objects with this property"); + uiDefButF(block, NUM, 1, "Dist",(short)(10+xco),(short)(yco-68),(short)((width-22)/2), 19, + &ns->dist, 0.0, 1000.0, 1000, 0, "Trigger distance"); + uiDefButF(block, NUM, 1, "Reset",(short)(10+xco+(width-22)/2), (short)(yco-68), (short)((width-22)/2), 19, + &ns->resetdist, 0.0, 1000.0, 1000, 0, "Reset distance"); + yco-= ysize; + break; + } + case SENS_RADAR: + { + ysize= 72; + + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + + draw_default_sensor_header(sens, block, xco, yco, width); + + rs= sens->data; + + uiDefBut(block, TEX, 1, "Prop:", + (short)(10+xco),(short)(yco-44), (short)(0.7 * (width-20)), 19, + &rs->name, 0, 31, 0, 0, + "Only look for Objects with this property"); + + str = "Type %t|+X axis %x0|+Y axis %x1|+Z axis %x2|-X axis %x3|-Y axis %x4|-Z axis %x5"; + uiDefButS(block, MENU, B_REDR, str, + (short)(10+xco+0.7 * (width-20)), (short)(yco-44), (short)(0.3 * (width-22)), 19, + &rs->axis, 2.0, 31, 0, 0, + "Specify along which axis the radar cone is cast"); + + uiDefButF(block, NUM, 1, "Ang:", + (short)(10+xco), (short)(yco-68), (short)((width-20)/2), 19, + &rs->angle, 0.0, 179.9, 10, 0, + "Opening angle of the radar cone"); + uiDefButF(block, NUM, 1, "Dist:", + (short)(xco+10 + (width-20)/2), (short)(yco-68), (short)((width-20)/2), 19, + &rs->range, 0.01, 10000.0, 100, 0, + "Depth of the radar cone"); + yco-= ysize; + break; + } + case SENS_KEYBOARD: + { + ks= sens->data; + + /* 5 lines: 120 height */ + ysize= (ks->type&1) ? 96:120; + + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + + /* header line */ + draw_default_sensor_header(sens, block, xco, yco, width); + + /* part of line 1 */ + uiDefBut(block, LABEL, 0, "Key", xco, yco-44, 40, 19, NULL, 0, 0, 0, 0, ""); + uiDefButBitS(block, TOG, 1, B_REDR, "All keys", xco+40+(width/2), yco-44, (width/2)-50, 19, + &ks->type, 0, 0, 0, 0, ""); + + + if ((ks->type&1)==0) { /* is All Keys option off? */ + /* line 2: hotkey and allkeys toggle */ + uiDefKeyevtButS(block, 0, "", xco+40, yco-44, (width)/2, 19, &ks->key, "Key code"); + + /* line 3: two key modifyers (qual1, qual2) */ + uiDefBut(block, LABEL, 0, "Hold", xco, yco-68, 40, 19, NULL, 0, 0, 0, 0, ""); + uiDefKeyevtButS(block, 0, "", xco+40, yco-68, (width-50)/2, 19, &ks->qual, "Modifier key code"); + uiDefKeyevtButS(block, 0, "", xco+40+(width-50)/2, yco-68, (width-50)/2, 19, &ks->qual2, "Second Modifier key code"); + } + + /* line 4: toggle property for string logging mode */ + uiDefBut(block, TEX, 1, "LogToggle: ", + xco+10, yco-((ks->type&1) ? 68:92), (width-20), 19, + ks->toggleName, 0, 31, 0, 0, + "Property that indicates whether to log " + "keystrokes as a string"); + + /* line 5: target property for string logging mode */ + uiDefBut(block, TEX, 1, "Target: ", + xco+10, yco-((ks->type&1) ? 92:116), (width-20), 19, + ks->targetName, 0, 31, 0, 0, + "Property that receives the keystrokes in case " + "a string is logged"); + + yco-= ysize; + break; + } + case SENS_PROPERTY: + { + ysize= 96; + + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, + (float)xco+width, (float)yco, 1); + + draw_default_sensor_header(sens, block, xco, yco, width); + ps= sens->data; + + str= "Type %t|Equal %x0|Not Equal %x1|Interval %x2|Changed %x3"; + /* str= "Type %t|Equal %x0|Not Equal %x1"; */ + uiDefButI(block, MENU, B_REDR, str, xco+30,yco-44,width-60, 19, + &ps->type, 0, 31, 0, 0, "Type"); + + if (ps->type != SENS_PROP_EXPRESSION) + { + uiDefBut(block, TEX, 1, "Prop: ", xco+30,yco-68,width-60, 19, + ps->name, 0, 31, 0, 0, "Property name"); + } + + if(ps->type == SENS_PROP_INTERVAL) + { + uiDefBut(block, TEX, 1, "Min: ", xco,yco-92,width/2, 19, + ps->value, 0, 31, 0, 0, "check for min value"); + uiDefBut(block, TEX, 1, "Max: ", xco+width/2,yco-92,width/2, 19, + ps->maxvalue, 0, 31, 0, 0, "check for max value"); + } + else if(ps->type == SENS_PROP_CHANGED); + else + { + uiDefBut(block, TEX, 1, "Value: ", xco+30,yco-92,width-60, 19, + ps->value, 0, 31, 0, 0, "check for value"); + } + + yco-= ysize; + break; + } + case SENS_ACTUATOR: + { + ysize= 48; + + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, + (float)xco+width, (float)yco, 1); + + draw_default_sensor_header(sens, block, xco, yco, width); + as= sens->data; + + uiDefBut(block, TEX, 1, "Act: ", xco+30,yco-44,width-60, 19, + as->name, 0, 31, 0, 0, "Actuator name, actuator active state modifications will be detected"); + yco-= ysize; + break; + } + case SENS_DELAY: + { + ysize= 48; + + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, + (float)xco+width, (float)yco, 1); + + draw_default_sensor_header(sens, block, xco, yco, width); + ds = sens->data; + + uiDefButS(block, NUM, 0, "Delay",(short)(10+xco),(short)(yco-44),(short)((width-22)*0.4+10), 19, + &ds->delay, 0.0, 5000.0, 0, 0, "Delay in number of logic tics before the positive trigger (default 60 per second)"); + uiDefButS(block, NUM, 0, "Dur",(short)(10+xco+(width-22)*0.4+10),(short)(yco-44),(short)((width-22)*0.4-10), 19, + &ds->duration, 0.0, 5000.0, 0, 0, "If >0, delay in number of logic tics before the negative trigger following the positive trigger"); + uiDefButBitS(block, TOG, SENS_DELAY_REPEAT, 0, "REP",(short)(xco + 10 + (width-22)*0.8),(short)(yco - 44), + (short)(0.20 * (width-22)), 19, &ds->flag, 0.0, 0.0, 0, 0, + "Toggle repeat option. If selected, the sensor restarts after Delay+Dur logic tics"); + yco-= ysize; + break; + } + case SENS_MOUSE: + { + ms= sens->data; + /* Two lines: 48 pixels high. */ + ysize = 48; + + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + + /* line 1: header */ + draw_default_sensor_header(sens, block, xco, yco, width); + + /* Line 2: type selection. The number are a bit mangled to get + * proper compatibility with older .blend files. */ + str= "Type %t|Left button %x1|Middle button %x2|" + "Right button %x4|Wheel Up %x5|Wheel Down %x6|Movement %x8|Mouse over %x16|Mouse over any%x32"; + uiDefButS(block, MENU, B_REDR, str, xco+10, yco-44, width-20, 19, + &ms->type, 0, 31, 0, 0, + "Specify the type of event this mouse sensor should trigger on"); + + yco-= ysize; + break; + } + case SENS_RANDOM: + { + ysize = 48; + + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + + draw_default_sensor_header(sens, block, xco, yco, width); + randomSensor = sens->data; + /* some files were wrongly written, avoid crash now */ + if (randomSensor) + { + uiDefButI(block, NUM, 1, "Seed: ", xco+10,yco-44,(width-20), 19, + &randomSensor->seed, 0, 1000, 0, 0, + "Initial seed of the generator. (Choose 0 for not random)"); + } + yco-= ysize; + break; + } + case SENS_RAY: + { + ysize = 72; + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + + draw_default_sensor_header(sens, block, xco, yco, width); + raySens = sens->data; + + /* 1. property or material */ + uiDefButBitS(block, TOG, SENS_COLLISION_MATERIAL, B_REDR, "M/P", + xco + 10,yco - 44, 0.20 * (width-20), 19, + &raySens->mode, 0.0, 0.0, 0, 0, + "Toggle collision on material or property"); + + if (raySens->mode & SENS_COLLISION_MATERIAL) + { + uiDefBut(block, TEX, 1, "Material:", xco + 10 + 0.20 * (width-20), yco-44, 0.8*(width-20), 19, + &raySens->matname, 0, 31, 0, 0, + "Only look for Objects with this material"); + } + else + { + uiDefBut(block, TEX, 1, "Property:", xco + 10 + 0.20 * (width-20), yco-44, 0.8*(width-20), 19, + &raySens->propname, 0, 31, 0, 0, + "Only look for Objects with this property"); + } + + /* X-Ray option */ + uiDefButBitS(block, TOG, SENS_RAY_XRAY, 1, "X", + xco + 10,yco - 68, 0.10 * (width-20), 19, + &raySens->mode, 0.0, 0.0, 0, 0, + "Toggle X-Ray option (see through objects that don't have the property)"); + /* 2. sensing range */ + uiDefButF(block, NUM, 1, "Range", xco+10 + 0.10 * (width-20), yco-68, 0.5 * (width-20), 19, + &raySens->range, 0.01, 10000.0, 100, 0, + "Sense objects no farther than this distance"); + + /* 3. axis choice */ + str = "Type %t|+ X axis %x1|+ Y axis %x0|+ Z axis %x2|- X axis %x3|- Y axis %x4|- Z axis %x5"; + uiDefButI(block, MENU, B_REDR, str, xco+10 + 0.6 * (width-20), yco-68, 0.4 * (width-20), 19, + &raySens->axisflag, 2.0, 31, 0, 0, + "Specify along which axis the ray is cast"); + + yco-= ysize; + break; + } + case SENS_MESSAGE: + { + mes = sens->data; + ysize = 2 * 24; /* total number of lines * 24 pixels/line */ + + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, + (float)xco+width, (float)yco, 1); + + /* line 1: header line */ + draw_default_sensor_header(sens, block, xco, yco, width); + + /* line 2: Subject filter */ + uiDefBut(block, TEX, 1, "Subject: ", + (xco+10), (yco-44), (width-20), 19, + mes->subject, 0, 31, 0, 0, + "Optional subject filter: only accept messages with this subject" + ", or empty for all"); + + yco -= ysize; + break; + } + case SENS_JOYSTICK: + { + + ysize = 72; + + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + + /* line 1: header */ + draw_default_sensor_header(sens, block, xco, yco, width); + + joy= sens->data; + + uiDefButC(block, NUM, 1, "Index:", xco+10, yco-44, 0.33 * (width-20), 19, + &joy->joyindex, 0, SENS_JOY_MAXINDEX-1, 100, 0, + "Specify which joystick to use"); + + str= "Type %t|Button %x0|Axis %x1|Single Axis %x3|Hat%x2"; + uiDefButC(block, MENU, B_REDR, str, xco+87, yco-44, 0.26 * (width-20), 19, + &joy->type, 0, 31, 0, 0, + "The type of event this joystick sensor is triggered on"); + + if (joy->type != SENS_JOY_AXIS_SINGLE) { + if (joy->flag & SENS_JOY_ANY_EVENT) { + switch (joy->type) { + case SENS_JOY_AXIS: + str = "All Axis Events"; + break; + case SENS_JOY_BUTTON: + str = "All Button Events"; + break; + default: + str = "All Hat Events"; + break; + } + } else { + str = "All"; + } + + uiDefButBitS(block, TOG, SENS_JOY_ANY_EVENT, B_REDR, str, + xco+10 + 0.475 * (width-20), yco-68, ((joy->flag & SENS_JOY_ANY_EVENT) ? 0.525 : 0.12) * (width-20), 19, + &joy->flag, 0, 0, 0, 0, + "Triggered by all events on this joysticks current type (axis/button/hat)"); + } + if(joy->type == SENS_JOY_BUTTON) + { + if ((joy->flag & SENS_JOY_ANY_EVENT)==0) { + uiDefButI(block, NUM, 1, "Number:", xco+10 + 0.6 * (width-20), yco-68, 0.4 * (width-20), 19, + &joy->button, 0, 18, 100, 0, + "Specify which button to use"); + } + } + else if(joy->type == SENS_JOY_AXIS) + { + uiDefButS(block, NUM, 1, "Number:", xco+10, yco-68, 0.46 * (width-20), 19, + &joy->axis, 1, 8.0, 100, 0, + "Specify which axis pair to use, 1 is useually the main direction input"); + + uiDefButI(block, NUM, 1, "Threshold:", xco+10 + 0.6 * (width-20),yco-44, 0.4 * (width-20), 19, + &joy->precision, 0, 32768.0, 100, 0, + "Specify the precision of the axis"); + + if ((joy->flag & SENS_JOY_ANY_EVENT)==0) { + str = "Type %t|Up Axis %x1 |Down Axis %x3|Left Axis %x2|Right Axis %x0"; + uiDefButI(block, MENU, B_REDR, str, xco+10 + 0.6 * (width-20), yco-68, 0.4 * (width-20), 19, + &joy->axisf, 2.0, 31, 0, 0, + "The direction of the axis, use 'All Events' to recieve events on any direction"); + } + } + else if (joy->type == SENS_JOY_HAT) + { + uiDefButI(block, NUM, 1, "Number:", xco+10, yco-68, 0.46 * (width-20), 19, + &joy->hat, 1, 4.0, 100, 0, + "Specify which hat to use"); + + if ((joy->flag & SENS_JOY_ANY_EVENT)==0) { + str = "Direction%t|Up%x1|Down%x4|Left%x8|Right%x2|%l|Up/Right%x3|Down/Left%x12|Up/Left%x9|Down/Right%x6"; + uiDefButI(block, MENU, 0, str, xco+10 + 0.6 * (width-20), yco-68, 0.4 * (width-20), 19, + &joy->hatf, 2.0, 31, 0, 0, + "The direction of the hat, use 'All Events' to recieve events on any direction"); + } + } + else { /* (joy->type == SENS_JOY_AXIS_SINGLE)*/ + uiDefButS(block, NUM, 1, "Number:", xco+10, yco-68, 0.46 * (width-20), 19, + &joy->axis_single, 1, 16.0, 100, 0, + "Specify a single axis (verticle/horizontal/other) to detect"); + + uiDefButI(block, NUM, 1, "Threshold:", xco+10 + 0.6 * (width-20),yco-44, 0.4 * (width-20), 19, + &joy->precision, 0, 32768.0, 100, 0, + "Specify the precision of the axis"); + } + yco-= ysize; + break; + } + } + + return yco-4; +} + + + +static short draw_controllerbuttons(bController *cont, uiBlock *block, short xco, short yco, short width) +{ + bExpressionCont *ec; + bPythonCont *pc; + short ysize; + + switch (cont->type) { + case CONT_EXPRESSION: + ysize= 28; + + UI_ThemeColor(TH_PANEL); + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + + /* uiDefBut(block, LABEL, 1, "Not yet...", xco,yco-24,80, 19, NULL, 0, 0, 0, 0, ""); */ + ec= cont->data; + /* uiDefBut(block, BUT, 1, "Variables", xco,yco-24,80, 19, NULL, 0, 0, 0, 0, "Available variables for expression"); */ + uiDefBut(block, TEX, 1, "Exp:", xco + 10 , yco-21, width-20, 19, + ec->str, 0, 127, 0, 0, + "Expression"); + + yco-= ysize; + break; + case CONT_PYTHON: + ysize= 28; + + if(cont->data==NULL) init_controller(cont); + pc= cont->data; + + UI_ThemeColor(TH_PANEL); + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + + + uiBlockBeginAlign(block); + uiDefButI(block, MENU, B_REDR, "Execution Method%t|Script%x0|Module%x1", xco+4,yco-23, 66, 19, &pc->mode, 0, 0, 0, 0, "Python script type (textblock or module - faster)"); + if(pc->mode==0) + uiDefIDPoinBut(block, test_scriptpoin_but, ID_SCRIPT, 1, "", xco+70,yco-23,width-74, 19, &pc->text, "Blender textblock to run as a script"); + else { + uiDefBut(block, TEX, 1, "", xco+70,yco-23,(width-70)-25, 19, pc->module, 0, 63, 0, 0, "Module name and function to run e.g. \"someModule.main\". Internal texts and external python files can be used"); + uiDefButBitI(block, TOG, CONT_PY_DEBUG, B_REDR, "D", (xco+width)-25, yco-23, 19, 19, &pc->flag, 0, 0, 0, 0, "Continuously reload the module from disk for editing external modules without restarting"); + } + uiBlockEndAlign(block); + + yco-= ysize; + break; + + default: + ysize= 4; + + UI_ThemeColor(TH_PANEL); + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + + yco-= ysize; + } + + return yco; +} + +static int get_col_actuator(int type) +{ + switch(type) { + case ACT_ACTION: return TH_PANEL; + case ACT_SHAPEACTION: return TH_PANEL; + case ACT_OBJECT: return TH_PANEL; + case ACT_IPO: return TH_PANEL; + case ACT_PROPERTY: return TH_PANEL; + case ACT_SOUND: return TH_PANEL; + case ACT_CD: return TH_PANEL; + case ACT_CAMERA: return TH_PANEL; + case ACT_EDIT_OBJECT: return TH_PANEL; + case ACT_GROUP: return TH_PANEL; + case ACT_RANDOM: return TH_PANEL; + case ACT_SCENE: return TH_PANEL; + case ACT_MESSAGE: return TH_PANEL; + case ACT_GAME: return TH_PANEL; + case ACT_VISIBILITY: return TH_PANEL; + case ACT_CONSTRAINT: return TH_PANEL; + case ACT_STATE: return TH_PANEL; + default: return TH_PANEL; + } +} +static void set_col_actuator(int item, int medium) +{ + int col= get_col_actuator(item); + UI_ThemeColorShade(col, medium?30:10); + +} + +static void change_object_actuator(bContext *C, void *act, void *arg) +{ + bObjectActuator *oa = act; + + if (oa->type != oa->otype) { + switch (oa->type) { + case ACT_OBJECT_NORMAL: + memset(oa, 0, sizeof(bObjectActuator)); + oa->flag = ACT_FORCE_LOCAL|ACT_TORQUE_LOCAL|ACT_DLOC_LOCAL|ACT_DROT_LOCAL; + oa->type = ACT_OBJECT_NORMAL; + break; + + case ACT_OBJECT_SERVO: + memset(oa, 0, sizeof(bObjectActuator)); + oa->flag = ACT_LIN_VEL_LOCAL; + oa->type = ACT_OBJECT_SERVO; + oa->forcerot[0] = 30.0f; + oa->forcerot[1] = 0.5f; + oa->forcerot[2] = 0.0f; + break; + } + } +} + +static void change_ipo_actuator(bContext *C, void *arg1_but, void *arg2_ia) +{ + bIpoActuator *ia = arg2_ia; + uiBut *but = arg1_but; + + if (but->retval & ACT_IPOFORCE) + ia->flag &= ~ACT_IPOADD; + else if (but->retval & ACT_IPOADD) + ia->flag &= ~ACT_IPOFORCE; + but->retval = B_REDR; +} + +void update_object_actuator_PID(bContext *C, void *act, void *arg) +{ + bObjectActuator *oa = act; + oa->forcerot[0] = 60.0f*oa->forcerot[1]; +} + +char *get_state_name(Object *ob, short bit) +{ + bController *cont; + unsigned int mask; + + mask = (1<<bit); + cont = ob->controllers.first; + while (cont) { + if (cont->state_mask & mask) { + return cont->name; + } + cont = cont->next; + } + return (char*)""; +} + +static void check_state_mask(bContext *C, void *arg1_but, void *arg2_mask) +{ + int shift= 0; // XXX + unsigned int *cont_mask = arg2_mask; + uiBut *but = arg1_but; + + if (*cont_mask == 0 || !(shift)) + *cont_mask = (1<<but->retval); + but->retval = B_REDR; +} + +static short draw_actuatorbuttons(Object *ob, bActuator *act, uiBlock *block, short xco, short yco, short width) +{ + bSoundActuator *sa = NULL; + bCDActuator *cda = NULL; + bObjectActuator *oa = NULL; + bIpoActuator *ia = NULL; + bPropertyActuator *pa = NULL; + bCameraActuator *ca = NULL; + bEditObjectActuator *eoa = NULL; + bConstraintActuator *coa = NULL; + bSceneActuator *sca = NULL; + bGroupActuator *ga = NULL; + bRandomActuator *randAct = NULL; + bMessageActuator *ma = NULL; + bActionActuator *aa = NULL; + bGameActuator *gma = NULL; + bVisibilityActuator *visAct = NULL; + bTwoDFilterActuator *tdfa = NULL; + bParentActuator *parAct = NULL; + bStateActuator *staAct = NULL; + + float *fp; + short ysize = 0, wval; + char *str; + int myline, stbit; + uiBut *but; + + + /* yco is at the top of the rect, draw downwards */ + set_col_actuator(act->type, 0); + + switch (act->type) + { + case ACT_OBJECT: + { + oa = act->data; + wval = (width-100)/3; + if (oa->type == ACT_OBJECT_NORMAL) + { + if ( ob->gameflag & OB_DYNAMIC ) + { + ysize= 175; + } + else + { + ysize= 72; + } + + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + + uiBlockBeginAlign(block); + uiDefBut(block, LABEL, 0, "Loc", xco, yco-45, 45, 19, NULL, 0, 0, 0, 0, "Sets the location"); + uiDefButF(block, NUM, 0, "", xco+45, yco-45, wval, 19, oa->dloc, -10000.0, 10000.0, 10, 0, ""); + uiDefButF(block, NUM, 0, "", xco+45+wval, yco-45, wval, 19, oa->dloc+1, -10000.0, 10000.0, 10, 0, ""); + uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-45, wval, 19, oa->dloc+2, -10000.0, 10000.0, 10, 0, ""); + uiBlockEndAlign(block); + + uiDefBut(block, LABEL, 0, "Rot", xco, yco-64, 45, 19, NULL, 0, 0, 0, 0, "Sets the rotation"); + uiBlockBeginAlign(block); + uiDefButF(block, NUM, 0, "", xco+45, yco-64, wval, 19, oa->drot, -10000.0, 10000.0, 10, 0, ""); + uiDefButF(block, NUM, 0, "", xco+45+wval, yco-64, wval, 19, oa->drot+1, -10000.0, 10000.0, 10, 0, ""); + uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-64, wval, 19, oa->drot+2, -10000.0, 10000.0, 10, 0, ""); + uiBlockEndAlign(block); + + uiDefButBitS(block, TOG, ACT_DLOC_LOCAL, 0, "L", xco+45+3*wval, yco-45, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Local transformation"); + uiDefButBitS(block, TOG, ACT_DROT_LOCAL, 0, "L", xco+45+3*wval, yco-64, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Local transformation"); + + if ( ob->gameflag & OB_DYNAMIC ) + { + uiDefBut(block, LABEL, 0, "Force", xco, yco-87, 55, 19, NULL, 0, 0, 0, 0, "Sets the force"); + uiBlockBeginAlign(block); + uiDefButF(block, NUM, 0, "", xco+45, yco-87, wval, 19, oa->forceloc, -10000.0, 10000.0, 10, 0, ""); + uiDefButF(block, NUM, 0, "", xco+45+wval, yco-87, wval, 19, oa->forceloc+1, -10000.0, 10000.0, 10, 0, ""); + uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-87, wval, 19, oa->forceloc+2, -10000.0, 10000.0, 10, 0, ""); + uiBlockEndAlign(block); + + uiDefBut(block, LABEL, 0, "Torque", xco, yco-106, 55, 19, NULL, 0, 0, 0, 0, "Sets the torque"); + uiBlockBeginAlign(block); + uiDefButF(block, NUM, 0, "", xco+45, yco-106, wval, 19, oa->forcerot, -10000.0, 10000.0, 10, 0, ""); + uiDefButF(block, NUM, 0, "", xco+45+wval, yco-106, wval, 19, oa->forcerot+1, -10000.0, 10000.0, 10, 0, ""); + uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-106, wval, 19, oa->forcerot+2, -10000.0, 10000.0, 10, 0, ""); + uiBlockEndAlign(block); + } + + if ( ob->gameflag & OB_DYNAMIC ) + { + uiDefBut(block, LABEL, 0, "LinV", xco, yco-129, 45, 19, NULL, 0, 0, 0, 0, "Sets the linear velocity"); + uiBlockBeginAlign(block); + uiDefButF(block, NUM, 0, "", xco+45, yco-129, wval, 19, oa->linearvelocity, -10000.0, 10000.0, 10, 0, ""); + uiDefButF(block, NUM, 0, "", xco+45+wval, yco-129, wval, 19, oa->linearvelocity+1, -10000.0, 10000.0, 10, 0, ""); + uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-129, wval, 19, oa->linearvelocity+2, -10000.0, 10000.0, 10, 0, ""); + uiBlockEndAlign(block); + + uiDefBut(block, LABEL, 0, "AngV", xco, yco-148, 45, 19, NULL, 0, 0, 0, 0, "Sets the angular velocity"); + uiBlockBeginAlign(block); + uiDefButF(block, NUM, 0, "", xco+45, yco-148, wval, 19, oa->angularvelocity, -10000.0, 10000.0, 10, 0, ""); + uiDefButF(block, NUM, 0, "", xco+45+wval, yco-148, wval, 19, oa->angularvelocity+1, -10000.0, 10000.0, 10, 0, ""); + uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-148, wval, 19, oa->angularvelocity+2, -10000.0, 10000.0, 10, 0, ""); + uiBlockEndAlign(block); + + uiDefBut(block, LABEL, 0, "Damp", xco, yco-171, 45, 19, NULL, 0, 0, 0, 0, "Number of frames to reach the target velocity"); + uiDefButS(block, NUM, 0, "", xco+45, yco-171, wval, 19, &oa->damping, 0.0, 1000.0, 100, 0, ""); + + uiDefButBitS(block, TOG, ACT_FORCE_LOCAL, 0, "L", xco+45+3*wval, yco-87, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Local transformation"); + uiDefButBitS(block, TOG, ACT_TORQUE_LOCAL, 0, "L", xco+45+3*wval, yco-106, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Local transformation"); + uiDefButBitS(block, TOG, ACT_LIN_VEL_LOCAL, 0, "L", xco+45+3*wval, yco-129, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Local transformation"); + uiDefButBitS(block, TOG, ACT_ANG_VEL_LOCAL, 0, "L", xco+45+3*wval, yco-148, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Local transformation"); + + uiDefButBitS(block, TOG, ACT_ADD_LIN_VEL, 0, "add",xco+45+3*wval+15, yco-129, 35, 19, &oa->flag, 0.0, 0.0, 0, 0, "Toggles between ADD and SET linV"); + } + } else if (oa->type == ACT_OBJECT_SERVO) + { + ysize= 195; + + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + + uiDefBut(block, LABEL, 0, "Ref", xco, yco-45, 45, 19, NULL, 0, 0, 0, 0, ""); + uiDefIDPoinBut(block, test_obpoin_but, ID_OB, 1, "OB:", xco+45, yco-45, wval*3, 19, &(oa->reference), "Reference object for velocity calculation, leave empty for world reference"); + uiDefBut(block, LABEL, 0, "linV", xco, yco-68, 45, 19, NULL, 0, 0, 0, 0, "Sets the target relative linear velocity, it will be achieved by automatic application of force. Null velocity is a valid target"); + uiBlockBeginAlign(block); + uiDefButF(block, NUM, 0, "", xco+45, yco-68, wval, 19, oa->linearvelocity, -10000.0, 10000.0, 10, 0, ""); + uiDefButF(block, NUM, 0, "", xco+45+wval, yco-68, wval, 19, oa->linearvelocity+1, -10000.0, 10000.0, 10, 0, ""); + uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-68, wval, 19, oa->linearvelocity+2, -10000.0, 10000.0, 10, 0, ""); + uiBlockEndAlign(block); + uiDefButBitS(block, TOG, ACT_LIN_VEL_LOCAL, 0, "L", xco+45+3*wval, yco-68, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Velocity is defined in local coordinates"); + + uiDefBut(block, LABEL, 0, "Limit", xco, yco-91, 45, 19, NULL, 0, 0, 0, 0, "Select if the force needs to be limited along certain axis (local or global depending on LinV Local flag)"); + uiBlockBeginAlign(block); + uiDefButBitS(block, TOG, ACT_SERVO_LIMIT_X, B_REDR, "X", xco+45, yco-91, wval, 19, &oa->flag, 0.0, 0.0, 0, 0, "Set limit to force along the X axis"); + uiDefButBitS(block, TOG, ACT_SERVO_LIMIT_Y, B_REDR, "Y", xco+45+wval, yco-91, wval, 19, &oa->flag, 0.0, 0.0, 0, 0, "Set limit to force along the Y axis"); + uiDefButBitS(block, TOG, ACT_SERVO_LIMIT_Z, B_REDR, "Z", xco+45+2*wval, yco-91, wval, 19, &oa->flag, 0.0, 0.0, 0, 0, "Set limit to force along the Z axis"); + uiBlockEndAlign(block); + uiDefBut(block, LABEL, 0, "Max", xco, yco-110, 45, 19, NULL, 0, 0, 0, 0, "Set the upper limit for force"); + uiDefBut(block, LABEL, 0, "Min", xco, yco-129, 45, 19, NULL, 0, 0, 0, 0, "Set the lower limit for force"); + if (oa->flag & ACT_SERVO_LIMIT_X) { + uiDefButF(block, NUM, 0, "", xco+45, yco-110, wval, 19, oa->dloc, -10000.0, 10000.0, 10, 0, ""); + uiDefButF(block, NUM, 0, "", xco+45, yco-129, wval, 19, oa->drot, -10000.0, 10000.0, 10, 0, ""); + } + if (oa->flag & ACT_SERVO_LIMIT_Y) { + uiDefButF(block, NUM, 0, "", xco+45+wval, yco-110, wval, 19, oa->dloc+1, -10000.0, 10000.0, 10, 0, ""); + uiDefButF(block, NUM, 0, "", xco+45+wval, yco-129, wval, 19, oa->drot+1, -10000.0, 10000.0, 10, 0, ""); + } + if (oa->flag & ACT_SERVO_LIMIT_Z) { + uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-110, wval, 19, oa->dloc+2, -10000.0, 10000.0, 10, 0, ""); + uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-129, wval, 19, oa->drot+2, -10000.0, 10000.0, 10, 0, ""); + } + uiDefBut(block, LABEL, 0, "Servo", xco, yco-152, 45, 19, NULL, 0, 0, 0, 0, "Coefficients of the PID servo controller"); + uiDefButF(block, NUMSLI, B_REDR, "P: ", xco+45, yco-152, wval*3, 19, oa->forcerot, 0.00, 200.0, 100, 0, "Proportional coefficient, typical value is 60x Integral coefficient"); + uiDefBut(block, LABEL, 0, "Slow", xco, yco-171, 45, 19, NULL, 0, 0, 0, 0, "Low value of I coefficient correspond to slow response"); + but = uiDefButF(block, NUMSLI, B_REDR, " I : ", xco+45, yco-171, wval*3, 19, oa->forcerot+1, 0.0, 3.0, 1, 0, "Integral coefficient, low value (0.01) for slow response, high value (0.5) for fast response"); + uiButSetFunc(but, update_object_actuator_PID, oa, NULL); + uiDefBut(block, LABEL, 0, "Fast", xco+45+3*wval, yco-171, 45, 19, NULL, 0, 0, 0, 0, "High value of I coefficient correspond to fast response"); + uiDefButF(block, NUMSLI, B_REDR, "D: ", xco+45, yco-190, wval*3, 19, oa->forcerot+2, -100.0, 100.0, 100, 0, "Derivate coefficient, not required, high values can cause instability"); + } + str= "Motion Type %t|Simple motion %x0|Servo Control %x1"; + but = uiDefButS(block, MENU, B_REDR, str, xco+40, yco-23, (width-80), 19, &oa->type, 0.0, 0.0, 0, 0, ""); + oa->otype = oa->type; + uiButSetFunc(but, change_object_actuator, oa, NULL); + yco-= ysize; + break; + } + case ACT_ACTION: + case ACT_SHAPEACTION: + { + /* DrawAct */ +#ifdef __NLA_ACTION_BY_MOTION_ACTUATOR + ysize = 112; +#else + ysize= 92; +#endif + + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + + aa = act->data; + wval = (width-60)/3; + + // str= "Action types %t|Play %x0|Ping Pong %x1|Flipper %x2|Loop Stop %x3|Loop End %x4|Property %x6"; +#ifdef __NLA_ACTION_BY_MOTION_ACTUATOR + str= "Action types %t|Play %x0|Flipper %x2|Loop Stop %x3|Loop End %x4|Property %x6|Displacement %x7"; +#else + str= "Action types %t|Play %x0|Flipper %x2|Loop Stop %x3|Loop End %x4|Property %x6"; +#endif + uiDefButS(block, MENU, B_REDR, str, xco+10, yco-24, width/3, 19, &aa->type, 0.0, 0.0, 0.0, 0.0, "Action playback type"); + uiDefIDPoinBut(block, test_actionpoin_but, ID_AC, 1, "AC: ", xco+10+ (width/3), yco-24, ((width/3)*2) - (20 + 60), 19, &aa->act, "Action name"); + + uiDefButBitS(block, TOGN, 1, 0, "Continue", xco+((width/3)*2)+20, yco-24, 60, 19, + &aa->end_reset, 0.0, 0.0, 0, 0, "Restore last frame when switching on/off, otherwise play from the start each time"); + + + if(aa->type == ACT_ACTION_FROM_PROP) + { + uiDefBut(block, TEX, 0, "Prop: ",xco+10, yco-44, width-20, 19, aa->name, 0.0, 31.0, 0, 0, "Use this property to define the Action position"); + } + else + { + uiDefButI(block, NUM, 0, "Sta: ",xco+10, yco-44, (width-20)/2, 19, &aa->sta, 1.0, MAXFRAMEF, 0, 0, "Start frame"); + uiDefButI(block, NUM, 0, "End: ",xco+10+(width-20)/2, yco-44, (width-20)/2, 19, &aa->end, 1.0, MAXFRAMEF, 0, 0, "End frame"); + } + + uiDefButS(block, NUM, 0, "Blendin: ", xco+10, yco-64, (width-20)/2, 19, &aa->blendin, 0.0, 32767, 0.0, 0.0, "Number of frames of motion blending"); + uiDefButS(block, NUM, 0, "Priority: ", xco+10+(width-20)/2, yco-64, (width-20)/2, 19, &aa->priority, 0.0, 100.0, 0.0, 0.0, "Execution priority - lower numbers will override actions with higher numbers, With 2 or more actions at once, the overriding channels must be lower in the stack"); + + uiDefBut(block, TEX, 0, "FrameProp: ",xco+10, yco-84, width-20, 19, aa->frameProp, 0.0, 31.0, 0, 0, "Assign the action's current frame number to this property"); + + +#ifdef __NLA_ACTION_BY_MOTION_ACTUATOR + if(aa->type == ACT_ACTION_MOTION) + { + uiDefButF(block, NUM, 0, "Cycle: ",xco+30, yco-84, (width-60)/2, 19, &aa->stridelength, 0.0, 2500.0, 0, 0, "Distance covered by a single cycle of the action"); + } +#endif + + + + yco-=ysize; + break; + } + case ACT_IPO: + { + ia= act->data; + + ysize= 72; + + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + + str = "Ipo types %t|Play %x0|Ping Pong %x1|Flipper %x2|Loop Stop %x3|Loop End %x4|Property %x6"; + + uiDefButS(block, MENU, B_REDR, str, xco+10, yco-24, (width-20)/2, 19, &ia->type, 0, 0, 0, 0, ""); + + but = uiDefButBitS(block, TOG, ACT_IPOFORCE, ACT_IPOFORCE, + "Force", xco+10+(width-20)/2, yco-24, (width-20)/4-10, 19, + &ia->flag, 0, 0, 0, 0, + "Apply Ipo as a global or local force depending on the local option (dynamic objects only)"); + uiButSetFunc(but, change_ipo_actuator, but, ia); + + but = uiDefButBitS(block, TOG, ACT_IPOADD, ACT_IPOADD, + "Add", xco+3*(width-20)/4, yco-24, (width-20)/4-10, 19, + &ia->flag, 0, 0, 0, 0, + "Ipo is added to the current loc/rot/scale in global or local coordinate according to Local flag"); + uiButSetFunc(but, change_ipo_actuator, but, ia); + + /* Only show the do-force-local toggle if force is requested */ + if (ia->flag & (ACT_IPOFORCE|ACT_IPOADD)) { + uiDefButBitS(block, TOG, ACT_IPOLOCAL, 0, + "L", xco+width-30, yco-24, 20, 19, + &ia->flag, 0, 0, 0, 0, + "Let the ipo acts in local coordinates, used in Force and Add mode"); + } + + if(ia->type==ACT_IPO_FROM_PROP) { + uiDefBut(block, TEX, 0, + "Prop: ", xco+10, yco-44, width-80, 19, + ia->name, 0.0, 31.0, 0, 0, + "Use this property to define the Ipo position"); + } + else { + uiDefButI(block, NUM, 0, + "Sta", xco+10, yco-44, (width-80)/2, 19, + &ia->sta, 1.0, MAXFRAMEF, 0, 0, + "Start frame"); + uiDefButI(block, NUM, 0, + "End", xco+10+(width-80)/2, yco-44, (width-80)/2, 19, + &ia->end, 1.0, MAXFRAMEF, 0, 0, + "End frame"); + } + uiDefButBitS(block, TOG, ACT_IPOCHILD, B_REDR, + "Child", xco+10+(width-80), yco-44, 60, 19, + &ia->flag, 0, 0, 0, 0, + "Update IPO on all children Objects as well"); + uiDefBut(block, TEX, 0, + "FrameProp: ", xco+10, yco-64, width-20, 19, + ia->frameProp, 0.0, 31.0, 0, 0, + "Assign the action's current frame number to this property"); + + yco-= ysize; + break; + } + case ACT_PROPERTY: + { + ysize= 68; + + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + + pa= act->data; + + str= "Type%t|Assign%x0|Add %x1|Copy %x2|Toggle (bool/int/float/timer)%x3"; + uiDefButI(block, MENU, B_REDR, str, xco+30,yco-24,width-60, 19, &pa->type, 0, 31, 0, 0, "Type"); + + uiDefBut(block, TEX, 1, "Prop: ", xco+30,yco-44,width-60, 19, pa->name, 0, 31, 0, 0, "Property name"); + + + if(pa->type==ACT_PROP_TOGGLE) { + /* no ui */ + ysize -= 22; + } + else if(pa->type==ACT_PROP_COPY) { + uiDefIDPoinBut(block, test_obpoin_but, ID_OB, 1, "OB:", xco+10, yco-64, (width-20)/2, 19, &(pa->ob), "Copy from this Object"); + uiDefBut(block, TEX, 1, "Prop: ", xco+10+(width-20)/2, yco-64, (width-20)/2, 19, pa->value, 0, 31, 0, 0, "Copy this property"); + } + else { + uiDefBut(block, TEX, 1, "Value: ", xco+30,yco-64,width-60, 19, pa->value, 0, 31, 0, 0, "change with this value, use \"\" around strings"); + } + yco-= ysize; + + break; + } + case ACT_SOUND: + { + ysize = 70; + + sa = act->data; + sa->sndnr = 0; + + wval = (width-20)/2; + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + + if(G.main->sound.first) { + IDnames_to_pupstring(&str, "Sound files", NULL, &(G.main->sound), (ID *)sa->sound, &(sa->sndnr)); + /* reset this value, it is for handling the event */ + sa->sndnr = 0; + uiDefButS(block, MENU, B_SOUNDACT_BROWSE, str, xco+10,yco-22,20,19, &(sa->sndnr), 0, 0, 0, 0, ""); + + if(sa->sound) { + char dummy_str[] = "Sound mode %t|Play Stop %x0|Play End %x1|Loop Stop %x2|Loop End %x3|Loop Ping Pong Stop %x5|Loop Ping Pong %x4"; + uiDefBut(block, TEX, B_IDNAME, "SO:",xco+30,yco-22,width-40,19, sa->sound->id.name+2, 0.0, 21.0, 0, 0, ""); + uiDefButS(block, MENU, 1, dummy_str,xco+10,yco-44,width-20, 19, &sa->type, 0.0, 0.0, 0, 0, ""); + uiDefButF(block, NUM, 0, "Volume:", xco+10,yco-66,wval, 19, &sa->sound->volume, 0.0, 1.0, 0, 0, "Sets the volume of this sound"); + uiDefButF(block, NUM, 0, "Pitch:",xco+wval+10,yco-66,wval, 19, &sa->sound->pitch,-12.0, 12.0, 0, 0, "Sets the pitch of this sound"); + } + MEM_freeN(str); + } + else { + uiDefBut(block, LABEL, 0, "Use Sound window (F10) to load samples", xco, yco-24, width, 19, NULL, 0, 0, 0, 0, ""); + } + + yco-= ysize; + + break; + } + case ACT_CD: + { + char cd_type_str[] = "Sound mode %t|Play all tracks %x0|Play one track %x1|" + "Volume %x3|Stop %x4|Pause %x5|Resume %x6"; + cda = act->data; + + if (cda) { + if (cda->track == 0) { + cda->track = 1; + cda->volume = 1; + cda->type = ACT_CD_PLAY_ALL; + } + + if (cda->type == ACT_CD_PLAY_TRACK || cda->type == ACT_CD_LOOP_TRACK) { + ysize = 48; + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + uiDefButS(block, NUM, 0, "Track:", xco+10,yco-44,width-20, 19, &cda->track, 1, 99, 0, 0, "Select the track to be played"); + } + else if (cda->type == ACT_CD_VOLUME) { + ysize = 48; + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + uiDefButF(block, NUM, 0, "Volume:", xco+10,yco-44,width-20, 19, &cda->volume, 0, 1, 0, 0, "Set the volume for CD playback"); + } + else { + ysize = 28; + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + } + uiDefButS(block, MENU, B_REDR, cd_type_str,xco+10,yco-22,width-20, 19, &cda->type, 0.0, 0.0, 0, 0, ""); + } + yco-= ysize; + break; + } + case ACT_CAMERA: + + ysize= 48; + + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + + ca= act->data; + + uiDefIDPoinBut(block, test_obpoin_but, ID_OB, 1, "OB:", xco+10, yco-24, (width-20)/2, 19, &(ca->ob), "Look at this Object"); + uiDefButF(block, NUM, 0, "Height:", xco+10+(width-20)/2, yco-24, (width-20)/2, 19, &ca->height, 0.0, 20.0, 0, 0, ""); + + uiDefButF(block, NUM, 0, "Min:", xco+10, yco-44, (width-60)/2, 19, &ca->min, 0.0, 20.0, 0, 0, ""); + + if(ca->axis==0) ca->axis= 'x'; + uiDefButS(block, ROW, 0, "X", xco+10+(width-60)/2, yco-44, 20, 19, &ca->axis, 4.0, (float)'x', 0, 0, "Camera tries to get behind the X axis"); + uiDefButS(block, ROW, 0, "Y", xco+30+(width-60)/2, yco-44, 20, 19, &ca->axis, 4.0, (float)'y', 0, 0, "Camera tries to get behind the Y axis"); + + uiDefButF(block, NUM, 0, "Max:", xco+20+(width)/2, yco-44, (width-60)/2, 19, &ca->max, 0.0, 20.0, 0, 0, ""); + + yco-= ysize; + + break; + + case ACT_EDIT_OBJECT: + + eoa= act->data; + + if(eoa->type==ACT_EDOB_ADD_OBJECT) { + int wval; /* just a temp width */ + ysize = 92; + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + + uiDefIDPoinBut(block, test_obpoin_but, ID_OB, 1, "OB:", xco+10, yco-44, (width-20)/2, 19, &(eoa->ob), "Add this Object and all its children (cant be on an visible layer)"); + uiDefButI(block, NUM, 0, "Time:", xco+10+(width-20)/2, yco-44, (width-20)/2, 19, &eoa->time, 0.0, 2000.0, 0, 0, "Duration the new Object lives"); + + wval= (width-60)/3; + uiDefBut(block, LABEL, 0, "linV", xco, yco-68, 45, 19, + NULL, 0, 0, 0, 0, + "Velocity upon creation"); + uiDefButF(block, NUM, 0, "", xco+45, yco-68, wval, 19, + eoa->linVelocity, -100.0, 100.0, 10, 0, + "Velocity upon creation, x component"); + uiDefButF(block, NUM, 0, "", xco+45+wval, yco-68, wval, 19, + eoa->linVelocity+1, -100.0, 100.0, 10, 0, + "Velocity upon creation, y component"); + uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-68, wval, 19, + eoa->linVelocity+2, -100.0, 100.0, 10, 0, + "Velocity upon creation, z component"); + uiDefButBitS(block, TOG, ACT_EDOB_LOCAL_LINV, 0, "L", xco+45+3*wval, yco-68, 15, 19, + &eoa->localflag, 0.0, 0.0, 0, 0, + "Apply the transformation locally"); + + + uiDefBut(block, LABEL, 0, "AngV", xco, yco-90, 45, 19, + NULL, 0, 0, 0, 0, + "Angular velocity upon creation"); + uiDefButF(block, NUM, 0, "", xco+45, yco-90, wval, 19, + eoa->angVelocity, -10000.0, 10000.0, 10, 0, + "Angular velocity upon creation, x component"); + uiDefButF(block, NUM, 0, "", xco+45+wval, yco-90, wval, 19, + eoa->angVelocity+1, -10000.0, 10000.0, 10, 0, + "Angular velocity upon creation, y component"); + uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-90, wval, 19, + eoa->angVelocity+2, -10000.0, 10000.0, 10, 0, + "Angular velocity upon creation, z component"); + uiDefButBitS(block, TOG, ACT_EDOB_LOCAL_ANGV, 0, "L", xco+45+3*wval, yco-90, 15, 19, + &eoa->localflag, 0.0, 0.0, 0, 0, + "Apply the rotation locally"); + + + } + else if(eoa->type==ACT_EDOB_END_OBJECT) { + ysize= 28; + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + } + else if(eoa->type==ACT_EDOB_REPLACE_MESH) { + ysize= 48; + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + + uiDefIDPoinBut(block, test_meshpoin_but, ID_ME, 1, "ME:", xco+40, yco-44, (width-80), 19, &(eoa->me), "replace the existing mesh with this one"); + } + else if(eoa->type==ACT_EDOB_TRACK_TO) { + ysize= 48; + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + + uiDefIDPoinBut(block, test_obpoin_but, ID_OB, 1, "OB:", xco+10, yco-44, (width-20)/2, 19, &(eoa->ob), "Track to this Object"); + uiDefButI(block, NUM, 0, "Time:", xco+10+(width-20)/2, yco-44, (width-20)/2-40, 19, &eoa->time, 0.0, 2000.0, 0, 0, "Duration the tracking takes"); + uiDefButS(block, TOG, 0, "3D", xco+width-50, yco-44, 40, 19, &eoa->flag, 0.0, 0.0, 0, 0, "Enable 3D tracking"); + } + else if(eoa->type==ACT_EDOB_DYNAMICS) { + ysize= 69; + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + + str= "Dynamic Operation %t|Restore Dynamics %x0|Suspend Dynamics %x1|Enable Rigid Body %x2|Disable Rigid Body %x3|Set Mass %x4"; + uiDefButS(block, MENU, B_REDR, str, xco+40, yco-44, (width-80), 19, &(eoa->dyn_operation), 0.0, 0.0, 0, 0, ""); + if(eoa->dyn_operation==4) { + uiDefButF(block, NUM, 0, "", xco+40, yco-63, width-80, 19, + &eoa->mass, 0.0, 10000.0, 10, 0, + "Mass for object"); + } + } + str= "Edit Object %t|Add Object %x0|End Object %x1|Replace Mesh %x2|Track to %x3|Dynamics %x4"; + uiDefButS(block, MENU, B_REDR, str, xco+40, yco-24, (width-80), 19, &eoa->type, 0.0, 0.0, 0, 0, ""); + + yco-= ysize; + + break; + + case ACT_CONSTRAINT: + coa= act->data; + + if (coa->type == ACT_CONST_TYPE_LOC) { + ysize= 69; + + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + + /* str= "Limit %t|None %x0|Loc X %x1|Loc Y %x2|Loc Z %x4|Rot X %x8|Rot Y %x16|Rot Z %x32"; */ + /* coa->flag &= ~(63); */ + str= "Limit %t|None %x0|Loc X %x1|Loc Y %x2|Loc Z %x4"; + coa->flag &= 7; + coa->time = 0; + uiDefButS(block, MENU, 1, str, xco+10, yco-65, 70, 19, &coa->flag, 0.0, 0.0, 0, 0, ""); + + uiDefButS(block, NUM, 0, "damp", xco+10, yco-45, 70, 19, &coa->damp, 0.0, 100.0, 0, 0, "Damping factor: time constant (in frame) of low pass filter"); + uiDefBut(block, LABEL, 0, "Min", xco+80, yco-45, (width-90)/2, 19, NULL, 0.0, 0.0, 0, 0, ""); + uiDefBut(block, LABEL, 0, "Max", xco+80+(width-90)/2, yco-45, (width-90)/2, 19, NULL, 0.0, 0.0, 0, 0, ""); + + if(coa->flag & ACT_CONST_LOCX) fp= coa->minloc; + else if(coa->flag & ACT_CONST_LOCY) fp= coa->minloc+1; + else if(coa->flag & ACT_CONST_LOCZ) fp= coa->minloc+2; + else if(coa->flag & ACT_CONST_ROTX) fp= coa->minrot; + else if(coa->flag & ACT_CONST_ROTY) fp= coa->minrot+1; + else fp= coa->minrot+2; + + uiDefButF(block, NUM, 0, "", xco+80, yco-65, (width-90)/2, 19, fp, -2000.0, 2000.0, 10, 0, ""); + uiDefButF(block, NUM, 0, "", xco+80+(width-90)/2, yco-65, (width-90)/2, 19, fp+3, -2000.0, 2000.0, 10, 0, ""); + } else if (coa->type == ACT_CONST_TYPE_DIST) { + ysize= 106; + + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + + str= "Direction %t|None %x0|X axis %x1|Y axis %x2|Z axis %x4|-X axis %x8|-Y axis %x16|-Z axis %x32"; + uiDefButS(block, MENU, B_REDR, str, xco+10, yco-65, 70, 19, &coa->mode, 0.0, 0.0, 0, 0, "Set the direction of the ray"); + + uiDefButS(block, NUM, 0, "damp", xco+10, yco-45, 70, 19, &coa->damp, 0.0, 100.0, 0, 0, "Damping factor: time constant (in frame) of low pass filter"); + uiDefBut(block, LABEL, 0, "Range", xco+80, yco-45, (width-115)/2, 19, NULL, 0.0, 0.0, 0, 0, "Set the maximum length of ray"); + uiDefButBitS(block, TOG, ACT_CONST_DISTANCE, B_REDR, "Dist", xco+80+(width-115)/2, yco-45, (width-115)/2, 19, &coa->flag, 0.0, 0.0, 0, 0, "Force distance of object to point of impact of ray"); + uiDefButBitS(block, TOG, ACT_CONST_LOCAL, 0, "L", xco+80+(width-115), yco-45, 25, 19, + &coa->flag, 0.0, 0.0, 0, 0, "Set ray along object's axis or global axis"); + + if(coa->mode & (ACT_CONST_DIRPX|ACT_CONST_DIRNX)) fp= coa->minloc; + else if(coa->mode & (ACT_CONST_DIRPY|ACT_CONST_DIRNY)) fp= coa->minloc+1; + else fp= coa->minloc+2; + + uiDefButF(block, NUM, 0, "", xco+80, yco-65, (width-115)/2, 19, fp+3, 0.0, 2000.0, 10, 0, "Maximum length of ray"); + if (coa->flag & ACT_CONST_DISTANCE) + uiDefButF(block, NUM, 0, "", xco+80+(width-115)/2, yco-65, (width-115)/2, 19, fp, -2000.0, 2000.0, 10, 0, "Keep this distance to target"); + uiDefButBitS(block, TOG, ACT_CONST_NORMAL, 0, "N", xco+80+(width-115), yco-65, 25, 19, + &coa->flag, 0.0, 0.0, 0, 0, "Set object axis along (local axis) or parallel (global axis) to the normal at hit position"); + uiDefButBitS(block, TOG, ACT_CONST_MATERIAL, B_REDR, "M/P", xco+10, yco-84, 40, 19, + &coa->flag, 0.0, 0.0, 0, 0, "Detect material instead of property"); + if (coa->flag & ACT_CONST_MATERIAL) + { + uiDefBut(block, TEX, 1, "Material:", xco + 50, yco-84, (width-60), 19, + coa->matprop, 0, 31, 0, 0, + "Ray detects only Objects with this material"); + } + else + { + uiDefBut(block, TEX, 1, "Property:", xco + 50, yco-84, (width-60), 19, + coa->matprop, 0, 31, 0, 0, + "Ray detect only Objects with this property"); + } + uiDefButBitS(block, TOG, ACT_CONST_PERMANENT, 0, "PER", xco+10, yco-103, 40, 19, + &coa->flag, 0.0, 0.0, 0, 0, "Persistent actuator: stays active even if ray does not reach target"); + uiDefButS(block, NUM, 0, "time", xco+50, yco-103, (width-60)/2, 19, &(coa->time), 0.0, 1000.0, 0, 0, "Maximum activation time in frame, 0 for unlimited"); + uiDefButS(block, NUM, 0, "rotDamp", xco+50+(width-60)/2, yco-103, (width-60)/2, 19, &(coa->rotdamp), 0.0, 100.0, 0, 0, "Use a different damping for orientation"); + } else if (coa->type == ACT_CONST_TYPE_ORI) { + ysize= 87; + + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + + str= "Direction %t|None %x0|X axis %x1|Y axis %x2|Z axis %x4"; + uiDefButS(block, MENU, B_REDR, str, xco+10, yco-65, 70, 19, &coa->mode, 0.0, 0.0, 0, 0, "Select the axis to be aligned along the reference direction"); + + uiDefButS(block, NUM, 0, "damp", xco+10, yco-45, 70, 19, &coa->damp, 0.0, 100.0, 0, 0, "Damping factor: time constant (in frame) of low pass filter"); + uiDefBut(block, LABEL, 0, "X", xco+80, yco-45, (width-115)/3, 19, NULL, 0.0, 0.0, 0, 0, ""); + uiDefBut(block, LABEL, 0, "Y", xco+80+(width-115)/3, yco-45, (width-115)/3, 19, NULL, 0.0, 0.0, 0, 0, ""); + uiDefBut(block, LABEL, 0, "Z", xco+80+2*(width-115)/3, yco-45, (width-115)/3, 19, NULL, 0.0, 0.0, 0, 0, ""); + + uiDefButF(block, NUM, 0, "", xco+80, yco-65, (width-115)/3, 19, &coa->maxrot[0], -2000.0, 2000.0, 10, 0, "X component of reference direction"); + uiDefButF(block, NUM, 0, "", xco+80+(width-115)/3, yco-65, (width-115)/3, 19, &coa->maxrot[1], -2000.0, 2000.0, 10, 0, "Y component of reference direction"); + uiDefButF(block, NUM, 0, "", xco+80+2*(width-115)/3, yco-65, (width-115)/3, 19, &coa->maxrot[2], -2000.0, 2000.0, 10, 0, "Z component of reference direction"); + + uiDefButS(block, NUM, 0, "time", xco+10, yco-84, 70, 19, &(coa->time), 0.0, 1000.0, 0, 0, "Maximum activation time in frame, 0 for unlimited"); + uiDefButF(block, NUM, 0, "min", xco+80, yco-84, (width-115)/2, 19, &(coa->minloc[0]), 0.0, 180.0, 10, 1, "Minimum angle (in degree) to maintain with target direction. No correction is done if angle with target direction is between min and max"); + uiDefButF(block, NUM, 0, "max", xco+80+(width-115)/2, yco-84, (width-115)/2, 19, &(coa->maxloc[0]), 0.0, 180.0, 10, 1, "Maximum angle (in degree) allowed with target direction. No correction is done if angle with target direction is between min and max"); + } else if (coa->type == ACT_CONST_TYPE_FH) { + ysize= 106; + + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + + str= "Direction %t|None %x0|X axis %x1|Y axis %x2|Z axis %x4|-X axis %x8|-Y axis %x16|-Z axis %x32"; + uiDefButS(block, MENU, B_REDR, str, xco+10, yco-65, 70, 19, &coa->mode, 0.0, 0.0, 0, 0, "Set the direction of the ray (in world coordinate)"); + + if(coa->mode & (ACT_CONST_DIRPX|ACT_CONST_DIRNX)) fp= coa->minloc; + else if(coa->mode & (ACT_CONST_DIRPY|ACT_CONST_DIRNY)) fp= coa->minloc+1; + else fp= coa->minloc+2; + + uiDefButF(block, NUM, 0, "damp", xco+10, yco-45, (width-70)/2, 19, &coa->maxrot[0], 0.0, 1.0, 1, 0, "Damping factor of the Fh spring force"); + uiDefButF(block, NUM, 0, "dist", xco+10+(width-70)/2, yco-45, (width-70)/2, 19, fp, 0.010, 2000.0, 10, 0, "Height of the Fh area"); + uiDefButBitS(block, TOG, ACT_CONST_DOROTFH, 0, "Rot Fh", xco+10+(width-70), yco-45, 50, 19, &coa->flag, 0.0, 0.0, 0, 0, "Keep object axis parallel to normal"); + + uiDefButF(block, NUMSLI, 0, "Fh ", xco+80, yco-65, (width-115), 19, fp+3, 0.0, 1.0, 0, 0, "Spring force within the Fh area"); + uiDefButBitS(block, TOG, ACT_CONST_NORMAL, 0, "N", xco+80+(width-115), yco-65, 25, 19, + &coa->flag, 0.0, 0.0, 0, 0, "Add a horizontal spring force on slopes"); + uiDefButBitS(block, TOG, ACT_CONST_MATERIAL, B_REDR, "M/P", xco+10, yco-84, 40, 19, + &coa->flag, 0.0, 0.0, 0, 0, "Detect material instead of property"); + if (coa->flag & ACT_CONST_MATERIAL) + { + uiDefBut(block, TEX, 1, "Material:", xco + 50, yco-84, (width-60), 19, + coa->matprop, 0, 31, 0, 0, + "Ray detects only Objects with this material"); + } + else + { + uiDefBut(block, TEX, 1, "Property:", xco + 50, yco-84, (width-60), 19, + coa->matprop, 0, 31, 0, 0, + "Ray detect only Objects with this property"); + } + uiDefButBitS(block, TOG, ACT_CONST_PERMANENT, 0, "PER", xco+10, yco-103, 40, 19, + &coa->flag, 0.0, 0.0, 0, 0, "Persistent actuator: stays active even if ray does not reach target"); + uiDefButS(block, NUM, 0, "time", xco+50, yco-103, 90, 19, &(coa->time), 0.0, 1000.0, 0, 0, "Maximum activation time in frame, 0 for unlimited"); + uiDefButF(block, NUM, 0, "rotDamp", xco+140, yco-103, (width-150), 19, &coa->maxrot[1], 0.0, 1.0, 1, 0, "Use a different damping for rotation"); + } + str= "Constraint Type %t|Location %x0|Distance %x1|Orientation %x2|Force field %x3"; + but = uiDefButS(block, MENU, B_REDR, str, xco+40, yco-23, (width-80), 19, &coa->type, 0.0, 0.0, 0, 0, ""); + yco-= ysize; + break; + + case ACT_SCENE: + sca= act->data; + + if(sca->type==ACT_SCENE_RESTART) { + ysize= 28; + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + } + else if(sca->type==ACT_SCENE_CAMERA) { + + ysize= 48; + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + + uiDefIDPoinBut(block, test_obpoin_but, ID_OB, 1, "OB:", xco+40, yco-44, (width-80), 19, &(sca->camera), "Set this Camera. Leave empty to refer to self object"); + } + else if(sca->type==ACT_SCENE_SET) { + + ysize= 48; + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + + uiDefIDPoinBut(block, test_scenepoin_but, ID_SCE, 1, "SCE:", xco+40, yco-44, (width-80), 19, &(sca->scene), "Set this Scene"); + } + else if(sca->type==ACT_SCENE_ADD_FRONT) { + + ysize= 48; + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + + uiDefIDPoinBut(block, test_scenepoin_but, ID_SCE, 1, "SCE:", xco+40, yco-44, (width-80), 19, &(sca->scene), "Add an Overlay Scene"); + } + else if(sca->type==ACT_SCENE_ADD_BACK) { + + ysize= 48; + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + + uiDefIDPoinBut(block, test_scenepoin_but, ID_SCE, 1, "SCE:", xco+40, yco-44, (width-80), 19, &(sca->scene), "Add a Background Scene"); + } + else if(sca->type==ACT_SCENE_REMOVE) { + + ysize= 48; + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + + uiDefIDPoinBut(block, test_scenepoin_but, ID_SCE, 1, "SCE:", xco+40, yco-44, (width-80), 19, &(sca->scene), "Remove a Scene"); + } + else if(sca->type==ACT_SCENE_SUSPEND) { + + ysize= 48; + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + + uiDefIDPoinBut(block, test_scenepoin_but, ID_SCE, 1, "SCE:", xco+40, yco-44, (width-80), 19, &(sca->scene), "Pause a Scene"); + } + else if(sca->type==ACT_SCENE_RESUME) { + + ysize= 48; + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + + uiDefIDPoinBut(block, test_scenepoin_but, ID_SCE, 1, "SCE:", xco+40, yco-44, (width-80), 19, &(sca->scene), "Unpause a Scene"); + } + + str= "Scene %t|Restart %x0|Set Scene %x1|Set Camera %x2|Add OverlayScene %x3|Add BackgroundScene %x4|Remove Scene %x5|Suspend Scene %x6|Resume Scene %x7"; + uiDefButS(block, MENU, B_REDR, str, xco+40, yco-24, (width-80), 19, &sca->type, 0.0, 0.0, 0, 0, ""); + + yco-= ysize; + break; + case ACT_GAME: + { + gma = act->data; + if (gma->type == ACT_GAME_LOAD) + { + //ysize = 68; + ysize = 48; + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + uiDefBut(block, TEX, 1, "File: ", xco+10, yco-44,width-20,19, &(gma->filename), 0, 63, 0, 0, "Load this blend file, use the \"//\" prefix for a path relative to the current blend file"); +// uiDefBut(block, TEX, 1, "Anim: ", xco+10, yco-64,width-20,19, &(gma->loadaniname), 0, 63, 0, 0, "Use this loadinganimation"); + } +/* else if (gma->type == ACT_GAME_START) + { + ysize = 68; + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + + uiDefBut(block, TEX, 1, "File: ", xco+10, yco-44,width-20,19, &(gma->filename), 0, 63, 0, 0, "Load this file"); + uiDefBut(block, TEX, 1, "Anim: ", xco+10, yco-64,width-20,19, &(gma->loadaniname), 0, 63, 0, 0, "Use this loadinganimation"); + } +*/ else if (ELEM4(gma->type, ACT_GAME_RESTART, ACT_GAME_QUIT, ACT_GAME_SAVECFG, ACT_GAME_LOADCFG)) + { + ysize = 28; + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + } + + //str = "Scene %t|Load game%x0|Start loaded game%x1|Restart this game%x2|Quit this game %x3"; + str = "Scene %t|Start new game%x0|Restart this game%x2|Quit this game %x3|Save GameLogic.globalDict %x4|Load GameLogic.globalDict %x5"; + uiDefButS(block, MENU, B_REDR, str, xco+40, yco-24, (width-80), 19, &gma->type, 0.0, 0.0, 0, 0, ""); + + yco -= ysize; + break; + } + case ACT_GROUP: + ga= act->data; + + ysize= 52; + + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + + str= "GroupKey types %t|Set Key %x6|Play %x0|Ping Pong %x1|Flipper %x2|Loop Stop %x3|Loop End %x4|Property %x5"; + + uiDefButS(block, MENU, 1, str, xco+20, yco-24, width-40, 19, &ga->type, 0, 0, 0, 0, ""); + if(ga->type==ACT_GROUP_SET) { + uiDefBut(block, TEX, 0, "Key: ", xco+20, yco-44, (width-10)/2, 19, ga->name, 0.0, 31.0, 0, 0, "This name defines groupkey to be set"); + uiDefButI(block, NUM, 0, "Frame:", xco+20+(width-10)/2, yco-44, (width-70)/2, 19, &ga->sta, 0.0, 2500.0, 0, 0, "Set this frame"); + } + else if(ga->type==ACT_GROUP_FROM_PROP) { + uiDefBut(block, TEX, 0, "Prop: ", xco+20, yco-44, width-40, 19, ga->name, 0.0, 31.0, 0, 0, "Use this property to define the Group position"); + } + else { + uiDefButI(block, NUM, 0, "State", xco+20, yco-44, (width-40)/2, 19, &ga->sta, 0.0, 2500.0, 0, 0, "Start frame"); + uiDefButI(block, NUM, 0, "End", xco+20+(width-40)/2, yco-44, (width-40)/2, 19, &ga->end, 0.0, 2500.0, 0, 0, "End frame"); + } + yco-= ysize; + break; + + case ACT_VISIBILITY: + ysize = 24; + + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, + (float)yco-ysize, (float)xco+width, (float)yco, 1); + + visAct = act->data; + + uiBlockBeginAlign(block); + uiDefButBitI(block, TOGN, ACT_VISIBILITY_INVISIBLE, B_REDR, + "Visible", + xco + 10, yco - 20, (width - 20)/3, 19, &visAct->flag, + 0.0, 0.0, 0, 0, + "Set the objects visible. Initialized from the objects render restriction toggle (access in the outliner)"); + uiDefButBitI(block, TOG, ACT_VISIBILITY_OCCLUSION, B_REDR, + "Occlusion", + xco + 10 + ((width - 20)/3), yco - 20, (width - 20)/3, 19, &visAct->flag, + 0.0, 0.0, 0, 0, + "Set the object to occlude objects behind it. Initialized from the object type in physics button"); + uiBlockEndAlign(block); + + uiDefButBitI(block, TOG, ACT_VISIBILITY_RECURSIVE, 0, + "Children", + xco + 10 + (((width - 20)/3)*2)+10, yco - 20, ((width - 20)/3)-10, 19, &visAct->flag, + 0.0, 0.0, 0, 0, + "Sets all the children of this object to the same visibility/occlusion recursively"); + + yco-= ysize; + + break; + + case ACT_STATE: + ysize = 34; + + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, + (float)yco-ysize, (float)xco+width, (float)yco, 1); + + staAct = act->data; + + str= "Operation %t|Cpy %x0|Add %x1|Sub %x2|Inv %x3"; + + uiDefButI(block, MENU, B_REDR, str, + xco + 10, yco - 24, 65, 19, &staAct->type, + 0.0, 0.0, 0, 0, + "Select the bit operation on object state mask"); + + for (wval=0; wval<15; wval+=5) { + uiBlockBeginAlign(block); + for (stbit=0; stbit<5; stbit++) { + but = uiDefButBitI(block, TOG, 1<<(stbit+wval), stbit+wval, "", (short)(xco+85+12*stbit+13*wval), yco-17, 12, 12, (int *)&(staAct->mask), 0, 0, 0, 0, get_state_name(ob, (short)(stbit+wval))); + uiButSetFunc(but, check_state_mask, but, &(staAct->mask)); + } + for (stbit=0; stbit<5; stbit++) { + but = uiDefButBitI(block, TOG, 1<<(stbit+wval+15), stbit+wval+15, "", (short)(xco+85+12*stbit+13*wval), yco-29, 12, 12, (int *)&(staAct->mask), 0, 0, 0, 0, get_state_name(ob, (short)(stbit+wval+15))); + uiButSetFunc(but, check_state_mask, but, &(staAct->mask)); + } + } + uiBlockEndAlign(block); + + yco-= ysize; + + break; + + case ACT_RANDOM: + ysize = 69; + + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, + (float)yco-ysize, (float)xco+width, (float)yco, 1); + + randAct = act->data; + + /* 1. seed */ + uiDefButI(block, NUM, 1, "Seed: ", (xco+10),yco-24, 0.4 *(width-20), 19, + &randAct->seed, 0, 1000, 0, 0, + "Initial seed of the random generator. Use Python for more freedom. " + " (Choose 0 for not random)"); + + /* 2. distribution type */ + /* One pick per distribution. These numbers MUST match the #defines */ + /* in game.h !!! */ + str= "Distribution %t|Bool Constant %x0|Bool Uniform %x1" + "|Bool Bernoulli %x2|Int Constant %x3|Int Uniform %x4" + "|Int Poisson %x5|Float Constant %x6|Float Uniform %x7" + "|Float Normal %x8|Float Neg. Exp. %x9"; + uiDefButI(block, MENU, B_REDR, str, (xco+10) + 0.4 * (width-20), yco-24, 0.6 * (width-20), 19, + &randAct->distribution, 0.0, 0.0, 0, 0, + "Choose the type of distribution"); + + /* 3. property */ + uiDefBut(block, TEX, 1, "Property:", (xco+10), yco-44, (width-20), 19, + &randAct->propname, 0, 31, 0, 0, + "Assign the random value to this property"); + + /*4. and 5. arguments for the distribution*/ + switch (randAct->distribution) { + case ACT_RANDOM_BOOL_CONST: + uiDefButBitI(block, TOG, 1, 1, "Always true", (xco+10), yco-64, (width-20), 19, + &randAct->int_arg_1, 2.0, 1, 0, 0, + "Always false or always true"); + break; + case ACT_RANDOM_BOOL_UNIFORM: + uiDefBut(block, LABEL, 0, " Do a 50-50 pick", (xco+10), yco-64, (width-20), 19, + NULL, 0, 0, 0, 0, + "Choose between true and false, 50% chance each"); + break; + case ACT_RANDOM_BOOL_BERNOUILLI: + uiDefButF(block, NUM, 1, "Chance", (xco+10), yco-64, (width-20), 19, + &randAct->float_arg_1, 0.0, 1.0, 0, 0, + "Pick a number between 0 and 1. Success if you stay " + "below this value"); + break; + case ACT_RANDOM_INT_CONST: + uiDefButI(block, NUM, 1, "Value: ", (xco+10), yco-64, (width-20), 19, + &randAct->int_arg_1, -1000, 1000, 0, 0, + "Always return this number"); + break; + case ACT_RANDOM_INT_UNIFORM: + uiDefButI(block, NUM, 1, "Min: ", (xco+10), yco-64, (width-20)/2, 19, + &randAct->int_arg_1, -1000, 1000, 0, 0, + "Choose a number from a range. " + "Lower boundary of the range"); + uiDefButI(block, NUM, 1, "Max: ", (xco+10) + (width-20)/2, yco-64, (width-20)/2, 19, + &randAct->int_arg_2, -1000, 1000, 0, 0, + "Choose a number from a range. " + "Upper boundary of the range"); + break; + case ACT_RANDOM_INT_POISSON: + uiDefButF(block, NUM, 1, "Mean: ", (xco+10), yco-64, (width-20), 19, + &randAct->float_arg_1, 0.01, 100.0, 0, 0, + "Expected mean value of the distribution"); + break; + case ACT_RANDOM_FLOAT_CONST: + uiDefButF(block, NUM, 1, "Value: ", (xco+10), yco-64, (width-20), 19, + &randAct->float_arg_1, 0.0, 1.0, 0, 0, + "Always return this number"); + break; + case ACT_RANDOM_FLOAT_UNIFORM: + uiDefButF(block, NUM, 1, "Min: ", (xco+10), yco-64, (width-20)/2, 19, + &randAct->float_arg_1, -10000.0, 10000.0, 0, 0, + "Choose a number from a range" + "Lower boundary of the range"); + uiDefButF(block, NUM, 1, "Max: ", (xco+10) + (width-20)/2, yco-64, (width-20)/2, 19, + &randAct->float_arg_2, -10000.0, 10000.0, 0, 0, + "Choose a number from a range" + "Upper boundary of the range"); + break; + case ACT_RANDOM_FLOAT_NORMAL: + uiDefButF(block, NUM, 1, "Mean: ", (xco+10), yco-64, (width-20)/2, 19, + &randAct->float_arg_1, -10000.0, 10000.0, 0, 0, + "A normal distribution. Mean of the distribution"); + uiDefButF(block, NUM, 1, "SD: ", (xco+10) + (width-20)/2, yco-64, (width-20)/2, 19, + &randAct->float_arg_2, 0.0, 10000.0, 0, 0, + "A normal distribution. Standard deviation of the " + "distribution"); + break; + case ACT_RANDOM_FLOAT_NEGATIVE_EXPONENTIAL: + uiDefButF(block, NUM, 1, "Half-life time: ", (xco+10), yco-64, (width-20), 19, + &randAct->float_arg_1, 0.001, 10000.0, 0, 0, + "Negative exponential dropoff"); + break; + default: + ; /* don't know what this distro is... can be useful for testing */ + /* though :) */ + } + + yco-= ysize; + break; + case ACT_MESSAGE: + ma = act->data; + + ysize = 4 + (3 * 24); /* footer + number of lines * 24 pixels/line */ + + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, + (float)xco+width, (float)yco, 1); + + myline=1; + + /* line 1: To */ + uiDefBut(block, TEX, 1, "To: ", + (xco+10), (yco-(myline++*24)), (width-20), 19, + &ma->toPropName, 0, 31, 0, 0, + "Optional send message to objects with this name only, or empty to broadcast"); + + /* line 2: Message Subject */ + uiDefBut(block, TEX, 1, "Subject: ", + (xco+10), (yco-(myline++*24)), (width-20), 19, + &ma->subject, 0, 31, 0, 0, + "Optional message subject. This is what can be filtered on"); + + /* line 3: Text/Property */ + uiDefButBitS(block, TOG, 1, B_REDR, "T/P", + (xco+10),(yco-(myline*24)), (0.20 * (width-20)), 19, + &ma->bodyType, 0.0, 0.0, 0, 0, + "Toggle message type: either Text or a PropertyName"); + + if (ma->bodyType == ACT_MESG_MESG) + { + /* line 3: Message Body */ + uiDefBut(block, TEX, 1, "Body: ", + (xco+10+(0.20*(width-20))),(yco-(myline++*24)),(0.8*(width-20)),19, + &ma->body, 0, 31, 0, 0, + "Optional message body Text"); + } else + { + /* line 3: Property body (set by property) */ + uiDefBut(block, TEX, 1, "Propname: ", + (xco+10+(0.20*(width-20))),(yco-(myline++*24)),(0.8*(width-20)),19, + &ma->body, 0, 31, 0, 0, + "The message body will be set by the Property Value"); + } + + yco -= ysize; + break; + case ACT_2DFILTER: + tdfa = act->data; + + ysize = 50; + if(tdfa->type == ACT_2DFILTER_CUSTOMFILTER) + { + ysize +=20; + } + glRects( xco, yco-ysize, xco+width, yco ); + uiEmboss( (float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1 ); + + switch(tdfa->type) + { + case ACT_2DFILTER_MOTIONBLUR: + if(!tdfa->flag) + { + uiDefButS(block, TOG, B_REDR, "D", xco+30,yco-44,19, 19, &tdfa->flag, 0.0, 0.0, 0.0, 0.0, "Disable Motion Blur"); + uiDefButF(block, NUM, B_REDR, "Value:", xco+52,yco-44,width-82,19,&tdfa->float_arg,0.0,1.0,0.0,0.0,"Set motion blur value"); + } + else + { + uiDefButS(block, TOG, B_REDR, "Disabled", xco+30,yco-44,width-60, 19, &tdfa->flag, 0.0, 0.0, 0.0, 0.0, "Enable Motion Blur"); + } + break; + case ACT_2DFILTER_BLUR: + case ACT_2DFILTER_SHARPEN: + case ACT_2DFILTER_DILATION: + case ACT_2DFILTER_EROSION: + case ACT_2DFILTER_LAPLACIAN: + case ACT_2DFILTER_SOBEL: + case ACT_2DFILTER_PREWITT: + case ACT_2DFILTER_GRAYSCALE: + case ACT_2DFILTER_SEPIA: + case ACT_2DFILTER_INVERT: + case ACT_2DFILTER_NOFILTER: + case ACT_2DFILTER_DISABLED: + case ACT_2DFILTER_ENABLED: + uiDefButI(block, NUM, B_REDR, "Pass Number:", xco+30,yco-44,width-60,19,&tdfa->int_arg,0.0,MAX_RENDER_PASS-1,0.0,0.0,"Set motion blur value"); + break; + case ACT_2DFILTER_CUSTOMFILTER: + uiDefButI(block, NUM, B_REDR, "Pass Number:", xco+30,yco-44,width-60,19,&tdfa->int_arg,0.0,MAX_RENDER_PASS-1,0.0,0.0,"Set motion blur value"); + uiDefIDPoinBut(block, test_scriptpoin_but, ID_SCRIPT, 1, "Script: ", xco+30,yco-64,width-60, 19, &tdfa->text, ""); + break; + } + + str= "2D Filter %t|Motion Blur %x1|Blur %x2|Sharpen %x3|Dilation %x4|Erosion %x5|" + "Laplacian %x6|Sobel %x7|Prewitt %x8|Gray Scale %x9|Sepia %x10|Invert %x11|Custom Filter %x12|" + "Enable Filter %x-2|Disable Filter %x-1|Remove Filter %x0|"; + uiDefButS(block, MENU, B_REDR, str, xco+30,yco-24,width-60, 19, &tdfa->type, 0.0, 0.0, 0.0, 0.0, "2D filter type"); + + yco -= ysize; + break; + case ACT_PARENT: + parAct = act->data; + + if(parAct->type==ACT_PARENT_SET) { + + ysize= 48; + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + uiDefIDPoinBut(block, test_obpoin_but, ID_OB, 1, "OB:", xco+95, yco-24, (width-100), 19, &(parAct->ob), "Set this object as parent"); + uiBlockBeginAlign(block); + uiDefButBitS(block, TOGN, ACT_PARENT_COMPOUND, B_REDR, + "Compound", + xco + 5, yco - 44, (width - 10)/2, 19, &parAct->flag, + 0.0, 0.0, 0, 0, + "Add this object shape to the parent shape (only if the parent shape is already compound)"); + uiDefButBitS(block, TOGN, ACT_PARENT_GHOST, B_REDR, + "Ghost", + xco + 5 + ((width - 10)/2), yco - 44, (width - 10)/2, 19, &parAct->flag, + 0.0, 0.0, 0, 0, + "Make this object ghost while parented (only if not compound)"); + uiBlockEndAlign(block); + } + else if(parAct->type==ACT_PARENT_REMOVE) { + + ysize= 28; + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + } + + str= "Parent %t|Set Parent %x0|Remove Parent %x1"; + uiDefButI(block, MENU, B_REDR, str, xco+5, yco-24, parAct->type==1?(width-80):90, 19, &parAct->type, 0.0, 0.0, 0, 0, ""); + + yco-= ysize; + break; + default: + ysize= 4; + + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + + yco-= ysize; + break; + } + + uiBlockSetEmboss(block, UI_EMBOSS); + + return yco-4; +} + +static void do_sensor_menu(bContext *C, void *arg, int event) +{ + SpaceLogic *slogic= (SpaceLogic *)CTX_wm_space_data(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 *arg_unused) +{ + uiBlock *block; + int yco=0; + + block= uiBeginBlock(C, ar, "filemenu", UI_EMBOSSP); + uiBlockSetButmFunc(block, do_sensor_menu, NULL); + + uiDefBut(block, BUTM, 1, "Show Objects", 0, (short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 1, 0, ""); + uiDefBut(block, BUTM, 1, "Hide Objects", 0, (short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 1, 1, ""); + uiDefBut(block, SEPR, 0, "", 0, (short)(yco-=6), 160, 6, NULL, 0.0, 0.0, 0, 0, ""); + uiDefBut(block, BUTM, 1, "Show Sensors", 0, (short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 1, 2, ""); + uiDefBut(block, BUTM, 1, "Hide Sensors", 0, (short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 1, 3, ""); + + uiBlockSetDirection(block, UI_TOP); + uiEndBlock(C, block); + + return block; +} + +static void do_controller_menu(bContext *C, void *arg, int event) +{ + SpaceLogic *slogic= (SpaceLogic *)CTX_wm_space_data(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 *arg_unused) +{ + uiBlock *block; + int yco=0; + + block= uiBeginBlock(C, ar, "filemenu", UI_EMBOSSP); + uiBlockSetButmFunc(block, do_controller_menu, NULL); + + uiDefBut(block, BUTM, 1, "Show Objects", 0, (short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 1, 0, ""); + uiDefBut(block, BUTM, 1, "Hide Objects", 0,(short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 1, 1, ""); + uiDefBut(block, SEPR, 0, "", 0, (short)(yco-=6), 160, 6, NULL, 0.0, 0.0, 0, 0, ""); + uiDefBut(block, BUTM, 1, "Show Controllers", 0, (short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 2, 2, ""); + uiDefBut(block, BUTM, 1, "Hide Controllers", 0, (short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 3, 3, ""); + + uiBlockSetDirection(block, UI_TOP); + uiEndBlock(C, block); + + return block; +} + +static void do_actuator_menu(bContext *C, void *arg, int event) +{ + SpaceLogic *slogic= (SpaceLogic *)CTX_wm_space_data(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 *arg_unused) +{ + uiBlock *block; + int xco=0; + + block= uiBeginBlock(C, ar, "filemenu", UI_EMBOSSP); + uiBlockSetButmFunc(block, do_actuator_menu, NULL); + + uiDefBut(block, BUTM, 1, "Show Objects", 0, (short)(xco-=20), 160, 19, NULL, 0.0, 0.0, 1, 0, ""); + uiDefBut(block, BUTM, 1, "Hide Objects", 0, (short)(xco-=20), 160, 19, NULL, 0.0, 0.0, 1, 1, ""); + uiDefBut(block, SEPR, 0, "", 0, (short)(xco-=6), 160, 6, NULL, 0.0, 0.0, 0, 0, ""); + uiDefBut(block, BUTM, 1, "Show Actuators", 0, (short)(xco-=20), 160, 19, NULL, 0.0, 0.0, 1, 2, ""); + uiDefBut(block, BUTM, 1, "Hide Actuators", 0, (short)(xco-=20), 160, 19, NULL, 0.0, 0.0, 1, 3, ""); + + uiBlockSetDirection(block, UI_TOP); + uiEndBlock(C, block); + + return block; +} + + + +static void check_controller_state_mask(bContext *C, void *arg1_but, void *arg2_mask) +{ + unsigned int *cont_mask = arg2_mask; + uiBut *but = arg1_but; + + /* a controller is always in a single state */ + *cont_mask = (1<<but->retval); + but->retval = B_REDR; +} + +static int first_bit(unsigned int mask) +{ + int bit; + + for (bit=0; bit<32; bit++) { + if (mask & (1<<bit)) + return bit; + } + return -1; +} + +static uiBlock *controller_state_mask_menu(bContext *C, ARegion *ar, void *arg_cont) +{ + uiBlock *block; + uiBut *but; + bController *cont = arg_cont; + + short yco = 12, xco = 0, stbit, offset; + + block= uiBeginBlock(C, ar, "Controller state mask", UI_EMBOSS); + + /* use this for a fake extra empy space around the buttons */ + uiDefBut(block, LABEL, 0, "", -5, -5, 200, 34, NULL, 0, 0, 0, 0, ""); + + for (offset=0; offset<15; offset+=5) { + uiBlockBeginAlign(block); + for (stbit=0; stbit<5; stbit++) { + but = uiDefButBitI(block, TOG, (1<<(stbit+offset)), (stbit+offset), "", (short)(xco+12*stbit+13*offset), yco, 12, 12, (int *)&(cont->state_mask), 0, 0, 0, 0, ""); + uiButSetFunc(but, check_controller_state_mask, but, &(cont->state_mask)); + } + for (stbit=0; stbit<5; stbit++) { + but = uiDefButBitI(block, TOG, (1<<(stbit+offset+15)), (stbit+offset+15), "", (short)(xco+12*stbit+13*offset), yco-12, 12, 12, (int *)&(cont->state_mask), 0, 0, 0, 0, ""); + uiButSetFunc(but, check_controller_state_mask, but, &(cont->state_mask)); + } + } + uiBlockEndAlign(block); + + uiBlockSetDirection(block, UI_TOP); + uiEndBlock(C, block); + + return block; +} + +static void do_object_state_menu(bContext *C, void *arg, int event) +{ + Object *ob = arg; + + switch (event) { + case 0: + ob->state = 0x3FFFFFFF; + break; + case 1: + ob->state = ob->init_state; + if (!ob->state) + ob->state = 1; + break; + case 2: + ob->init_state = ob->state; + break; + } +} + +static uiBlock *object_state_mask_menu(bContext *C, ARegion *ar, void *arg_obj) +{ + uiBlock *block; + short xco = 0; + + block= uiBeginBlock(C, ar, "obstatemenu", UI_EMBOSSP); + uiBlockSetButmFunc(block, do_object_state_menu, arg_obj); + + uiDefBut(block, BUTM, 1, "Set all bits", 0, (short)(xco-=20), 160, 19, NULL, 0.0, 0.0, 1, 0, ""); + uiDefBut(block, BUTM, 1, "Recall init state", 0, (short)(xco-=20), 160, 19, NULL, 0.0, 0.0, 1, 1, ""); + uiDefBut(block, SEPR, 0, "", 0, (short)(xco-=6), 160, 6, NULL, 0.0, 0.0, 0, 0, ""); + uiDefBut(block, BUTM, 1, "Store init state", 0, (short)(xco-=20), 160, 19, NULL, 0.0, 0.0, 1, 2, ""); + + uiBlockSetDirection(block, UI_TOP); + uiEndBlock(C, block); + + return block; +} + +static int is_sensor_linked(uiBlock *block, bSensor *sens) +{ + bController *cont; + int i, count; + + for (count=0, i=0; i<sens->totlinks; i++) { + cont = sens->links[i]; + if (uiFindInlink(block, cont) != NULL) + return 1; + } + return 0; +} + +/* never used, see CVS 1.134 for the code */ +/* static FreeCamera *new_freecamera(void) */ + +/* never used, see CVS 1.120 for the code */ +/* static uiBlock *freecamera_menu(void) */ + + +void logic_buttons(bContext *C, ARegion *ar) +{ + SpaceLogic *slogic= (SpaceLogic *)CTX_wm_space_data(C); + Object *ob= CTX_data_active_object(C); + ID **idar; + bSensor *sens; + bController *cont; + bActuator *act; + uiBlock *block; + uiBut *but; + int a, iact, stbit, offset; + short xco, yco, count, width, ycoo; + char name[32]; + /* pin is a bool used for actuator and sensor drawing with states + * pin so changing states dosnt hide the logic brick */ + char pin; + + if(ob==NULL) return; +// uiSetButLock(object_is_libdata(ob), ERROR_LIBDATA_MESSAGE); + + sprintf(name, "buttonswin %p", ar); + block= uiBeginBlock(C, ar, name, UI_EMBOSS); + uiBlockSetHandleFunc(block, do_logic_buts, NULL); + + idar= get_selected_and_linked_obs(C, &count, slogic->scaflag); + + /* clean ACT_LINKED and ACT_VISIBLE of all potentially visible actuators so that + we can determine which is actually linked/visible */ + for(a=0; a<count; a++) { + ob= (Object *)idar[a]; + act= ob->actuators.first; + while(act) { + act->flag &= ~(ACT_LINKED|ACT_VISIBLE); + act = act->next; + } + /* same for sensors */ + sens= ob->sensors.first; + while(sens) { + sens->flag &= ~(SENS_VISIBLE); + sens = sens->next; + } + } + + /* start with the controller because we need to know which one is visible */ + /* ******************************* */ + xco= 500; yco= 170; width= 300; + + uiDefPulldownBut(block, controller_menu, NULL, "Controllers", xco-10, yco+35, 100, 19, ""); + + uiBlockBeginAlign(block); + uiDefButBitS(block, TOG, BUTS_CONT_SEL, B_REDR, "Sel", xco+110, yco+35, (width-100)/3, 19, &slogic->scaflag, 0, 0, 0, 0, "Show all selected Objects"); + uiDefButBitS(block, TOG, BUTS_CONT_ACT, B_REDR, "Act", xco+110+(width-100)/3, yco+35, (width-100)/3, 19, &slogic->scaflag, 0, 0, 0, 0, "Show active Object"); + uiDefButBitS(block, TOG, BUTS_CONT_LINK, B_REDR, "Link", xco+110+2*(width-100)/3, yco+35, (width-100)/3, 19, &slogic->scaflag, 0, 0, 0, 0, "Show linked Objects to Sensor/Actuator"); + uiBlockEndAlign(block); + + ob= CTX_data_active_object(C); + + for(a=0; a<count; a++) { + unsigned int controller_state_mask = 0; /* store a bitmask for states that are used */ + + ob= (Object *)idar[a]; +// uiClearButLock(); +// uiSetButLock(object_is_libdata(ob), ERROR_LIBDATA_MESSAGE); + if( (ob->scavisflag & OB_VIS_CONT) == 0) continue; + + /* presume it is only objects for now */ + uiBlockBeginAlign(block); +// if(ob->controllers.first) uiSetCurFont(block, UI_HELVB); + uiDefButBitS(block, TOG, OB_SHOWCONT, B_REDR, ob->id.name+2,(short)(xco-10), yco, (short)(width-30), 19, &ob->scaflag, 0, 0, 0, 0, "Active Object name"); +// if(ob->controllers.first) uiSetCurFont(block, UI_HELV); + uiDefButBitS(block, TOG, OB_ADDCONT, B_ADD_CONT, "Add",(short)(xco+width-40), yco, 50, 19, &ob->scaflag, 0, 0, 0, 0, "Add a new Controller"); + uiBlockEndAlign(block); + yco-=20; + + /* mark all actuators linked to these controllers */ + /* note that some of these actuators could be from objects that are not in the display list. + It's ok because those actuators will not be displayed here */ + cont= ob->controllers.first; + while(cont) { + for (iact=0; iact<cont->totlinks; iact++) { + act = cont->links[iact]; + if (act) + act->flag |= ACT_LINKED; + } + controller_state_mask |= cont->state_mask; + cont = cont->next; + } + + if(ob->scaflag & OB_SHOWCONT) { + + /* first show the state */ + uiDefBlockBut(block, object_state_mask_menu, ob, "State", (short)(xco-10), (short)(yco-10), 36, 19, "Object state menu: store and retrieve initial state"); + + if (!ob->state) + ob->state = 1; + for (offset=0; offset<15; offset+=5) { + uiBlockBeginAlign(block); + for (stbit=0; stbit<5; stbit++) { + but = uiDefButBitI(block, controller_state_mask&(1<<(stbit+offset)) ? BUT_TOGDUAL:TOG, 1<<(stbit+offset), stbit+offset, "", (short)(xco+31+12*stbit+13*offset), yco, 12, 12, (int *)&(ob->state), 0, 0, 0, 0, get_state_name(ob, (short)(stbit+offset))); + uiButSetFunc(but, check_state_mask, but, &(ob->state)); + } + for (stbit=0; stbit<5; stbit++) { + but = uiDefButBitI(block, controller_state_mask&(1<<(stbit+offset+15)) ? BUT_TOGDUAL:TOG, 1<<(stbit+offset+15), stbit+offset+15, "", (short)(xco+31+12*stbit+13*offset), yco-12, 12, 12, (int *)&(ob->state), 0, 0, 0, 0, get_state_name(ob, (short)(stbit+offset+15))); + uiButSetFunc(but, check_state_mask, but, &(ob->state)); + } + } + uiBlockBeginAlign(block); + uiDefButBitS(block, TOG, OB_SETSTBIT, B_SET_STATE_BIT, "All",(short)(xco+226), yco-10, 22, 19, &ob->scaflag, 0, 0, 0, 0, "Set all state bits"); + uiDefButBitS(block, TOG, OB_INITSTBIT, B_INIT_STATE_BIT, "Ini",(short)(xco+248), yco-10, 22, 19, &ob->scaflag, 0, 0, 0, 0, "Set the initial state"); + uiDefButBitS(block, TOG, OB_DEBUGSTATE, 0, "D",(short)(xco+270), yco-10, 15, 19, &ob->scaflag, 0, 0, 0, 0, "Print state debug info"); + uiBlockEndAlign(block); + + yco-=35; + + /* display only the controllers that match the current state */ + offset = 0; + for (stbit=0; stbit<32; stbit++) { + if (!(ob->state & (1<<stbit))) + continue; + /* add a separation between controllers of different states */ + if (offset) { + offset = 0; + yco -= 6; + } + cont= ob->controllers.first; + while(cont) { + if (cont->state_mask & (1<<stbit)) { + /* this controller is visible, mark all its actuator */ + for (iact=0; iact<cont->totlinks; iact++) { + act = cont->links[iact]; + if (act) + act->flag |= ACT_VISIBLE; + } + uiDefIconButBitS(block, TOG, CONT_DEL, B_DEL_CONT, ICON_X, xco, yco, 22, 19, &cont->flag, 0, 0, 0, 0, "Delete Controller"); + uiDefIconButBitS(block, ICONTOG, CONT_SHOW, B_REDR, ICON_RIGHTARROW, (short)(xco+width-22), yco, 22, 19, &cont->flag, 0, 0, 0, 0, "Controller settings"); + uiDefIconButBitS(block, TOG, CONT_PRIO, B_REDR, ICON_BOOKMARKS, (short)(xco+width-66), yco, 22, 19, &cont->flag, 0, 0, 0, 0, "Mark controller for execution before all non-marked controllers (good for startup scripts)"); + + sprintf(name, "%d", first_bit(cont->state_mask)+1); + uiDefBlockBut(block, controller_state_mask_menu, cont, name, (short)(xco+width-44), yco, 22, 19, "Set controller state index (from 1 to 30)"); + + if(cont->flag & CONT_SHOW) { + cont->otype= cont->type; + uiDefButS(block, MENU, B_CHANGE_CONT, controller_pup(),(short)(xco+22), yco, 70, 19, &cont->type, 0, 0, 0, 0, "Controller type"); + but= uiDefBut(block, TEX, 1, "", (short)(xco+92), yco, (short)(width-158), 19, cont->name, 0, 31, 0, 0, "Controller name"); + uiButSetFunc(but, make_unique_prop_names_cb, cont->name, (void*) 0); + + ycoo= yco; + yco= draw_controllerbuttons(cont, block, xco, yco, width); + if(yco-6 < ycoo) ycoo= (yco+ycoo-20)/2; + } + else { + cpack(0x999999); + glRecti(xco+22, yco, xco+width-22,yco+19); + but= uiDefBut(block, LABEL, 0, controller_name(cont->type), (short)(xco+22), yco, 70, 19, cont, 0, 0, 0, 0, "Controller type"); + uiButSetFunc(but, sca_move_controller, cont, NULL); + but= uiDefBut(block, LABEL, 0, cont->name,(short)(xco+92), yco,(short)(width-158), 19, cont, 0, 0, 0, 0, "Controller name"); + uiButSetFunc(but, sca_move_controller, cont, NULL); + ycoo= yco; + } + + but= uiDefIconBut(block, LINK, 0, ICON_LINK, (short)(xco+width), ycoo, 19, 19, NULL, 0, 0, 0, 0, ""); + uiSetButLink(but, NULL, (void ***)&(cont->links), &cont->totlinks, LINK_CONTROLLER, LINK_ACTUATOR); + + uiDefIconBut(block, INLINK, 0, ICON_INLINK,(short)(xco-19), ycoo, 19, 19, cont, LINK_CONTROLLER, 0, 0, 0, ""); + /* offset is >0 if at least one controller was displayed */ + offset++; + yco-=20; + } + cont= cont->next; + } + + } + yco-= 6; + } + } + + /* ******************************* */ + xco= 10; yco= 170; width= 400; + + uiDefPulldownBut(block, sensor_menu, NULL, "Sensors", xco-10, yco+35, 70, 19, ""); + + uiBlockBeginAlign(block); + uiDefButBitS(block, TOG, BUTS_SENS_SEL, B_REDR, "Sel", xco+80, yco+35, (width-70)/4, 19, &slogic->scaflag, 0, 0, 0, 0, "Show all selected Objects"); + uiDefButBitS(block, TOG, BUTS_SENS_ACT, B_REDR, "Act", xco+80+(width-70)/4, yco+35, (width-70)/4, 19, &slogic->scaflag, 0, 0, 0, 0, "Show active Object"); + uiDefButBitS(block, TOG, BUTS_SENS_LINK, B_REDR, "Link", xco+80+2*(width-70)/4, yco+35, (width-70)/4, 19, &slogic->scaflag, 0, 0, 0, 0, "Show linked Objects to Controller"); + uiDefButBitS(block, TOG, BUTS_SENS_STATE, B_REDR, "State", xco+80+3*(width-70)/4, yco+35, (width-70)/4, 19, &slogic->scaflag, 0, 0, 0, 0, "Show only sensors connected to active states"); + uiBlockEndAlign(block); + + for(a=0; a<count; a++) { + ob= (Object *)idar[a]; +// uiClearButLock(); +// uiSetButLock(object_is_libdata(ob), ERROR_LIBDATA_MESSAGE); + + if( (ob->scavisflag & OB_VIS_SENS) == 0) continue; + + /* presume it is only objects for now */ + uiBlockBeginAlign(block); +// if(ob->sensors.first) uiSetCurFont(block, UI_HELVB); + uiDefButBitS(block, TOG, OB_SHOWSENS, B_REDR, ob->id.name+2,(short)(xco-10), yco, (short)(width-30), 19, &ob->scaflag, 0, 31, 0, 0, "Object name, click to show/hide sensors"); +// if(ob->sensors.first) uiSetCurFont(block, UI_HELV); + uiDefButBitS(block, TOG, OB_ADDSENS, B_ADD_SENS, "Add",(short)(xco+width-40), yco, 50, 19, &ob->scaflag, 0, 0, 0, 0, "Add a new Sensor"); + uiBlockEndAlign(block); + yco-=20; + + if(ob->scaflag & OB_SHOWSENS) { + + sens= ob->sensors.first; + while(sens) { + if (!(slogic->scaflag & BUTS_SENS_STATE) || + (sens->totlinks == 0) || /* always display sensor without links so that is can be edited */ + (sens->flag & SENS_PIN && slogic->scaflag & BUTS_SENS_STATE) || /* states can hide some sensors, pinned sensors ignore the visible state */ + (is_sensor_linked(block, sens)) + ) { + /* should we draw the pin? - for now always draw when there is a state */ + pin = (slogic->scaflag & BUTS_SENS_STATE && (sens->flag & SENS_SHOW || sens->flag & SENS_PIN)) ? 1:0 ; + + sens->flag |= SENS_VISIBLE; + uiDefIconButBitS(block, TOG, SENS_DEL, B_DEL_SENS, ICON_X, xco, yco, 22, 19, &sens->flag, 0, 0, 0, 0, "Delete Sensor"); + if (pin) + uiDefIconButBitS(block, ICONTOG, SENS_PIN, B_REDR, ICON_PINNED, (short)(xco+width-44), yco, 22, 19, &sens->flag, 0, 0, 0, 0, "Display when not linked to a visible states controller"); + + uiDefIconButBitS(block, ICONTOG, SENS_SHOW, B_REDR, ICON_RIGHTARROW, (short)(xco+width-22), yco, 22, 19, &sens->flag, 0, 0, 0, 0, "Sensor settings"); + + ycoo= yco; + if(sens->flag & SENS_SHOW) + { + uiDefButS(block, MENU, B_CHANGE_SENS, sensor_pup(), (short)(xco+22), yco, 80, 19, &sens->type, 0, 0, 0, 0, "Sensor type"); + but= uiDefBut(block, TEX, 1, "", (short)(xco+102), yco, (short)(width-(pin?146:124)), 19, sens->name, 0, 31, 0, 0, "Sensor name"); + uiButSetFunc(but, make_unique_prop_names_cb, sens->name, (void*) 0); + + sens->otype= sens->type; + yco= draw_sensorbuttons(sens, block, xco, yco, width,ob->id.name); + if(yco-6 < ycoo) ycoo= (yco+ycoo-20)/2; + } + else { + set_col_sensor(sens->type, 1); + glRecti(xco+22, yco, xco+width-22,yco+19); + but= uiDefBut(block, LABEL, 0, sensor_name(sens->type), (short)(xco+22), yco, 80, 19, sens, 0, 0, 0, 0, ""); + uiButSetFunc(but, sca_move_sensor, sens, NULL); + but= uiDefBut(block, LABEL, 0, sens->name, (short)(xco+102), yco, (short)(width-(pin?146:124)), 19, sens, 0, 31, 0, 0, ""); + uiButSetFunc(but, sca_move_sensor, sens, NULL); + } + + but= uiDefIconBut(block, LINK, 0, ICON_LINK, (short)(xco+width), ycoo, 19, 19, NULL, 0, 0, 0, 0, ""); + uiSetButLink(but, NULL, (void ***)&(sens->links), &sens->totlinks, LINK_SENSOR, LINK_CONTROLLER); + + yco-=20; + } + sens= sens->next; + } + yco-= 6; + } + } + + /* ******************************* */ + xco= 900; yco= 170; width= 400; + + uiDefPulldownBut(block, actuator_menu, NULL, "Actuators", xco-10, yco+35, 90, 19, ""); + + uiBlockBeginAlign(block); + uiDefButBitS(block, TOG, BUTS_ACT_SEL, B_REDR, "Sel", xco+110, yco+35, (width-100)/4, 19, &slogic->scaflag, 0, 0, 0, 0, "Show all selected Objects"); + uiDefButBitS(block, TOG, BUTS_ACT_ACT, B_REDR, "Act", xco+110+(width-100)/4, yco+35, (width-100)/4, 19, &slogic->scaflag, 0, 0, 0, 0, "Show active Object"); + uiDefButBitS(block, TOG, BUTS_ACT_LINK, B_REDR, "Link", xco+110+2*(width-100)/4, yco+35, (width-100)/4, 19, &slogic->scaflag, 0, 0, 0, 0, "Show linked Objects to Controller"); + uiDefButBitS(block, TOG, BUTS_ACT_STATE, B_REDR, "State", xco+110+3*(width-100)/4, yco+35, (width-100)/4, 19, &slogic->scaflag, 0, 0, 0, 0, "Show only actuators connected to active states"); + uiBlockEndAlign(block); + for(a=0; a<count; a++) { + ob= (Object *)idar[a]; +// uiClearButLock(); +// uiSetButLock(object_is_libdata(ob), ERROR_LIBDATA_MESSAGE); + if( (ob->scavisflag & OB_VIS_ACT) == 0) continue; + + /* presume it is only objects for now */ + uiBlockBeginAlign(block); +// if(ob->actuators.first) uiSetCurFont(block, UI_HELVB); + uiDefButBitS(block, TOG, OB_SHOWACT, B_REDR, ob->id.name+2,(short)(xco-10), yco,(short)(width-30), 19, &ob->scaflag, 0, 31, 0, 0, "Object name, click to show/hide actuators"); +// if(ob->actuators.first) uiSetCurFont(block, UI_HELV); + uiDefButBitS(block, TOG, OB_ADDACT, B_ADD_ACT, "Add",(short)(xco+width-40), yco, 50, 19, &ob->scaflag, 0, 0, 0, 0, "Add a new Actuator"); + uiBlockEndAlign(block); + yco-=20; + + if(ob->scaflag & OB_SHOWACT) { + + act= ob->actuators.first; + while(act) { + if (!(slogic->scaflag & BUTS_ACT_STATE) || + !(act->flag & ACT_LINKED) || /* always display actuators without links so that is can be edited */ + (act->flag & ACT_VISIBLE) || /* this actuator has visible connection, display it */ + (act->flag & ACT_PIN && slogic->scaflag & BUTS_ACT_STATE)) { + + pin = (slogic->scaflag & BUTS_ACT_STATE && (act->flag & SENS_SHOW || act->flag & SENS_PIN)) ? 1:0 ; + + act->flag |= ACT_VISIBLE; /* mark the actuator as visible to help implementing the up/down action */ + uiDefIconButBitS(block, TOG, ACT_DEL, B_DEL_ACT, ICON_X, xco, yco, 22, 19, &act->flag, 0, 0, 0, 0, "Delete Actuator"); + if (pin) + uiDefIconButBitS(block, ICONTOG, ACT_PIN, B_REDR, ICON_PINNED, (short)(xco+width-44), yco, 22, 19, &act->flag, 0, 0, 0, 0, "Display when not linked to a visible states controller"); + uiDefIconButBitS(block, ICONTOG, ACT_SHOW, B_REDR, ICON_RIGHTARROW, (short)(xco+width-22), yco, 22, 19, &act->flag, 0, 0, 0, 0, "Display the actuator"); + + if(act->flag & ACT_SHOW) { + act->otype= act->type; + uiDefButS(block, MENU, B_CHANGE_ACT, actuator_pup(ob), (short)(xco+22), yco, 90, 19, &act->type, 0, 0, 0, 0, "Actuator type"); + but= uiDefBut(block, TEX, 1, "", (short)(xco+112), yco, (short)(width-(pin?156:134)), 19, act->name, 0, 31, 0, 0, "Actuator name"); + uiButSetFunc(but, make_unique_prop_names_cb, act->name, (void*) 0); + + ycoo= yco; + yco= draw_actuatorbuttons(ob, act, block, xco, yco, width); + if(yco-6 < ycoo) ycoo= (yco+ycoo-20)/2; + } + else { + set_col_actuator(act->type, 1); + glRecti((short)(xco+22), yco, (short)(xco+width-22),(short)(yco+19)); + but= uiDefBut(block, LABEL, 0, actuator_name(act->type), (short)(xco+22), yco, 90, 19, act, 0, 0, 0, 0, "Actuator type"); + uiButSetFunc(but, sca_move_actuator, act, NULL); + but= uiDefBut(block, LABEL, 0, act->name, (short)(xco+112), yco, (short)(width-(pin?156:134)), 19, act, 0, 0, 0, 0, "Actuator name"); + uiButSetFunc(but, sca_move_actuator, act, NULL); + ycoo= yco; + } + + uiDefIconBut(block, INLINK, 0, ICON_INLINK,(short)(xco-19), ycoo, 19, 19, act, LINK_ACTUATOR, 0, 0, 0, ""); + + yco-=20; + } + act= act->next; + } + yco-= 6; + } + } + + uiComposeLinks(block); + + uiEndBlock(C, block); + uiDrawBlock(C, block); + + if(idar) MEM_freeN(idar); +} + + + + + + diff --git a/source/blender/editors/space_logic/space_logic.c b/source/blender/editors/space_logic/space_logic.c index 12eeed35ec8..a593cfd1e7f 100644 --- a/source/blender/editors/space_logic/space_logic.c +++ b/source/blender/editors/space_logic/space_logic.c @@ -121,6 +121,30 @@ static SpaceLink *logic_new(const bContext *C) BLI_addtail(&slogic->regionbase, ar); ar->regiontype= RGN_TYPE_WINDOW; + + ar->v2d.tot.xmin= 0.0f; + ar->v2d.tot.ymin= 0.0f; + ar->v2d.tot.xmax= 1280; + ar->v2d.tot.ymax= 240.0f; + + ar->v2d.cur.xmin= 0.0f; + ar->v2d.cur.ymin= 0.0f; + ar->v2d.cur.xmax= 1280.0f; + ar->v2d.cur.ymax= 240.0f; + + ar->v2d.min[0]= 1.0f; + ar->v2d.min[1]= 1.0f; + + ar->v2d.max[0]= 32000.0f; + ar->v2d.max[1]= 32000.0f; + + ar->v2d.minzoom= 0.5f; + ar->v2d.maxzoom= 1.21f; + + ar->v2d.scroll= (V2D_SCROLL_RIGHT|V2D_SCROLL_BOTTOM); + ar->v2d.keepzoom= V2D_KEEPZOOM|V2D_KEEPASPECT; + ar->v2d.keeptot= 0; + return (SpaceLink *)slogic; } @@ -205,7 +229,7 @@ static void logic_main_area_init(wmWindowManager *wm, ARegion *ar) { ListBase *keymap; - UI_view2d_region_reinit(&ar->v2d, V2D_COMMONVIEW_STANDARD, ar->winx, ar->winy); + UI_view2d_region_reinit(&ar->v2d, V2D_COMMONVIEW_CUSTOM, ar->winx, ar->winy); /* own keymaps */ keymap= WM_keymap_listbase(wm, "Logic Generic", SPACE_LOGIC, 0); @@ -217,6 +241,7 @@ static void logic_main_area_draw(const bContext *C, ARegion *ar) /* draw entirely, view changes should be handled here */ // SpaceLogic *slogic= (SpaceLogic*)CTX_wm_space_data(C); View2D *v2d= &ar->v2d; + View2DScrollers *scrollers; float col[3]; /* clear and setup matrix */ @@ -224,15 +249,18 @@ static void logic_main_area_draw(const bContext *C, ARegion *ar) glClearColor(col[0], col[1], col[2], 0.0); glClear(GL_COLOR_BUFFER_BIT); - /* we set view2d from own zoom and offset each time */ -// image_main_area_set_view2d(sima, ar, scene); - UI_view2d_view_ortho(C, v2d); - /* scrollers? */ - /*scrollers= UI_view2d_scrollers_calc(C, v2d, V2D_UNIT_VALUES, V2D_GRID_CLAMP, V2D_ARG_DUMMY, V2D_ARG_DUMMY); + logic_buttons((bContext *)C, ar); + + /* reset view matrix */ + UI_view2d_view_restore(C); + + /* scrollers */ + scrollers= UI_view2d_scrollers_calc(C, v2d, 10, V2D_GRID_CLAMP, V2D_ARG_DUMMY, V2D_ARG_DUMMY); UI_view2d_scrollers_draw(C, v2d, scrollers); - UI_view2d_scrollers_free(scrollers);*/ + UI_view2d_scrollers_free(scrollers); + } @@ -306,11 +334,10 @@ void ED_spacetype_logic(void) /* regions: main window */ art= MEM_callocN(sizeof(ARegionType), "spacetype logic region"); art->regionid = RGN_TYPE_WINDOW; - art->keymapflag= ED_KEYMAP_FRAMES; + art->keymapflag= ED_KEYMAP_UI|ED_KEYMAP_FRAMES|ED_KEYMAP_VIEW2D; art->init= logic_main_area_init; art->draw= logic_main_area_draw; art->listener= logic_listener; - art->keymapflag= 0; BLI_addhead(&st->regiontypes, art); diff --git a/source/blender/makesdna/DNA_space_types.h b/source/blender/makesdna/DNA_space_types.h index 97f0d3e53f3..416acd7467e 100644 --- a/source/blender/makesdna/DNA_space_types.h +++ b/source/blender/makesdna/DNA_space_types.h @@ -369,8 +369,8 @@ typedef struct SpaceLogic { short blockhandler[8]; - short flag, pad; - int pad2; + short flag, scaflag; + int pad; struct bGPdata *gpd; /* grease-pencil data */ } SpaceLogic; |