diff options
Diffstat (limited to 'source/blender/editors/space_logic/logic_window.c')
-rw-r--r-- | source/blender/editors/space_logic/logic_window.c | 2600 |
1 files changed, 0 insertions, 2600 deletions
diff --git a/source/blender/editors/space_logic/logic_window.c b/source/blender/editors/space_logic/logic_window.c deleted file mode 100644 index a88d82fa05a..00000000000 --- a/source/blender/editors/space_logic/logic_window.c +++ /dev/null @@ -1,2600 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2009 Blender Foundation. - * All rights reserved. - * - * - * Contributor(s): Blender Foundation - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file blender/editors/space_logic/logic_window.c - * \ingroup splogic - */ - - -#include <string.h> -#include <stdio.h> -#include <stddef.h> -#include <float.h> - -#include "DNA_actuator_types.h" -#include "DNA_controller_types.h" -#include "DNA_property_types.h" -#include "DNA_space_types.h" -#include "DNA_scene_types.h" -#include "DNA_screen_types.h" -#include "DNA_sensor_types.h" -#include "DNA_constraint_types.h" -#include "DNA_object_types.h" - -#include "MEM_guardedalloc.h" - -#include "BLI_blenlib.h" -#include "BLI_string_utils.h" -#include "BLI_utildefines.h" - -#include "BKE_action.h" -#include "BKE_context.h" -#include "BKE_library.h" -#include "BKE_main.h" -#include "BKE_sca.h" - -#include "ED_undo.h" - -#include "BLT_translation.h" - -#include "UI_interface.h" -#include "UI_view2d.h" - -#include "RNA_access.h" - -/* XXX BAD BAD */ -#include "../interface/interface_intern.h" - -#include "logic_intern.h" - -#define B_REDR 1 - -#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_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 void do_logic_buts(bContext *C, void *UNUSED(arg), int event) -{ - Main *bmain= CTX_data_main(C); - bSensor *sens; - bController *cont; - bActuator *act; - Object *ob; - int didit, bit; - - ob= CTX_data_active_object(C); - if (ob==NULL) return; - - switch (event) { - - case B_SETPROP: - /* check for inconsistent types */ - ob->gameflag &= ~(OB_SECTOR|OB_MAINACTOR|OB_DYNAMIC|OB_ACTOR); - break; - - case B_SETACTOR: - case B_SETDYNA: - case B_SETMAINACTOR: - ob->gameflag &= ~(OB_SECTOR|OB_PROP); - break; - - case B_ADD_SENS: - for (ob=bmain->object.first; ob; ob=ob->id.next) { - if (ob->scaflag & OB_ADDSENS) { - ob->scaflag &= ~OB_ADDSENS; - sens= new_sensor(SENS_ALWAYS); - BLI_addtail(&(ob->sensors), sens); - BLI_uniquename(&ob->sensors, sens, DATA_("Sensor"), '.', offsetof(bSensor, name), sizeof(sens->name)); - ob->scaflag |= OB_SHOWSENS; - } - } - - ED_undo_push(C, "Add sensor"); - break; - - case B_CHANGE_SENS: - for (ob=bmain->object.first; ob; ob=ob->id.next) { - sens= ob->sensors.first; - while (sens) { - if (sens->type != sens->otype) { - init_sensor(sens); - sens->otype= sens->type; - break; - } - sens= sens->next; - } - } - break; - - case B_DEL_SENS: - for (ob=bmain->object.first; ob; ob=ob->id.next) { - sens= ob->sensors.first; - while (sens) { - if (sens->flag & SENS_DEL) { - BLI_remlink(&(ob->sensors), sens); - free_sensor(sens); - break; - } - sens= sens->next; - } - } - ED_undo_push(C, "Delete sensor"); - break; - - case B_ADD_CONT: - for (ob=bmain->object.first; ob; ob=ob->id.next) { - if (ob->scaflag & OB_ADDCONT) { - ob->scaflag &= ~OB_ADDCONT; - cont= new_controller(CONT_LOGIC_AND); - BLI_uniquename(&ob->controllers, cont, DATA_("Controller"), '.', offsetof(bController, name), sizeof(cont->name)); - ob->scaflag |= OB_SHOWCONT; - BLI_addtail(&(ob->controllers), cont); - /* set the controller state mask from the current object state. - * A controller is always in a single state, so select the lowest bit set - * from the object state */ - for (bit=0; bit<32; bit++) { - if (ob->state & (1<<bit)) - break; - } - cont->state_mask = (1<<bit); - if (cont->state_mask == 0) { - /* shouldn't happen, object state is never 0 */ - cont->state_mask = 1; - } - } - } - ED_undo_push(C, "Add controller"); - break; - - case B_SET_STATE_BIT: - for (ob=bmain->object.first; ob; ob=ob->id.next) { - if (ob->scaflag & OB_ALLSTATE) { - ob->scaflag &= ~OB_ALLSTATE; - ob->state = 0x3FFFFFFF; - } - } - break; - - case B_INIT_STATE_BIT: - for (ob=bmain->object.first; ob; ob=ob->id.next) { - if (ob->scaflag & OB_INITSTBIT) { - ob->scaflag &= ~OB_INITSTBIT; - ob->state = ob->init_state; - if (!ob->state) - ob->state = 1; - } - } - break; - - case B_CHANGE_CONT: - for (ob=bmain->object.first; ob; ob=ob->id.next) { - cont= ob->controllers.first; - while (cont) { - if (cont->type != cont->otype) { - init_controller(cont); - cont->otype= cont->type; - break; - } - cont= cont->next; - } - } - break; - - - case B_DEL_CONT: - for (ob=bmain->object.first; ob; ob=ob->id.next) { - cont= ob->controllers.first; - while (cont) { - if (cont->flag & CONT_DEL) { - BLI_remlink(&(ob->controllers), cont); - unlink_controller(cont); - free_controller(cont); - break; - } - cont= cont->next; - } - } - ED_undo_push(C, "Delete controller"); - break; - - case B_ADD_ACT: - for (ob=bmain->object.first; ob; ob=ob->id.next) { - if (ob->scaflag & OB_ADDACT) { - ob->scaflag &= ~OB_ADDACT; - act= new_actuator(ACT_OBJECT); - BLI_uniquename(&ob->actuators, act, DATA_("Actuator"), '.', offsetof(bActuator, name), sizeof(act->name)); - BLI_addtail(&(ob->actuators), act); - ob->scaflag |= OB_SHOWACT; - } - } - ED_undo_push(C, "Add actuator"); - break; - - case B_CHANGE_ACT: - for (ob=bmain->object.first; ob; ob=ob->id.next) { - act= ob->actuators.first; - while (act) { - if (act->type != act->otype) { - init_actuator(act); - act->otype= act->type; - break; - } - act= act->next; - } - } - break; - - case B_DEL_ACT: - for (ob=bmain->object.first; ob; ob=ob->id.next) { - act= ob->actuators.first; - while (act) { - if (act->flag & ACT_DEL) { - BLI_remlink(&(ob->actuators), act); - unlink_actuator(act); - free_actuator(act); - break; - } - act= act->next; - } - } - ED_undo_push(C, "Delete actuator"); - break; - - case B_SOUNDACT_BROWSE: - /* since we don't know which... */ - didit= 0; - for (ob=bmain->object.first; ob; ob=ob->id.next) { - act= ob->actuators.first; - while (act) { - if (act->type==ACT_SOUND) { - bSoundActuator *sa= act->data; - if (sa->sndnr) { - ID *sound= bmain->sound.first; - int nr= 1; - - if (sa->sndnr == -2) { -// XXX activate_databrowse((ID *)bmain->sound.first, ID_SO, 0, B_SOUNDACT_BROWSE, -// &sa->sndnr, do_logic_buts); - break; - } - - while (sound) { - if (nr==sa->sndnr) - break; - nr++; - sound= sound->next; - } - - if (sa->sound) - id_us_min(((ID *)sa->sound)); - - sa->sound= (struct bSound *)sound; - - if (sound) { - id_us_plus(sound); - } - - sa->sndnr= 0; - didit= 1; - } - } - act= act->next; - } - if (didit) - break; - } - - break; - } -} - - -static const char *sensor_name(int type) -{ - switch (type) { - case SENS_ALWAYS: - return N_("Always"); - case SENS_NEAR: - return N_("Near"); - case SENS_KEYBOARD: - return N_("Keyboard"); - case SENS_PROPERTY: - return N_("Property"); - case SENS_ARMATURE: - return N_("Armature"); - case SENS_ACTUATOR: - return N_("Actuator"); - case SENS_DELAY: - return N_("Delay"); - case SENS_MOUSE: - return N_("Mouse"); - case SENS_COLLISION: - return N_("Collision"); - case SENS_RADAR: - return N_("Radar"); - case SENS_RANDOM: - return N_("Random"); - case SENS_RAY: - return N_("Ray"); - case SENS_MESSAGE: - return N_("Message"); - case SENS_JOYSTICK: - return N_("Joystick"); - } - return N_("Unknown"); -} - -static const char *controller_name(int type) -{ - switch (type) { - case CONT_LOGIC_AND: - return N_("And"); - case CONT_LOGIC_OR: - return N_("Or"); - case CONT_LOGIC_NAND: - return N_("Nand"); - case CONT_LOGIC_NOR: - return N_("Nor"); - case CONT_LOGIC_XOR: - return N_("Xor"); - case CONT_LOGIC_XNOR: - return N_("Xnor"); - case CONT_EXPRESSION: - return N_("Expression"); - case CONT_PYTHON: - return N_("Python"); - } - return N_("Unknown"); -} - -static const char *actuator_name(int type) -{ - switch (type) { - case ACT_SHAPEACTION: - return N_("Shape Action"); - case ACT_ACTION: - return N_("Action"); - case ACT_OBJECT: - return N_("Motion"); - case ACT_LAMP: - return N_("Lamp"); - case ACT_CAMERA: - return N_("Camera"); - case ACT_MATERIAL: - return N_("Material"); - case ACT_SOUND: - return N_("Sound"); - case ACT_PROPERTY: - return N_("Property"); - case ACT_EDIT_OBJECT: - return N_("Edit Object"); - case ACT_CONSTRAINT: - return N_("Constraint"); - case ACT_SCENE: - return N_("Scene"); - case ACT_GROUP: - return N_("Group"); - case ACT_RANDOM: - return N_("Random"); - case ACT_MESSAGE: - return N_("Message"); - case ACT_GAME: - return N_("Game"); - case ACT_VISIBILITY: - return N_("Visibility"); - case ACT_2DFILTER: - return N_("Filter 2D"); - case ACT_PARENT: - return N_("Parent"); - case ACT_STATE: - return N_("State"); - case ACT_ARMATURE: - return N_("Armature"); - case ACT_STEERING: - return N_("Steering"); - case ACT_MOUSE: - return N_("Mouse"); - } - return N_("Unknown"); -} - -static void set_sca_ob(Object *ob) -{ - bController *cont; - bActuator *act; - - cont= ob->controllers.first; - while (cont) { - cont->mynew= (bController *)ob; - cont= cont->next; - } - act= ob->actuators.first; - while (act) { - act->mynew= (bActuator *)ob; - act= act->next; - } -} - -static ID **get_selected_and_linked_obs(bContext *C, short *count, short scavisflag) -{ - Base *base; - Main *bmain= CTX_data_main(C); - Scene *scene= CTX_data_scene(C); - Object *ob, *obt, *obact= CTX_data_active_object(C); - ID **idar; - bSensor *sens; - bController *cont; - unsigned int lay; - int a, nr, do_it; - - /* we need a sorted object list */ - /* set scavisflags flags in Objects to indicate these should be evaluated */ - /* also hide ob pointers in ->new entries of controllerss/actuators */ - - *count= 0; - - if (scene==NULL) return NULL; - - ob= bmain->object.first; - while (ob) { - ob->scavisflag= 0; - set_sca_ob(ob); - ob= ob->id.next; - } - - /* XXX here it checked 3d lay */ - lay= scene->lay; - - base= FIRSTBASE; - while (base) { - if (base->lay & lay) { - if (base->flag & SELECT) { - if (scavisflag & BUTS_SENS_SEL) base->object->scavisflag |= OB_VIS_SENS; - if (scavisflag & BUTS_CONT_SEL) base->object->scavisflag |= OB_VIS_CONT; - if (scavisflag & BUTS_ACT_SEL) base->object->scavisflag |= OB_VIS_ACT; - } - } - base= base->next; - } - - if (obact) { - if (scavisflag & BUTS_SENS_ACT) obact->scavisflag |= OB_VIS_SENS; - if (scavisflag & BUTS_CONT_ACT) obact->scavisflag |= OB_VIS_CONT; - if (scavisflag & BUTS_ACT_ACT) obact->scavisflag |= OB_VIS_ACT; - } - - /* BUTS_XXX_STATE are similar to BUTS_XXX_LINK for selecting the object */ - if (scavisflag & (BUTS_SENS_LINK|BUTS_CONT_LINK|BUTS_ACT_LINK|BUTS_SENS_STATE|BUTS_ACT_STATE)) { - do_it = true; - while (do_it) { - do_it = false; - - ob= bmain->object.first; - while (ob) { - - /* 1st case: select sensor when controller selected */ - if ((scavisflag & (BUTS_SENS_LINK|BUTS_SENS_STATE)) && (ob->scavisflag & OB_VIS_SENS)==0) { - sens= ob->sensors.first; - while (sens) { - for (a=0; a<sens->totlinks; a++) { - if (sens->links[a]) { - obt= (Object *)sens->links[a]->mynew; - if (obt && (obt->scavisflag & OB_VIS_CONT)) { - do_it = true; - ob->scavisflag |= OB_VIS_SENS; - break; - } - } - } - if (do_it) break; - sens= sens->next; - } - } - - /* 2nd case: select cont when act selected */ - if ((scavisflag & BUTS_CONT_LINK) && (ob->scavisflag & OB_VIS_CONT)==0) { - cont= ob->controllers.first; - while (cont) { - for (a=0; a<cont->totlinks; a++) { - if (cont->links[a]) { - obt= (Object *)cont->links[a]->mynew; - if (obt && (obt->scavisflag & OB_VIS_ACT)) { - do_it = true; - ob->scavisflag |= OB_VIS_CONT; - break; - } - } - } - if (do_it) break; - cont= cont->next; - } - } - - /* 3rd case: select controller when sensor selected */ - if ((scavisflag & BUTS_CONT_LINK) && (ob->scavisflag & OB_VIS_SENS)) { - sens= ob->sensors.first; - while (sens) { - for (a=0; a<sens->totlinks; a++) { - if (sens->links[a]) { - obt= (Object *)sens->links[a]->mynew; - if (obt && (obt->scavisflag & OB_VIS_CONT)==0) { - do_it = true; - obt->scavisflag |= OB_VIS_CONT; - } - } - } - sens= sens->next; - } - } - - /* 4th case: select actuator when controller selected */ - if ((scavisflag & (BUTS_ACT_LINK|BUTS_ACT_STATE)) && (ob->scavisflag & OB_VIS_CONT)) { - cont= ob->controllers.first; - while (cont) { - for (a=0; a<cont->totlinks; a++) { - if (cont->links[a]) { - obt= (Object *)cont->links[a]->mynew; - if (obt && (obt->scavisflag & OB_VIS_ACT)==0) { - do_it = true; - obt->scavisflag |= OB_VIS_ACT; - } - } - } - cont= cont->next; - } - - } - ob= ob->id.next; - } - } - } - - /* now we count */ - ob= bmain->object.first; - while (ob) { - if ( ob->scavisflag ) (*count)++; - ob= ob->id.next; - } - - if (*count == 0) return NULL; - if (*count > 24) *count = 24; /* temporal */ - - idar= MEM_callocN((*count)*sizeof(void *), "idar"); - - ob= bmain->object.first; - nr= 0; - - /* make the active object always the first one of the list */ - if (obact) { - idar[0] = (ID *)obact; - nr++; - } - - while (ob) { - if ((ob->scavisflag) && (ob != obact)) { - idar[nr] = (ID *)ob; - nr++; - } - if (nr >= 24) break; - ob= ob->id.next; - } - - /* just to be sure... these were set in set_sca_done_ob() */ - clear_sca_new_poins(); - - return idar; -} - -static void get_armature_bone_constraint(Object *ob, const char *posechannel, const char *constraint_name, bConstraint **constraint) -{ - /* check that bone exist in the active object */ - if (ob->type == OB_ARMATURE && ob->pose) { - bPoseChannel *pchan= BKE_pose_channel_find_name(ob->pose, posechannel); - if (pchan) { - bConstraint *con= BLI_findstring(&pchan->constraints, constraint_name, offsetof(bConstraint, name)); - if (con) { - *constraint= con; - } - } - } - /* didn't find any */ -} - -static void do_sensor_menu(bContext *C, void *UNUSED(arg), int event) -{ - SpaceLogic *slogic= CTX_wm_space_logic(C); - ID **idar; - Object *ob; - bSensor *sens; - short count, a; - - idar= get_selected_and_linked_obs(C, &count, slogic->scaflag); - - for (a=0; a<count; a++) { - ob= (Object *)idar[a]; - if (event==0 || event==2) ob->scaflag |= OB_SHOWSENS; - else if (event==1) ob->scaflag &= ~OB_SHOWSENS; - } - - for (a=0; a<count; a++) { - ob= (Object *)idar[a]; - sens= ob->sensors.first; - while (sens) { - if (event==2) sens->flag |= SENS_SHOW; - else if (event==3) sens->flag &= ~SENS_SHOW; - sens= sens->next; - } - } - - if (idar) MEM_freeN(idar); -} - -static uiBlock *sensor_menu(bContext *C, ARegion *ar, void *UNUSED(arg)) -{ - uiBlock *block; - int yco=0; - - block= UI_block_begin(C, ar, __func__, UI_EMBOSS_PULLDOWN); - UI_block_func_butmenu_set(block, do_sensor_menu, NULL); - - uiDefBut(block, UI_BTYPE_BUT_MENU, 1, IFACE_("Show Objects"), 0, (short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 1, 0, ""); - uiDefBut(block, UI_BTYPE_BUT_MENU, 1, IFACE_("Hide Objects"), 0, (short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 1, 1, ""); - uiDefBut(block, UI_BTYPE_SEPR_LINE, 0, "", 0, (short)(yco-=6), 160, 6, NULL, 0.0, 0.0, 0, 0, ""); - uiDefBut(block, UI_BTYPE_BUT_MENU, 1, IFACE_("Show Sensors"), 0, (short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 1, 2, ""); - uiDefBut(block, UI_BTYPE_BUT_MENU, 1, IFACE_("Hide Sensors"), 0, (short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 1, 3, ""); - - UI_block_direction_set(block, UI_DIR_UP); - UI_block_end(C, block); - - return block; -} - -static void do_controller_menu(bContext *C, void *UNUSED(arg), int event) -{ - SpaceLogic *slogic= CTX_wm_space_logic(C); - ID **idar; - Object *ob; - bController *cont; - short count, a; - - idar= get_selected_and_linked_obs(C, &count, slogic->scaflag); - - for (a=0; a<count; a++) { - ob= (Object *)idar[a]; - if (event==0 || event==2) ob->scaflag |= OB_SHOWCONT; - else if (event==1) ob->scaflag &= ~OB_SHOWCONT; - } - - for (a=0; a<count; a++) { - ob= (Object *)idar[a]; - cont= ob->controllers.first; - while (cont) { - if (event==2) cont->flag |= CONT_SHOW; - else if (event==3) cont->flag &= ~CONT_SHOW; - cont= cont->next; - } - } - - if (idar) MEM_freeN(idar); -} - -static uiBlock *controller_menu(bContext *C, ARegion *ar, void *UNUSED(arg)) -{ - uiBlock *block; - int yco=0; - - block= UI_block_begin(C, ar, __func__, UI_EMBOSS_PULLDOWN); - UI_block_func_butmenu_set(block, do_controller_menu, NULL); - - uiDefBut(block, UI_BTYPE_BUT_MENU, 1, IFACE_("Show Objects"), 0, (short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 1, 0, ""); - uiDefBut(block, UI_BTYPE_BUT_MENU, 1, IFACE_("Hide Objects"), 0, (short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 1, 1, ""); - uiDefBut(block, UI_BTYPE_SEPR_LINE, 0, "", 0, (short)(yco-=6), 160, 6, NULL, 0.0, 0.0, 0, 0, ""); - uiDefBut(block, UI_BTYPE_BUT_MENU, 1, IFACE_("Show Controllers"), 0, (short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 2, 2, ""); - uiDefBut(block, UI_BTYPE_BUT_MENU, 1, IFACE_("Hide Controllers"), 0, (short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 3, 3, ""); - - UI_block_direction_set(block, UI_DIR_UP); - UI_block_end(C, block); - - return block; -} - -static void do_actuator_menu(bContext *C, void *UNUSED(arg), int event) -{ - SpaceLogic *slogic= CTX_wm_space_logic(C); - ID **idar; - Object *ob; - bActuator *act; - short count, a; - - idar= get_selected_and_linked_obs(C, &count, slogic->scaflag); - - for (a=0; a<count; a++) { - ob= (Object *)idar[a]; - if (event==0 || event==2) ob->scaflag |= OB_SHOWACT; - else if (event==1) ob->scaflag &= ~OB_SHOWACT; - } - - for (a=0; a<count; a++) { - ob= (Object *)idar[a]; - act= ob->actuators.first; - while (act) { - if (event==2) act->flag |= ACT_SHOW; - else if (event==3) act->flag &= ~ACT_SHOW; - act= act->next; - } - } - - if (idar) MEM_freeN(idar); -} - -static uiBlock *actuator_menu(bContext *C, ARegion *ar, void *UNUSED(arg)) -{ - uiBlock *block; - int xco=0; - - block= UI_block_begin(C, ar, __func__, UI_EMBOSS_PULLDOWN); - UI_block_func_butmenu_set(block, do_actuator_menu, NULL); - - uiDefBut(block, UI_BTYPE_BUT_MENU, 1, IFACE_("Show Objects"), 0, (short)(xco-=20), 160, 19, NULL, 0.0, 0.0, 1, 0, ""); - uiDefBut(block, UI_BTYPE_BUT_MENU, 1, IFACE_("Hide Objects"), 0, (short)(xco-=20), 160, 19, NULL, 0.0, 0.0, 1, 1, ""); - uiDefBut(block, UI_BTYPE_SEPR_LINE, 0, "", 0, (short)(xco-=6), 160, 6, NULL, 0.0, 0.0, 0, 0, ""); - uiDefBut(block, UI_BTYPE_BUT_MENU, 1, IFACE_("Show Actuators"), 0, (short)(xco-=20), 160, 19, NULL, 0.0, 0.0, 1, 2, ""); - uiDefBut(block, UI_BTYPE_BUT_MENU, 1, IFACE_("Hide Actuators"), 0, (short)(xco-=20), 160, 19, NULL, 0.0, 0.0, 1, 3, ""); - - UI_block_direction_set(block, UI_DIR_UP); - UI_block_end(C, block); - - return block; -} - -static void check_controller_state_mask(bContext *UNUSED(C), void *arg1_but, void *arg2_mask) -{ - unsigned int *cont_mask = arg2_mask; - uiBut *but = arg1_but; - - /* a controller is always in a single state */ - *cont_mask = (1<<but->retval); - but->retval = B_REDR; -} - -static uiBlock *controller_state_mask_menu(bContext *C, ARegion *ar, void *arg_cont) -{ - uiBlock *block; - uiBut *but; - bController *cont = arg_cont; - - short yco = 12, xco = 0, stbit, offset; - - block= UI_block_begin(C, ar, __func__, UI_EMBOSS); - - /* use this for a fake extra empy space around the buttons */ - uiDefBut(block, UI_BTYPE_LABEL, 0, "", -5, -5, 200, 34, NULL, 0, 0, 0, 0, ""); - - for (offset=0; offset<15; offset += 5) { - UI_block_align_begin(block); - for (stbit=0; stbit<5; stbit++) { - but = uiDefButBitI(block, UI_BTYPE_TOGGLE, (1<<(stbit+offset)), (stbit+offset), "", (short)(xco+12*stbit+13*offset), yco, 12, 12, (int *)&(cont->state_mask), 0, 0, 0, 0, ""); - UI_but_func_set(but, check_controller_state_mask, but, &(cont->state_mask)); - } - for (stbit=0; stbit<5; stbit++) { - but = uiDefButBitI(block, UI_BTYPE_TOGGLE, (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, ""); - UI_but_func_set(but, check_controller_state_mask, but, &(cont->state_mask)); - } - } - UI_block_align_end(block); - - UI_block_direction_set(block, UI_DIR_UP); - UI_block_end(C, block); - - return block; -} - -static bool is_sensor_linked(uiBlock *block, bSensor *sens) -{ - bController *cont; - int i; - - for (i=0; i<sens->totlinks; i++) { - cont = sens->links[i]; - if (UI_block_links_find_inlink(block, cont) != NULL) - return 1; - } - return 0; -} - -/* Sensors code */ - -static void draw_sensor_header(uiLayout *layout, PointerRNA *ptr, PointerRNA *logic_ptr) -{ - uiLayout *box, *row, *sub; - bSensor *sens= (bSensor *)ptr->data; - - box = uiLayoutBox(layout); - row = uiLayoutRow(box, false); - - sub = uiLayoutRow(row, false); - uiLayoutSetActive(sub, RNA_boolean_get(ptr, "active")); - uiItemR(sub, ptr, "show_expanded", UI_ITEM_R_NO_BG, "", ICON_NONE); - if (RNA_boolean_get(ptr, "show_expanded")) { - uiItemR(sub, ptr, "type", 0, "", ICON_NONE); - uiItemR(sub, ptr, "name", 0, "", ICON_NONE); - } - else { - uiItemL(sub, IFACE_(sensor_name(sens->type)), ICON_NONE); - uiItemL(sub, sens->name, ICON_NONE); - } - - sub = uiLayoutRow(row, false); - uiLayoutSetActive(sub, (((RNA_boolean_get(logic_ptr, "show_sensors_active_states") && - RNA_boolean_get(ptr, "show_expanded")) || RNA_boolean_get(ptr, "pin")) && - RNA_boolean_get(ptr, "active"))); - uiItemR(sub, ptr, "pin", UI_ITEM_R_NO_BG, "", ICON_NONE); - - if (RNA_boolean_get(ptr, "show_expanded")==0) { - sub = uiLayoutRow(row, true); - uiLayoutSetActive(sub, RNA_boolean_get(ptr, "active")); - uiItemEnumO(sub, "LOGIC_OT_sensor_move", "", ICON_TRIA_UP, "direction", 1); // up - uiItemEnumO(sub, "LOGIC_OT_sensor_move", "", ICON_TRIA_DOWN, "direction", 2); // down - } - - sub = uiLayoutRow(row, false); - uiItemR(sub, ptr, "active", 0, "", ICON_NONE); - - sub = uiLayoutRow(row, false); - uiLayoutSetActive(sub, RNA_boolean_get(ptr, "active")); - uiItemO(sub, "", ICON_X, "LOGIC_OT_sensor_remove"); -} - -static void draw_sensor_internal_header(uiLayout *layout, PointerRNA *ptr) -{ - uiLayout *box, *split, *sub, *row; - - box = uiLayoutBox(layout); - uiLayoutSetActive(box, RNA_boolean_get(ptr, "active")); - split = uiLayoutSplit(box, 0.45f, false); - - row = uiLayoutRow(split, true); - uiItemR(row, ptr, "use_pulse_true_level", 0, "", ICON_DOTSUP); - uiItemR(row, ptr, "use_pulse_false_level", 0, "", ICON_DOTSDOWN); - - sub = uiLayoutRow(row, false); - uiLayoutSetActive(sub, (RNA_boolean_get(ptr, "use_pulse_true_level") || - RNA_boolean_get(ptr, "use_pulse_false_level"))); - uiItemR(sub, ptr, "tick_skip", 0, IFACE_("Skip"), ICON_NONE); - - row = uiLayoutRow(split, true); - uiItemR(row, ptr, "use_level", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); - uiItemR(row, ptr, "use_tap", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); - - uiItemR(split, ptr, "invert", UI_ITEM_R_TOGGLE, IFACE_("Invert"), ICON_NONE); -} -/* sensors in alphabetical order */ - -static void draw_sensor_actuator(uiLayout *layout, PointerRNA *ptr) -{ - Object *ob = (Object *)ptr->id.data; - PointerRNA settings_ptr; - - RNA_pointer_create((ID *)ob, &RNA_GameObjectSettings, ob, &settings_ptr); - uiItemPointerR(layout, ptr, "actuator", &settings_ptr, "actuators", NULL, ICON_LOGIC); -} - -static void draw_sensor_armature(uiLayout *layout, PointerRNA *ptr) -{ - bSensor *sens = (bSensor *)ptr->data; - bArmatureSensor *as = (bArmatureSensor *) sens->data; - Object *ob = (Object *)ptr->id.data; - uiLayout *row; - - if (ob->type != OB_ARMATURE) { - uiItemL(layout, IFACE_("Sensor only available for armatures"), ICON_NONE); - return; - } - - if (ob->pose) { - PointerRNA pose_ptr, pchan_ptr; - PropertyRNA *bones_prop; - - RNA_pointer_create((ID *)ob, &RNA_Pose, ob->pose, &pose_ptr); - bones_prop = RNA_struct_find_property(&pose_ptr, "bones"); - - uiItemPointerR(layout, ptr, "bone", &pose_ptr, "bones", NULL, ICON_BONE_DATA); - - if (RNA_property_collection_lookup_string(&pose_ptr, bones_prop, as->posechannel, &pchan_ptr)) - uiItemPointerR(layout, ptr, "constraint", &pchan_ptr, "constraints", NULL, ICON_CONSTRAINT_BONE); - } - row = uiLayoutRow(layout, true); - uiItemR(row, ptr, "test_type", 0, NULL, ICON_NONE); - if (RNA_enum_get(ptr, "test_type") != SENS_ARM_STATE_CHANGED) - uiItemR(row, ptr, "value", 0, NULL, ICON_NONE); -} - -static void draw_sensor_collision(uiLayout *layout, PointerRNA *ptr, bContext *C) -{ - uiLayout *row, *split; - PointerRNA main_ptr; - - RNA_main_pointer_create(CTX_data_main(C), &main_ptr); - - split = uiLayoutSplit(layout, 0.3f, false); - row = uiLayoutRow(split, true); - uiItemR(row, ptr, "use_pulse", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); - uiItemR(row, ptr, "use_material", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); - - switch (RNA_enum_get(ptr, "use_material")) { - case SENS_COLLISION_PROPERTY: - uiItemR(split, ptr, "property", 0, NULL, ICON_NONE); - break; - case SENS_COLLISION_MATERIAL: - uiItemPointerR(split, ptr, "material", &main_ptr, "materials", NULL, ICON_MATERIAL_DATA); - break; - } -} - -static void draw_sensor_delay(uiLayout *layout, PointerRNA *ptr) -{ - uiLayout *row; - - row = uiLayoutRow(layout, false); - - uiItemR(row, ptr, "delay", 0, NULL, ICON_NONE); - uiItemR(row, ptr, "duration", 0, NULL, ICON_NONE); - uiItemR(row, ptr, "use_repeat", 0, NULL, ICON_NONE); -} - -static void draw_sensor_joystick(uiLayout *layout, PointerRNA *ptr) -{ - uiLayout *col, *row; - - uiItemR(layout, ptr, "joystick_index", 0, NULL, ICON_NONE); - uiItemR(layout, ptr, "event_type", 0, NULL, ICON_NONE); - - switch (RNA_enum_get(ptr, "event_type")) { - case SENS_JOY_BUTTON: - uiItemR(layout, ptr, "use_all_events", 0, NULL, ICON_NONE); - - col = uiLayoutColumn(layout, false); - uiLayoutSetActive(col, RNA_boolean_get(ptr, "use_all_events") == false); - uiItemR(col, ptr, "button_number", 0, NULL, ICON_NONE); - break; - case SENS_JOY_AXIS: - row = uiLayoutRow(layout, false); - uiItemR(row, ptr, "axis_number", 0, NULL, ICON_NONE); - uiItemR(row, ptr, "axis_threshold", 0, NULL, ICON_NONE); - - uiItemR(layout, ptr, "use_all_events", 0, NULL, ICON_NONE); - col = uiLayoutColumn(layout, false); - uiLayoutSetActive(col, RNA_boolean_get(ptr, "use_all_events") == false); - uiItemR(col, ptr, "axis_direction", 0, NULL, ICON_NONE); - break; - case SENS_JOY_HAT: - uiItemR(layout, ptr, "hat_number", 0, NULL, ICON_NONE); - uiItemR(layout, ptr, "use_all_events", 0, NULL, ICON_NONE); - - col = uiLayoutColumn(layout, false); - uiLayoutSetActive(col, RNA_boolean_get(ptr, "use_all_events") == false); - uiItemR(col, ptr, "hat_direction", 0, NULL, ICON_NONE); - break; - case SENS_JOY_AXIS_SINGLE: - row = uiLayoutRow(layout, false); - uiItemR(row, ptr, "single_axis_number", 0, NULL, ICON_NONE); - uiItemR(row, ptr, "axis_threshold", 0, NULL, ICON_NONE); - break; - } -} - -static void draw_sensor_keyboard(uiLayout *layout, PointerRNA *ptr) -{ - Object *ob = (Object *)ptr->id.data; - PointerRNA settings_ptr; - uiLayout *row, *col; - - row = uiLayoutRow(layout, false); - uiItemL(row, CTX_IFACE_(BLT_I18NCONTEXT_ID_WINDOWMANAGER, "Key:"), ICON_NONE); - col = uiLayoutColumn(row, false); - uiLayoutSetActive(col, RNA_boolean_get(ptr, "use_all_keys") == false); - uiItemR(col, ptr, "key", UI_ITEM_R_EVENT, "", ICON_NONE); - col = uiLayoutColumn(row, false); - uiItemR(col, ptr, "use_all_keys", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); - - col = uiLayoutColumn(layout, false); - uiLayoutSetActive(col, RNA_boolean_get(ptr, "use_all_keys") == false); - row = uiLayoutRow(col, false); - uiItemL(row, IFACE_("First Modifier:"), ICON_NONE); - uiItemR(row, ptr, "modifier_key_1", UI_ITEM_R_EVENT, "", ICON_NONE); - - row = uiLayoutRow(col, false); - uiItemL(row, IFACE_("Second Modifier:"), ICON_NONE); - uiItemR(row, ptr, "modifier_key_2", UI_ITEM_R_EVENT, "", ICON_NONE); - - RNA_pointer_create((ID *)ob, &RNA_GameObjectSettings, ob, &settings_ptr); - uiItemPointerR(layout, ptr, "log", &settings_ptr, "properties", NULL, ICON_NONE); - uiItemPointerR(layout, ptr, "target", &settings_ptr, "properties", NULL, ICON_NONE); -} - -static void draw_sensor_message(uiLayout *layout, PointerRNA *ptr) -{ - uiItemR(layout, ptr, "subject", 0, NULL, ICON_NONE); -} - -static void draw_sensor_mouse(uiLayout *layout, PointerRNA *ptr, bContext *C) -{ - uiLayout *split, *split2; - PointerRNA main_ptr; - - split = uiLayoutSplit(layout, 0.8f, false); - uiItemR(split, ptr, "mouse_event", 0, NULL, ICON_NONE); - - if (RNA_enum_get(ptr, "mouse_event") == BL_SENS_MOUSE_MOUSEOVER_ANY) { - uiItemR(split, ptr, "use_pulse", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); - - split = uiLayoutSplit(layout, 0.3f, false); - uiItemR(split, ptr, "use_material", 0, "", ICON_NONE); - - split2 = uiLayoutSplit(split, 0.7f, false); - if (RNA_enum_get(ptr, "use_material") == SENS_RAY_PROPERTY) { - uiItemR(split2, ptr, "property", 0, "", ICON_NONE); - } - else { - RNA_main_pointer_create(CTX_data_main(C), &main_ptr); - uiItemPointerR(split2, ptr, "material", &main_ptr, "materials", "", ICON_MATERIAL_DATA); - } - uiItemR(split2, ptr, "use_x_ray", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); - } -} - -static void draw_sensor_near(uiLayout *layout, PointerRNA *ptr) -{ - uiLayout *row; - - uiItemR(layout, ptr, "property", 0, NULL, ICON_NONE); - - row = uiLayoutRow(layout, true); - uiItemR(row, ptr, "distance", 0, NULL, ICON_NONE); - uiItemR(row, ptr, "reset_distance", 0, NULL, ICON_NONE); -} - -static void draw_sensor_property(uiLayout *layout, PointerRNA *ptr) -{ - Object *ob = (Object *)ptr->id.data; - PointerRNA settings_ptr; - - uiLayout *row; - uiItemR(layout, ptr, "evaluation_type", 0, NULL, ICON_NONE); - - RNA_pointer_create((ID *)ob, &RNA_GameObjectSettings, ob, &settings_ptr); - uiItemPointerR(layout, ptr, "property", &settings_ptr, "properties", NULL, ICON_NONE); - - switch (RNA_enum_get(ptr, "evaluation_type")) { - case SENS_PROP_INTERVAL: - row = uiLayoutRow(layout, false); - uiItemR(row, ptr, "value_min", 0, NULL, ICON_NONE); - uiItemR(row, ptr, "value_max", 0, NULL, ICON_NONE); - break; - case SENS_PROP_EQUAL: - case SENS_PROP_NEQUAL: - case SENS_PROP_LESSTHAN: - case SENS_PROP_GREATERTHAN: - uiItemR(layout, ptr, "value", 0, NULL, ICON_NONE); - break; - case SENS_PROP_CHANGED: - break; - } -} - -static void draw_sensor_radar(uiLayout *layout, PointerRNA *ptr) -{ - uiLayout *row; - - uiItemR(layout, ptr, "property", 0, NULL, ICON_NONE); - uiItemR(layout, ptr, "axis", 0, NULL, ICON_NONE); - - row = uiLayoutRow(layout, false); - uiItemR(row, ptr, "angle", 0, NULL, ICON_NONE); - uiItemR(row, ptr, "distance", 0, NULL, ICON_NONE); -} - -static void draw_sensor_random(uiLayout *layout, PointerRNA *ptr) -{ - uiItemR(layout, ptr, "seed", 0, NULL, ICON_NONE); -} - -static void draw_sensor_ray(uiLayout *layout, PointerRNA *ptr, bContext *C) -{ - uiLayout *split, *row; - PointerRNA main_ptr; - - RNA_main_pointer_create(CTX_data_main(C), &main_ptr); - split = uiLayoutSplit(layout, 0.3f, false); - uiItemR(split, ptr, "ray_type", 0, "", ICON_NONE); - switch (RNA_enum_get(ptr, "ray_type")) { - case SENS_RAY_PROPERTY: - uiItemR(split, ptr, "property", 0, "", ICON_NONE); - break; - case SENS_RAY_MATERIAL: - uiItemPointerR(split, ptr, "material", &main_ptr, "materials", "", ICON_MATERIAL_DATA); - break; - } - - split = uiLayoutSplit(layout, 0.3, false); - uiItemR(split, ptr, "axis", 0, "", ICON_NONE); - row = uiLayoutRow(split, false); - uiItemR(row, ptr, "range", 0, NULL, ICON_NONE); - uiItemR(row, ptr, "use_x_ray", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); -} - -static void draw_brick_sensor(uiLayout *layout, PointerRNA *ptr, bContext *C) -{ - uiLayout *box; - - if (!RNA_boolean_get(ptr, "show_expanded")) - return; - - draw_sensor_internal_header(layout, ptr); - - box = uiLayoutBox(layout); - uiLayoutSetActive(box, RNA_boolean_get(ptr, "active")); - - switch (RNA_enum_get(ptr, "type")) { - - case SENS_ACTUATOR: - draw_sensor_actuator(box, ptr); - break; - case SENS_ALWAYS: - break; - case SENS_ARMATURE: - draw_sensor_armature(box, ptr); - break; - case SENS_COLLISION: - draw_sensor_collision(box, ptr, C); - break; - case SENS_DELAY: - draw_sensor_delay(box, ptr); - break; - case SENS_JOYSTICK: - draw_sensor_joystick(box, ptr); - break; - case SENS_KEYBOARD: - draw_sensor_keyboard(box, ptr); - break; - case SENS_MESSAGE: - draw_sensor_message(box, ptr); - break; - case SENS_MOUSE: - draw_sensor_mouse(box, ptr, C); - break; - case SENS_NEAR: - draw_sensor_near(box, ptr); - break; - case SENS_PROPERTY: - draw_sensor_property(box, ptr); - break; - case SENS_RADAR: - draw_sensor_radar(box, ptr); - break; - case SENS_RANDOM: - draw_sensor_random(box, ptr); - break; - case SENS_RAY: - draw_sensor_ray(box, ptr, C); - break; - } -} - -/* Controller code */ -static void draw_controller_header(uiLayout *layout, PointerRNA *ptr, int xco, int width, int yco) -{ - uiLayout *box, *row, *sub; - bController *cont= (bController *)ptr->data; - - char state[3]; - BLI_snprintf(state, sizeof(state), "%d", RNA_int_get(ptr, "states")); - - box = uiLayoutBox(layout); - row = uiLayoutRow(box, false); - - sub = uiLayoutRow(row, false); - uiLayoutSetActive(sub, RNA_boolean_get(ptr, "active")); - uiItemR(sub, ptr, "show_expanded", UI_ITEM_R_NO_BG, "", ICON_NONE); - if (RNA_boolean_get(ptr, "show_expanded")) { - uiItemR(sub, ptr, "type", 0, "", ICON_NONE); - uiItemR(sub, ptr, "name", 0, "", ICON_NONE); - /* XXX provisory for Blender 2.50Beta */ - uiDefBlockBut(uiLayoutGetBlock(layout), controller_state_mask_menu, cont, state, (short)(xco+width-44), yco, 22+22, UI_UNIT_Y, IFACE_("Set controller state index (from 1 to 30)")); - } - else { - uiItemL(sub, IFACE_(controller_name(cont->type)), ICON_NONE); - uiItemL(sub, cont->name, ICON_NONE); - uiItemL(sub, state, ICON_NONE); - } - - sub = uiLayoutRow(row, false); - uiLayoutSetActive(sub, RNA_boolean_get(ptr, "active")); - uiItemR(sub, ptr, "use_priority", 0, "", ICON_NONE); - - if (RNA_boolean_get(ptr, "show_expanded")==0) { - sub = uiLayoutRow(row, true); - uiLayoutSetActive(sub, RNA_boolean_get(ptr, "active")); - uiItemEnumO(sub, "LOGIC_OT_controller_move", "", ICON_TRIA_UP, "direction", 1); // up - uiItemEnumO(sub, "LOGIC_OT_controller_move", "", ICON_TRIA_DOWN, "direction", 2); // down - } - - sub = uiLayoutRow(row, false); - uiItemR(sub, ptr, "active", 0, "", ICON_NONE); - - sub = uiLayoutRow(row, false); - uiLayoutSetActive(sub, RNA_boolean_get(ptr, "active")); - uiItemO(sub, "", ICON_X, "LOGIC_OT_controller_remove"); -} - -static void draw_controller_expression(uiLayout *layout, PointerRNA *ptr) -{ - uiItemR(layout, ptr, "expression", 0, "", ICON_NONE); -} - -static void draw_controller_python(uiLayout *layout, PointerRNA *ptr) -{ - uiLayout *split, *sub; - - split = uiLayoutSplit(layout, 0.3, true); - uiItemR(split, ptr, "mode", 0, "", ICON_NONE); - if (RNA_enum_get(ptr, "mode") == CONT_PY_SCRIPT) { - uiItemR(split, ptr, "text", 0, "", ICON_NONE); - } - else { - sub = uiLayoutSplit(split, 0.8f, false); - uiItemR(sub, ptr, "module", 0, "", ICON_NONE); - uiItemR(sub, ptr, "use_debug", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); - } -} - -static void draw_controller_state(uiLayout *UNUSED(layout), PointerRNA *UNUSED(ptr)) -{ - -} - -static void draw_brick_controller(uiLayout *layout, PointerRNA *ptr) -{ - uiLayout *box; - - if (!RNA_boolean_get(ptr, "show_expanded")) - return; - - box = uiLayoutBox(layout); - uiLayoutSetActive(box, RNA_boolean_get(ptr, "active")); - - draw_controller_state(box, ptr); - - switch (RNA_enum_get(ptr, "type")) { - case CONT_LOGIC_AND: - break; - case CONT_LOGIC_OR: - break; - case CONT_EXPRESSION: - draw_controller_expression(box, ptr); - break; - case CONT_PYTHON: - draw_controller_python(box, ptr); - break; - case CONT_LOGIC_NAND: - break; - case CONT_LOGIC_NOR: - break; - case CONT_LOGIC_XOR: - break; - case CONT_LOGIC_XNOR: - break; - } -} - -/* Actuator code */ -static void draw_actuator_header(uiLayout *layout, PointerRNA *ptr, PointerRNA *logic_ptr) -{ - uiLayout *box, *row, *sub; - bActuator *act= (bActuator *)ptr->data; - - box = uiLayoutBox(layout); - row = uiLayoutRow(box, false); - - sub = uiLayoutRow(row, false); - uiLayoutSetActive(sub, RNA_boolean_get(ptr, "active")); - uiItemR(sub, ptr, "show_expanded", UI_ITEM_R_NO_BG, "", ICON_NONE); - if (RNA_boolean_get(ptr, "show_expanded")) { - uiItemR(sub, ptr, "type", 0, "", ICON_NONE); - uiItemR(sub, ptr, "name", 0, "", ICON_NONE); - } - else { - uiItemL(sub, IFACE_(actuator_name(act->type)), ICON_NONE); - uiItemL(sub, act->name, ICON_NONE); - } - - sub = uiLayoutRow(row, false); - uiLayoutSetActive(sub, (((RNA_boolean_get(logic_ptr, "show_actuators_active_states") && - RNA_boolean_get(ptr, "show_expanded")) || RNA_boolean_get(ptr, "pin")) && - RNA_boolean_get(ptr, "active"))); - uiItemR(sub, ptr, "pin", UI_ITEM_R_NO_BG, "", ICON_NONE); - - if (RNA_boolean_get(ptr, "show_expanded")==0) { - sub = uiLayoutRow(row, true); - uiLayoutSetActive(sub, RNA_boolean_get(ptr, "active")); - uiItemEnumO(sub, "LOGIC_OT_actuator_move", "", ICON_TRIA_UP, "direction", 1); // up - uiItemEnumO(sub, "LOGIC_OT_actuator_move", "", ICON_TRIA_DOWN, "direction", 2); // down - } - - sub = uiLayoutRow(row, false); - uiItemR(sub, ptr, "active", 0, "", ICON_NONE); - - sub = uiLayoutRow(row, false); - uiLayoutSetActive(sub, RNA_boolean_get(ptr, "active")); - uiItemO(sub, "", ICON_X, "LOGIC_OT_actuator_remove"); -} - -static void draw_actuator_action(uiLayout *layout, PointerRNA *ptr) -{ - Object *ob = (Object *)ptr->id.data; - PointerRNA settings_ptr; - uiLayout *row, *sub; - - RNA_pointer_create((ID *)ob, &RNA_GameObjectSettings, ob, &settings_ptr); - - row = uiLayoutRow(layout, false); - uiItemR(row, ptr, "play_mode", 0, "", ICON_NONE); - - sub = uiLayoutRow(row, true); - uiItemR(sub, ptr, "use_force", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); - uiItemR(sub, ptr, "use_additive", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); - - row = uiLayoutColumn(sub, false); - uiLayoutSetActive(row, (RNA_boolean_get(ptr, "use_additive") || RNA_boolean_get(ptr, "use_force"))); - uiItemR(row, ptr, "use_local", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); - - row = uiLayoutRow(layout, false); - uiItemR(row, ptr, "action", 0, "", ICON_NONE); - uiItemR(row, ptr, "use_continue_last_frame", 0, NULL, ICON_NONE); - - row = uiLayoutRow(layout, false); - if ((RNA_enum_get(ptr, "play_mode") == ACT_ACTION_FROM_PROP)) - uiItemPointerR(row, ptr, "property", &settings_ptr, "properties", NULL, ICON_NONE); - - else { - uiItemR(row, ptr, "frame_start", 0, NULL, ICON_NONE); - uiItemR(row, ptr, "frame_end", 0, NULL, ICON_NONE); - } - - uiItemR(row, ptr, "apply_to_children", 0, NULL, ICON_NONE); - - row = uiLayoutRow(layout, false); - uiItemR(row, ptr, "frame_blend_in", 0, NULL, ICON_NONE); - uiItemR(row, ptr, "priority", 0, NULL, ICON_NONE); - - row = uiLayoutRow(layout, false); - uiItemR(row, ptr, "layer", 0, NULL, ICON_NONE); - uiItemR(row, ptr, "layer_weight", 0, NULL, ICON_NONE); - uiItemR(row, ptr, "blend_mode", 0, "", ICON_NONE); - - uiItemPointerR(layout, ptr, "frame_property", &settings_ptr, "properties", NULL, ICON_NONE); - -#ifdef __NLA_ACTION_BY_MOTION_ACTUATOR - uiItemR(layout, "stride_length", 0, NULL, ICON_NONE); -#endif -} - -static void draw_actuator_armature(uiLayout *layout, PointerRNA *ptr) -{ - bActuator *act = (bActuator *)ptr->data; - bArmatureActuator *aa = (bArmatureActuator *) act->data; - Object *ob = (Object *)ptr->id.data; - bConstraint *constraint = NULL; - PointerRNA pose_ptr, pchan_ptr; - PropertyRNA *bones_prop = NULL; - - if (ob->type != OB_ARMATURE) { - uiItemL(layout, IFACE_("Actuator only available for armatures"), ICON_NONE); - return; - } - - if (ob->pose) { - RNA_pointer_create((ID *)ob, &RNA_Pose, ob->pose, &pose_ptr); - bones_prop = RNA_struct_find_property(&pose_ptr, "bones"); - } - - uiItemR(layout, ptr, "mode", 0, NULL, ICON_NONE); - - switch (RNA_enum_get(ptr, "mode")) { - case ACT_ARM_RUN: - break; - case ACT_ARM_ENABLE: - case ACT_ARM_DISABLE: - if (ob->pose) { - uiItemPointerR(layout, ptr, "bone", &pose_ptr, "bones", NULL, ICON_BONE_DATA); - - if (RNA_property_collection_lookup_string(&pose_ptr, bones_prop, aa->posechannel, &pchan_ptr)) - uiItemPointerR(layout, ptr, "constraint", &pchan_ptr, "constraints", NULL, ICON_CONSTRAINT_BONE); - } - break; - case ACT_ARM_SETTARGET: - if (ob->pose) { - uiItemPointerR(layout, ptr, "bone", &pose_ptr, "bones", NULL, ICON_BONE_DATA); - - if (RNA_property_collection_lookup_string(&pose_ptr, bones_prop, aa->posechannel, &pchan_ptr)) - uiItemPointerR(layout, ptr, "constraint", &pchan_ptr, "constraints", NULL, ICON_CONSTRAINT_BONE); - } - - uiItemR(layout, ptr, "target", 0, NULL, ICON_NONE); - - /* show second target only if the constraint supports it */ - get_armature_bone_constraint(ob, aa->posechannel, aa->constraint, &constraint); - if (constraint && constraint->type == CONSTRAINT_TYPE_KINEMATIC) { - uiItemR(layout, ptr, "secondary_target", 0, NULL, ICON_NONE); - } - break; - case ACT_ARM_SETWEIGHT: - if (ob->pose) { - uiItemPointerR(layout, ptr, "bone", &pose_ptr, "bones", NULL, ICON_BONE_DATA); - - if (RNA_property_collection_lookup_string(&pose_ptr, bones_prop, aa->posechannel, &pchan_ptr)) - uiItemPointerR(layout, ptr, "constraint", &pchan_ptr, "constraints", NULL, ICON_CONSTRAINT_BONE); - } - - uiItemR(layout, ptr, "weight", 0, NULL, ICON_NONE); - break; - case ACT_ARM_SETINFLUENCE: - if (ob->pose) { - uiItemPointerR(layout, ptr, "bone", &pose_ptr, "bones", NULL, ICON_BONE_DATA); - - if (RNA_property_collection_lookup_string(&pose_ptr, bones_prop, aa->posechannel, &pchan_ptr)) - uiItemPointerR(layout, ptr, "constraint", &pchan_ptr, "constraints", NULL, ICON_CONSTRAINT_BONE); - } - - uiItemR(layout, ptr, "influence", 0, NULL, ICON_NONE); - break; - } -} - -static void draw_actuator_camera(uiLayout *layout, PointerRNA *ptr) -{ - uiLayout *row; - uiItemR(layout, ptr, "object", 0, NULL, ICON_NONE); - - row = uiLayoutRow(layout, false); - uiItemR(row, ptr, "height", 0, NULL, ICON_NONE); - uiItemR(row, ptr, "axis", 0, NULL, ICON_NONE); - - row = uiLayoutRow(layout, true); - uiItemR(row, ptr, "min", 0, NULL, ICON_NONE); - uiItemR(row, ptr, "max", 0, NULL, ICON_NONE); - - uiItemR(layout, ptr, "damping", 0, NULL, ICON_NONE); -} - -static void draw_actuator_constraint(uiLayout *layout, PointerRNA *ptr, bContext *C) -{ - uiLayout *row, *col, *sub, *split; - PointerRNA main_ptr; - - RNA_main_pointer_create(CTX_data_main(C), &main_ptr); - - uiItemR(layout, ptr, "mode", 0, NULL, ICON_NONE); - switch (RNA_enum_get(ptr, "mode")) { - case ACT_CONST_TYPE_LOC: - uiItemR(layout, ptr, "limit", 0, NULL, ICON_NONE); - - row = uiLayoutRow(layout, true); - uiItemR(row, ptr, "limit_min", 0, NULL, ICON_NONE); - uiItemR(row, ptr, "limit_max", 0, NULL, ICON_NONE); - - uiItemR(layout, ptr, "damping", UI_ITEM_R_SLIDER, NULL, ICON_NONE); - break; - - case ACT_CONST_TYPE_DIST: - split = uiLayoutSplit(layout, 0.8, false); - uiItemR(split, ptr, "direction", 0, NULL, ICON_NONE); - row = uiLayoutRow(split, true); - uiItemR(row, ptr, "use_local", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); - uiItemR(row, ptr, "use_normal", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); - - row = uiLayoutRow(layout, false); - col = uiLayoutColumn(row, true); - uiItemL(col, IFACE_("Range:"), ICON_NONE); - uiItemR(col, ptr, "range", 0, "", ICON_NONE); - - col = uiLayoutColumn(row, true); - uiItemR(col, ptr, "use_force_distance", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); - sub = uiLayoutColumn(col, false); - uiLayoutSetActive(sub, RNA_boolean_get(ptr, "use_force_distance") == true); - uiItemR(sub, ptr, "distance", 0, "", ICON_NONE); - - uiItemR(layout, ptr, "damping", UI_ITEM_R_SLIDER, NULL, ICON_NONE); - - split = uiLayoutSplit(layout, 0.15f, false); - uiItemR(split, ptr, "use_material_detect", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); - if (RNA_boolean_get(ptr, "use_material_detect")) - uiItemPointerR(split, ptr, "material", &main_ptr, "materials", NULL, ICON_MATERIAL_DATA); - else - uiItemR(split, ptr, "property", 0, NULL, ICON_NONE); - - split = uiLayoutSplit(layout, 0.15, false); - uiItemR(split, ptr, "use_persistent", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); - - row = uiLayoutRow(split, true); - uiItemR(row, ptr, "time", 0, NULL, ICON_NONE); - uiItemR(row, ptr, "damping_rotation", UI_ITEM_R_SLIDER, NULL, ICON_NONE); - break; - - case ACT_CONST_TYPE_ORI: - uiItemR(layout, ptr, "direction_axis_pos", 0, NULL, ICON_NONE); - - row=uiLayoutRow(layout, true); - uiItemR(row, ptr, "damping", UI_ITEM_R_SLIDER, NULL, ICON_NONE); - uiItemR(row, ptr, "time", 0, NULL, ICON_NONE); - - row=uiLayoutRow(layout, false); - uiItemR(row, ptr, "rotation_max", 0, NULL, ICON_NONE); - - row=uiLayoutRow(layout, true); - uiItemR(row, ptr, "angle_min", 0, NULL, ICON_NONE); - uiItemR(row, ptr, "angle_max", 0, NULL, ICON_NONE); - break; - - case ACT_CONST_TYPE_FH: - split = uiLayoutSplit(layout, 0.75, false); - row = uiLayoutRow(split, false); - uiItemR(row, ptr, "fh_damping", UI_ITEM_R_SLIDER, NULL, ICON_NONE); - - uiItemR(row, ptr, "fh_height", 0, NULL, ICON_NONE); - uiItemR(split, ptr, "use_fh_paralel_axis", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); - - row = uiLayoutRow(layout, false); - uiItemR(row, ptr, "direction_axis", 0, NULL, ICON_NONE); - split = uiLayoutSplit(row, 0.9f, false); - uiItemR(split, ptr, "fh_force", 0, NULL, ICON_NONE); - uiItemR(split, ptr, "use_fh_normal", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); - - split = uiLayoutSplit(layout, 0.15, false); - uiItemR(split, ptr, "use_material_detect", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); - if (RNA_boolean_get(ptr, "use_material_detect")) - uiItemPointerR(split, ptr, "material", &main_ptr, "materials", NULL, ICON_MATERIAL_DATA); - else - uiItemR(split, ptr, "property", 0, NULL, ICON_NONE); - - split = uiLayoutSplit(layout, 0.15, false); - uiItemR(split, ptr, "use_persistent", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); - - row = uiLayoutRow(split, false); - uiItemR(row, ptr, "time", 0, NULL, ICON_NONE); - uiItemR(row, ptr, "damping_rotation", UI_ITEM_R_SLIDER, NULL, ICON_NONE); - break; - } -} - -static void draw_actuator_edit_object(uiLayout *layout, PointerRNA *ptr) -{ - Object *ob = (Object *)ptr->id.data; - uiLayout *row, *split, *sub; - uiItemR(layout, ptr, "mode", 0, NULL, ICON_NONE); - - switch (RNA_enum_get(ptr, "mode")) { - case ACT_EDOB_ADD_OBJECT: - row = uiLayoutRow(layout, false); - uiItemR(row, ptr, "object", 0, NULL, ICON_NONE); - uiItemR(row, ptr, "time", 0, NULL, ICON_NONE); - - split = uiLayoutSplit(layout, 0.9, false); - row = uiLayoutRow(split, false); - uiItemR(row, ptr, "linear_velocity", 0, NULL, ICON_NONE); - uiItemR(split, ptr, "use_local_linear_velocity", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); - - split = uiLayoutSplit(layout, 0.9, false); - row = uiLayoutRow(split, false); - uiItemR(row, ptr, "angular_velocity", 0, NULL, ICON_NONE); - uiItemR(split, ptr, "use_local_angular_velocity", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); - break; - case ACT_EDOB_END_OBJECT: - break; - case ACT_EDOB_REPLACE_MESH: - if (ob->type != OB_MESH) { - uiItemL(layout, IFACE_("Mode only available for mesh objects"), ICON_NONE); - break; - } - split = uiLayoutSplit(layout, 0.6, false); - uiItemR(split, ptr, "mesh", 0, NULL, ICON_NONE); - row = uiLayoutRow(split, false); - uiItemR(row, ptr, "use_replace_display_mesh", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); - uiItemR(row, ptr, "use_replace_physics_mesh", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); - break; - case ACT_EDOB_TRACK_TO: - split = uiLayoutSplit(layout, 0.5, false); - uiItemR(split, ptr, "track_object", 0, NULL, ICON_NONE); - sub = uiLayoutSplit(split, 0.7f, false); - uiItemR(sub, ptr, "time", 0, NULL, ICON_NONE); - uiItemR(sub, ptr, "use_3d_tracking", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); - - row = uiLayoutRow(layout, false); - uiItemR(row, ptr, "up_axis", 0, NULL, ICON_NONE); - - row = uiLayoutRow(layout, false); - uiItemR(row, ptr, "track_axis", 0, NULL, ICON_NONE); - break; - case ACT_EDOB_DYNAMICS: - if (ob->type != OB_MESH) { - uiItemL(layout, IFACE_("Mode only available for mesh objects"), ICON_NONE); - break; - } - uiItemR(layout, ptr, "dynamic_operation", 0, NULL, ICON_NONE); - if (RNA_enum_get(ptr, "dynamic_operation") == ACT_EDOB_SET_MASS) - uiItemR(layout, ptr, "mass", 0, NULL, ICON_NONE); - break; - } -} - -static void draw_actuator_filter_2d(uiLayout *layout, PointerRNA *ptr) -{ - uiLayout *row, *split; - - uiItemR(layout, ptr, "mode", 0, NULL, ICON_NONE); - switch (RNA_enum_get(ptr, "mode")) { - case ACT_2DFILTER_CUSTOMFILTER: - uiItemR(layout, ptr, "filter_pass", 0, NULL, ICON_NONE); - uiItemR(layout, ptr, "glsl_shader", 0, NULL, ICON_NONE); - break; - case ACT_2DFILTER_MOTIONBLUR: - split=uiLayoutSplit(layout, 0.75f, true); - row = uiLayoutRow(split, false); - uiLayoutSetActive(row, RNA_boolean_get(ptr, "use_motion_blur") == true); - uiItemR(row, ptr, "motion_blur_factor", 0, NULL, ICON_NONE); - uiItemR(split, ptr, "use_motion_blur", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); - break; - default: // all other 2D Filters - uiItemR(layout, ptr, "filter_pass", 0, NULL, ICON_NONE); - break; - } -} - -static void draw_actuator_game(uiLayout *layout, PointerRNA *ptr) -{ - uiItemR(layout, ptr, "mode", 0, NULL, ICON_NONE); - if (ELEM(RNA_enum_get(ptr, "mode"), ACT_GAME_LOAD, ACT_GAME_SCREENSHOT)) - uiItemR(layout, ptr, "filename", 0, NULL, ICON_NONE); -} - -static void draw_actuator_message(uiLayout *layout, PointerRNA *ptr, bContext *C) -{ - Object *ob; - PointerRNA main_ptr, settings_ptr; - uiLayout *row; - - RNA_main_pointer_create(CTX_data_main(C), &main_ptr); - - ob = (Object *)ptr->id.data; - RNA_pointer_create((ID *)ob, &RNA_GameObjectSettings, ob, &settings_ptr); - - uiItemPointerR(layout, ptr, "to_property", &main_ptr, "objects", NULL, ICON_OBJECT_DATA); - uiItemR(layout, ptr, "subject", 0, NULL, ICON_NONE); - - row = uiLayoutRow(layout, true); - uiItemR(row, ptr, "body_type", 0, NULL, ICON_NONE); - - if (RNA_enum_get(ptr, "body_type") == ACT_MESG_MESG) - uiItemR(row, ptr, "body_message", 0, "", ICON_NONE); - else // mode == ACT_MESG_PROP - uiItemPointerR(row, ptr, "body_property", &settings_ptr, "properties", "", ICON_NONE); -} - -static void draw_actuator_motion(uiLayout *layout, PointerRNA *ptr) -{ - Object *ob; - PointerRNA settings_ptr; - uiLayout *split, *row, *col, *sub; - int physics_type; - - ob = (Object *)ptr->id.data; - RNA_pointer_create((ID *)ob, &RNA_GameObjectSettings, ob, &settings_ptr); - physics_type = RNA_enum_get(&settings_ptr, "physics_type"); - - uiItemR(layout, ptr, "mode", 0, NULL, ICON_NONE); - - switch (RNA_enum_get(ptr, "mode")) { - case ACT_OBJECT_NORMAL: - split = uiLayoutSplit(layout, 0.9, false); - row = uiLayoutRow(split, false); - uiItemR(row, ptr, "offset_location", 0, NULL, ICON_NONE); - uiItemR(split, ptr, "use_local_location", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); - - split = uiLayoutSplit(layout, 0.9, false); - row = uiLayoutRow(split, false); - uiItemR(row, ptr, "offset_rotation", 0, NULL, ICON_NONE); - uiItemR(split, ptr, "use_local_rotation", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); - - if (ELEM(physics_type, OB_BODY_TYPE_DYNAMIC, OB_BODY_TYPE_RIGID, OB_BODY_TYPE_SOFT)) { - uiItemL(layout, IFACE_("Dynamic Object Settings:"), ICON_NONE); - split = uiLayoutSplit(layout, 0.9, false); - row = uiLayoutRow(split, false); - uiItemR(row, ptr, "force", 0, NULL, ICON_NONE); - uiItemR(split, ptr, "use_local_force", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); - - split = uiLayoutSplit(layout, 0.9, false); - row = uiLayoutRow(split, false); - uiItemR(row, ptr, "torque", 0, NULL, ICON_NONE); - uiItemR(split, ptr, "use_local_torque", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); - - split = uiLayoutSplit(layout, 0.9, false); - row = uiLayoutRow(split, false); - uiItemR(row, ptr, "linear_velocity", 0, NULL, ICON_NONE); - row = uiLayoutRow(split, true); - uiItemR(row, ptr, "use_local_linear_velocity", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); - uiItemR(row, ptr, "use_add_linear_velocity", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); - - split = uiLayoutSplit(layout, 0.9, false); - row = uiLayoutRow(split, false); - uiItemR(row, ptr, "angular_velocity", 0, NULL, ICON_NONE); - uiItemR(split, ptr, "use_local_angular_velocity", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); - - uiItemR(layout, ptr, "damping", 0, NULL, ICON_NONE); - } - break; - case ACT_OBJECT_SERVO: - uiItemR(layout, ptr, "reference_object", 0, NULL, ICON_NONE); - - split = uiLayoutSplit(layout, 0.9, false); - row = uiLayoutRow(split, false); - uiItemR(row, ptr, "linear_velocity", 0, NULL, ICON_NONE); - uiItemR(split, ptr, "use_local_linear_velocity", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); - - row = uiLayoutRow(layout, false); - col = uiLayoutColumn(row, false); - uiItemR(col, ptr, "use_servo_limit_x", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); - sub = uiLayoutColumn(col, true); - uiLayoutSetActive(sub, RNA_boolean_get(ptr, "use_servo_limit_x") == true); - uiItemR(sub, ptr, "force_max_x", 0, NULL, ICON_NONE); - uiItemR(sub, ptr, "force_min_x", 0, NULL, ICON_NONE); - - col = uiLayoutColumn(row, false); - uiItemR(col, ptr, "use_servo_limit_y", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); - sub = uiLayoutColumn(col, true); - uiLayoutSetActive(sub, RNA_boolean_get(ptr, "use_servo_limit_y") == true); - uiItemR(sub, ptr, "force_max_y", 0, NULL, ICON_NONE); - uiItemR(sub, ptr, "force_min_y", 0, NULL, ICON_NONE); - - col = uiLayoutColumn(row, false); - uiItemR(col, ptr, "use_servo_limit_z", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); - sub = uiLayoutColumn(col, true); - uiLayoutSetActive(sub, RNA_boolean_get(ptr, "use_servo_limit_z") == true); - uiItemR(sub, ptr, "force_max_z", 0, NULL, ICON_NONE); - uiItemR(sub, ptr, "force_min_z", 0, NULL, ICON_NONE); - - //XXXACTUATOR missing labels from original 2.49 ui (e.g. Servo, Min, Max, Fast) - //Layout designers willing to help on that, please compare with 2.49 ui - // (since the old code is going to be deleted ... soon) - - col = uiLayoutColumn(layout, true); - uiItemR(col, ptr, "proportional_coefficient", UI_ITEM_R_SLIDER, NULL, ICON_NONE); - uiItemR(col, ptr, "integral_coefficient", UI_ITEM_R_SLIDER, NULL, ICON_NONE); - uiItemR(col, ptr, "derivate_coefficient", UI_ITEM_R_SLIDER, NULL, ICON_NONE); - break; - case ACT_OBJECT_CHARACTER: - split = uiLayoutSplit(layout, 0.9, false); - row = uiLayoutRow(split, false); - uiItemR(row, ptr, "offset_location", 0, NULL, ICON_NONE); - row = uiLayoutRow(split, true); - uiItemR(row, ptr, "use_local_location", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); - uiItemR(row, ptr, "use_add_character_location", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); - - split = uiLayoutSplit(layout, 0.9, false); - row = uiLayoutRow(split, false); - uiItemR(row, ptr, "offset_rotation", 0, NULL, ICON_NONE); - uiItemR(split, ptr, "use_local_rotation", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); - - split = uiLayoutSplit(layout, 0.9, false); - row = uiLayoutRow(split, false); - split = uiLayoutSplit(row, 0.7, false); - uiItemL(split, "", ICON_NONE); /*Just use this for some spacing */ - uiItemR(split, ptr, "use_character_jump", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); - break; - } -} - -static void draw_actuator_parent(uiLayout *layout, PointerRNA *ptr) -{ - uiLayout *row, *sub; - - uiItemR(layout, ptr, "mode", 0, NULL, ICON_NONE); - - if (RNA_enum_get(ptr, "mode") == ACT_PARENT_SET) { - uiItemR(layout, ptr, "object", 0, NULL, ICON_NONE); - - row = uiLayoutRow(layout, false); - uiItemR(row, ptr, "use_compound", 0, NULL, ICON_NONE); - sub = uiLayoutRow(row, false); - uiLayoutSetActive(sub, RNA_boolean_get(ptr, "use_compound") == true); - uiItemR(sub, ptr, "use_ghost", 0, NULL, ICON_NONE); - } -} - -static void draw_actuator_property(uiLayout *layout, PointerRNA *ptr) -{ - Object *ob = (Object *)ptr->id.data; - bActuator *act = (bActuator *)ptr->data; - bPropertyActuator *pa = (bPropertyActuator *) act->data; - Object *ob_from= pa->ob; - PointerRNA settings_ptr, obj_settings_ptr; - - uiLayout *row, *sub; - - RNA_pointer_create((ID *)ob, &RNA_GameObjectSettings, ob, &settings_ptr); - - uiItemR(layout, ptr, "mode", 0, NULL, ICON_NONE); - uiItemPointerR(layout, ptr, "property", &settings_ptr, "properties", NULL, ICON_NONE); - - switch (RNA_enum_get(ptr, "mode")) { - case ACT_PROP_TOGGLE: - case ACT_PROP_LEVEL: - break; - case ACT_PROP_ADD: - uiItemR(layout, ptr, "value", 0, NULL, ICON_NONE); - break; - case ACT_PROP_ASSIGN: - uiItemR(layout, ptr, "value", 0, NULL, ICON_NONE); - break; - case ACT_PROP_COPY: - row = uiLayoutRow(layout, false); - uiItemR(row, ptr, "object", 0, NULL, ICON_NONE); - if (ob_from) { - RNA_pointer_create((ID *)ob_from, &RNA_GameObjectSettings, ob_from, &obj_settings_ptr); - uiItemPointerR(row, ptr, "object_property", &obj_settings_ptr, "properties", NULL, ICON_NONE); - } - else { - sub = uiLayoutRow(row, false); - uiLayoutSetActive(sub, false); - uiItemR(sub, ptr, "object_property", 0, NULL, ICON_NONE); - } - break; - } -} - -static void draw_actuator_random(uiLayout *layout, PointerRNA *ptr) -{ - Object *ob; - PointerRNA settings_ptr; - uiLayout *row; - - ob = (Object *)ptr->id.data; - RNA_pointer_create((ID *)ob, &RNA_GameObjectSettings, ob, &settings_ptr); - - row = uiLayoutRow(layout, false); - - uiItemR(row, ptr, "seed", 0, NULL, ICON_NONE); - uiItemR(row, ptr, "distribution", 0, NULL, ICON_NONE); - - row = uiLayoutRow(layout, false); - uiItemPointerR(row, ptr, "property", &settings_ptr, "properties", NULL, ICON_NONE); - - row = uiLayoutRow(layout, false); - - switch (RNA_enum_get(ptr, "distribution")) { - case ACT_RANDOM_BOOL_CONST: - uiItemR(row, ptr, "use_always_true", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); - break; - - case ACT_RANDOM_BOOL_UNIFORM: - uiItemL(row, IFACE_("Choose between true and false, 50% chance each"), ICON_NONE); - break; - - case ACT_RANDOM_BOOL_BERNOUILLI: - uiItemR(row, ptr, "chance", 0, NULL, ICON_NONE); - break; - - case ACT_RANDOM_INT_CONST: - uiItemR(row, ptr, "int_value", 0, NULL, ICON_NONE); - break; - - case ACT_RANDOM_INT_UNIFORM: - uiItemR(row, ptr, "int_min", 0, NULL, ICON_NONE); - uiItemR(row, ptr, "int_max", 0, NULL, ICON_NONE); - break; - - case ACT_RANDOM_INT_POISSON: - uiItemR(row, ptr, "int_mean", 0, NULL, ICON_NONE); - break; - - case ACT_RANDOM_FLOAT_CONST: - uiItemR(row, ptr, "float_value", 0, NULL, ICON_NONE); - break; - - case ACT_RANDOM_FLOAT_UNIFORM: - uiItemR(row, ptr, "float_min", 0, NULL, ICON_NONE); - uiItemR(row, ptr, "float_max", 0, NULL, ICON_NONE); - break; - - case ACT_RANDOM_FLOAT_NORMAL: - uiItemR(row, ptr, "float_mean", 0, NULL, ICON_NONE); - uiItemR(row, ptr, "standard_derivation", 0, NULL, ICON_NONE); - break; - - case ACT_RANDOM_FLOAT_NEGATIVE_EXPONENTIAL: - uiItemR(row, ptr, "half_life_time", 0, NULL, ICON_NONE); - break; - } -} - -static void draw_actuator_scene(uiLayout *layout, PointerRNA *ptr) -{ - uiItemR(layout, ptr, "mode", 0, NULL, ICON_NONE); - - switch (RNA_enum_get(ptr, "mode")) { - case ACT_SCENE_CAMERA: - uiItemR(layout, ptr, "camera", 0, NULL, ICON_NONE); - break; - case ACT_SCENE_RESTART: - break; - default: // ACT_SCENE_SET|ACT_SCENE_ADD_FRONT|ACT_SCENE_ADD_BACK|ACT_SCENE_REMOVE|ACT_SCENE_SUSPEND|ACT_SCENE_RESUME - uiItemR(layout, ptr, "scene", 0, NULL, ICON_NONE); - break; - } -} - -static void draw_actuator_shape_action(uiLayout *layout, PointerRNA *ptr) -{ - Object *ob = (Object *)ptr->id.data; - PointerRNA settings_ptr; - uiLayout *row; - - if (ob->type != OB_MESH) { - uiItemL(layout, IFACE_("Actuator only available for mesh objects"), ICON_NONE); - return; - } - - RNA_pointer_create((ID *)ob, &RNA_GameObjectSettings, ob, &settings_ptr); - - row = uiLayoutRow(layout, false); - uiItemR(row, ptr, "mode", 0, "", ICON_NONE); - uiItemR(row, ptr, "action", 0, "", ICON_NONE); - uiItemR(row, ptr, "use_continue_last_frame", 0, NULL, ICON_NONE); - - row = uiLayoutRow(layout, false); - if ((RNA_enum_get(ptr, "mode") == ACT_ACTION_FROM_PROP)) - uiItemPointerR(row, ptr, "property", &settings_ptr, "properties", NULL, ICON_NONE); - - else { - uiItemR(row, ptr, "frame_start", 0, NULL, ICON_NONE); - uiItemR(row, ptr, "frame_end", 0, NULL, ICON_NONE); - } - - row = uiLayoutRow(layout, false); - uiItemR(row, ptr, "frame_blend_in", 0, NULL, ICON_NONE); - uiItemR(row, ptr, "priority", 0, NULL, ICON_NONE); - - row = uiLayoutRow(layout, false); - uiItemPointerR(row, ptr, "frame_property", &settings_ptr, "properties", NULL, ICON_NONE); - -#ifdef __NLA_ACTION_BY_MOTION_ACTUATOR - uiItemR(row, "stride_length", 0, NULL, ICON_NONE); -#endif -} - -static void draw_actuator_sound(uiLayout *layout, PointerRNA *ptr, bContext *C) -{ - uiLayout *row, *col; - - uiTemplateID(layout, C, ptr, "sound", NULL, "SOUND_OT_open", NULL, UI_TEMPLATE_ID_FILTER_ALL); - if (!RNA_pointer_get(ptr, "sound").data) { - uiItemL(layout, IFACE_("Select a sound from the list or load a new one"), ICON_NONE); - return; - } - uiItemR(layout, ptr, "mode", 0, NULL, ICON_NONE); - - row = uiLayoutRow(layout, false); - uiItemR(row, ptr, "volume", 0, NULL, ICON_NONE); - uiItemR(row, ptr, "pitch", 0, NULL, ICON_NONE); - - uiItemR(layout, ptr, "use_sound_3d", 0, NULL, ICON_NONE); - - col = uiLayoutColumn(layout, false); - uiLayoutSetActive(col, RNA_boolean_get(ptr, "use_sound_3d") == true); - - row = uiLayoutRow(col, false); - uiItemR(row, ptr, "gain_3d_min", 0, NULL, ICON_NONE); - uiItemR(row, ptr, "gain_3d_max", 0, NULL, ICON_NONE); - - row = uiLayoutRow(col, false); - uiItemR(row, ptr, "distance_3d_reference", 0, NULL, ICON_NONE); - uiItemR(row, ptr, "distance_3d_max", 0, NULL, ICON_NONE); - - row = uiLayoutRow(col, false); - uiItemR(row, ptr, "rolloff_factor_3d", 0, NULL, ICON_NONE); - uiItemR(row, ptr, "cone_outer_gain_3d", 0, NULL, ICON_NONE); - - row = uiLayoutRow(col, false); - uiItemR(row, ptr, "cone_outer_angle_3d", 0, NULL, ICON_NONE); - uiItemR(row, ptr, "cone_inner_angle_3d", 0, NULL, ICON_NONE); -} - -static void draw_actuator_state(uiLayout *layout, PointerRNA *ptr) -{ - uiLayout *split; - Object *ob = (Object *)ptr->id.data; - PointerRNA settings_ptr; - RNA_pointer_create((ID *)ob, &RNA_GameObjectSettings, ob, &settings_ptr); - - split = uiLayoutSplit(layout, 0.35, false); - uiItemR(split, ptr, "operation", 0, NULL, ICON_NONE); - - uiTemplateLayers(split, ptr, "states", &settings_ptr, "used_states", 0); -} - -static void draw_actuator_visibility(uiLayout *layout, PointerRNA *ptr) -{ - uiLayout *row; - row = uiLayoutRow(layout, false); - - uiItemR(row, ptr, "use_visible", 0, NULL, ICON_NONE); - uiItemR(row, ptr, "use_occlusion", 0, NULL, ICON_NONE); - uiItemR(row, ptr, "apply_to_children", 0, NULL, ICON_NONE); -} - -static void draw_actuator_steering(uiLayout *layout, PointerRNA *ptr) -{ - uiLayout *row; - uiLayout *col; - - uiItemR(layout, ptr, "mode", 0, NULL, ICON_NONE); - uiItemR(layout, ptr, "target", 0, NULL, ICON_NONE); - uiItemR(layout, ptr, "navmesh", 0, NULL, ICON_NONE); - - row = uiLayoutRow(layout, false); - uiItemR(row, ptr, "distance", 0, NULL, ICON_NONE); - uiItemR(row, ptr, "velocity", 0, NULL, ICON_NONE); - row = uiLayoutRow(layout, false); - uiItemR(row, ptr, "acceleration", 0, NULL, ICON_NONE); - uiItemR(row, ptr, "turn_speed", 0, NULL, ICON_NONE); - - row = uiLayoutRow(layout, false); - col = uiLayoutColumn(row, false); - uiItemR(col, ptr, "facing", 0, NULL, ICON_NONE); - col = uiLayoutColumn(row, false); - uiItemR(col, ptr, "facing_axis", 0, NULL, ICON_NONE); - if (!RNA_boolean_get(ptr, "facing")) { - uiLayoutSetActive(col, false); - } - col = uiLayoutColumn(row, false); - uiItemR(col, ptr, "normal_up", 0, NULL, ICON_NONE); - if (!RNA_pointer_get(ptr, "navmesh").data) { - uiLayoutSetActive(col, false); - } - - row = uiLayoutRow(layout, false); - col = uiLayoutColumn(row, false); - uiItemR(col, ptr, "self_terminated", 0, NULL, ICON_NONE); - if (RNA_enum_get(ptr, "mode")==ACT_STEERING_PATHFOLLOWING) { - col = uiLayoutColumn(row, false); - uiItemR(col, ptr, "update_period", 0, NULL, ICON_NONE); - } - row = uiLayoutRow(layout, false); - uiItemR(row, ptr, "lock_z_velocity", 1, NULL, ICON_NONE); - row = uiLayoutRow(layout, false); - uiItemR(row, ptr, "show_visualization", 0, NULL, ICON_NONE); - if (RNA_enum_get(ptr, "mode") != ACT_STEERING_PATHFOLLOWING) { - uiLayoutSetActive(row, false); - } -} - -static void draw_actuator_mouse(uiLayout *layout, PointerRNA *ptr) -{ - uiLayout *row, *col, *subcol, *split, *subsplit; - - uiItemR(layout, ptr, "mode", 0, NULL, 0); - - switch (RNA_enum_get(ptr, "mode")) { - case ACT_MOUSE_VISIBILITY: - row = uiLayoutRow(layout, 0); - uiItemR(row, ptr, "visible", UI_ITEM_R_TOGGLE, NULL, 0); - break; - - case ACT_MOUSE_LOOK: - /* X axis */ - row = uiLayoutRow(layout, 0); - col = uiLayoutColumn(row, 1); - - uiItemR(col, ptr, "use_axis_x", UI_ITEM_R_TOGGLE, NULL, 0); - - subcol = uiLayoutColumn(col, 1); - uiLayoutSetActive(subcol, RNA_boolean_get(ptr, "use_axis_x")==1); - uiItemR(subcol, ptr, "sensitivity_x", 0, NULL, 0); - uiItemR(subcol, ptr, "threshold_x", 0, NULL, 0); - - uiItemR(subcol, ptr, "min_x", 0, NULL, 0); - uiItemR(subcol, ptr, "max_x", 0, NULL, 0); - - uiItemR(subcol, ptr, "object_axis_x", 0, NULL, 0); - - /* Y Axis */ - col = uiLayoutColumn(row, 1); - - uiItemR(col, ptr, "use_axis_y", UI_ITEM_R_TOGGLE, NULL, 0); - - subcol = uiLayoutColumn(col, 1); - uiLayoutSetActive(subcol, RNA_boolean_get(ptr, "use_axis_y")==1); - uiItemR(subcol, ptr, "sensitivity_y", 0, NULL, 0); - uiItemR(subcol, ptr, "threshold_y", 0, NULL, 0); - - uiItemR(subcol, ptr, "min_y", 0, NULL, 0); - uiItemR(subcol, ptr, "max_y", 0, NULL, 0); - - uiItemR(subcol, ptr, "object_axis_y", 0, NULL, 0); - - /* Lower options */ - row = uiLayoutRow(layout, 0); - split = uiLayoutSplit(row, 0.5, 0); - - subsplit = uiLayoutSplit(split, 0.5, 1); - uiLayoutSetActive(subsplit, RNA_boolean_get(ptr, "use_axis_x")==1); - uiItemR(subsplit, ptr, "local_x", UI_ITEM_R_TOGGLE, NULL, 0); - uiItemR(subsplit, ptr, "reset_x", UI_ITEM_R_TOGGLE, NULL, 0); - - subsplit = uiLayoutSplit(split, 0.5, 1); - uiLayoutSetActive(subsplit, RNA_boolean_get(ptr, "use_axis_y")==1); - uiItemR(subsplit, ptr, "local_y", UI_ITEM_R_TOGGLE, NULL, 0); - uiItemR(subsplit, ptr, "reset_y", UI_ITEM_R_TOGGLE, NULL, 0); - - break; - } -} - -static void draw_brick_actuator(uiLayout *layout, PointerRNA *ptr, bContext *C) -{ - uiLayout *box; - - if (!RNA_boolean_get(ptr, "show_expanded")) - return; - - box = uiLayoutBox(layout); - uiLayoutSetActive(box, RNA_boolean_get(ptr, "active")); - - switch (RNA_enum_get(ptr, "type")) { - case ACT_ACTION: - draw_actuator_action(box, ptr); - break; - case ACT_ARMATURE: - draw_actuator_armature(box, ptr); - break; - case ACT_CAMERA: - draw_actuator_camera(box, ptr); - break; - case ACT_CONSTRAINT: - draw_actuator_constraint(box, ptr, C); - break; - case ACT_EDIT_OBJECT: - draw_actuator_edit_object(box, ptr); - break; - case ACT_2DFILTER: - draw_actuator_filter_2d(box, ptr); - break; - case ACT_GAME: - draw_actuator_game(box, ptr); - break; - case ACT_MESSAGE: - draw_actuator_message(box, ptr, C); - break; - case ACT_OBJECT: - draw_actuator_motion(box, ptr); - break; - case ACT_PARENT: - draw_actuator_parent(box, ptr); - break; - case ACT_PROPERTY: - draw_actuator_property(box, ptr); - break; - case ACT_RANDOM: - draw_actuator_random(box, ptr); - break; - case ACT_SCENE: - draw_actuator_scene(box, ptr); - break; - case ACT_SHAPEACTION: - draw_actuator_shape_action(box, ptr); - break; - case ACT_SOUND: - draw_actuator_sound(box, ptr, C); - break; - case ACT_STATE: - draw_actuator_state(box, ptr); - break; - case ACT_VISIBILITY: - draw_actuator_visibility(box, ptr); - break; - case ACT_STEERING: - draw_actuator_steering(box, ptr); - break; - case ACT_MOUSE: - draw_actuator_mouse(box, ptr); - break; - } -} - -void logic_buttons(bContext *C, ARegion *ar) -{ - SpaceLogic *slogic= CTX_wm_space_logic(C); - Object *ob= CTX_data_active_object(C); - ID **idar; - PointerRNA logic_ptr, settings_ptr, object_ptr; - uiLayout *layout, *row, *box; - uiBlock *block; - uiBut *but; - char uiblockstr[32]; - short a, count; - int xco, yco, width, height; - - if (ob==NULL) return; - - RNA_pointer_create(NULL, &RNA_SpaceLogicEditor, slogic, &logic_ptr); - idar= get_selected_and_linked_obs(C, &count, slogic->scaflag); - - BLI_snprintf(uiblockstr, sizeof(uiblockstr), "buttonswin %p", (void *)ar); - block= UI_block_begin(C, ar, uiblockstr, UI_EMBOSS); - UI_block_func_handle_set(block, do_logic_buts, NULL); - UI_block_bounds_set_normal(block, U.widget_unit/2); - - /* loop over all objects and set visible/linked flags for the logic bricks */ - for (a=0; a<count; a++) { - bActuator *act; - bSensor *sens; - bController *cont; - int iact; - short flag; - - ob= (Object *)idar[a]; - - /* clean ACT_LINKED and ACT_VISIBLE of all potentially visible actuators so that we can determine which is actually linked/visible */ - act = ob->actuators.first; - while (act) { - act->flag &= ~(ACT_LINKED|ACT_VISIBLE); - act = act->next; - } - /* same for sensors */ - sens= ob->sensors.first; - while (sens) { - sens->flag &= ~(SENS_VISIBLE); - sens = sens->next; - } - - /* mark the linked and visible actuators */ - cont= ob->controllers.first; - while (cont) { - flag = ACT_LINKED; - - /* this controller is visible, mark all its actuator */ - if ((ob->scaflag & OB_ALLSTATE) || (ob->state & cont->state_mask)) - flag |= ACT_VISIBLE; - - for (iact=0; iact<cont->totlinks; iact++) { - act = cont->links[iact]; - if (act) - act->flag |= flag; - } - cont = cont->next; - } - } - - /* ****************** Controllers ****************** */ - - xco= 21 * U.widget_unit; yco= - U.widget_unit / 2; width= 15 * U.widget_unit; - layout= UI_block_layout(block, UI_LAYOUT_VERTICAL, UI_LAYOUT_PANEL, xco, yco, width, 20, 0, UI_style_get()); - row = uiLayoutRow(layout, true); - - uiDefBlockBut(block, controller_menu, NULL, IFACE_("Controllers"), xco - U.widget_unit / 2, yco, width, UI_UNIT_Y, ""); /* replace this with uiLayout stuff later */ - - uiItemR(row, &logic_ptr, "show_controllers_selected_objects", 0, IFACE_("Sel"), ICON_NONE); - uiItemR(row, &logic_ptr, "show_controllers_active_object", 0, IFACE_("Act"), ICON_NONE); - uiItemR(row, &logic_ptr, "show_controllers_linked_controller", 0, IFACE_("Link"), ICON_NONE); - - for (a=0; a<count; a++) { - bController *cont; - PointerRNA ptr; - uiLayout *split, *subsplit, *col; - - - ob= (Object *)idar[a]; - - /* only draw the controller common header if "use_visible" */ - if ( (ob->scavisflag & OB_VIS_CONT) == 0) { - continue; - } - - /* Drawing the Controller Header common to all Selected Objects */ - - RNA_pointer_create((ID *)ob, &RNA_GameObjectSettings, ob, &settings_ptr); - - split = uiLayoutSplit(layout, 0.05f, false); - uiItemR(split, &settings_ptr, "show_state_panel", UI_ITEM_R_NO_BG, "", ICON_DISCLOSURE_TRI_RIGHT); - - row = uiLayoutRow(split, true); - uiDefButBitS(block, UI_BTYPE_TOGGLE, OB_SHOWCONT, B_REDR, ob->id.name + 2, (short)(xco - U.widget_unit / 2), yco, (short)(width - 1.5f * U.widget_unit), UI_UNIT_Y, &ob->scaflag, 0, 31, 0, 0, TIP_("Object name, click to show/hide controllers")); - - RNA_pointer_create((ID *)ob, &RNA_Object, ob, &object_ptr); - uiLayoutSetContextPointer(row, "object", &object_ptr); - uiItemMenuEnumO(row, C, "LOGIC_OT_controller_add", "type", IFACE_("Add Controller"), ICON_NONE); - - if (RNA_boolean_get(&settings_ptr, "show_state_panel")) { - - box = uiLayoutBox(layout); - split = uiLayoutSplit(box, 0.2f, false); - - col = uiLayoutColumn(split, false); - uiItemL(col, IFACE_("Visible"), ICON_NONE); - uiItemL(col, IFACE_("Initial"), ICON_NONE); - - subsplit = uiLayoutSplit(split, 0.85f, false); - col = uiLayoutColumn(subsplit, false); - row = uiLayoutRow(col, false); - uiLayoutSetActive(row, RNA_boolean_get(&settings_ptr, "use_all_states") == false); - uiTemplateGameStates(row, &settings_ptr, "states_visible", &settings_ptr, "used_states", 0); - row = uiLayoutRow(col, false); - uiTemplateGameStates(row, &settings_ptr, "states_initial", &settings_ptr, "used_states", 0); - - col = uiLayoutColumn(subsplit, false); - uiItemR(col, &settings_ptr, "use_all_states", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); - uiItemR(col, &settings_ptr, "show_debug_state", 0, "", ICON_NONE); - } - - /* End of Drawing the Controller Header common to all Selected Objects */ - - if ((ob->scaflag & OB_SHOWCONT) == 0) continue; - - - uiItemS(layout); - - for (cont= ob->controllers.first; cont; cont=cont->next) { - RNA_pointer_create((ID *)ob, &RNA_Controller, cont, &ptr); - - if (!(ob->scaflag & OB_ALLSTATE) && !(ob->state & cont->state_mask)) - continue; - - /* use two nested splits to align inlinks/links properly */ - split = uiLayoutSplit(layout, 0.05f, false); - - /* put inlink button to the left */ - col = uiLayoutColumn(split, false); - uiLayoutSetActive(col, RNA_boolean_get(&ptr, "active")); - uiLayoutSetAlignment(col, UI_LAYOUT_ALIGN_LEFT); - but = uiDefIconBut(block, UI_BTYPE_INLINK, 0, ICON_INLINK, 0, 0, UI_UNIT_X, UI_UNIT_Y, cont, LINK_CONTROLLER, 0, 0, 0, ""); - if (!RNA_boolean_get(&ptr, "active")) { - UI_but_flag_enable(but, UI_BUT_SCA_LINK_GREY); - } - - //col = uiLayoutColumn(split, true); - /* nested split for middle and right columns */ - subsplit = uiLayoutSplit(split, 0.95f, false); - - col = uiLayoutColumn(subsplit, true); - uiLayoutSetContextPointer(col, "controller", &ptr); - - /* should make UI template for controller header.. function will do for now */ -// draw_controller_header(col, &ptr); - draw_controller_header(col, &ptr, xco, width, yco); //provisory for 2.50 beta - - /* draw the brick contents */ - draw_brick_controller(col, &ptr); - - /* put link button to the right */ - col = uiLayoutColumn(subsplit, false); - uiLayoutSetActive(col, RNA_boolean_get(&ptr, "active")); - uiLayoutSetAlignment(col, UI_LAYOUT_ALIGN_LEFT); - but = uiDefIconBut(block, UI_BTYPE_LINK, 0, ICON_LINK, 0, 0, UI_UNIT_X, UI_UNIT_Y, NULL, 0, 0, 0, 0, ""); - if (!RNA_boolean_get(&ptr, "active")) { - UI_but_flag_enable(but, UI_BUT_SCA_LINK_GREY); - } - - UI_but_link_set(but, NULL, (void ***)&(cont->links), &cont->totlinks, LINK_CONTROLLER, LINK_ACTUATOR); - - } - } - UI_block_layout_resolve(block, NULL, &yco); /* stores final height in yco */ - height = yco; - - /* ****************** Sensors ****************** */ - - xco= U.widget_unit / 2; yco= -U.widget_unit / 2; width= 17 * U.widget_unit; - layout= UI_block_layout(block, UI_LAYOUT_VERTICAL, UI_LAYOUT_PANEL, xco, yco, width, 20, 0, UI_style_get()); - row = uiLayoutRow(layout, true); - - uiDefBlockBut(block, sensor_menu, NULL, IFACE_("Sensors"), xco - U.widget_unit / 2, yco, 15 * U.widget_unit, UI_UNIT_Y, ""); /* replace this with uiLayout stuff later */ - - uiItemR(row, &logic_ptr, "show_sensors_selected_objects", 0, IFACE_("Sel"), ICON_NONE); - uiItemR(row, &logic_ptr, "show_sensors_active_object", 0, IFACE_("Act"), ICON_NONE); - uiItemR(row, &logic_ptr, "show_sensors_linked_controller", 0, IFACE_("Link"), ICON_NONE); - uiItemR(row, &logic_ptr, "show_sensors_active_states", 0, IFACE_("State"), ICON_NONE); - - for (a=0; a<count; a++) { - bSensor *sens; - PointerRNA ptr; - - ob= (Object *)idar[a]; - - /* only draw the sensor common header if "use_visible" */ - if ((ob->scavisflag & OB_VIS_SENS) == 0) continue; - - row = uiLayoutRow(layout, true); - uiDefButBitS(block, UI_BTYPE_TOGGLE, OB_SHOWSENS, B_REDR, ob->id.name + 2, (short)(xco - U.widget_unit / 2), yco, (short)(width - 1.5f * U.widget_unit), UI_UNIT_Y, &ob->scaflag, 0, 31, 0, 0, TIP_("Object name, click to show/hide sensors")); - - RNA_pointer_create((ID *)ob, &RNA_Object, ob, &object_ptr); - uiLayoutSetContextPointer(row, "object", &object_ptr); - uiItemMenuEnumO(row, C, "LOGIC_OT_sensor_add", "type", IFACE_("Add Sensor"), ICON_NONE); - - if ((ob->scaflag & OB_SHOWSENS) == 0) continue; - - uiItemS(layout); - - for (sens= ob->sensors.first; sens; sens=sens->next) { - RNA_pointer_create((ID *)ob, &RNA_Sensor, sens, &ptr); - - if ((ob->scaflag & OB_ALLSTATE) || - !(slogic->scaflag & BUTS_SENS_STATE) || - (sens->totlinks == 0) || /* always display sensor without links so that is can be edited */ - (sens->flag & SENS_PIN && slogic->scaflag & BUTS_SENS_STATE) || /* states can hide some sensors, pinned sensors ignore the visible state */ - (is_sensor_linked(block, sens)) - ) - { // gotta check if the current state is visible or not - uiLayout *split, *col; - - /* make as visible, for move operator */ - sens->flag |= SENS_VISIBLE; - - split = uiLayoutSplit(layout, 0.95f, false); - col = uiLayoutColumn(split, true); - uiLayoutSetContextPointer(col, "sensor", &ptr); - - /* should make UI template for sensor header.. function will do for now */ - draw_sensor_header(col, &ptr, &logic_ptr); - - /* draw the brick contents */ - draw_brick_sensor(col, &ptr, C); - - /* put link button to the right */ - col = uiLayoutColumn(split, false); - uiLayoutSetActive(col, RNA_boolean_get(&ptr, "active")); - but = uiDefIconBut(block, UI_BTYPE_LINK, 0, ICON_LINK, 0, 0, UI_UNIT_X, UI_UNIT_Y, NULL, 0, 0, 0, 0, ""); - if (!RNA_boolean_get(&ptr, "active")) { - UI_but_flag_enable(but, UI_BUT_SCA_LINK_GREY); - } - - /* use old-school uiButtons for links for now */ - UI_but_link_set(but, NULL, (void ***)&sens->links, &sens->totlinks, LINK_SENSOR, LINK_CONTROLLER); - } - } - } - UI_block_layout_resolve(block, NULL, &yco); /* stores final height in yco */ - height = MIN2(height, yco); - - /* ****************** Actuators ****************** */ - - xco= 40 * U.widget_unit; yco= -U.widget_unit / 2; width= 17 * U.widget_unit; - layout= UI_block_layout(block, UI_LAYOUT_VERTICAL, UI_LAYOUT_PANEL, xco, yco, width, 20, 0, UI_style_get()); - row = uiLayoutRow(layout, true); - - uiDefBlockBut(block, actuator_menu, NULL, IFACE_("Actuators"), xco - U.widget_unit / 2, yco, 15 * U.widget_unit, UI_UNIT_Y, ""); /* replace this with uiLayout stuff later */ - - uiItemR(row, &logic_ptr, "show_actuators_selected_objects", 0, IFACE_("Sel"), ICON_NONE); - uiItemR(row, &logic_ptr, "show_actuators_active_object", 0, IFACE_("Act"), ICON_NONE); - uiItemR(row, &logic_ptr, "show_actuators_linked_controller", 0, IFACE_("Link"), ICON_NONE); - uiItemR(row, &logic_ptr, "show_actuators_active_states", 0, IFACE_("State"), ICON_NONE); - - for (a=0; a<count; a++) { - bActuator *act; - PointerRNA ptr; - - ob= (Object *)idar[a]; - - /* only draw the actuator common header if "use_visible" */ - if ((ob->scavisflag & OB_VIS_ACT) == 0) { - continue; - } - - row = uiLayoutRow(layout, true); - uiDefButBitS(block, UI_BTYPE_TOGGLE, OB_SHOWACT, B_REDR, ob->id.name + 2, (short)(xco - U.widget_unit / 2), yco, (short)(width - 1.5f * U.widget_unit), UI_UNIT_Y, &ob->scaflag, 0, 31, 0, 0, TIP_("Object name, click to show/hide actuators")); - - RNA_pointer_create((ID *)ob, &RNA_Object, ob, &object_ptr); - uiLayoutSetContextPointer(row, "object", &object_ptr); - uiItemMenuEnumO(row, C, "LOGIC_OT_actuator_add", "type", IFACE_("Add Actuator"), ICON_NONE); - - if ((ob->scaflag & OB_SHOWACT) == 0) continue; - - uiItemS(layout); - - for (act= ob->actuators.first; act; act=act->next) { - - RNA_pointer_create((ID *)ob, &RNA_Actuator, act, &ptr); - - if ((ob->scaflag & OB_ALLSTATE) || - !(slogic->scaflag & BUTS_ACT_STATE) || - !(act->flag & ACT_LINKED) || /* always display actuators without links so that is can be edited */ - (act->flag & ACT_VISIBLE) || /* this actuator has visible connection, display it */ - (act->flag & ACT_PIN && slogic->scaflag & BUTS_ACT_STATE) /* states can hide some sensors, pinned sensors ignore the visible state */ - ) - { // gotta check if the current state is visible or not - uiLayout *split, *col; - - /* make as visible, for move operator */ - act->flag |= ACT_VISIBLE; - - split = uiLayoutSplit(layout, 0.05f, false); - - /* put inlink button to the left */ - col = uiLayoutColumn(split, false); - uiLayoutSetActive(col, RNA_boolean_get(&ptr, "active")); - but = uiDefIconBut(block, UI_BTYPE_INLINK, 0, ICON_INLINK, 0, 0, UI_UNIT_X, UI_UNIT_Y, act, LINK_ACTUATOR, 0, 0, 0, ""); - if (!RNA_boolean_get(&ptr, "active")) { - UI_but_flag_enable(but, UI_BUT_SCA_LINK_GREY); - } - - col = uiLayoutColumn(split, true); - uiLayoutSetContextPointer(col, "actuator", &ptr); - - /* should make UI template for actuator header.. function will do for now */ - draw_actuator_header(col, &ptr, &logic_ptr); - - /* draw the brick contents */ - draw_brick_actuator(col, &ptr, C); - - } - } - } - UI_block_layout_resolve(block, NULL, &yco); /* stores final height in yco */ - height = MIN2(height, yco); - - UI_view2d_totRect_set(&ar->v2d, 57.5f * U.widget_unit, height - U.widget_unit); - - /* set the view */ - UI_view2d_view_ortho(&ar->v2d); - - UI_block_links_compose(block); - - UI_block_end(C, block); - UI_block_draw(C, block); - - /* restore view matrix */ - UI_view2d_view_restore(C); - - if (idar) MEM_freeN(idar); -} |