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Diffstat (limited to 'source/blender/editors/space_logic/logic_window.c')
-rw-r--r--source/blender/editors/space_logic/logic_window.c118
1 files changed, 68 insertions, 50 deletions
diff --git a/source/blender/editors/space_logic/logic_window.c b/source/blender/editors/space_logic/logic_window.c
index cda79ea0764..3040d73bda9 100644
--- a/source/blender/editors/space_logic/logic_window.c
+++ b/source/blender/editors/space_logic/logic_window.c
@@ -28,6 +28,7 @@
#include <string.h>
#include <stdio.h>
+#include <float.h>
#include "DNA_actuator_types.h"
#include "DNA_controller_types.h"
@@ -73,18 +74,10 @@
#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
@@ -204,7 +197,7 @@ static void make_unique_prop_names_cb(bContext *C, void *strv, void *redraw_view
}
-static void sca_move_sensor(bContext *C, void *datav, void *data2_unused)
+static void sca_move_sensor(bContext *C, void *datav, void *move_up)
{
Scene *scene= CTX_data_scene(C);
bSensor *sens_to_delete= datav;
@@ -212,7 +205,8 @@ static void sca_move_sensor(bContext *C, void *datav, void *data2_unused)
Base *base;
bSensor *sens, *tmp;
- val= pupmenu("Move up%x1|Move down %x2");
+ // val= pupmenu("Move up%x1|Move down %x2");
+ val = move_up ? 1:2;
if(val>0) {
/* now find out which object has this ... */
@@ -255,7 +249,7 @@ static void sca_move_sensor(bContext *C, void *datav, void *data2_unused)
}
}
-static void sca_move_controller(bContext *C, void *datav, void *data2_unused)
+static void sca_move_controller(bContext *C, void *datav, void *move_up)
{
Scene *scene= CTX_data_scene(C);
bController *controller_to_del= datav;
@@ -263,7 +257,8 @@ static void sca_move_controller(bContext *C, void *datav, void *data2_unused)
Base *base;
bController *cont, *tmp;
- val= pupmenu("Move up%x1|Move down %x2");
+ //val= pupmenu("Move up%x1|Move down %x2");
+ val = move_up ? 1:2;
if(val>0) {
/* now find out which object has this ... */
@@ -309,7 +304,7 @@ static void sca_move_controller(bContext *C, void *datav, void *data2_unused)
}
}
-static void sca_move_actuator(bContext *C, void *datav, void *data2_unused)
+static void sca_move_actuator(bContext *C, void *datav, void *move_up)
{
Scene *scene= CTX_data_scene(C);
bActuator *actuator_to_move= datav;
@@ -317,7 +312,8 @@ static void sca_move_actuator(bContext *C, void *datav, void *data2_unused)
Base *base;
bActuator *act, *tmp;
- val= pupmenu("Move up%x1|Move down %x2");
+ //val= pupmenu("Move up%x1|Move down %x2");
+ val = move_up ? 1:2;
if(val>0) {
/* now find out which object has this ... */
@@ -363,7 +359,6 @@ static void sca_move_actuator(bContext *C, void *datav, void *data2_unused)
void do_logic_buts(bContext *C, void *arg, int event)
{
- bProperty *prop;
bSensor *sens;
bController *cont;
bActuator *act;
@@ -385,25 +380,7 @@ void do_logic_buts(bContext *C, void *arg, int event)
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;
-#if 0 // XXX Now done in python
- case B_CHANGE_PROP:
- prop= ob->prop.first;
- while(prop) {
- if(prop->type!=prop->otype) {
- init_property(prop);
- }
- prop= prop->next;
- }
- break;
-#endif
+
case B_ADD_SENS:
for(ob=G.main->object.first; ob; ob=ob->id.next) {
if(ob->scaflag & OB_ADDSENS) {
@@ -1002,6 +979,7 @@ static void draw_default_sensor_header(bSensor *sens,
uiBut *but;
/* Pulsing and frequency */
+ uiBlockBeginAlign(block);
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,
@@ -1015,8 +993,10 @@ static void draw_default_sensor_header(bSensor *sens,
(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)");
+ uiBlockEndAlign(block);
/* value or shift? */
+ uiBlockBeginAlign(block);
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,
@@ -1027,6 +1007,7 @@ static void draw_default_sensor_header(bSensor *sens,
&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));
+ uiBlockEndAlign(block);
uiDefButS(block, TOG, 1, "Inv",
(short)(x + 10 + 0.85 * (w-20)), (short)(y - 21), (short)(0.15 * (w-20)), 19,
@@ -1314,10 +1295,16 @@ static short draw_sensorbuttons(bSensor *sens, uiBlock *block, short xco, short
* 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,
+ uiDefButS(block, MENU, B_REDR, str, xco+10, yco-44, (width*0.8f)-20, 19,
&ms->type, 0, 31, 0, 0,
"Specify the type of event this mouse sensor should trigger on");
+ if(ms->type==32) {
+ uiDefButBitS(block, TOG, SENS_MOUSE_FOCUS_PULSE, B_REDR, "Pulse",(short)(xco + 10) + (width*0.8f)-20,(short)(yco - 44),
+ (short)(0.20 * (width-20)), 19, &ms->flag, 0.0, 0.0, 0, 0,
+ "Moving the mouse over a different object generates a pulse");
+ }
+
yco-= ysize;
break;
}
@@ -1659,7 +1646,8 @@ char *get_state_name(Object *ob, short bit)
static void check_state_mask(bContext *C, void *arg1_but, void *arg2_mask)
{
- int shift= 0; // XXX
+ wmWindow *win= CTX_wm_window(C);
+ int shift= win->eventstate->shift;
unsigned int *cont_mask = arg2_mask;
uiBut *but = arg1_but;
@@ -1984,7 +1972,7 @@ static short draw_actuatorbuttons(Object *ob, bActuator *act, uiBlock *block, sh
sa->sndnr = 0;
if(sa->flag & ACT_SND_3D_SOUND)
- ysize = 114;
+ ysize = 180;
else
ysize = 92;
@@ -1997,24 +1985,31 @@ static short draw_actuatorbuttons(Object *ob, bActuator *act, uiBlock *block, sh
/* 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, "");
+ uiDefButO(block, BUT, "sound.open", 0, "Load Sound", xco+wval+10, yco-22, wval, 19, "Load a sound file. Remember to set caching on for small sounds that are played often.");
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, "");
+ uiDefBut(block, TEX, B_IDNAME, "SO:",xco+30,yco-22,wval-20,19, 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->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->pitch,-12.0, 12.0, 0, 0, "Sets the pitch of this sound");
uiDefButS(block, TOG | BIT, 0, "3D Sound", xco+10, yco-88, width-20, 19, &sa->flag, 0.0, 1.0, 0.0, 0.0, "Plays the sound positioned in 3D space.");
if(sa->flag & ACT_SND_3D_SOUND)
{
- uiDefButF(block, NUM, 0, "Rolloff: ", xco+10, yco-110, wval, 19, &sa->sound3D.rolloff_factor, 0.0, 5.0, 0.0, 0.0, "The rolloff factor defines the influence factor on volume depending on distance.");
- uiDefButF(block, NUM, 0, "Reference distance: ", xco+wval+10, yco-110, wval, 19, &sa->sound3D.reference_distance, 0.0, 1000.0, 0.0, 0.0, "The reference distance is the distance where the sound has a gain of 1.0.");
+ uiDefButF(block, NUM, 0, "Minimum Gain: ", xco+10, yco-110, wval, 19, &sa->sound3D.min_gain, 0.0, 1.0, 0.0, 0.0, "The minimum gain of the sound, no matter how far it is away.");
+ uiDefButF(block, NUM, 0, "Maximum Gain: ", xco+10, yco-132, wval, 19, &sa->sound3D.max_gain, 0.0, 1.0, 0.0, 0.0, "The maximum gain of the sound, no matter how near it is..");
+ uiDefButF(block, NUM, 0, "Reference Distance: ", xco+10, yco-154, wval, 19, &sa->sound3D.reference_distance, 0.0, FLT_MAX, 0.0, 0.0, "The reference distance is the distance where the sound has a gain of 1.0.");
+ uiDefButF(block, NUM, 0, "Maximum Distance: ", xco+10, yco-176, wval, 19, &sa->sound3D.max_distance, 0.0, FLT_MAX, 0.0, 0.0, "The maximum distance at which you can hear the sound.");
+ uiDefButF(block, NUM, 0, "Rolloff: ", xco+wval+10, yco-110, wval, 19, &sa->sound3D.rolloff_factor, 0.0, 5.0, 0.0, 0.0, "The rolloff factor defines the influence factor on volume depending on distance.");
+ uiDefButF(block, NUM, 0, "Cone Outer Gain: ", xco+wval+10, yco-132, wval, 19, &sa->sound3D.cone_outer_gain, 0.0, 1.0, 0.0, 0.0, "The gain outside the outer cone. The gain in the outer cone will be interpolated between this value und the normal gain in the inner cone.");
+ uiDefButF(block, NUM, 0, "Cone Outer Angle: ", xco+wval+10, yco-154, wval, 19, &sa->sound3D.cone_outer_angle, 0.0, 360.0, 0.0, 0.0, "The angle of the outer cone.");
+ uiDefButF(block, NUM, 0, "Cone Inner Angle: ", xco+wval+10, yco-176, wval, 19, &sa->sound3D.cone_inner_angle, 0.0, 360.0, 0.0, 0.0, "The angle of the inner cone.");
}
}
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, "");
+ uiDefButO(block, BUT, "sound.open", 0, "Load Sound", xco+10, yco-22, width-20, 19, "Load a sound file.");
}
yco-= ysize;
@@ -3027,7 +3022,7 @@ void logic_buttons(bContext *C, ARegion *ar)
/* start with the controller because we need to know which one is visible */
/* ******************************* */
- xco= 500; yco= 170; width= 300;
+ xco= 400; yco= 170; width= 300;
uiDefBlockBut(block, controller_menu, NULL, "Controllers", xco-10, yco+35, 100, UI_UNIT_Y, "");
@@ -3136,9 +3131,17 @@ void logic_buttons(bContext *C, ARegion *ar)
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, UI_UNIT_Y, cont, 0, 0, 0, 0, "Controller type");
- uiButSetFunc(but, sca_move_controller, cont, NULL);
+ //uiButSetFunc(but, sca_move_controller, cont, NULL);
but= uiDefBut(block, LABEL, 0, cont->name,(short)(xco+92), yco,(short)(width-158), UI_UNIT_Y, cont, 0, 0, 0, 0, "Controller name");
- uiButSetFunc(but, sca_move_controller, cont, NULL);
+ //uiButSetFunc(but, sca_move_controller, cont, NULL);
+
+ uiBlockBeginAlign(block);
+ but= uiDefIconBut(block, BUT, B_REDR, VICON_MOVE_UP, (short)(xco+width-(110+5)), yco, 22, UI_UNIT_Y, NULL, 0, 0, 0, 0, "Move this logic brick up");
+ uiButSetFunc(but, sca_move_controller, cont, (void *)TRUE);
+ but= uiDefIconBut(block, BUT, B_REDR, VICON_MOVE_DOWN, (short)(xco+width-(88+5)), yco, 22, UI_UNIT_Y, NULL, 0, 0, 0, 0, "Move this logic brick down");
+ uiButSetFunc(but, sca_move_controller, cont, (void *)FALSE);
+ uiBlockEndAlign(block);
+
ycoo= yco;
}
@@ -3159,7 +3162,7 @@ void logic_buttons(bContext *C, ARegion *ar)
}
/* ******************************* */
- xco= 10; yco= 170; width= 400;
+ xco= 10; yco= 170; width= 300;
uiDefBlockBut(block, sensor_menu, NULL, "Sensors", xco-10, yco+35, 70, UI_UNIT_Y, "");
@@ -3220,9 +3223,16 @@ void logic_buttons(bContext *C, ARegion *ar)
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, UI_UNIT_Y, sens, 0, 0, 0, 0, "");
- uiButSetFunc(but, sca_move_sensor, sens, NULL);
+ //uiButSetFunc(but, sca_move_sensor, sens, NULL);
but= uiDefBut(block, LABEL, 0, sens->name, (short)(xco+102), yco, (short)(width-(pin?146:124)), UI_UNIT_Y, sens, 0, 31, 0, 0, "");
- uiButSetFunc(but, sca_move_sensor, sens, NULL);
+ //uiButSetFunc(but, sca_move_sensor, sens, NULL);
+
+ uiBlockBeginAlign(block);
+ but= uiDefIconBut(block, BUT, B_REDR, VICON_MOVE_UP, (short)(xco+width-(66+5)), yco, 22, UI_UNIT_Y, NULL, 0, 0, 0, 0, "Move this logic brick up");
+ uiButSetFunc(but, sca_move_sensor, sens, (void *)TRUE);
+ but= uiDefIconBut(block, BUT, B_REDR, VICON_MOVE_DOWN, (short)(xco+width-(44+5)), yco, 22, UI_UNIT_Y, NULL, 0, 0, 0, 0, "Move this logic brick down");
+ uiButSetFunc(but, sca_move_sensor, sens, (void *)FALSE);
+ uiBlockEndAlign(block);
}
but= uiDefIconBut(block, LINK, 0, ICON_LINK, (short)(xco+width), ycoo, UI_UNIT_X, UI_UNIT_Y, NULL, 0, 0, 0, 0, "");
@@ -3237,7 +3247,7 @@ void logic_buttons(bContext *C, ARegion *ar)
}
/* ******************************* */
- xco= 900; yco= 170; width= 400;
+ xco= 800; yco= 170; width= 300;
uiDefBlockBut(block, actuator_menu, NULL, "Actuators", xco-10, yco+35, 90, UI_UNIT_Y, "");
@@ -3293,9 +3303,17 @@ void logic_buttons(bContext *C, ARegion *ar)
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, UI_UNIT_Y, act, 0, 0, 0, 0, "Actuator type");
- uiButSetFunc(but, sca_move_actuator, act, NULL);
+ // uiButSetFunc(but, sca_move_actuator, act, NULL);
but= uiDefBut(block, LABEL, 0, act->name, (short)(xco+112), yco, (short)(width-(pin?156:134)), UI_UNIT_Y, act, 0, 0, 0, 0, "Actuator name");
- uiButSetFunc(but, sca_move_actuator, act, NULL);
+ // uiButSetFunc(but, sca_move_actuator, act, NULL);
+
+ uiBlockBeginAlign(block);
+ but= uiDefIconBut(block, BUT, B_REDR, VICON_MOVE_UP, (short)(xco+width-(66+5)), yco, 22, UI_UNIT_Y, NULL, 0, 0, 0, 0, "Move this logic brick up");
+ uiButSetFunc(but, sca_move_actuator, act, (void *)TRUE);
+ but= uiDefIconBut(block, BUT, B_REDR, VICON_MOVE_DOWN, (short)(xco+width-(44+5)), yco, 22, UI_UNIT_Y, NULL, 0, 0, 0, 0, "Move this logic brick down");
+ uiButSetFunc(but, sca_move_actuator, act, (void *)FALSE);
+ uiBlockEndAlign(block);
+
ycoo= yco;
}