diff options
Diffstat (limited to 'source/blender/src/buttons_logic.c')
-rw-r--r-- | source/blender/src/buttons_logic.c | 3822 |
1 files changed, 0 insertions, 3822 deletions
diff --git a/source/blender/src/buttons_logic.c b/source/blender/src/buttons_logic.c deleted file mode 100644 index 8aca111f41f..00000000000 --- a/source/blender/src/buttons_logic.c +++ /dev/null @@ -1,3822 +0,0 @@ -/** - * $Id$ - * - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. - * - * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. - * All rights reserved. - * - * The Original Code is: all of this file. - * - * Contributor(s): none yet. - * - * ***** END GPL LICENSE BLOCK ***** - */ - -#include <stdlib.h> -#include <math.h> -#include <string.h> - -#ifndef WIN32 -#include <unistd.h> -#else -#include <io.h> -#endif - -#include "MEM_guardedalloc.h" - -#include "BLI_blenlib.h" -#include "BLI_arithb.h" - -#include "DNA_action_types.h" -#include "DNA_material_types.h" -#include "DNA_sensor_types.h" -#include "DNA_actuator_types.h" -#include "DNA_controller_types.h" -#include "DNA_property_types.h" -#include "DNA_object_types.h" -#include "DNA_object_force.h" -#include "DNA_screen_types.h" -#include "DNA_space_types.h" -#include "DNA_scene_types.h" -#include "DNA_sound_types.h" -#include "DNA_text_types.h" -#include "DNA_userdef_types.h" -#include "DNA_view3d_types.h" -#include "DNA_mesh_types.h" -#include "DNA_world_types.h" - -#include "BKE_library.h" -#include "BKE_global.h" -#include "BKE_main.h" -#include "BKE_sca.h" -#include "BKE_property.h" -#include "BKE_property.h" -#include "BKE_utildefines.h" -#include "BKE_bullet.h" - -#include "BIF_gl.h" -#include "BIF_resources.h" -#include "BIF_space.h" -#include "BIF_interface.h" -#include "BIF_butspace.h" -#include "BIF_screen.h" -#include "BIF_keyval.h" -#include "BIF_editsound.h" - -#include "BIF_editsca.h" - - -#include "BDR_editcurve.h" -#include "BDR_editobject.h" -#include "BSE_headerbuttons.h" -#include "BSE_filesel.h" - -#include "blendef.h" -#include "mydevice.h" -#include "nla.h" /* For __NLA : Important, do not remove */ -#include "butspace.h" // own module -#include "interface.h" - -/* internals */ -static void buttons_enji(uiBlock *, Object *); -static void buttons_ketsji(uiBlock *, Object *); -static void buttons_bullet(uiBlock *, Object *); - -/****/ - -static ID **get_selected_and_linked_obs(short *count, short scavisflag); -static char *actuator_pup(Object *owner); - -/****/ - - -static void del_property(void *selpropv, void *data2_unused) -{ - bProperty *prop, *selprop= selpropv; - Object *ob; - int a=0; - - ob= OBACT; - if(ob==NULL) return; - - prop= ob->prop.first; - while(prop) { - if(prop==selprop) { - if (strcmp(prop->name,"Text") == 0) { - allqueue(REDRAWVIEW3D, 0); - } - BLI_remlink(&ob->prop, prop); - free_property(prop); - break; - } - a++; - prop= prop->next; - } - BIF_undo_push("Delete property"); - allqueue(REDRAWBUTSLOGIC, 0); - -} - -static int vergname(const void *v1, const void *v2) -{ - char **x1, **x2; - - x1= (char **)v1; - x2= (char **)v2; - - return strcmp(*x1, *x2); -} - -void make_unique_prop_names(char *str) -{ - Object *ob; - bProperty *prop; - bSensor *sens; - bController *cont; - bActuator *act; - ID **idar; - short a, obcount, propcount=0, nr; - char **names; - - /* this function is called by a Button, and gives the current - * stringpointer as an argument, this is the one that can change - */ - - idar= get_selected_and_linked_obs(&obcount, BUTS_SENS_SEL|BUTS_SENS_ACT|BUTS_ACT_SEL|BUTS_ACT_ACT|BUTS_CONT_SEL|BUTS_CONT_ACT); - - /* for each object, make properties and sca names unique */ - - /* count total names */ - for(a=0; a<obcount; a++) { - ob= (Object *)idar[a]; - propcount+= BLI_countlist(&ob->prop); - propcount+= BLI_countlist(&ob->sensors); - propcount+= BLI_countlist(&ob->controllers); - propcount+= BLI_countlist(&ob->actuators); - } - if(propcount==0) { - if(idar) MEM_freeN(idar); - return; - } - - /* make names array for sorting */ - names= MEM_callocN(propcount*sizeof(void *), "names"); - - /* count total names */ - nr= 0; - for(a=0; a<obcount; a++) { - ob= (Object *)idar[a]; - prop= ob->prop.first; - while(prop) { - names[nr++]= prop->name; - prop= prop->next; - } - sens= ob->sensors.first; - while(sens) { - names[nr++]= sens->name; - sens= sens->next; - } - cont= ob->controllers.first; - while(cont) { - names[nr++]= cont->name; - cont= cont->next; - } - act= ob->actuators.first; - while(act) { - names[nr++]= act->name; - act= act->next; - } - } - - qsort(names, propcount, sizeof(void *), vergname); - - /* now we check for double names, and change them */ - - for(nr=0; nr<propcount; nr++) { - if(names[nr]!=str && strcmp( names[nr], str )==0 ) { - BLI_newname(str, +1); - } - } - - MEM_freeN(idar); - MEM_freeN(names); -} - -static void make_unique_prop_names_cb(void *strv, void *redraw_view3d_flagv) -{ - char *str= strv; - int redraw_view3d_flag= GET_INT_FROM_POINTER(redraw_view3d_flagv); - - make_unique_prop_names(str); - if (redraw_view3d_flag) allqueue(REDRAWVIEW3D, 0); -} - -static void sca_move_sensor(void *datav, void *data2_unused) -{ - bSensor *sens_to_delete= datav; - int val; - Base *base; - bSensor *sens, *tmp; - - val= pupmenu("Move up%x1|Move down %x2"); - - if(val>0) { - /* now find out which object has this ... */ - base= FIRSTBASE; - while(base) { - - sens= base->object->sensors.first; - while(sens) { - if(sens == sens_to_delete) break; - sens= sens->next; - } - - if(sens) { - if( val==1 && sens->prev) { - for (tmp=sens->prev; tmp; tmp=tmp->prev) { - if (tmp->flag & SENS_VISIBLE) - break; - } - if (tmp) { - BLI_remlink(&base->object->sensors, sens); - BLI_insertlinkbefore(&base->object->sensors, tmp, sens); - } - } - else if( val==2 && sens->next) { - for (tmp=sens->next; tmp; tmp=tmp->next) { - if (tmp->flag & SENS_VISIBLE) - break; - } - if (tmp) { - BLI_remlink(&base->object->sensors, sens); - BLI_insertlink(&base->object->sensors, tmp, sens); - } - } - BIF_undo_push("Move sensor"); - allqueue(REDRAWBUTSLOGIC, 0); - break; - } - - base= base->next; - } - } -} - -static void sca_move_controller(void *datav, void *data2_unused) -{ - bController *controller_to_del= datav; - int val; - Base *base; - bController *cont, *tmp; - - val= pupmenu("Move up%x1|Move down %x2"); - - if(val>0) { - /* now find out which object has this ... */ - base= FIRSTBASE; - while(base) { - - cont= base->object->controllers.first; - while(cont) { - if(cont == controller_to_del) break; - cont= cont->next; - } - - if(cont) { - if( val==1 && cont->prev) { - /* locate the controller that has the same state mask but is earlier in the list */ - tmp = cont->prev; - while(tmp) { - if(tmp->state_mask & cont->state_mask) - break; - tmp = tmp->prev; - } - if (tmp) { - BLI_remlink(&base->object->controllers, cont); - BLI_insertlinkbefore(&base->object->controllers, tmp, cont); - } - } - else if( val==2 && cont->next) { - tmp = cont->next; - while(tmp) { - if(tmp->state_mask & cont->state_mask) - break; - tmp = tmp->next; - } - BLI_remlink(&base->object->controllers, cont); - BLI_insertlink(&base->object->controllers, tmp, cont); - } - BIF_undo_push("Move controller"); - allqueue(REDRAWBUTSLOGIC, 0); - break; - } - - base= base->next; - } - } -} - -static void sca_move_actuator(void *datav, void *data2_unused) -{ - bActuator *actuator_to_move= datav; - int val; - Base *base; - bActuator *act, *tmp; - - val= pupmenu("Move up%x1|Move down %x2"); - - if(val>0) { - /* now find out which object has this ... */ - base= FIRSTBASE; - while(base) { - - act= base->object->actuators.first; - while(act) { - if(act == actuator_to_move) break; - act= act->next; - } - - if(act) { - if( val==1 && act->prev) { - /* locate the first visible actuators before this one */ - for (tmp = act->prev; tmp; tmp=tmp->prev) { - if (tmp->flag & ACT_VISIBLE) - break; - } - if (tmp) { - BLI_remlink(&base->object->actuators, act); - BLI_insertlinkbefore(&base->object->actuators, tmp, act); - } - } - else if( val==2 && act->next) { - for (tmp=act->next; tmp; tmp=tmp->next) { - if (tmp->flag & ACT_VISIBLE) - break; - } - if (tmp) { - BLI_remlink(&base->object->actuators, act); - BLI_insertlink(&base->object->actuators, tmp, act); - } - } - BIF_undo_push("Move actuator"); - allqueue(REDRAWBUTSLOGIC, 0); - break; - } - - base= base->next; - } - } -} - -void do_logic_buts(unsigned short event) -{ - bProperty *prop; - bSensor *sens; - bController *cont; - bActuator *act; - Object *ob; - int didit, bit; - - ob= OBACT; - if(ob==0) return; - - switch(event) { - - case B_SETSECTOR: - /* check for inconsistant types */ - ob->gameflag &= ~(OB_PROP|OB_MAINACTOR|OB_DYNAMIC|OB_ACTOR); - ob->dtx |= OB_BOUNDBOX; - allqueue(REDRAWBUTSGAME, 0); - allqueue(REDRAWVIEW3D, 0); - break; - - case B_SETPROP: - /* check for inconsistant types */ - ob->gameflag &= ~(OB_SECTOR|OB_MAINACTOR|OB_DYNAMIC|OB_ACTOR); - allqueue(REDRAWBUTSGAME, 0); - allqueue(REDRAWVIEW3D, 0); - break; - - case B_SETACTOR: - case B_SETDYNA: - case B_SETMAINACTOR: - ob->gameflag &= ~(OB_SECTOR|OB_PROP); - allqueue(REDRAWBUTSGAME, 0); - allqueue(REDRAWVIEW3D, 0); - break; - - - case B_ADD_PROP: - prop= new_property(PROP_FLOAT); - make_unique_prop_names(prop->name); - BLI_addtail(&ob->prop, prop); - BIF_undo_push("Add property"); - allqueue(REDRAWBUTSLOGIC, 0); - break; - - case B_CHANGE_PROP: - prop= ob->prop.first; - while(prop) { - if(prop->type!=prop->otype) { - init_property(prop); - if (strcmp(prop->name, "Text") == 0) { - allqueue(REDRAWVIEW3D, 0); - } - } - prop= prop->next; - } - allqueue(REDRAWBUTSLOGIC, 0); - break; - - case B_ADD_SENS: - for(ob=G.main->object.first; ob; ob=ob->id.next) { - if(ob->scaflag & OB_ADDSENS) { - ob->scaflag &= ~OB_ADDSENS; - sens= new_sensor(SENS_ALWAYS); - BLI_addtail(&(ob->sensors), sens); - make_unique_prop_names(sens->name); - ob->scaflag |= OB_SHOWSENS; - } - } - - BIF_undo_push("Add sensor"); - allqueue(REDRAWBUTSLOGIC, 0); - break; - - case B_CHANGE_SENS: - for(ob=G.main->object.first; ob; ob=ob->id.next) { - sens= ob->sensors.first; - while(sens) { - if(sens->type != sens->otype) { - init_sensor(sens); - sens->otype= sens->type; - break; - } - sens= sens->next; - } - } - allqueue(REDRAWBUTSLOGIC, 0); - break; - - case B_DEL_SENS: - for(ob=G.main->object.first; ob; ob=ob->id.next) { - sens= ob->sensors.first; - while(sens) { - if(sens->flag & SENS_DEL) { - BLI_remlink(&(ob->sensors), sens); - free_sensor(sens); - break; - } - sens= sens->next; - } - } - BIF_undo_push("Delete sensor"); - allqueue(REDRAWBUTSLOGIC, 0); - break; - - case B_ADD_CONT: - for(ob=G.main->object.first; ob; ob=ob->id.next) { - if(ob->scaflag & OB_ADDCONT) { - ob->scaflag &= ~OB_ADDCONT; - cont= new_controller(CONT_LOGIC_AND); - make_unique_prop_names(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; - } - } - } - BIF_undo_push("Add controller"); - allqueue(REDRAWBUTSLOGIC, 0); - break; - - case B_SET_STATE_BIT: - for(ob=G.main->object.first; ob; ob=ob->id.next) { - if(ob->scaflag & OB_SETSTBIT) { - ob->scaflag &= ~OB_SETSTBIT; - ob->state = 0x3FFFFFFF; - } - } - allqueue(REDRAWBUTSLOGIC, 0); - break; - - case B_INIT_STATE_BIT: - for(ob=G.main->object.first; ob; ob=ob->id.next) { - if(ob->scaflag & OB_INITSTBIT) { - ob->scaflag &= ~OB_INITSTBIT; - ob->state = ob->init_state; - if (!ob->state) - ob->state = 1; - } - } - allqueue(REDRAWBUTSLOGIC, 0); - break; - - case B_CHANGE_CONT: - for(ob=G.main->object.first; ob; ob=ob->id.next) { - cont= ob->controllers.first; - while(cont) { - if(cont->type != cont->otype) { - init_controller(cont); - cont->otype= cont->type; - break; - } - cont= cont->next; - } - } - allqueue(REDRAWBUTSLOGIC, 0); - break; - - - case B_DEL_CONT: - for(ob=G.main->object.first; ob; ob=ob->id.next) { - cont= ob->controllers.first; - while(cont) { - if(cont->flag & CONT_DEL) { - BLI_remlink(&(ob->controllers), cont); - unlink_controller(cont); - free_controller(cont); - break; - } - cont= cont->next; - } - } - BIF_undo_push("Delete controller"); - allqueue(REDRAWBUTSLOGIC, 0); - break; - - case B_ADD_ACT: - for(ob=G.main->object.first; ob; ob=ob->id.next) { - if(ob->scaflag & OB_ADDACT) { - ob->scaflag &= ~OB_ADDACT; - act= new_actuator(ACT_OBJECT); - make_unique_prop_names(act->name); - BLI_addtail(&(ob->actuators), act); - ob->scaflag |= OB_SHOWACT; - } - } - BIF_undo_push("Add actuator"); - allqueue(REDRAWBUTSLOGIC, 0); - break; - - case B_CHANGE_ACT: - for(ob=G.main->object.first; ob; ob=ob->id.next) { - act= ob->actuators.first; - while(act) { - if(act->type != act->otype) { - init_actuator(act); - act->otype= act->type; - break; - } - act= act->next; - } - } - allqueue(REDRAWBUTSLOGIC, 0); - break; - - case B_DEL_ACT: - for(ob=G.main->object.first; ob; ob=ob->id.next) { - act= ob->actuators.first; - while(act) { - if(act->flag & ACT_DEL) { - BLI_remlink(&(ob->actuators), act); - unlink_actuator(act); - free_actuator(act); - break; - } - act= act->next; - } - } - BIF_undo_push("Delete actuator"); - allqueue(REDRAWBUTSLOGIC, 0); - break; - - case B_SOUNDACT_BROWSE: - /* since we don't know which... */ - didit= 0; - for(ob=G.main->object.first; ob; ob=ob->id.next) { - act= ob->actuators.first; - while(act) - { - if(act->type==ACT_SOUND) - { - bSoundActuator *sa= act->data; - if(sa->sndnr) - { - bSound *sound= G.main->sound.first; - int nr= 1; - - if(sa->sndnr == -2) { - activate_databrowse((ID *)G.main->sound.first, ID_SO, 0, B_SOUNDACT_BROWSE, - &sa->sndnr, do_logic_buts); - break; - } - - while(sound) - { - if(nr==sa->sndnr) - break; - nr++; - sound= sound->id.next; - } - - if(sa->sound) - sa->sound->id.us--; - - sa->sound= sound; - - if(sound) - sound->id.us++; - - sa->sndnr= 0; - didit= 1; - } - } - act= act->next; - } - if(didit) - break; - } - allqueue(REDRAWBUTSLOGIC, 0); - allqueue(REDRAWSOUND, 0); - - break; - } -} - - -static char *sensor_name(int type) -{ - switch (type) { - case SENS_ALWAYS: - return "Always"; - case SENS_TOUCH: - return "Touch"; - case SENS_NEAR: - return "Near"; - case SENS_KEYBOARD: - return "Keyboard"; - case SENS_PROPERTY: - return "Property"; - case SENS_ACTUATOR: - return "Actuator"; - case SENS_DELAY: - return "Delay"; - case SENS_MOUSE: - return "Mouse"; - case SENS_COLLISION: - return "Collision"; - case SENS_RADAR: - return "Radar"; - case SENS_RANDOM: - return "Random"; - case SENS_RAY: - return "Ray"; - case SENS_MESSAGE: - return "Message"; - case SENS_JOYSTICK: - return "Joystick"; - } - return "unknown"; -} - -static char *sensor_pup(void) -{ - /* the number needs to match defines in game.h */ - return "Sensors %t|Always %x0|Delay %x13|Keyboard %x3|Mouse %x5|" - "Touch %x1|Collision %x6|Near %x2|Radar %x7|" - "Property %x4|Random %x8|Ray %x9|Message %x10|Joystick %x11|Actuator %x12"; -} - -static char *controller_name(int type) -{ - switch (type) { - case CONT_LOGIC_AND: - return "AND"; - case CONT_LOGIC_OR: - return "OR"; - case CONT_LOGIC_NAND: - return "NAND"; - case CONT_LOGIC_NOR: - return "NOR"; - case CONT_LOGIC_XOR: - return "XOR"; - case CONT_LOGIC_XNOR: - return "XNOR"; - case CONT_EXPRESSION: - return "Expression"; - case CONT_PYTHON: - return "Python"; - } - return "unknown"; -} - -static char *controller_pup(void) -{ - return "Controllers %t|AND %x0|OR %x1|XOR %x6|NAND %x4|NOR %x5|XNOR %x7|Expression %x2|Python %x3"; -} - -static char *actuator_name(int type) -{ - switch (type) { - case ACT_SHAPEACTION: - return "Shape Action"; - case ACT_ACTION: - return "Action"; - case ACT_OBJECT: - return "Motion"; - case ACT_IPO: - return "Ipo"; - case ACT_LAMP: - return "Lamp"; - case ACT_CAMERA: - return "Camera"; - case ACT_MATERIAL: - return "Material"; - case ACT_SOUND: - return "Sound"; - case ACT_CD: - return "CD"; - case ACT_PROPERTY: - return "Property"; - case ACT_EDIT_OBJECT: - return "Edit Object"; - case ACT_CONSTRAINT: - return "Constraint"; - case ACT_SCENE: - return "Scene"; - case ACT_GROUP: - return "Group"; - case ACT_RANDOM: - return "Random"; - case ACT_MESSAGE: - return "Message"; - case ACT_GAME: - return "Game"; - case ACT_VISIBILITY: - return "Visibility"; - case ACT_2DFILTER: - return "2D Filter"; - case ACT_PARENT: - return "Parent"; - case ACT_STATE: - return "State"; - } - return "unknown"; -} - - - - -static char *actuator_pup(Object *owner) -{ - switch (owner->type) - { - case OB_ARMATURE: - return "Actuators %t|Action %x15|Motion %x0|Constraint %x9|Ipo %x1" - "|Camera %x3|Sound %x5|Property %x6|Edit Object %x10" - "|Scene %x11|Random %x13|Message %x14|CD %x16|Game %x17" - "|Visibility %x18|2D Filter %x19|Parent %x20|State %x22"; - break; - - case OB_MESH: - return "Actuators %t|Shape Action %x21|Motion %x0|Constraint %x9|Ipo %x1" - "|Camera %x3|Sound %x5|Property %x6|Edit Object %x10" - "|Scene %x11|Random %x13|Message %x14|CD %x16|Game %x17" - "|Visibility %x18|2D Filter %x19|Parent %x20|State %x22"; - break; - - default: - return "Actuators %t|Motion %x0|Constraint %x9|Ipo %x1" - "|Camera %x3|Sound %x5|Property %x6|Edit Object %x10" - "|Scene %x11|Random %x13|Message %x14|CD %x16|Game %x17" - "|Visibility %x18|2D Filter %x19|Parent %x20|State %x22"; - } -} - - - -static void set_sca_ob(Object *ob) -{ - bController *cont; - bActuator *act; - - cont= ob->controllers.first; - while(cont) { - cont->mynew= (bController *)ob; - cont= cont->next; - } - act= ob->actuators.first; - while(act) { - act->mynew= (bActuator *)ob; - act= act->next; - } -} - -static ID **get_selected_and_linked_obs(short *count, short scavisflag) -{ - Base *base; - Object *ob, *obt; - ID **idar; - bSensor *sens; - bController *cont; - unsigned int lay; - int a, nr, doit; - - /* we need a sorted object list */ - /* set scavisflags flags in Objects to indicate these should be evaluated */ - /* also hide ob pointers in ->new entries of controllerss/actuators */ - - *count= 0; - - if(G.scene==NULL) return NULL; - - ob= G.main->object.first; - while(ob) { - ob->scavisflag= 0; - set_sca_ob(ob); - ob= ob->id.next; - } - - if(G.vd) lay= G.vd->lay; - else lay= G.scene->lay; - - base= FIRSTBASE; - while(base) { - if(base->lay & lay) { - if(base->flag & SELECT) { - if(scavisflag & BUTS_SENS_SEL) base->object->scavisflag |= OB_VIS_SENS; - if(scavisflag & BUTS_CONT_SEL) base->object->scavisflag |= OB_VIS_CONT; - if(scavisflag & BUTS_ACT_SEL) base->object->scavisflag |= OB_VIS_ACT; - } - } - base= base->next; - } - - if(OBACT) { - if(scavisflag & BUTS_SENS_ACT) OBACT->scavisflag |= OB_VIS_SENS; - if(scavisflag & BUTS_CONT_ACT) OBACT->scavisflag |= OB_VIS_CONT; - if(scavisflag & BUTS_ACT_ACT) OBACT->scavisflag |= OB_VIS_ACT; - } - - /* BUTS_XXX_STATE are similar to BUTS_XXX_LINK for selecting the object */ - if(scavisflag & (BUTS_SENS_LINK|BUTS_CONT_LINK|BUTS_ACT_LINK|BUTS_SENS_STATE|BUTS_ACT_STATE)) { - doit= 1; - while(doit) { - doit= 0; - - ob= G.main->object.first; - while(ob) { - - /* 1st case: select sensor when controller selected */ - if((scavisflag & (BUTS_SENS_LINK|BUTS_SENS_STATE)) && (ob->scavisflag & OB_VIS_SENS)==0) { - sens= ob->sensors.first; - while(sens) { - for(a=0; a<sens->totlinks; a++) { - if(sens->links[a]) { - obt= (Object *)sens->links[a]->mynew; - if(obt && (obt->scavisflag & OB_VIS_CONT)) { - doit= 1; - ob->scavisflag |= OB_VIS_SENS; - break; - } - } - } - if(doit) break; - sens= sens->next; - } - } - - /* 2nd case: select cont when act selected */ - if((scavisflag & BUTS_CONT_LINK) && (ob->scavisflag & OB_VIS_CONT)==0) { - cont= ob->controllers.first; - while(cont) { - for(a=0; a<cont->totlinks; a++) { - if(cont->links[a]) { - obt= (Object *)cont->links[a]->mynew; - if(obt && (obt->scavisflag & OB_VIS_ACT)) { - doit= 1; - ob->scavisflag |= OB_VIS_CONT; - break; - } - } - } - if(doit) break; - cont= cont->next; - } - } - - /* 3rd case: select controller when sensor selected */ - if((scavisflag & BUTS_CONT_LINK) && (ob->scavisflag & OB_VIS_SENS)) { - sens= ob->sensors.first; - while(sens) { - for(a=0; a<sens->totlinks; a++) { - if(sens->links[a]) { - obt= (Object *)sens->links[a]->mynew; - if(obt && (obt->scavisflag & OB_VIS_CONT)==0) { - doit= 1; - obt->scavisflag |= OB_VIS_CONT; - } - } - } - sens= sens->next; - } - } - - /* 4th case: select actuator when controller selected */ - if( (scavisflag & (BUTS_ACT_LINK|BUTS_ACT_STATE)) && (ob->scavisflag & OB_VIS_CONT)) { - cont= ob->controllers.first; - while(cont) { - for(a=0; a<cont->totlinks; a++) { - if(cont->links[a]) { - obt= (Object *)cont->links[a]->mynew; - if(obt && (obt->scavisflag & OB_VIS_ACT)==0) { - doit= 1; - obt->scavisflag |= OB_VIS_ACT; - } - } - } - cont= cont->next; - } - - } - ob= ob->id.next; - } - } - } - - /* now we count */ - ob= G.main->object.first; - while(ob) { - if( ob->scavisflag ) (*count)++; - ob= ob->id.next; - } - - if(*count==0) return NULL; - if(*count>24) *count= 24; /* temporal */ - - idar= MEM_callocN( (*count)*sizeof(void *), "idar"); - - ob= G.main->object.first; - nr= 0; - while(ob) { - if( ob->scavisflag ) { - idar[nr]= (ID *)ob; - nr++; - } - if(nr>=24) break; - ob= ob->id.next; - } - - /* just to be sure... these were set in set_sca_done_ob() */ - clear_sca_new_poins(); - - return idar; -} - - -static int get_col_sensor(int type) -{ - switch(type) { - case SENS_ALWAYS: return TH_BUT_ACTION; - case SENS_DELAY: return TH_BUT_ACTION; - case SENS_TOUCH: return TH_BUT_NEUTRAL; - case SENS_COLLISION: return TH_BUT_SETTING; - case SENS_NEAR: return TH_BUT_SETTING1; - case SENS_KEYBOARD: return TH_BUT_SETTING2; - case SENS_PROPERTY: return TH_BUT_NUM; - case SENS_ACTUATOR: return TH_BUT_NUM; - case SENS_MOUSE: return TH_BUT_TEXTFIELD; - case SENS_RADAR: return TH_BUT_POPUP; - case SENS_RANDOM: return TH_BUT_NEUTRAL; - case SENS_RAY: return TH_BUT_SETTING1; - case SENS_MESSAGE: return TH_BUT_SETTING2; - case SENS_JOYSTICK: return TH_BUT_NEUTRAL; - default: return TH_BUT_NEUTRAL; - } -} -static void set_col_sensor(int type, int medium) -{ - int col= get_col_sensor(type); - BIF_ThemeColorShade(col, medium?30:0); -} - -/** - * Draws a toggle for pulse mode, a frequency field and a toggle to invert - * the value of this sensor. Operates on the shared data block of sensors. - */ -static void draw_default_sensor_header(bSensor *sens, - uiBlock *block, - short x, - short y, - short w) -{ - /* Pulsing and frequency */ - uiDefIconButBitS(block, TOG, SENS_PULSE_REPEAT, 1, ICON_DOTSUP, - (short)(x + 10 + 0. * (w-20)), (short)(y - 21), (short)(0.15 * (w-20)), 19, - &sens->pulse, 0.0, 0.0, 0, 0, - "Activate TRUE level triggering (pulse mode)"); - - uiDefIconButBitS(block, TOG, SENS_NEG_PULSE_MODE, 1, ICON_DOTSDOWN, - (short)(x + 10 + 0.15 * (w-20)), (short)(y - 21), (short)(0.15 * (w-20)), 19, - &sens->pulse, 0.0, 0.0, 0, 0, - "Activate FALSE level triggering (pulse mode)"); - uiDefButS(block, NUM, 1, "f:", - (short)(x + 10 + 0.3 * (w-20)), (short)(y - 21), (short)(0.275 * (w-20)), 19, - &sens->freq, 0.0, 10000.0, 0, 0, - "Delay between repeated pulses (in logic tics, 0 = no delay)"); - - /* value or shift? */ - uiDefButS(block, TOG, 1, "Inv", - (short)(x + 10 + 0.85 * (w-20)), (short)(y - 21), (short)(0.15 * (w-20)), 19, - &sens->invert, 0.0, 0.0, 0, 0, - "Invert the level (output) of this sensor"); - uiDefButS(block, TOG, 1, "Level", - (short)(x + 10 + 0.65 * (w-20)), (short)(y - 21), (short)(0.20 * (w-20)), 19, - &sens->level, 0.0, 0.0, 0, 0, - "Level detector, trigger controllers of new states (only applicable upon logic state transition)"); -} - -static short draw_sensorbuttons(bSensor *sens, uiBlock *block, short xco, short yco, short width,char* objectname) -{ - bNearSensor *ns = NULL; - bTouchSensor *ts = NULL; - bKeyboardSensor *ks = NULL; - bPropertySensor *ps = NULL; - bMouseSensor *ms = NULL; - bCollisionSensor *cs = NULL; - bRadarSensor *rs = NULL; - bRandomSensor *randomSensor = NULL; - bRaySensor *raySens = NULL; - bMessageSensor *mes = NULL; - bJoystickSensor *joy = NULL; - bActuatorSensor *as = NULL; - bDelaySensor *ds = NULL; - short ysize; - char *str; - - /* yco is at the top of the rect, draw downwards */ - - uiBlockSetEmboss(block, UI_EMBOSSM); - - set_col_sensor(sens->type, 0); - - switch (sens->type) - { - case SENS_ALWAYS: - { - ysize= 24; - - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); - - draw_default_sensor_header(sens, block, xco, yco, width); - - yco-= ysize; - - break; - } - case SENS_TOUCH: - { - ysize= 48; - - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); - - draw_default_sensor_header(sens, block, xco, yco, width); - - ts= sens->data; - - /* uiDefBut(block, TEX, 1, "Property:", xco,yco-22,width, 19, &ts->name, 0, 31, 0, 0, "Only look for Objects with this property"); */ - uiDefIDPoinBut(block, test_matpoin_but, ID_MA, 1, "MA:",(short)(xco + 10),(short)(yco-44), (short)(width - 20), 19, &ts->ma, "Only look for floors with this Material"); - ///* uiDefButF(block, NUM, 1, "Margin:", xco+width/2,yco-44,width/2, 19, &ts->dist, 0.0, 10.0, 100, 0, "Extra margin (distance) for larger sensitivity"); - yco-= ysize; - break; - } - case SENS_COLLISION: - { - ysize= 48; - - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); - - draw_default_sensor_header(sens, block, xco, yco, width); - cs= sens->data; - - /* The collision sensor will become a generic collision (i.e. it */ - /* absorb the old touch sensor). */ - - uiDefButBitS(block, TOG, SENS_COLLISION_MATERIAL, B_REDR, "M/P",(short)(xco + 10),(short)(yco - 44), - (short)(0.20 * (width-20)), 19, &cs->mode, 0.0, 0.0, 0, 0, - "Toggle collision on material or property."); - - if (cs->mode & SENS_COLLISION_MATERIAL) { - uiDefBut(block, TEX, 1, "Material:", (short)(xco + 10 + 0.20 * (width-20)), - (short)(yco-44), (short)(0.8*(width-20)), 19, &cs->materialName, 0, 31, 0, 0, - "Only look for Objects with this material"); - } else { - uiDefBut(block, TEX, 1, "Property:", (short)(xco + 10 + 0.20 * (width-20)), (short)(yco-44), - (short)(0.8*(width-20)), 19, &cs->name, 0, 31, 0, 0, - "Only look for Objects with this property"); - } - - /* uiDefButS(block, NUM, 1, "Damp:", xco+10+width-90,yco-24, 70, 19, &cs->damp, 0, 250, 0, 0, "For 'damp' time don't detect another collision"); */ - - yco-= ysize; - break; - } - case SENS_NEAR: - { - ysize= 72; - - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); - - draw_default_sensor_header(sens, block, xco, yco, width); - ns= sens->data; - - uiDefBut(block, TEX, 1, "Property:",(short)(10+xco),(short)(yco-44), (short)(width-20), 19, - &ns->name, 0, 31, 0, 0, "Only look for Objects with this property"); - uiDefButF(block, NUM, 1, "Dist",(short)(10+xco),(short)(yco-68),(short)((width-22)/2), 19, - &ns->dist, 0.0, 1000.0, 1000, 0, "Trigger distance"); - uiDefButF(block, NUM, 1, "Reset",(short)(10+xco+(width-22)/2), (short)(yco-68), (short)((width-22)/2), 19, - &ns->resetdist, 0.0, 1000.0, 1000, 0, "Reset distance"); - yco-= ysize; - break; - } - case SENS_RADAR: - { - ysize= 72; - - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); - - draw_default_sensor_header(sens, block, xco, yco, width); - - rs= sens->data; - - uiDefBut(block, TEX, 1, "Prop:", - (short)(10+xco),(short)(yco-44), (short)(0.7 * (width-20)), 19, - &rs->name, 0, 31, 0, 0, - "Only look for Objects with this property"); - - str = "Type %t|+X axis %x0|+Y axis %x1|+Z axis %x2|-X axis %x3|-Y axis %x4|-Z axis %x5"; - uiDefButS(block, MENU, B_REDR, str, - (short)(10+xco+0.7 * (width-20)), (short)(yco-44), (short)(0.3 * (width-22)), 19, - &rs->axis, 2.0, 31, 0, 0, - "Specify along which axis the radar cone is cast."); - - uiDefButF(block, NUM, 1, "Ang:", - (short)(10+xco), (short)(yco-68), (short)((width-20)/2), 19, - &rs->angle, 0.0, 179.9, 10, 0, - "Opening angle of the radar cone."); - uiDefButF(block, NUM, 1, "Dist:", - (short)(xco+10 + (width-20)/2), (short)(yco-68), (short)((width-20)/2), 19, - &rs->range, 0.01, 10000.0, 100, 0, - "Depth of the radar cone"); - yco-= ysize; - break; - } - case SENS_KEYBOARD: - { - ks= sens->data; - - /* 5 lines: 120 height */ - ysize= (ks->type&1) ? 96:120; - - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); - - /* header line */ - draw_default_sensor_header(sens, block, xco, yco, width); - - /* part of line 1 */ - uiBlockSetCol(block, TH_BUT_SETTING2); - uiDefBut(block, LABEL, 0, "Key", xco, yco-44, 40, 19, NULL, 0, 0, 0, 0, ""); - uiDefButBitS(block, TOG, 1, B_REDR, "All keys", xco+40+(width/2), yco-44, (width/2)-50, 19, - &ks->type, 0, 0, 0, 0, ""); - - - if ((ks->type&1)==0) { /* is All Keys option off? */ - /* line 2: hotkey and allkeys toggle */ - uiDefKeyevtButS(block, B_DIFF, "", xco+40, yco-44, (width)/2, 19, &ks->key, "Key code"); - - /* line 3: two key modifyers (qual1, qual2) */ - uiDefBut(block, LABEL, 0, "Hold", xco, yco-68, 40, 19, NULL, 0, 0, 0, 0, ""); - uiDefKeyevtButS(block, B_DIFF, "", xco+40, yco-68, (width-50)/2, 19, &ks->qual, "Modifier key code"); - uiDefKeyevtButS(block, B_DIFF, "", xco+40+(width-50)/2, yco-68, (width-50)/2, 19, &ks->qual2, "Second Modifier key code"); - } - - /* line 4: toggle property for string logging mode */ - uiDefBut(block, TEX, 1, "LogToggle: ", - xco+10, yco-((ks->type&1) ? 68:92), (width-20), 19, - ks->toggleName, 0, 31, 0, 0, - "Property that indicates whether to log " - "keystrokes as a string."); - - /* line 5: target property for string logging mode */ - uiDefBut(block, TEX, 1, "Target: ", - xco+10, yco-((ks->type&1) ? 92:116), (width-20), 19, - ks->targetName, 0, 31, 0, 0, - "Property that receives the keystrokes in case " - "a string is logged."); - - yco-= ysize; - break; - } - case SENS_PROPERTY: - { - ysize= 96; - - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, - (float)xco+width, (float)yco, 1); - - draw_default_sensor_header(sens, block, xco, yco, width); - ps= sens->data; - - str= "Type %t|Equal %x0|Not Equal %x1|Interval %x2|Changed %x3"; - /* str= "Type %t|Equal %x0|Not Equal %x1"; */ - uiDefButI(block, MENU, B_REDR, str, xco+30,yco-44,width-60, 19, - &ps->type, 0, 31, 0, 0, "Type"); - - if (ps->type != SENS_PROP_EXPRESSION) - { - uiDefBut(block, TEX, 1, "Prop: ", xco+30,yco-68,width-60, 19, - ps->name, 0, 31, 0, 0, "Property name"); - } - - if(ps->type == SENS_PROP_INTERVAL) - { - uiDefBut(block, TEX, 1, "Min: ", xco,yco-92,width/2, 19, - ps->value, 0, 31, 0, 0, "check for min value"); - uiDefBut(block, TEX, 1, "Max: ", xco+width/2,yco-92,width/2, 19, - ps->maxvalue, 0, 31, 0, 0, "check for max value"); - } - else if(ps->type == SENS_PROP_CHANGED); - else - { - uiDefBut(block, TEX, 1, "Value: ", xco+30,yco-92,width-60, 19, - ps->value, 0, 31, 0, 0, "check for value"); - } - - yco-= ysize; - break; - } - case SENS_ACTUATOR: - { - ysize= 48; - - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, - (float)xco+width, (float)yco, 1); - - draw_default_sensor_header(sens, block, xco, yco, width); - as= sens->data; - - uiDefBut(block, TEX, 1, "Act: ", xco+30,yco-44,width-60, 19, - as->name, 0, 31, 0, 0, "Actuator name, actuator active state modifications will be detected"); - yco-= ysize; - break; - } - case SENS_DELAY: - { - ysize= 48; - - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, - (float)xco+width, (float)yco, 1); - - draw_default_sensor_header(sens, block, xco, yco, width); - ds = sens->data; - - uiDefButS(block, NUM, 0, "Delay",(short)(10+xco),(short)(yco-44),(short)((width-22)*0.4+10), 19, - &ds->delay, 0.0, 5000.0, 0, 0, "Delay in number of logic tics before the positive trigger (default 60 per second)"); - uiDefButS(block, NUM, 0, "Dur",(short)(10+xco+(width-22)*0.4+10),(short)(yco-44),(short)((width-22)*0.4-10), 19, - &ds->duration, 0.0, 5000.0, 0, 0, "If >0, delay in number of logic tics before the negative trigger following the positive trigger"); - uiDefButBitS(block, TOG, SENS_DELAY_REPEAT, 0, "REP",(short)(xco + 10 + (width-22)*0.8),(short)(yco - 44), - (short)(0.20 * (width-22)), 19, &ds->flag, 0.0, 0.0, 0, 0, - "Toggle repeat option. If selected, the sensor restarts after Delay+Dur logic tics"); - yco-= ysize; - break; - } - case SENS_MOUSE: - { - ms= sens->data; - /* Two lines: 48 pixels high. */ - ysize = 48; - - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); - - /* line 1: header */ - draw_default_sensor_header(sens, block, xco, yco, width); - - /* Line 2: type selection. The number are a bit mangled to get - * proper compatibility with older .blend files. */ - str= "Type %t|Left button %x1|Middle button %x2|" - "Right button %x4|Wheel Up %x5|Wheel Down %x6|Movement %x8|Mouse over %x16|Mouse over any%x32"; - uiDefButS(block, MENU, B_REDR, str, xco+10, yco-44, width-20, 19, - &ms->type, 0, 31, 0, 0, - "Specify the type of event this mouse sensor should trigger on."); - - yco-= ysize; - break; - } - case SENS_RANDOM: - { - ysize = 48; - - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); - - draw_default_sensor_header(sens, block, xco, yco, width); - randomSensor = sens->data; - /* some files were wrongly written, avoid crash now */ - if (randomSensor) - { - uiDefButI(block, NUM, 1, "Seed: ", xco+10,yco-44,(width-20), 19, - &randomSensor->seed, 0, 1000, 0, 0, - "Initial seed of the generator. (Choose 0 for not random)"); - } - yco-= ysize; - break; - } - case SENS_RAY: - { - ysize = 72; - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); - - draw_default_sensor_header(sens, block, xco, yco, width); - raySens = sens->data; - - /* 1. property or material */ - uiDefButBitS(block, TOG, SENS_COLLISION_MATERIAL, B_REDR, "M/P", - xco + 10,yco - 44, 0.20 * (width-20), 19, - &raySens->mode, 0.0, 0.0, 0, 0, - "Toggle collision on material or property."); - - if (raySens->mode & SENS_COLLISION_MATERIAL) - { - uiDefBut(block, TEX, 1, "Material:", xco + 10 + 0.20 * (width-20), yco-44, 0.8*(width-20), 19, - &raySens->matname, 0, 31, 0, 0, - "Only look for Objects with this material"); - } - else - { - uiDefBut(block, TEX, 1, "Property:", xco + 10 + 0.20 * (width-20), yco-44, 0.8*(width-20), 19, - &raySens->propname, 0, 31, 0, 0, - "Only look for Objects with this property"); - } - - /* X-Ray option */ - uiDefButBitS(block, TOG, SENS_RAY_XRAY, 1, "X", - xco + 10,yco - 68, 0.10 * (width-20), 19, - &raySens->mode, 0.0, 0.0, 0, 0, - "Toggle X-Ray option (see through objects that don't have the property)"); - /* 2. sensing range */ - uiDefButF(block, NUM, 1, "Range", xco+10 + 0.10 * (width-20), yco-68, 0.5 * (width-20), 19, - &raySens->range, 0.01, 10000.0, 100, 0, - "Sense objects no farther than this distance"); - - /* 3. axis choice */ - str = "Type %t|+ X axis %x1|+ Y axis %x0|+ Z axis %x2|- X axis %x3|- Y axis %x4|- Z axis %x5"; - uiDefButI(block, MENU, B_REDR, str, xco+10 + 0.6 * (width-20), yco-68, 0.4 * (width-20), 19, - &raySens->axisflag, 2.0, 31, 0, 0, - "Specify along which axis the ray is cast."); - - yco-= ysize; - break; - } - case SENS_MESSAGE: - { - mes = sens->data; - ysize = 2 * 24; /* total number of lines * 24 pixels/line */ - - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, - (float)xco+width, (float)yco, 1); - - /* line 1: header line */ - draw_default_sensor_header(sens, block, xco, yco, width); - - /* line 2: Subject filter */ - uiDefBut(block, TEX, 1, "Subject: ", - (xco+10), (yco-44), (width-20), 19, - mes->subject, 0, 31, 0, 0, - "Optional subject filter: only accept messages with this subject" - ", or empty for all"); - - yco -= ysize; - break; - } - case SENS_JOYSTICK: - { - - ysize = 72; - - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); - - /* line 1: header */ - draw_default_sensor_header(sens, block, xco, yco, width); - - joy= sens->data; - - uiDefButC(block, NUM, 1, "Index:", xco+10, yco-44, 0.33 * (width-20), 19, - &joy->joyindex, 0, SENS_JOY_MAXINDEX-1, 100, 0, - "Specify which joystick to use"); - - str= "Type %t|Button %x0|Axis %x1|Hat%x2"; - uiDefButC(block, MENU, B_REDR, str, xco+87, yco-44, 0.26 * (width-20), 19, - &joy->type, 0, 31, 0, 0, - "The type of event this joystick sensor is triggered on."); - - if (joy->flag & SENS_JOY_ANY_EVENT) { - switch (joy->type) { - case SENS_JOY_AXIS: - str = "All Axis Events"; - break; - case SENS_JOY_BUTTON: - str = "All Button Events"; - break; - default: - str = "All Hat Events"; - break; - } - } else { - str = "All"; - } - - uiDefButBitS(block, TOG, SENS_JOY_ANY_EVENT, B_REDR, str, - xco+10 + 0.475 * (width-20), yco-68, ((joy->flag & SENS_JOY_ANY_EVENT) ? 0.525 : 0.12) * (width-20), 19, - &joy->flag, 0, 0, 0, 0, - "Triggered by all events on this joysticks current type (axis/button/hat)"); - - if(joy->type == SENS_JOY_BUTTON) - { - if ((joy->flag & SENS_JOY_ANY_EVENT)==0) { - uiDefButI(block, NUM, 1, "Number:", xco+10 + 0.6 * (width-20), yco-68, 0.4 * (width-20), 19, - &joy->button, 0, 18, 100, 0, - "Specify which button to use"); - } - } - else if(joy->type == SENS_JOY_AXIS) - { - uiDefButI(block, NUM, 1, "Number:", xco+10, yco-68, 0.46 * (width-20), 19, - &joy->axis, 1, 2.0, 100, 0, - "Specify which axis pair to use, 1 is useually the main direction input."); - - uiDefButI(block, NUM, 1, "Threshold:", xco+10 + 0.6 * (width-20),yco-44, 0.4 * (width-20), 19, - &joy->precision, 0, 32768.0, 100, 0, - "Specify the precision of the axis"); - - if ((joy->flag & SENS_JOY_ANY_EVENT)==0) { - str = "Type %t|Up Axis %x1 |Down Axis %x3|Left Axis %x2|Right Axis %x0"; - uiDefButI(block, MENU, B_REDR, str, xco+10 + 0.6 * (width-20), yco-68, 0.4 * (width-20), 19, - &joy->axisf, 2.0, 31, 0, 0, - "The direction of the axis, use 'All Events' to recieve events on any direction"); - } - } - else - { - uiDefButI(block, NUM, 1, "Number:", xco+10, yco-68, 0.46 * (width-20), 19, - &joy->hat, 1, 2.0, 100, 0, - "Specify which hat to use"); - - if ((joy->flag & SENS_JOY_ANY_EVENT)==0) { - uiDefButI(block, NUM, 1, "Direction:", xco+10 + 0.6 * (width-20), yco-68, 0.4 * (width-20), 19, - &joy->hatf, 0, 12, 100, 0, - "Specify hat direction"); - } - } - yco-= ysize; - break; - } - } - - uiBlockSetEmboss(block, UI_EMBOSSM); - uiBlockSetCol(block, TH_AUTO); - - return yco-4; -} - - - -static short draw_controllerbuttons(bController *cont, uiBlock *block, short xco, short yco, short width) -{ - bExpressionCont *ec; - bPythonCont *pc; - short ysize; - - uiBlockSetEmboss(block, UI_EMBOSSM); - - switch (cont->type) { - case CONT_EXPRESSION: - ysize= 28; - - BIF_ThemeColor(TH_BUT_SETTING); - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); - - /* uiDefBut(block, LABEL, 1, "Not yet...", xco,yco-24,80, 19, NULL, 0, 0, 0, 0, ""); */ - ec= cont->data; - /* uiDefBut(block, BUT, 1, "Variables", xco,yco-24,80, 19, NULL, 0, 0, 0, 0, "Available variables for expression"); */ - uiDefBut(block, TEX, 1, "Exp:", xco + 10 , yco-21, width-20, 19, - ec->str, 0, 127, 0, 0, - "Expression"); - - yco-= ysize; - break; - case CONT_PYTHON: - ysize= 28; - - if(cont->data==NULL) init_controller(cont); - pc= cont->data; - - BIF_ThemeColor(TH_BUT_SETTING1); - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); - - uiDefIDPoinBut(block, test_scriptpoin_but, ID_SCRIPT, 1, "Script: ", xco+45,yco-24,width-90, 19, &pc->text, ""); - - yco-= ysize; - break; - - default: - ysize= 4; - - BIF_ThemeColor(TH_BUT_NEUTRAL); - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); - - yco-= ysize; - } - - uiBlockSetEmboss(block, UI_EMBOSSM); - uiBlockSetCol(block, TH_AUTO); - - return yco; -} - -static int get_col_actuator(int type) -{ - switch(type) { - case ACT_ACTION: return TH_BUT_ACTION; - case ACT_SHAPEACTION: return TH_BUT_ACTION; - case ACT_OBJECT: return TH_BUT_NEUTRAL; - case ACT_IPO: return TH_BUT_SETTING; - case ACT_PROPERTY: return TH_BUT_SETTING1; - case ACT_SOUND: return TH_BUT_SETTING2; - case ACT_CD: return TH_BUT_NUM; - case ACT_CAMERA: return TH_BUT_TEXTFIELD; - case ACT_EDIT_OBJECT: return TH_BUT_POPUP; - case ACT_GROUP: return TH_BUT_ACTION; - case ACT_RANDOM: return TH_BUT_NEUTRAL; - case ACT_SCENE: return TH_BUT_SETTING; - case ACT_MESSAGE: return TH_BUT_SETTING1; - case ACT_GAME: return TH_BUT_SETTING2; - case ACT_VISIBILITY: return TH_BUT_NUM; - case ACT_CONSTRAINT: return TH_BUT_ACTION; - case ACT_STATE: return TH_BUT_SETTING2; - default: return TH_BUT_NEUTRAL; - } -} -static void set_col_actuator(int item, int medium) -{ - int col= get_col_actuator(item); - BIF_ThemeColorShade(col, medium?30:10); - -} - -static void change_object_actuator(void *act, void *arg) -{ - bObjectActuator *oa = act; - - if (oa->type != oa->otype) { - switch (oa->type) { - case ACT_OBJECT_NORMAL: - memset(oa, 0, sizeof(bObjectActuator)); - oa->flag = ACT_FORCE_LOCAL|ACT_TORQUE_LOCAL|ACT_DLOC_LOCAL|ACT_DROT_LOCAL; - oa->type = ACT_OBJECT_NORMAL; - break; - - case ACT_OBJECT_SERVO: - memset(oa, 0, sizeof(bObjectActuator)); - oa->flag = ACT_LIN_VEL_LOCAL; - oa->type = ACT_OBJECT_SERVO; - oa->forcerot[0] = 30.0f; - oa->forcerot[1] = 0.5f; - oa->forcerot[2] = 0.0f; - break; - } - } -} - -static void change_ipo_actuator(void *arg1_but, void *arg2_ia) -{ - bIpoActuator *ia = arg2_ia; - uiBut *but = arg1_but; - - if (but->retval & ACT_IPOFORCE) - ia->flag &= ~ACT_IPOADD; - else if (but->retval & ACT_IPOADD) - ia->flag &= ~ACT_IPOFORCE; - but->retval = B_REDR; -} - -void update_object_actuator_PID(void *act, void *arg) -{ - bObjectActuator *oa = act; - oa->forcerot[0] = 60.0f*oa->forcerot[1]; -} - -char *get_state_name(Object *ob, short bit) -{ - bController *cont; - unsigned int mask; - - mask = (1<<bit); - cont = ob->controllers.first; - while (cont) { - if (cont->state_mask & mask) { - return cont->name; - } - cont = cont->next; - } - return (char*)""; -} - -static void check_state_mask(void *arg1_but, void *arg2_mask) -{ - unsigned int *cont_mask = arg2_mask; - uiBut *but = arg1_but; - - if (*cont_mask == 0 || !(G.qual & LR_SHIFTKEY)) - *cont_mask = (1<<but->retval); - but->retval = B_REDR; -} - -static short draw_actuatorbuttons(Object *ob, bActuator *act, uiBlock *block, short xco, short yco, short width) -{ - bSoundActuator *sa = NULL; - bCDActuator *cda = NULL; - bObjectActuator *oa = NULL; - bIpoActuator *ia = NULL; - bPropertyActuator *pa = NULL; - bCameraActuator *ca = NULL; - bEditObjectActuator *eoa = NULL; - bConstraintActuator *coa = NULL; - bSceneActuator *sca = NULL; - bGroupActuator *ga = NULL; - bRandomActuator *randAct = NULL; - bMessageActuator *ma = NULL; - bActionActuator *aa = NULL; - bGameActuator *gma = NULL; - bVisibilityActuator *visAct = NULL; - bTwoDFilterActuator *tdfa = NULL; - bParentActuator *parAct = NULL; - bStateActuator *staAct = NULL; - - float *fp; - short ysize = 0, wval; - char *str; - int myline, stbit; - uiBut *but; - - - /* yco is at the top of the rect, draw downwards */ - uiBlockSetEmboss(block, UI_EMBOSSM); - set_col_actuator(act->type, 0); - - switch (act->type) - { - case ACT_OBJECT: - { - oa = act->data; - wval = (width-100)/3; - if (oa->type == ACT_OBJECT_NORMAL) - { - if ( ob->gameflag & OB_DYNAMIC ) - { - ysize= 175; - } - else - { - ysize= 72; - } - - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); - - uiDefBut(block, LABEL, 0, "Loc", xco, yco-45, 45, 19, NULL, 0, 0, 0, 0, "Sets the location"); - uiDefButF(block, NUM, 0, "", xco+45, yco-45, wval, 19, oa->dloc, -10000.0, 10000.0, 10, 0, ""); - uiDefButF(block, NUM, 0, "", xco+45+wval, yco-45, wval, 19, oa->dloc+1, -10000.0, 10000.0, 10, 0, ""); - uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-45, wval, 19, oa->dloc+2, -10000.0, 10000.0, 10, 0, ""); - - uiDefBut(block, LABEL, 0, "Rot", xco, yco-64, 45, 19, NULL, 0, 0, 0, 0, "Sets the rotation"); - uiDefButF(block, NUM, 0, "", xco+45, yco-64, wval, 19, oa->drot, -10000.0, 10000.0, 10, 0, ""); - uiDefButF(block, NUM, 0, "", xco+45+wval, yco-64, wval, 19, oa->drot+1, -10000.0, 10000.0, 10, 0, ""); - uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-64, wval, 19, oa->drot+2, -10000.0, 10000.0, 10, 0, ""); - - uiDefButBitS(block, TOG, ACT_DLOC_LOCAL, 0, "L", xco+45+3*wval, yco-45, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Local transformation"); - uiDefButBitS(block, TOG, ACT_DROT_LOCAL, 0, "L", xco+45+3*wval, yco-64, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Local transformation"); - - if ( ob->gameflag & OB_DYNAMIC ) - { - uiDefBut(block, LABEL, 0, "Force", xco, yco-87, 55, 19, NULL, 0, 0, 0, 0, "Sets the force"); - uiDefButF(block, NUM, 0, "", xco+45, yco-87, wval, 19, oa->forceloc, -10000.0, 10000.0, 10, 0, ""); - uiDefButF(block, NUM, 0, "", xco+45+wval, yco-87, wval, 19, oa->forceloc+1, -10000.0, 10000.0, 10, 0, ""); - uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-87, wval, 19, oa->forceloc+2, -10000.0, 10000.0, 10, 0, ""); - - uiDefBut(block, LABEL, 0, "Torque", xco, yco-106, 55, 19, NULL, 0, 0, 0, 0, "Sets the torque"); - uiDefButF(block, NUM, 0, "", xco+45, yco-106, wval, 19, oa->forcerot, -10000.0, 10000.0, 10, 0, ""); - uiDefButF(block, NUM, 0, "", xco+45+wval, yco-106, wval, 19, oa->forcerot+1, -10000.0, 10000.0, 10, 0, ""); - uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-106, wval, 19, oa->forcerot+2, -10000.0, 10000.0, 10, 0, ""); - } - - if ( ob->gameflag & OB_DYNAMIC ) - { - uiDefBut(block, LABEL, 0, "LinV", xco, yco-129, 45, 19, NULL, 0, 0, 0, 0, "Sets the linear velocity"); - uiDefButF(block, NUM, 0, "", xco+45, yco-129, wval, 19, oa->linearvelocity, -10000.0, 10000.0, 10, 0, ""); - uiDefButF(block, NUM, 0, "", xco+45+wval, yco-129, wval, 19, oa->linearvelocity+1, -10000.0, 10000.0, 10, 0, ""); - uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-129, wval, 19, oa->linearvelocity+2, -10000.0, 10000.0, 10, 0, ""); - - uiDefBut(block, LABEL, 0, "AngV", xco, yco-148, 45, 19, NULL, 0, 0, 0, 0, "Sets the angular velocity"); - uiDefButF(block, NUM, 0, "", xco+45, yco-148, wval, 19, oa->angularvelocity, -10000.0, 10000.0, 10, 0, ""); - uiDefButF(block, NUM, 0, "", xco+45+wval, yco-148, wval, 19, oa->angularvelocity+1, -10000.0, 10000.0, 10, 0, ""); - uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-148, wval, 19, oa->angularvelocity+2, -10000.0, 10000.0, 10, 0, ""); - - uiDefBut(block, LABEL, 0, "Damp", xco, yco-171, 45, 19, NULL, 0, 0, 0, 0, "Number of frames to reach the target velocity"); - uiDefButS(block, NUM, 0, "", xco+45, yco-171, wval, 19, &oa->damping, 0.0, 1000.0, 100, 0, ""); - - uiDefButBitS(block, TOG, ACT_FORCE_LOCAL, 0, "L", xco+45+3*wval, yco-87, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Local transformation"); - uiDefButBitS(block, TOG, ACT_TORQUE_LOCAL, 0, "L", xco+45+3*wval, yco-106, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Local transformation"); - uiDefButBitS(block, TOG, ACT_LIN_VEL_LOCAL, 0, "L", xco+45+3*wval, yco-129, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Local transformation"); - uiDefButBitS(block, TOG, ACT_ANG_VEL_LOCAL, 0, "L", xco+45+3*wval, yco-148, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Local transformation"); - - uiDefButBitS(block, TOG, ACT_ADD_LIN_VEL, 0, "add",xco+45+3*wval+15, yco-129, 35, 19, &oa->flag, 0.0, 0.0, 0, 0, "Toggles between ADD and SET linV"); - } - } else if (oa->type == ACT_OBJECT_SERVO) - { - ysize= 172; - - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); - - uiDefBut(block, LABEL, 0, "linV", xco, yco-45, 45, 19, NULL, 0, 0, 0, 0, "Sets the target linear velocity, it will be achieve by automatic application of force. Null velocity is a valid target"); - uiDefButF(block, NUM, 0, "", xco+45, yco-45, wval, 19, oa->linearvelocity, -10000.0, 10000.0, 10, 0, ""); - uiDefButF(block, NUM, 0, "", xco+45+wval, yco-45, wval, 19, oa->linearvelocity+1, -10000.0, 10000.0, 10, 0, ""); - uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-45, wval, 19, oa->linearvelocity+2, -10000.0, 10000.0, 10, 0, ""); - uiDefButBitS(block, TOG, ACT_LIN_VEL_LOCAL, 0, "L", xco+45+3*wval, yco-45, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Velocity is defined in local coordinates"); - - uiDefBut(block, LABEL, 0, "Limit", xco, yco-68, 45, 19, NULL, 0, 0, 0, 0, "Select if the force need to be limited along certain axis (local or global depending on LinV Local flag)"); - uiDefButBitS(block, TOG, ACT_SERVO_LIMIT_X, B_REDR, "X", xco+45, yco-68, wval, 19, &oa->flag, 0.0, 0.0, 0, 0, "Set limit to force along the X axis"); - uiDefButBitS(block, TOG, ACT_SERVO_LIMIT_Y, B_REDR, "Y", xco+45+wval, yco-68, wval, 19, &oa->flag, 0.0, 0.0, 0, 0, "Set limit to force along the Y axis"); - uiDefButBitS(block, TOG, ACT_SERVO_LIMIT_Z, B_REDR, "Z", xco+45+2*wval, yco-68, wval, 19, &oa->flag, 0.0, 0.0, 0, 0, "Set limit to force along the Z axis"); - uiDefBut(block, LABEL, 0, "Max", xco, yco-87, 45, 19, NULL, 0, 0, 0, 0, "Set the upper limit for force"); - uiDefBut(block, LABEL, 0, "Min", xco, yco-106, 45, 19, NULL, 0, 0, 0, 0, "Set the lower limit for force"); - if (oa->flag & ACT_SERVO_LIMIT_X) { - uiDefButF(block, NUM, 0, "", xco+45, yco-87, wval, 19, oa->dloc, -10000.0, 10000.0, 10, 0, ""); - uiDefButF(block, NUM, 0, "", xco+45, yco-106, wval, 19, oa->drot, -10000.0, 10000.0, 10, 0, ""); - } - if (oa->flag & ACT_SERVO_LIMIT_Y) { - uiDefButF(block, NUM, 0, "", xco+45+wval, yco-87, wval, 19, oa->dloc+1, -10000.0, 10000.0, 10, 0, ""); - uiDefButF(block, NUM, 0, "", xco+45+wval, yco-106, wval, 19, oa->drot+1, -10000.0, 10000.0, 10, 0, ""); - } - if (oa->flag & ACT_SERVO_LIMIT_Z) { - uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-87, wval, 19, oa->dloc+2, -10000.0, 10000.0, 10, 0, ""); - uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-106, wval, 19, oa->drot+2, -10000.0, 10000.0, 10, 0, ""); - } - uiDefBut(block, LABEL, 0, "Servo", xco, yco-129, 45, 19, NULL, 0, 0, 0, 0, "Coefficients of the PID servo controller"); - uiDefButF(block, NUMSLI, B_REDR, "P: ", xco+45, yco-129, wval*3, 19, oa->forcerot, 0.00, 200.0, 100, 0, "Proportional coefficient, typical value is 60x Integral coefficient"); - uiDefBut(block, LABEL, 0, "Slow", xco, yco-148, 45, 19, NULL, 0, 0, 0, 0, "Low value of I coefficient correspond to slow response"); - but = uiDefButF(block, NUMSLI, B_REDR, " I : ", xco+45, yco-148, wval*3, 19, oa->forcerot+1, 0.0, 3.0, 1, 0, "Integral coefficient, low value (0.01) for slow response, high value (0.5) for fast response"); - uiButSetFunc(but, update_object_actuator_PID, oa, NULL); - uiDefBut(block, LABEL, 0, "Fast", xco+45+3*wval, yco-148, 45, 19, NULL, 0, 0, 0, 0, "High value of I coefficient correspond to fast response"); - uiDefButF(block, NUMSLI, B_REDR, "D: ", xco+45, yco-167, wval*3, 19, oa->forcerot+2, -100.0, 100.0, 100, 0, "Derivate coefficient, not required, high values can cause instability"); - } - str= "Motion Type %t|Simple motion %x0|Servo Control %x1"; - but = uiDefButS(block, MENU, B_REDR, str, xco+40, yco-23, (width-80), 19, &oa->type, 0.0, 0.0, 0, 0, ""); - oa->otype = oa->type; - uiButSetFunc(but, change_object_actuator, oa, NULL); - yco-= ysize; - break; - } - case ACT_ACTION: - case ACT_SHAPEACTION: - { - /* DrawAct */ -#ifdef __NLA_ACTION_BY_MOTION_ACTUATOR - ysize = 112; -#else - ysize= 92; -#endif - - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); - - aa = act->data; - wval = (width-60)/3; - - // str= "Action types %t|Play %x0|Ping Pong %x1|Flipper %x2|Loop Stop %x3|Loop End %x4|Property %x6"; -#ifdef __NLA_ACTION_BY_MOTION_ACTUATOR - str= "Action types %t|Play %x0|Flipper %x2|Loop Stop %x3|Loop End %x4|Property %x6|Displacement %x7"; -#else - str= "Action types %t|Play %x0|Flipper %x2|Loop Stop %x3|Loop End %x4|Property %x6"; -#endif - uiDefButS(block, MENU, B_REDR, str, xco+10, yco-24, width/3, 19, &aa->type, 0.0, 0.0, 0.0, 0.0, "Action playback type"); - uiDefIDPoinBut(block, test_actionpoin_but, ID_AC, 1, "AC: ", xco+10+ (width/3), yco-24, ((width/3)*2) - (20 + 60), 19, &aa->act, "Action name"); - - uiDefButBitS(block, TOGN, 1, 0, "Continue", xco+((width/3)*2)+20, yco-24, 60, 19, - &aa->end_reset, 0.0, 0.0, 0, 0, "Restore last frame when switching on/off, otherwise play from the start each time"); - - - if(aa->type == ACT_ACTION_FROM_PROP) - { - uiDefBut(block, TEX, 0, "Prop: ",xco+10, yco-44, width-20, 19, aa->name, 0.0, 31.0, 0, 0, "Use this property to define the Action position"); - } - else - { - uiDefButI(block, NUM, 0, "Sta: ",xco+10, yco-44, (width-20)/2, 19, &aa->sta, 0.0, MAXFRAMEF, 0, 0, "Start frame"); - uiDefButI(block, NUM, 0, "End: ",xco+10+(width-20)/2, yco-44, (width-20)/2, 19, &aa->end, 0.0, MAXFRAMEF, 0, 0, "End frame"); - } - - uiDefButS(block, NUM, 0, "Blendin: ", xco+10, yco-64, (width-20)/2, 19, &aa->blendin, 0.0, 32767, 0.0, 0.0, "Number of frames of motion blending"); - uiDefButS(block, NUM, 0, "Priority: ", xco+10+(width-20)/2, yco-64, (width-20)/2, 19, &aa->priority, 0.0, 100.0, 0.0, 0.0, "Execution priority - lower numbers will override actions with higher numbers, With 2 or more actions at once, the overriding channels must be lower in the stack"); - - uiDefBut(block, TEX, 0, "FrameProp: ",xco+10, yco-84, width-20, 19, aa->frameProp, 0.0, 31.0, 0, 0, "Assign this property this actions current frame number"); - - -#ifdef __NLA_ACTION_BY_MOTION_ACTUATOR - if(aa->type == ACT_ACTION_MOTION) - { - uiDefButF(block, NUM, 0, "Cycle: ",xco+30, yco-84, (width-60)/2, 19, &aa->stridelength, 0.0, 2500.0, 0, 0, "Distance covered by a single cycle of the action"); - } -#endif - - - - yco-=ysize; - break; - } - case ACT_IPO: - { - ia= act->data; - - ysize= 72; - - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); - - str = "Ipo types %t|Play %x0|Ping Pong %x1|Flipper %x2|Loop Stop %x3|Loop End %x4|Property %x6"; - - uiDefButS(block, MENU, B_REDR, str, xco+10, yco-24, (width-20)/2, 19, &ia->type, 0, 0, 0, 0, ""); - - but = uiDefButBitS(block, TOG, ACT_IPOFORCE, ACT_IPOFORCE, - "Force", xco+10+(width-20)/2, yco-24, (width-20)/4-10, 19, - &ia->flag, 0, 0, 0, 0, - "Apply Ipo as a global or local force depending on the local option (dynamic objects only)"); - uiButSetFunc(but, change_ipo_actuator, but, ia); - - but = uiDefButBitS(block, TOG, ACT_IPOADD, ACT_IPOADD, - "Add", xco+3*(width-20)/4, yco-24, (width-20)/4-10, 19, - &ia->flag, 0, 0, 0, 0, - "Ipo is added to the current loc/rot/scale in global or local coordinate according to Local flag"); - uiButSetFunc(but, change_ipo_actuator, but, ia); - - /* Only show the do-force-local toggle if force is requested */ - if (ia->flag & (ACT_IPOFORCE|ACT_IPOADD)) { - uiDefButBitS(block, TOG, ACT_IPOLOCAL, 0, - "L", xco+width-30, yco-24, 20, 19, - &ia->flag, 0, 0, 0, 0, - "Let the ipo acts in local coordinates, used in Force and Add mode."); - } - - if(ia->type==ACT_IPO_FROM_PROP) { - uiDefBut(block, TEX, 0, - "Prop: ", xco+10, yco-44, width-80, 19, - ia->name, 0.0, 31.0, 0, 0, - "Use this property to define the Ipo position"); - } - else { - uiDefButI(block, NUM, 0, - "Sta", xco+10, yco-44, (width-80)/2, 19, - &ia->sta, 1.0, MAXFRAMEF, 0, 0, - "Start frame"); - uiDefButI(block, NUM, 0, - "End", xco+10+(width-80)/2, yco-44, (width-80)/2, 19, - &ia->end, 1.0, MAXFRAMEF, 0, 0, - "End frame"); - } - uiDefButBitS(block, TOG, ACT_IPOCHILD, B_REDR, - "Child", xco+10+(width-80), yco-44, 60, 19, - &ia->flag, 0, 0, 0, 0, - "Update IPO on all children Objects as well"); - uiDefBut(block, TEX, 0, - "FrameProp: ", xco+10, yco-64, width-20, 19, - ia->frameProp, 0.0, 31.0, 0, 0, - "Assign this property this action current frame number"); - - yco-= ysize; - break; - } - case ACT_PROPERTY: - { - ysize= 68; - - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); - - pa= act->data; - - str= "Type %t|Assign %x0|Add %x1|Copy %x2"; - uiDefButI(block, MENU, B_REDR, str, xco+30,yco-24,width-60, 19, &pa->type, 0, 31, 0, 0, "Type"); - - uiDefBut(block, TEX, 1, "Prop: ", xco+30,yco-44,width-60, 19, pa->name, 0, 31, 0, 0, "Property name"); - - if(pa->type==ACT_PROP_COPY) { - uiDefIDPoinBut(block, test_obpoin_but, ID_OB, 1, "OB:", xco+10, yco-64, (width-20)/2, 19, &(pa->ob), "Copy from this Object"); - uiDefBut(block, TEX, 1, "Prop: ", xco+10+(width-20)/2, yco-64, (width-20)/2, 19, pa->value, 0, 31, 0, 0, "Copy this property"); - } - else { - uiDefBut(block, TEX, 1, "Value: ", xco+30,yco-64,width-60, 19, pa->value, 0, 31, 0, 0, "change with this value, use \"\" around strings"); - } - yco-= ysize; - - break; - } - case ACT_SOUND: - { - ysize = 70; - - sa = act->data; - sa->sndnr = 0; - - wval = (width-20)/2; - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); - - if(G.main->sound.first) { - IDnames_to_pupstring(&str, "Sound files", NULL, &(G.main->sound), (ID *)sa->sound, &(sa->sndnr)); - /* reset this value, it is for handling the event */ - sa->sndnr = 0; - uiDefButS(block, MENU, B_SOUNDACT_BROWSE, str, xco+10,yco-22,20,19, &(sa->sndnr), 0, 0, 0, 0, ""); - - if(sa->sound) { - char dummy_str[] = "Sound mode %t|Play Stop %x0|Play End %x1|Loop Stop %x2|Loop End %x3|Loop Ping Pong Stop %x5|Loop Ping Pong %x4"; - uiDefBut(block, TEX, B_IDNAME, "SO:",xco+30,yco-22,width-40,19, sa->sound->id.name+2, 0.0, 21.0, 0, 0, ""); - uiDefButS(block, MENU, 1, dummy_str,xco+10,yco-44,width-20, 19, &sa->type, 0.0, 0.0, 0, 0, ""); - uiDefButF(block, NUM, 0, "Volume:", xco+10,yco-66,wval, 19, &sa->sound->volume, 0.0, 1.0, 0, 0, "Sets the volume of this sound"); - uiDefButF(block, NUM, 0, "Pitch:",xco+wval+10,yco-66,wval, 19, &sa->sound->pitch,-12.0, 12.0, 0, 0, "Sets the pitch of this sound"); - } - MEM_freeN(str); - } - else { - uiDefBut(block, LABEL, 0, "Use Sound window (F10) to load samples", xco, yco-24, width, 19, NULL, 0, 0, 0, 0, ""); - } - - yco-= ysize; - - break; - } - case ACT_CD: - { - char cd_type_str[] = "Sound mode %t|Play all tracks %x0|Play one track %x1|" - "Volume %x3|Stop %x4|Pause %x5|Resume %x6"; - cda = act->data; - - if (cda) { - if (cda->track == 0) { - cda->track = 1; - cda->volume = 1; - cda->type = ACT_CD_PLAY_ALL; - } - - if (cda->type == ACT_CD_PLAY_TRACK || cda->type == ACT_CD_LOOP_TRACK) { - ysize = 48; - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); - uiDefButS(block, NUM, 0, "Track:", xco+10,yco-44,width-20, 19, &cda->track, 1, 99, 0, 0, "Select the track to be played"); - } - else if (cda->type == ACT_CD_VOLUME) { - ysize = 48; - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); - uiDefButF(block, NUM, 0, "Volume:", xco+10,yco-44,width-20, 19, &cda->volume, 0, 1, 0, 0, "Set the volume for CD playback"); - } - else { - ysize = 28; - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); - } - uiDefButS(block, MENU, B_REDR, cd_type_str,xco+10,yco-22,width-20, 19, &cda->type, 0.0, 0.0, 0, 0, ""); - } - yco-= ysize; - break; - } - case ACT_CAMERA: - - ysize= 48; - - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); - - ca= act->data; - - uiDefIDPoinBut(block, test_obpoin_but, ID_OB, 1, "OB:", xco+10, yco-24, (width-20)/2, 19, &(ca->ob), "Look at this Object"); - uiDefButF(block, NUM, 0, "Height:", xco+10+(width-20)/2, yco-24, (width-20)/2, 19, &ca->height, 0.0, 20.0, 0, 0, ""); - - uiDefButF(block, NUM, 0, "Min:", xco+10, yco-44, (width-60)/2, 19, &ca->min, 0.0, 20.0, 0, 0, ""); - - if(ca->axis==0) ca->axis= 'x'; - uiDefButS(block, ROW, 0, "X", xco+10+(width-60)/2, yco-44, 20, 19, &ca->axis, 4.0, (float)'x', 0, 0, "Camera tries to get behind the X axis"); - uiDefButS(block, ROW, 0, "Y", xco+30+(width-60)/2, yco-44, 20, 19, &ca->axis, 4.0, (float)'y', 0, 0, "Camera tries to get behind the Y axis"); - - uiDefButF(block, NUM, 0, "Max:", xco+20+(width)/2, yco-44, (width-60)/2, 19, &ca->max, 0.0, 20.0, 0, 0, ""); - - yco-= ysize; - - break; - - case ACT_EDIT_OBJECT: - - eoa= act->data; - - if(eoa->type==ACT_EDOB_ADD_OBJECT) { - int wval; /* just a temp width */ - ysize = 92; - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); - - uiDefIDPoinBut(block, test_obpoin_but, ID_OB, 1, "OB:", xco+10, yco-44, (width-20)/2, 19, &(eoa->ob), "Add this Object and all its children (cant be on an visible layer)"); - uiDefButI(block, NUM, 0, "Time:", xco+10+(width-20)/2, yco-44, (width-20)/2, 19, &eoa->time, 0.0, 2000.0, 0, 0, "Duration the new Object lives"); - - wval= (width-60)/3; - uiDefBut(block, LABEL, 0, "linV", xco, yco-68, 45, 19, - NULL, 0, 0, 0, 0, - "Velocity upon creation."); - uiDefButF(block, NUM, 0, "", xco+45, yco-68, wval, 19, - eoa->linVelocity, -100.0, 100.0, 10, 0, - "Velocity upon creation, x component."); - uiDefButF(block, NUM, 0, "", xco+45+wval, yco-68, wval, 19, - eoa->linVelocity+1, -100.0, 100.0, 10, 0, - "Velocity upon creation, y component."); - uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-68, wval, 19, - eoa->linVelocity+2, -100.0, 100.0, 10, 0, - "Velocity upon creation, z component."); - uiDefButBitS(block, TOG, ACT_EDOB_LOCAL_LINV, 0, "L", xco+45+3*wval, yco-68, 15, 19, - &eoa->localflag, 0.0, 0.0, 0, 0, - "Apply the transformation locally"); - - - uiDefBut(block, LABEL, 0, "AngV", xco, yco-90, 45, 19, - NULL, 0, 0, 0, 0, - "Angular velocity upon creation."); - uiDefButF(block, NUM, 0, "", xco+45, yco-90, wval, 19, - eoa->angVelocity, -10000.0, 10000.0, 10, 0, - "Angular velocity upon creation, x component."); - uiDefButF(block, NUM, 0, "", xco+45+wval, yco-90, wval, 19, - eoa->angVelocity+1, -10000.0, 10000.0, 10, 0, - "Angular velocity upon creation, y component."); - uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-90, wval, 19, - eoa->angVelocity+2, -10000.0, 10000.0, 10, 0, - "Angular velocity upon creation, z component."); - uiDefButBitS(block, TOG, ACT_EDOB_LOCAL_ANGV, 0, "L", xco+45+3*wval, yco-90, 15, 19, - &eoa->localflag, 0.0, 0.0, 0, 0, - "Apply the rotation locally"); - - - } - else if(eoa->type==ACT_EDOB_END_OBJECT) { - ysize= 28; - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); - } - else if(eoa->type==ACT_EDOB_REPLACE_MESH) { - ysize= 48; - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); - - uiDefIDPoinBut(block, test_meshpoin_but, ID_ME, 1, "ME:", xco+40, yco-44, (width-80), 19, &(eoa->me), "replace the existing mesh with this one"); - } - else if(eoa->type==ACT_EDOB_TRACK_TO) { - ysize= 48; - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); - - uiDefIDPoinBut(block, test_obpoin_but, ID_OB, 1, "OB:", xco+10, yco-44, (width-20)/2, 19, &(eoa->ob), "Track to this Object"); - uiDefButI(block, NUM, 0, "Time:", xco+10+(width-20)/2, yco-44, (width-20)/2-40, 19, &eoa->time, 0.0, 2000.0, 0, 0, "Duration the tracking takes"); - uiDefButS(block, TOG, 0, "3D", xco+width-50, yco-44, 40, 19, &eoa->flag, 0.0, 0.0, 0, 0, "Enable 3D tracking"); - } - else if(eoa->type==ACT_EDOB_DYNAMICS) { - ysize= 48; - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); - - str= "Dynamic Operation %t|Restore Dynamics %x0|Suspend Dynamics %x1|Enable Rigid Body %x2|Disable Rigid Body %x3"; - uiDefButS(block, MENU, B_REDR, str, xco+40, yco-44, (width-80), 19, &(eoa->dyn_operation), 0.0, 0.0, 0, 0, ""); - } - str= "Edit Object %t|Add Object %x0|End Object %x1|Replace Mesh %x2|Track to %x3|Dynamics %x4"; - uiDefButS(block, MENU, B_REDR, str, xco+40, yco-24, (width-80), 19, &eoa->type, 0.0, 0.0, 0, 0, ""); - - yco-= ysize; - - break; - - case ACT_CONSTRAINT: - coa= act->data; - - if (coa->type == ACT_CONST_TYPE_LOC) { - ysize= 69; - - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); - - /* str= "Limit %t|None %x0|Loc X %x1|Loc Y %x2|Loc Z %x4|Rot X %x8|Rot Y %x16|Rot Z %x32"; */ - /* coa->flag &= ~(63); */ - str= "Limit %t|None %x0|Loc X %x1|Loc Y %x2|Loc Z %x4"; - coa->flag &= 7; - coa->time = 0; - uiDefButS(block, MENU, 1, str, xco+10, yco-65, 70, 19, &coa->flag, 0.0, 0.0, 0, 0, ""); - - uiDefButS(block, NUM, 0, "damp", xco+10, yco-45, 70, 19, &coa->damp, 0.0, 100.0, 0, 0, "Damping factor: time constant (in frame) of low pass filter"); - uiDefBut(block, LABEL, 0, "Min", xco+80, yco-45, (width-90)/2, 19, NULL, 0.0, 0.0, 0, 0, ""); - uiDefBut(block, LABEL, 0, "Max", xco+80+(width-90)/2, yco-45, (width-90)/2, 19, NULL, 0.0, 0.0, 0, 0, ""); - - if(coa->flag & ACT_CONST_LOCX) fp= coa->minloc; - else if(coa->flag & ACT_CONST_LOCY) fp= coa->minloc+1; - else if(coa->flag & ACT_CONST_LOCZ) fp= coa->minloc+2; - else if(coa->flag & ACT_CONST_ROTX) fp= coa->minrot; - else if(coa->flag & ACT_CONST_ROTY) fp= coa->minrot+1; - else fp= coa->minrot+2; - - uiDefButF(block, NUM, 0, "", xco+80, yco-65, (width-90)/2, 19, fp, -2000.0, 2000.0, 10, 0, ""); - uiDefButF(block, NUM, 0, "", xco+80+(width-90)/2, yco-65, (width-90)/2, 19, fp+3, -2000.0, 2000.0, 10, 0, ""); - } else if (coa->type == ACT_CONST_TYPE_DIST) { - ysize= 106; - - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); - - str= "Direction %t|None %x0|X axis %x1|Y axis %x2|Z axis %x4|-X axis %x8|-Y axis %x16|-Z axis %x32"; - uiDefButS(block, MENU, B_REDR, str, xco+10, yco-65, 70, 19, &coa->mode, 0.0, 0.0, 0, 0, "Set the direction of the ray"); - - uiDefButS(block, NUM, 0, "damp", xco+10, yco-45, 70, 19, &coa->damp, 0.0, 100.0, 0, 0, "Damping factor: time constant (in frame) of low pass filter"); - uiDefBut(block, LABEL, 0, "Range", xco+80, yco-45, (width-115)/2, 19, NULL, 0.0, 0.0, 0, 0, "Set the maximum length of ray"); - uiDefButBitS(block, TOG, ACT_CONST_DISTANCE, B_REDR, "Dist", xco+80+(width-115)/2, yco-45, (width-115)/2, 19, &coa->flag, 0.0, 0.0, 0, 0, "Force distance of object to point of impact of ray"); - uiDefButBitS(block, TOG, ACT_CONST_LOCAL, 0, "L", xco+80+(width-115), yco-45, 25, 19, - &coa->flag, 0.0, 0.0, 0, 0, "Set ray along object's axis or global axis"); - - if(coa->mode & (ACT_CONST_DIRPX|ACT_CONST_DIRNX)) fp= coa->minloc; - else if(coa->mode & (ACT_CONST_DIRPY|ACT_CONST_DIRNY)) fp= coa->minloc+1; - else fp= coa->minloc+2; - - uiDefButF(block, NUM, 0, "", xco+80, yco-65, (width-115)/2, 19, fp+3, 0.0, 2000.0, 10, 0, "Maximum length of ray"); - if (coa->flag & ACT_CONST_DISTANCE) - uiDefButF(block, NUM, 0, "", xco+80+(width-115)/2, yco-65, (width-115)/2, 19, fp, -2000.0, 2000.0, 10, 0, "Keep this distance to target"); - uiDefButBitS(block, TOG, ACT_CONST_NORMAL, 0, "N", xco+80+(width-115), yco-65, 25, 19, - &coa->flag, 0.0, 0.0, 0, 0, "Set object axis along (local axis) or parallel (global axis) to the normal at hit position"); - uiDefButBitS(block, TOG, ACT_CONST_MATERIAL, B_REDR, "M/P", xco+10, yco-84, 40, 19, - &coa->flag, 0.0, 0.0, 0, 0, "Detect material instead of property"); - if (coa->flag & ACT_CONST_MATERIAL) - { - uiDefBut(block, TEX, 1, "Material:", xco + 50, yco-84, (width-60), 19, - coa->matprop, 0, 31, 0, 0, - "Ray detects only Objects with this material"); - } - else - { - uiDefBut(block, TEX, 1, "Property:", xco + 50, yco-84, (width-60), 19, - coa->matprop, 0, 31, 0, 0, - "Ray detect only Objects with this property"); - } - uiDefButBitS(block, TOG, ACT_CONST_PERMANENT, 0, "PER", xco+10, yco-103, 40, 19, - &coa->flag, 0.0, 0.0, 0, 0, "Persistent actuator: stays active even if ray does not reach target"); - uiDefButS(block, NUM, 0, "time", xco+50, yco-103, (width-60)/2, 19, &(coa->time), 0.0, 1000.0, 0, 0, "Maximum activation time in frame, 0 for unlimited"); - uiDefButS(block, NUM, 0, "rotDamp", xco+50+(width-60)/2, yco-103, (width-60)/2, 19, &(coa->rotdamp), 0.0, 100.0, 0, 0, "Use a different damping for orientation"); - } else if (coa->type == ACT_CONST_TYPE_ORI) { - ysize= 87; - - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); - - str= "Direction %t|None %x0|X axis %x1|Y axis %x2|Z axis %x4"; - uiDefButS(block, MENU, B_REDR, str, xco+10, yco-65, 70, 19, &coa->mode, 0.0, 0.0, 0, 0, "Select the axis to be aligned along the reference direction"); - - uiDefButS(block, NUM, 0, "damp", xco+10, yco-45, 70, 19, &coa->damp, 0.0, 100.0, 0, 0, "Damping factor: time constant (in frame) of low pass filter"); - uiDefBut(block, LABEL, 0, "X", xco+80, yco-45, (width-115)/3, 19, NULL, 0.0, 0.0, 0, 0, ""); - uiDefBut(block, LABEL, 0, "Y", xco+80+(width-115)/3, yco-45, (width-115)/3, 19, NULL, 0.0, 0.0, 0, 0, ""); - uiDefBut(block, LABEL, 0, "Z", xco+80+2*(width-115)/3, yco-45, (width-115)/3, 19, NULL, 0.0, 0.0, 0, 0, ""); - - uiDefButF(block, NUM, 0, "", xco+80, yco-65, (width-115)/3, 19, &coa->maxrot[0], -2000.0, 2000.0, 10, 0, "X component of reference direction"); - uiDefButF(block, NUM, 0, "", xco+80+(width-115)/3, yco-65, (width-115)/3, 19, &coa->maxrot[1], -2000.0, 2000.0, 10, 0, "Y component of reference direction"); - uiDefButF(block, NUM, 0, "", xco+80+2*(width-115)/3, yco-65, (width-115)/3, 19, &coa->maxrot[2], -2000.0, 2000.0, 10, 0, "Z component of reference direction"); - - uiDefButS(block, NUM, 0, "time", xco+10, yco-84, 70, 19, &(coa->time), 0.0, 1000.0, 0, 0, "Maximum activation time in frame, 0 for unlimited"); - uiDefButF(block, NUM, 0, "min", xco+80, yco-84, (width-115)/2, 19, &(coa->minloc[0]), 0.0, 180.0, 10, 1, "Minimum angle (in degree) to maintain with target direction. No correction is done if angle with target direction is between min and max"); - uiDefButF(block, NUM, 0, "max", xco+80+(width-115)/2, yco-84, (width-115)/2, 19, &(coa->maxloc[0]), 0.0, 180.0, 10, 1, "Maximum angle (in degree) allowed with target direction. No correction is done if angle with target direction is between min and max"); - } else if (coa->type == ACT_CONST_TYPE_FH) { - ysize= 106; - - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); - - str= "Direction %t|None %x0|X axis %x1|Y axis %x2|Z axis %x4|-X axis %x8|-Y axis %x16|-Z axis %x32"; - uiDefButS(block, MENU, B_REDR, str, xco+10, yco-65, 70, 19, &coa->mode, 0.0, 0.0, 0, 0, "Set the direction of the ray (in world coordinate)"); - - if(coa->mode & (ACT_CONST_DIRPX|ACT_CONST_DIRNX)) fp= coa->minloc; - else if(coa->mode & (ACT_CONST_DIRPY|ACT_CONST_DIRNY)) fp= coa->minloc+1; - else fp= coa->minloc+2; - - uiDefButF(block, NUM, 0, "damp", xco+10, yco-45, (width-70)/2, 19, &coa->maxrot[0], 0.0, 1.0, 1, 0, "Damping factor of the Fh spring force"); - uiDefButF(block, NUM, 0, "dist", xco+10+(width-70)/2, yco-45, (width-70)/2, 19, fp, 0.010, 2000.0, 10, 0, "Height of the Fh area"); - uiDefButBitS(block, TOG, ACT_CONST_DOROTFH, 0, "Rot Fh", xco+10+(width-70), yco-45, 50, 19, &coa->flag, 0.0, 0.0, 0, 0, "Keep object axis parallel to normal"); - - uiDefButF(block, NUMSLI, 0, "Fh ", xco+80, yco-65, (width-115), 19, fp+3, 0.0, 1.0, 0, 0, "Spring force within the Fh area"); - uiDefButBitS(block, TOG, ACT_CONST_NORMAL, 0, "N", xco+80+(width-115), yco-65, 25, 19, - &coa->flag, 0.0, 0.0, 0, 0, "Add a horizontal spring force on slopes"); - uiDefButBitS(block, TOG, ACT_CONST_MATERIAL, B_REDR, "M/P", xco+10, yco-84, 40, 19, - &coa->flag, 0.0, 0.0, 0, 0, "Detect material instead of property"); - if (coa->flag & ACT_CONST_MATERIAL) - { - uiDefBut(block, TEX, 1, "Material:", xco + 50, yco-84, (width-60), 19, - coa->matprop, 0, 31, 0, 0, - "Ray detects only Objects with this material"); - } - else - { - uiDefBut(block, TEX, 1, "Property:", xco + 50, yco-84, (width-60), 19, - coa->matprop, 0, 31, 0, 0, - "Ray detect only Objects with this property"); - } - uiDefButBitS(block, TOG, ACT_CONST_PERMANENT, 0, "PER", xco+10, yco-103, 40, 19, - &coa->flag, 0.0, 0.0, 0, 0, "Persistent actuator: stays active even if ray does not reach target"); - uiDefButS(block, NUM, 0, "time", xco+50, yco-103, 90, 19, &(coa->time), 0.0, 1000.0, 0, 0, "Maximum activation time in frame, 0 for unlimited"); - uiDefButF(block, NUM, 0, "rotDamp", xco+140, yco-103, (width-150), 19, &coa->maxrot[1], 0.0, 1.0, 1, 0, "Use a different damping for rotation"); - } - str= "Constraint Type %t|Location %x0|Distance %x1|Orientation %x2|Force field %x3"; - but = uiDefButS(block, MENU, B_REDR, str, xco+40, yco-23, (width-80), 19, &coa->type, 0.0, 0.0, 0, 0, ""); - yco-= ysize; - break; - - case ACT_SCENE: - sca= act->data; - - if(sca->type==ACT_SCENE_RESTART) { - ysize= 28; - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); - } - else if(sca->type==ACT_SCENE_CAMERA) { - - ysize= 48; - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); - - uiDefIDPoinBut(block, test_obpoin_but, ID_OB, 1, "OB:", xco+40, yco-44, (width-80), 19, &(sca->camera), "Set this Camera. Leave empty to refer to self object"); - } - else if(sca->type==ACT_SCENE_SET) { - - ysize= 48; - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); - - uiDefIDPoinBut(block, test_scenepoin_but, ID_SCE, 1, "SCE:", xco+40, yco-44, (width-80), 19, &(sca->scene), "Set this Scene"); - } - else if(sca->type==ACT_SCENE_ADD_FRONT) { - - ysize= 48; - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); - - uiDefIDPoinBut(block, test_scenepoin_but, ID_SCE, 1, "SCE:", xco+40, yco-44, (width-80), 19, &(sca->scene), "Add an Overlay Scene"); - } - else if(sca->type==ACT_SCENE_ADD_BACK) { - - ysize= 48; - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); - - uiDefIDPoinBut(block, test_scenepoin_but, ID_SCE, 1, "SCE:", xco+40, yco-44, (width-80), 19, &(sca->scene), "Add a Background Scene"); - } - else if(sca->type==ACT_SCENE_REMOVE) { - - ysize= 48; - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); - - uiDefIDPoinBut(block, test_scenepoin_but, ID_SCE, 1, "SCE:", xco+40, yco-44, (width-80), 19, &(sca->scene), "Remove a Scene"); - } - else if(sca->type==ACT_SCENE_SUSPEND) { - - ysize= 48; - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); - - uiDefIDPoinBut(block, test_scenepoin_but, ID_SCE, 1, "SCE:", xco+40, yco-44, (width-80), 19, &(sca->scene), "Pause a Scene"); - } - else if(sca->type==ACT_SCENE_RESUME) { - - ysize= 48; - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); - - uiDefIDPoinBut(block, test_scenepoin_but, ID_SCE, 1, "SCE:", xco+40, yco-44, (width-80), 19, &(sca->scene), "Unpause a Scene"); - } - - str= "Scene %t|Restart %x0|Set Scene %x1|Set Camera %x2|Add OverlayScene %x3|Add BackgroundScene %x4|Remove Scene %x5|Suspend Scene %x6|Resume Scene %x7"; - uiDefButS(block, MENU, B_REDR, str, xco+40, yco-24, (width-80), 19, &sca->type, 0.0, 0.0, 0, 0, ""); - - yco-= ysize; - break; - case ACT_GAME: - { - gma = act->data; - if (gma->type == ACT_GAME_LOAD) - { - //ysize = 68; - ysize = 48; - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); - uiDefBut(block, TEX, 1, "File: ", xco+10, yco-44,width-20,19, &(gma->filename), 0, 63, 0, 0, "Load this file"); -// uiDefBut(block, TEX, 1, "Anim: ", xco+10, yco-64,width-20,19, &(gma->loadaniname), 0, 63, 0, 0, "Use this loadinganimation"); - } -/* else if (gma->type == ACT_GAME_START) - { - ysize = 68; - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); - - uiDefBut(block, TEX, 1, "File: ", xco+10, yco-44,width-20,19, &(gma->filename), 0, 63, 0, 0, "Load this file"); - uiDefBut(block, TEX, 1, "Anim: ", xco+10, yco-64,width-20,19, &(gma->loadaniname), 0, 63, 0, 0, "Use this loadinganimation"); - } -*/ else if (ELEM4(gma->type, ACT_GAME_RESTART, ACT_GAME_QUIT, ACT_GAME_SAVECFG, ACT_GAME_LOADCFG)) - { - ysize = 28; - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); - } - - //str = "Scene %t|Load game%x0|Start loaded game%x1|Restart this game%x2|Quit this game %x3"; - str = "Scene %t|Start new game%x0|Restart this game%x2|Quit this game %x3|Save GameLogic.globalDict %x4|Load GameLogic.globalDict %x5"; - uiDefButS(block, MENU, B_REDR, str, xco+40, yco-24, (width-80), 19, &gma->type, 0.0, 0.0, 0, 0, ""); - - yco -= ysize; - break; - } - case ACT_GROUP: - ga= act->data; - - ysize= 52; - - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); - - str= "GroupKey types %t|Set Key %x6|Play %x0|Ping Pong %x1|Flipper %x2|Loop Stop %x3|Loop End %x4|Property %x5"; - - uiDefButS(block, MENU, 1, str, xco+20, yco-24, width-40, 19, &ga->type, 0, 0, 0, 0, ""); - if(ga->type==ACT_GROUP_SET) { - uiDefBut(block, TEX, 0, "Key: ", xco+20, yco-44, (width-10)/2, 19, ga->name, 0.0, 31.0, 0, 0, "This name defines groupkey to be set"); - uiDefButI(block, NUM, 0, "Frame:", xco+20+(width-10)/2, yco-44, (width-70)/2, 19, &ga->sta, 0.0, 2500.0, 0, 0, "Set this frame"); - } - else if(ga->type==ACT_GROUP_FROM_PROP) { - uiDefBut(block, TEX, 0, "Prop: ", xco+20, yco-44, width-40, 19, ga->name, 0.0, 31.0, 0, 0, "Use this property to define the Group position"); - } - else { - uiDefButI(block, NUM, 0, "State", xco+20, yco-44, (width-40)/2, 19, &ga->sta, 0.0, 2500.0, 0, 0, "Start frame"); - uiDefButI(block, NUM, 0, "End", xco+20+(width-40)/2, yco-44, (width-40)/2, 19, &ga->end, 0.0, 2500.0, 0, 0, "End frame"); - } - yco-= ysize; - break; - - case ACT_VISIBILITY: - ysize = 24; - - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, - (float)yco-ysize, (float)xco+width, (float)yco, 1); - - visAct = act->data; - - uiBlockBeginAlign(block); - uiDefButBitI(block, TOGN, ACT_VISIBILITY_INVISIBLE, B_REDR, - "Visible", - xco + 10, yco - 20, (width - 20)/3, 19, &visAct->flag, - 0.0, 0.0, 0, 0, - "Set the objects visible. Initialized from the objects render restriction toggle (access in the outliner)"); - uiDefButBitI(block, TOG, ACT_VISIBILITY_INVISIBLE, B_REDR, - "Invisible", - xco + 10 + ((width - 20)/3), yco - 20, (width - 20)/3, 19, &visAct->flag, - 0.0, 0.0, 0, 0, - "Set the object invisible. Initialized from the objects render restriction toggle (access in the outliner)"); - uiBlockEndAlign(block); - - uiDefButBitI(block, TOG, ACT_VISIBILITY_RECURSIVE, B_NOP, - "Children", - xco + 10 + (((width - 20)/3)*2)+10, yco - 20, ((width - 20)/3)-10, 19, &visAct->flag, - 0.0, 0.0, 0, 0, - "Sets all the children of this object to the same visibility recursively"); - - yco-= ysize; - - break; - - case ACT_STATE: - ysize = 34; - - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, - (float)yco-ysize, (float)xco+width, (float)yco, 1); - - staAct = act->data; - - str= "Operation %t|Cpy %x0|Add %x1|Sub %x2|Inv %x3"; - - uiDefButI(block, MENU, B_REDR, str, - xco + 10, yco - 24, 65, 19, &staAct->type, - 0.0, 0.0, 0, 0, - "Select the bit operation on object state mask"); - - for (wval=0; wval<15; wval+=5) { - uiBlockBeginAlign(block); - for (stbit=0; stbit<5; stbit++) { - but = uiDefButBitI(block, TOG, 1<<(stbit+wval), stbit+wval, "", (short)(xco+85+12*stbit+13*wval), yco-17, 12, 12, (int *)&(staAct->mask), 0, 0, 0, 0, get_state_name(ob, (short)(stbit+wval))); - uiButSetFunc(but, check_state_mask, but, &(staAct->mask)); - } - for (stbit=0; stbit<5; stbit++) { - but = uiDefButBitI(block, TOG, 1<<(stbit+wval+15), stbit+wval+15, "", (short)(xco+85+12*stbit+13*wval), yco-29, 12, 12, (int *)&(staAct->mask), 0, 0, 0, 0, get_state_name(ob, (short)(stbit+wval+15))); - uiButSetFunc(but, check_state_mask, but, &(staAct->mask)); - } - } - uiBlockEndAlign(block); - - yco-= ysize; - - break; - - case ACT_RANDOM: - ysize = 69; - - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, - (float)yco-ysize, (float)xco+width, (float)yco, 1); - - randAct = act->data; - - /* 1. seed */ - uiDefButI(block, NUM, 1, "Seed: ", (xco+10),yco-24, 0.4 *(width-20), 19, - &randAct->seed, 0, 1000, 0, 0, - "Initial seed of the random generator. Use Python for more freedom. " - " (Choose 0 for not random)"); - - /* 2. distribution type */ - /* One pick per distribution. These numbers MUST match the #defines */ - /* in game.h !!! */ - str= "Distribution %t|Bool Constant %x0|Bool Uniform %x1" - "|Bool Bernoulli %x2|Int Constant %x3|Int Uniform %x4" - "|Int Poisson %x5|Float Constant %x6|Float Uniform %x7" - "|Float Normal %x8|Float Neg. Exp. %x9"; - uiDefButI(block, MENU, B_REDR, str, (xco+10) + 0.4 * (width-20), yco-24, 0.6 * (width-20), 19, - &randAct->distribution, 0.0, 0.0, 0, 0, - "Choose the type of distribution"); - - /* 3. property */ - uiDefBut(block, TEX, 1, "Property:", (xco+10), yco-44, (width-20), 19, - &randAct->propname, 0, 31, 0, 0, - "Assign the random value to this property"); - - /*4. and 5. arguments for the distribution*/ - switch (randAct->distribution) { - case ACT_RANDOM_BOOL_CONST: - uiDefButBitI(block, TOG, 1, 1, "Always true", (xco+10), yco-64, (width-20), 19, - &randAct->int_arg_1, 2.0, 1, 0, 0, - "Always false or always true"); - break; - case ACT_RANDOM_BOOL_UNIFORM: - uiDefBut(block, LABEL, 0, " Do a 50-50 pick.", (xco+10), yco-64, (width-20), 19, - NULL, 0, 0, 0, 0, - "Choose between true and false, 50% chance each."); - break; - case ACT_RANDOM_BOOL_BERNOUILLI: - uiDefButF(block, NUM, 1, "Chance", (xco+10), yco-64, (width-20), 19, - &randAct->float_arg_1, 0.0, 1.0, 0, 0, - "Pick a number between 0 and 1. Success if you stay " - "below this value"); - break; - case ACT_RANDOM_INT_CONST: - uiDefButI(block, NUM, 1, "Value: ", (xco+10), yco-64, (width-20), 19, - &randAct->int_arg_1, -1000, 1000, 0, 0, - "Always return this number"); - break; - case ACT_RANDOM_INT_UNIFORM: - uiDefButI(block, NUM, 1, "Min: ", (xco+10), yco-64, (width-20)/2, 19, - &randAct->int_arg_1, -1000, 1000, 0, 0, - "Choose a number from a range. " - "Lower boundary of the range."); - uiDefButI(block, NUM, 1, "Max: ", (xco+10) + (width-20)/2, yco-64, (width-20)/2, 19, - &randAct->int_arg_2, -1000, 1000, 0, 0, - "Choose a number from a range. " - "Upper boundary of the range."); - break; - case ACT_RANDOM_INT_POISSON: - uiDefButF(block, NUM, 1, "Mean: ", (xco+10), yco-64, (width-20), 19, - &randAct->float_arg_1, 0.01, 100.0, 0, 0, - "Expected mean value of the distribution."); - break; - case ACT_RANDOM_FLOAT_CONST: - uiDefButF(block, NUM, 1, "Value: ", (xco+10), yco-64, (width-20), 19, - &randAct->float_arg_1, 0.0, 1.0, 0, 0, - "Always return this number"); - break; - case ACT_RANDOM_FLOAT_UNIFORM: - uiDefButF(block, NUM, 1, "Min: ", (xco+10), yco-64, (width-20)/2, 19, - &randAct->float_arg_1, -10000.0, 10000.0, 0, 0, - "Choose a number from a range. " - "Lower boundary of the range."); - uiDefButF(block, NUM, 1, "Max: ", (xco+10) + (width-20)/2, yco-64, (width-20)/2, 19, - &randAct->float_arg_2, -10000.0, 10000.0, 0, 0, - "Choose a number from a range. " - "Upper boundary of the range."); - break; - case ACT_RANDOM_FLOAT_NORMAL: - uiDefButF(block, NUM, 1, "Mean: ", (xco+10), yco-64, (width-20)/2, 19, - &randAct->float_arg_1, -10000.0, 10000.0, 0, 0, - "A normal distribution. Mean of the distribution."); - uiDefButF(block, NUM, 1, "SD: ", (xco+10) + (width-20)/2, yco-64, (width-20)/2, 19, - &randAct->float_arg_2, 0.0, 10000.0, 0, 0, - "A normal distribution. Standard deviation of the " - "distribution."); - break; - case ACT_RANDOM_FLOAT_NEGATIVE_EXPONENTIAL: - uiDefButF(block, NUM, 1, "Half-life time: ", (xco+10), yco-64, (width-20), 19, - &randAct->float_arg_1, 0.001, 10000.0, 0, 0, - "Negative exponential dropoff."); - break; - default: - ; /* don't know what this distro is... can be useful for testing */ - /* though :) */ - } - - yco-= ysize; - break; - case ACT_MESSAGE: - ma = act->data; - - ysize = 4 + (3 * 24); /* footer + number of lines * 24 pixels/line */ - - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, - (float)xco+width, (float)yco, 1); - - myline=1; - - /* line 1: To */ - uiDefBut(block, TEX, 1, "To: ", - (xco+10), (yco-(myline++*24)), (width-20), 19, - &ma->toPropName, 0, 31, 0, 0, - "Optional send message to objects with this name only, or empty to broadcast"); - - /* line 2: Message Subject */ - uiDefBut(block, TEX, 1, "Subject: ", - (xco+10), (yco-(myline++*24)), (width-20), 19, - &ma->subject, 0, 31, 0, 0, - "Optional message subject. This is what can be filtered on."); - - /* line 3: Text/Property */ - uiDefButBitS(block, TOG, 1, B_REDR, "T/P", - (xco+10),(yco-(myline*24)), (0.20 * (width-20)), 19, - &ma->bodyType, 0.0, 0.0, 0, 0, - "Toggle message type: either Text or a PropertyName."); - - if (ma->bodyType == ACT_MESG_MESG) - { - /* line 3: Message Body */ - uiDefBut(block, TEX, 1, "Body: ", - (xco+10+(0.20*(width-20))),(yco-(myline++*24)),(0.8*(width-20)),19, - &ma->body, 0, 31, 0, 0, - "Optional message body Text"); - } else - { - /* line 3: Property body (set by property) */ - uiDefBut(block, TEX, 1, "Propname: ", - (xco+10+(0.20*(width-20))),(yco-(myline++*24)),(0.8*(width-20)),19, - &ma->body, 0, 31, 0, 0, - "The message body will be set by the Property Value"); - } - - yco -= ysize; - break; - case ACT_2DFILTER: - tdfa = act->data; - - ysize = 50; - if(tdfa->type == ACT_2DFILTER_CUSTOMFILTER) - { - ysize +=20; - } - glRects( xco, yco-ysize, xco+width, yco ); - uiEmboss( (float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1 ); - - switch(tdfa->type) - { - case ACT_2DFILTER_MOTIONBLUR: - if(!tdfa->flag) - { - uiDefButS(block, TOG, B_REDR, "D", xco+30,yco-44,19, 19, &tdfa->flag, 0.0, 0.0, 0.0, 0.0, "Disable Motion Blur"); - uiDefButF(block, NUM, B_REDR, "Value:", xco+52,yco-44,width-82,19,&tdfa->float_arg,0.0,1.0,0.0,0.0,"Set motion blur value"); - } - else - { - uiDefButS(block, TOG, B_REDR, "Disabled", xco+30,yco-44,width-60, 19, &tdfa->flag, 0.0, 0.0, 0.0, 0.0, "Enable Motion Blur"); - } - break; - case ACT_2DFILTER_BLUR: - case ACT_2DFILTER_SHARPEN: - case ACT_2DFILTER_DILATION: - case ACT_2DFILTER_EROSION: - case ACT_2DFILTER_LAPLACIAN: - case ACT_2DFILTER_SOBEL: - case ACT_2DFILTER_PREWITT: - case ACT_2DFILTER_GRAYSCALE: - case ACT_2DFILTER_SEPIA: - case ACT_2DFILTER_INVERT: - case ACT_2DFILTER_NOFILTER: - case ACT_2DFILTER_DISABLED: - case ACT_2DFILTER_ENABLED: - uiDefButI(block, NUM, B_REDR, "Pass Number:", xco+30,yco-44,width-60,19,&tdfa->int_arg,0.0,MAX_RENDER_PASS-1,0.0,0.0,"Set motion blur value"); - break; - case ACT_2DFILTER_CUSTOMFILTER: - uiDefButI(block, NUM, B_REDR, "Pass Number:", xco+30,yco-44,width-60,19,&tdfa->int_arg,0.0,MAX_RENDER_PASS-1,0.0,0.0,"Set motion blur value"); - uiDefIDPoinBut(block, test_scriptpoin_but, ID_SCRIPT, 1, "Script: ", xco+30,yco-64,width-60, 19, &tdfa->text, ""); - break; - } - - str= "2D Filter %t|Motion Blur %x1|Blur %x2|Sharpen %x3|Dilation %x4|Erosion %x5|" - "Laplacian %x6|Sobel %x7|Prewitt %x8|Gray Scale %x9|Sepia %x10|Invert %x11|Custom Filter %x12|" - "Enable Filter %x-2|Disable Filter %x-1|Remove Filter %x0|"; - uiDefButS(block, MENU, B_REDR, str, xco+30,yco-24,width-60, 19, &tdfa->type, 0.0, 0.0, 0.0, 0.0, "2D filter type"); - - yco -= ysize; - break; - case ACT_PARENT: - parAct = act->data; - - if(parAct->type==ACT_PARENT_SET) { - - ysize= 48; - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); - - uiDefIDPoinBut(block, test_obpoin_but, ID_OB, 1, "OB:", xco+40, yco-44, (width-80), 19, &(parAct->ob), "Set this object as parent"); - } - else if(parAct->type==ACT_PARENT_REMOVE) { - - ysize= 28; - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); - } - - str= "Parent %t|Set Parent %x0|Remove Parent %x1"; - uiDefButI(block, MENU, B_REDR, str, xco+40, yco-24, (width-80), 19, &parAct->type, 0.0, 0.0, 0, 0, ""); - - yco-= ysize; - break; - default: - ysize= 4; - - glRects(xco, yco-ysize, xco+width, yco); - uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); - - yco-= ysize; - break; - } - - uiBlockSetEmboss(block, UI_EMBOSSM); - - return yco-4; -} - -static void do_sensor_menu(void *arg, int event) -{ - ID **idar; - Object *ob; - bSensor *sens; - short count, a; - - idar= get_selected_and_linked_obs(&count, G.buts->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); - allqueue(REDRAWBUTSLOGIC, 0); -} - -static uiBlock *sensor_menu(void *arg_unused) -{ - uiBlock *block; - int yco=0; - - block= uiNewBlock(&curarea->uiblocks, "filemenu", UI_EMBOSSP, UI_HELV, curarea->win); - uiBlockSetButmFunc(block, do_sensor_menu, NULL); - - uiDefBut(block, BUTM, 1, "Show Objects", 0, (short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 1, 0, ""); - uiDefBut(block, BUTM, 1, "Hide Objects", 0, (short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 1, 1, ""); - uiDefBut(block, SEPR, 0, "", 0, (short)(yco-=6), 160, 6, NULL, 0.0, 0.0, 0, 0, ""); - uiDefBut(block, BUTM, 1, "Show Sensors", 0, (short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 1, 2, ""); - uiDefBut(block, BUTM, 1, "Hide Sensors", 0, (short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 1, 3, ""); - - uiBlockSetDirection(block, UI_TOP); - - return block; -} - -static void do_controller_menu(void *arg, int event) -{ - ID **idar; - Object *ob; - bController *cont; - short count, a; - - idar= get_selected_and_linked_obs(&count, G.buts->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); - allqueue(REDRAWBUTSLOGIC, 0); -} - -static uiBlock *controller_menu(void *arg_unused) -{ - uiBlock *block; - int yco=0; - - block= uiNewBlock(&curarea->uiblocks, "filemenu", UI_EMBOSSP, UI_HELV, curarea->win); - uiBlockSetButmFunc(block, do_controller_menu, NULL); - - uiDefBut(block, BUTM, 1, "Show Objects", 0, (short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 1, 0, ""); - uiDefBut(block, BUTM, 1, "Hide Objects", 0,(short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 1, 1, ""); - uiDefBut(block, SEPR, 0, "", 0, (short)(yco-=6), 160, 6, NULL, 0.0, 0.0, 0, 0, ""); - uiDefBut(block, BUTM, 1, "Show Controllers", 0, (short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 2, 2, ""); - uiDefBut(block, BUTM, 1, "Hide Controllers", 0, (short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 3, 3, ""); - - uiBlockSetDirection(block, UI_TOP); - - return block; -} - -static void do_actuator_menu(void *arg, int event) -{ - ID **idar; - Object *ob; - bActuator *act; - short count, a; - - idar= get_selected_and_linked_obs(&count, G.buts->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); - allqueue(REDRAWBUTSLOGIC, 0); -} - -static uiBlock *actuator_menu(void *arg_unused) -{ - uiBlock *block; - int xco=0; - - block= uiNewBlock(&curarea->uiblocks, "filemenu", UI_EMBOSSP, UI_HELV, curarea->win); - uiBlockSetButmFunc(block, do_actuator_menu, NULL); - - uiDefBut(block, BUTM, 1, "Show Objects", 0, (short)(xco-=20), 160, 19, NULL, 0.0, 0.0, 1, 0, ""); - uiDefBut(block, BUTM, 1, "Hide Objects", 0, (short)(xco-=20), 160, 19, NULL, 0.0, 0.0, 1, 1, ""); - uiDefBut(block, SEPR, 0, "", 0, (short)(xco-=6), 160, 6, NULL, 0.0, 0.0, 0, 0, ""); - uiDefBut(block, BUTM, 1, "Show Actuators", 0, (short)(xco-=20), 160, 19, NULL, 0.0, 0.0, 1, 2, ""); - uiDefBut(block, BUTM, 1, "Hide Actuators", 0, (short)(xco-=20), 160, 19, NULL, 0.0, 0.0, 1, 3, ""); - - uiBlockSetDirection(block, UI_TOP); - - return block; -} - - -static void buttons_enji(uiBlock *block, Object *ob) -{ - uiDefButBitI(block, TOG, OB_SECTOR, B_SETSECTOR, "Sector", - 10,205,65,19, &ob->gameflag, 0, 0, 0, 0, - "All game elements should be in the Sector boundbox"); - uiDefButBitI(block, TOG, OB_PROP, B_SETPROP, "Prop", - 75,205,65,19, &ob->gameflag, 0, 0, 0, 0, - "An Object fixed within a sector"); - uiBlockSetCol(block, BUTPURPLE); - uiDefButBitI(block, TOG, OB_ACTOR, B_SETACTOR, "Actor", - 140,205,65,19, &ob->gameflag, 0, 0, 0, 0, - "Objects that are evaluated by the engine "); - if(ob->gameflag & OB_ACTOR) { - uiDefButBitI(block, TOG, OB_DYNAMIC, B_SETDYNA, "Dynamic", - 205,205,75,19, &ob->gameflag, 0, 0, 0, 0, - "Motion defined by laws of physics"); - uiDefButBitI(block, TOG, OB_MAINACTOR, B_SETMAINACTOR, "MainActor", - 280,205,70,19, &ob->gameflag, 0, 0, 0, 0, ""); - - if(ob->gameflag & OB_DYNAMIC) { - uiDefButBitI(block, TOG, OB_DO_FH, B_DIFF, "Do Fh", - 10,185,50,19, &ob->gameflag, 0, 0, 0, 0, - "Use Fh settings in Materials"); - uiDefButBitI(block, TOG, OB_ROT_FH, B_DIFF, "Rot Fh", - 60,185,50,19, &ob->gameflag, 0, 0, 0, 0, - "Use face normal to rotate Object"); - - uiBlockSetCol(block, BUTGREY); - uiDefButF(block, NUM, B_DIFF, "Mass:", - 110, 185, 120, 19, &ob->mass, 0.01, 100.0, 10, 0, - "The mass of the Object"); - uiDefButF(block, NUM, REDRAWVIEW3D, "Size:", - 230, 185, 120, 19, &ob->inertia, 0.01, 10.0, 10, 0, - "Bounding sphere size"); - uiDefButF(block, NUM, B_DIFF, "Damp:", - 10, 165, 100, 19, &ob->damping, 0.0, 1.0, 10, 0, - "General movement damping"); - uiDefButF(block, NUM, B_DIFF, "RotDamp:", - 110, 165, 120, 19, &ob->rdamping, 0.0, 1.0, 10, 0, - "General rotation damping"); - } - } - -} - -static void buttons_ketsji(uiBlock *block, Object *ob) -{ - uiDefButBitI(block, TOG, OB_COLLISION, B_REDR, "Physics", - 10,205,70,19, &ob->gameflag, 0, 0, 0, 0, - "Objects that have a physics representation"); - if (ob->gameflag & OB_COLLISION) { - uiBlockBeginAlign(block); - uiDefButBitI(block, TOG, OB_ACTOR, B_REDR, "Actor", - 80,205,55,19, &ob->gameflag, 0, 0, 0, 0, - "Objects that are evaluated by the engine "); - if(ob->gameflag & OB_ACTOR) { - uiDefButBitI(block, TOG, OB_GHOST, B_REDR, "Ghost", 135,205,55,19, - &ob->gameflag, 0, 0, 0, 0, - "Objects that don't restitute collisions (like a ghost)"); - uiDefButBitI(block, TOG, OB_DYNAMIC, B_REDR, "Dynamic", 190,205,75,19, - &ob->gameflag, 0, 0, 0, 0, - "Motion defined by laws of physics"); - - if(ob->gameflag & OB_DYNAMIC) { - uiDefButBitI(block, TOG, OB_RIGID_BODY, B_REDR, "Rigid Body", 265,205,85,19, - &ob->gameflag, 0, 0, 0, 0, - "Enable rolling physics"); - - uiDefButF(block, NUM, B_DIFF, "Mass:", 10, 185, 130, 19, - &ob->mass, 0.01, 10000.0, 10, 2, - "The mass of the Object"); - uiDefButF(block, NUM, REDRAWVIEW3D, "Radius:", 140, 185, 130, 19, - &ob->inertia, 0.01, 10.0, 10, 2, - "Bounding sphere radius"); - uiDefButBitI(block, TOG, OB_COLLISION_RESPONSE, B_REDR, "No sleeping", 270,185,80,19, - &ob->gameflag, 0, 0, 0, 0, - "Disable auto (de)activation"); - - uiDefButF(block, NUMSLI, B_DIFF, "Damp ", 10, 165, 150, 19, - &ob->damping, 0.0, 1.0, 10, 0, - "General movement damping"); - uiDefButF(block, NUMSLI, B_DIFF, "RotDamp ", 160, 165, 190, 19, - &ob->rdamping, 0.0, 1.0, 10, 0, - "General rotation damping"); - - uiDefButBitI(block, TOG, OB_DO_FH, B_DIFF, "Do Fh", 10,145,50,19, - &ob->gameflag, 0, 0, 0, 0, - "Use Fh settings in Materials"); - uiDefButBitI(block, TOG, OB_ROT_FH, B_DIFF, "Rot Fh", 60,145,50,19, - &ob->gameflag, 0, 0, 0, 0, - "Use face normal to rotate Object"); - uiDefButF(block, NUM, B_DIFF, "Form:", 110, 145, 120, 19, - &ob->formfactor, 0.01, 100.0, 10, 0, - "Form factor"); - - uiDefButBitI(block, TOG, OB_ANISOTROPIC_FRICTION, B_REDR, "Anisotropic", - 230, 145, 120, 19, - &ob->gameflag, 0.0, 1.0, 10, 0, - "Enable anisotropic friction"); - } - - if (ob->gameflag & OB_ANISOTROPIC_FRICTION) { - uiDefButF(block, NUM, B_DIFF, "x friction:", 10, 125, 114, 19, - &ob->anisotropicFriction[0], 0.0, 1.0, 10, 0, - "Relative friction coefficient in the x-direction."); - uiDefButF(block, NUM, B_DIFF, "y friction:", 124, 125, 113, 19, - &ob->anisotropicFriction[1], 0.0, 1.0, 10, 0, - "Relative friction coefficient in the y-direction."); - uiDefButF(block, NUM, B_DIFF, "z friction:", 237, 125, 113, 19, - &ob->anisotropicFriction[2], 0.0, 1.0, 10, 0, - "Relative friction coefficient in the z-direction."); - } - } - - if (!(ob->gameflag & OB_GHOST)) { - uiBlockBeginAlign(block); - uiDefButBitI(block, TOG, OB_BOUNDS, B_REDR, "Bounds", 10, 105, 75, 19, - &ob->gameflag, 0, 0,0, 0, - "Specify a collision shape bounds type"); - if (ob->gameflag & OB_BOUNDS) { - /* assume triangle mesh, if no bounds chosen for soft body */ - - - - uiDefButS(block, MENU, REDRAWVIEW3D, "Collision Type%t|Box%x0|Sphere%x1|Cylinder%x2|Cone%x3|Convex Hull%x5|Concave TriangleMesh %x4", - 85, 105, 160, 19, &ob->boundtype, 0, 0, 0, 0, "Selects the collision type"); - uiDefButBitI(block, TOG, OB_CHILD, B_REDR, "Compound", 250,105,100,19, - &ob->gameflag, 0, 0, 0, 0, - "Add Children"); - } - uiBlockEndAlign(block); - } - uiBlockEndAlign(block); - } -} - -static void check_body_type(void *arg1_but, void *arg2_object) -{ - Object *ob = arg2_object; - - switch (ob->body_type) { - case OB_BODY_TYPE_NO_COLLISION: - ob->gameflag &= ~OB_COLLISION; - break; - case OB_BODY_TYPE_STATIC: - ob->gameflag |= OB_COLLISION; - ob->gameflag &= ~(OB_DYNAMIC|OB_RIGID_BODY|OB_SOFT_BODY); - break; - case OB_BODY_TYPE_DYNAMIC: - ob->gameflag |= OB_COLLISION|OB_DYNAMIC|OB_ACTOR; - ob->gameflag &= ~(OB_RIGID_BODY|OB_SOFT_BODY); - break; - case OB_BODY_TYPE_RIGID: - ob->gameflag |= OB_COLLISION|OB_DYNAMIC|OB_RIGID_BODY|OB_ACTOR; - ob->gameflag &= ~(OB_SOFT_BODY); - break; - default: - case OB_BODY_TYPE_SOFT: - ob->gameflag |= OB_COLLISION|OB_DYNAMIC|OB_SOFT_BODY|OB_ACTOR; - ob->gameflag &= ~(OB_RIGID_BODY); - - /* assume triangle mesh, if no bounds chosen for soft body */ - if ((ob->gameflag & OB_BOUNDS) && (ob->boundtype<OB_BOUND_POLYH)) - { - ob->boundtype=OB_BOUND_POLYH; - } - /* create a BulletSoftBody structure if not already existing */ - if (!ob->bsoft) - ob->bsoft = bsbNew(); - break; - } -} - -static uiBlock *advanced_bullet_menu(void *arg_ob) -{ - uiBlock *block; - Object *ob = arg_ob; - short yco = 20, xco = 0; - - block= uiNewBlock(&curarea->uiblocks, "advanced_bullet_options", UI_EMBOSS, UI_HELV, curarea->win); - /* use this for a fake extra empy space around the buttons */ - uiDefBut(block, LABEL, 0, "", -10, -10, 380, 60, NULL, 0, 0, 0, 0, ""); - - if (ob->gameflag & OB_SOFT_BODY) { - - if (ob->bsoft) - { - - uiBlockBeginAlign(block); - uiDefButBitI(block, TOG, OB_BSB_COL_CL_RS, 0, "Cluster Collision RS", - xco, yco, 180, 19, &ob->bsoft->collisionflags, 0, 0, 0, 0, - "Enable cluster collision between soft and rigid body"); - uiDefButBitI(block, TOG, OB_BSB_COL_CL_SS, 0, "Cluster Collision SS", - xco+=180, yco, 180, 19, &ob->bsoft->collisionflags, 0, 0, 0, 0, - "Enable cluster collision between soft and soft body"); - yco -= 20; - xco = 0; - uiDefButI(block, NUM, 0, "Cluster Iter.", - xco, yco, 180, 19, &ob->bsoft->numclusteriterations, 1.0, 128., - 0, 0, "Specify the number of cluster iterations"); - uiDefButI(block, NUM, 0, "Position Iter.", - xco+=180, yco, 180, 19, &ob->bsoft->piterations, 0, 10, - 0, 0, "Position solver iterations"); - uiBlockEndAlign(block); - - /* - //too complex tweaking, disable for now - uiDefButF(block, NUMSLI, REDRAWVIEW3D, "kVC", - xco+=80, yco, 80, 19, &ob->bsoft->kVC, 0, 100, - 0, 0, "Volume coefficient"); - */ - - xco = 0; -/* -//would be a cool option, like leaves in the wind, need complex tweaking - uiDefButBitI(block, TOG, OB_BSB_AERO_VTWOSIDE, 0, "Aero model", - xco, yco, 118, 19, &ob->bsoft->flag, 0, 0, 0, 0, - "Enable aero model, vertex normals are flipped to match velocity"); - - yco -= 25; -*/ - - } - - } else - { - - - xco = 0; - - if (ob->gameflag & OB_DYNAMIC) { - if (ob->margin < 0.001f) - ob->margin = 0.06f; - uiDefButF(block, NUM, 0, "Margin", - xco, yco, 170, 19, &ob->margin, 0.001, 1.0, 1, 0, - "Collision margin"); - } else { - uiDefButF(block, NUM, 0, "Margin", - xco, yco, 170, 19, &ob->margin, 0.0, 1.0, 1, 0, - "Collision margin"); - } - yco -= 20; - xco = 0; - - - } - - uiBlockSetDirection(block, UI_TOP); - - return block; -} - -static void buttons_bullet(uiBlock *block, Object *ob) -{ - uiBut *but; - - /* determine the body_type setting based on flags */ - if (!(ob->gameflag & OB_COLLISION)) - ob->body_type = OB_BODY_TYPE_NO_COLLISION; - else if (!(ob->gameflag & OB_DYNAMIC)) - ob->body_type = OB_BODY_TYPE_STATIC; - else if (!(ob->gameflag & (OB_RIGID_BODY|OB_SOFT_BODY))) - ob->body_type = OB_BODY_TYPE_DYNAMIC; - else if (ob->gameflag & OB_RIGID_BODY) - ob->body_type = OB_BODY_TYPE_RIGID; - else { - ob->body_type = OB_BODY_TYPE_SOFT; - /* create the structure here because we display soft body buttons in the main panel */ - if (!ob->bsoft) - ob->bsoft = bsbNew(); - } - - uiBlockBeginAlign(block); - - //only enable game soft body if Blender Soft Body exists - but = uiDefButS(block, MENU, REDRAWVIEW3D, - "Object type%t|No collision%x0|Static%x1|Dynamic%x2|Rigid body%x3|Soft body%x4", - 10, 205, 100, 19, &ob->body_type, 0, 0, 0, 0, "Selects the type of physical representation"); - uiButSetFunc(but, check_body_type, but, ob); - - if (ob->gameflag & OB_COLLISION) { - - uiDefButBitI(block, TOG, OB_ACTOR, 0, "Actor", - 110, 205, 50, 19, &ob->gameflag, 0, 0, 0, 0, - "Objects that are detected by the Near and Radar sensor"); - - - - uiDefButBitI(block, TOG, OB_GHOST, B_REDR, "Ghost", - 160,205,50,19, - &ob->gameflag, 0, 0, 0, 0, - "Objects that don't restitute collisions (like a ghost)"); - - //uiBlockSetCol(block, TH_BUT_SETTING1); - uiDefBlockBut(block, advanced_bullet_menu, ob, - "Advanced Settings", - 210, 205, 140, 19, "Display collision advanced settings"); - //uiBlockSetCol(block, TH_BUT_SETTING2); - - - if(ob->gameflag & OB_DYNAMIC) { - - if (!(ob->gameflag & OB_SOFT_BODY)) - { - - uiDefButF(block, NUM, B_DIFF, "Mass:", 10, 185, 130, 19, - &ob->mass, 0.01, 10000.0, 10, 2, - "The mass of the Object"); - - uiDefButF(block, NUM, REDRAWVIEW3D, "Radius:", 140, 185, 130, 19, - &ob->inertia, 0.01, 10.0, 10, 2, - "Radius for Bounding sphere and Fh/Fh Rot"); - - uiDefButBitI(block, TOG, OB_COLLISION_RESPONSE, B_REDR, "No sleeping", 270,185,80,19, - &ob->gameflag, 0, 0, 0, 0, - "Disable auto (de)activation"); - - uiDefButF(block, NUMSLI, B_DIFF, "Damp ", 10, 165, 150, 19, - &ob->damping, 0.0, 1.0, 10, 0, - "General movement damping"); - uiDefButF(block, NUMSLI, B_DIFF, "RotDamp ", 160, 165, 190, 19, - &ob->rdamping, 0.0, 1.0, 10, 0, - "General rotation damping"); - - uiDefButBitI(block, TOG, OB_DO_FH, B_DIFF, "Do Fh", 10,145,50,19, - &ob->gameflag, 0, 0, 0, 0, - "Use Fh settings in Materials"); - uiDefButBitI(block, TOG, OB_ROT_FH, B_DIFF, "Rot Fh", 60,145,50,19, - &ob->gameflag, 0, 0, 0, 0, - "Use face normal to rotate Object"); - /* Form factor is hooked up in Bullet, to scale inertia tensor */ - - uiDefButF(block, NUM, B_DIFF, "Form:", 110, 145, 120, 19, - &ob->formfactor, 0.01, 100.0, 10, 0, - "Form factor scales the inertia tensor"); - } else { - uiDefButF(block, NUM, B_DIFF, "Mass:", 10, 185, 110, 19, - &ob->mass, 0.01, 10000.0, 10, 2, - "The mass of the Object"); - - if (ob->bsoft) { - uiDefButBitI(block, TOG, OB_BSB_SHAPE_MATCHING, B_REDR, "Shape Match", - 120, 185, 110, 19, &ob->bsoft->flag, 0, 0, 0, 0, - "Enable soft body shape matching goal"); - - uiDefButBitI(block, TOG, OB_BSB_BENDING_CONSTRAINTS, 0, "Bending Const.", - 230, 185, 120, 19, &ob->bsoft->flag, 0, 0, 0, 0, - "Enable bending constraints"); - - uiDefButF(block, NUMSLI, 0, "LinStiff ", 10, 165, 170, 19, - &ob->bsoft->linStiff, 0.0, 1.0, 1, 0, - "Linear stiffness of the soft body links"); - - uiDefButF(block, NUMSLI, 0, "Friction ", - 180, 165, 170, 19, &ob->bsoft->kDF, 0.0, 1., - 0, 0, "Dynamic Friction"); - - if (ob->bsoft->flag & OB_BSB_SHAPE_MATCHING) { - uiDefButF(block, NUMSLI, 0, "kMT ", - 10, 145, 170, 19, &ob->bsoft->kMT, 0, 1, - 0, 0, "Shape matching threshold"); - } - } - } - - } else { - /* static object can also have a sphere bound shape, radius is used */ - if ((ob->gameflag & OB_BOUNDS) && (ob->boundtype == OB_BOUND_SPHERE)) { - uiDefButF(block, NUM, REDRAWVIEW3D, "Radius:", 10, 185, 130, 19, - &ob->inertia, 0.01, 10.0, 10, 2, - "Radius for Bounding sphere"); - } - } - - uiBlockEndAlign(block); - - /* In Bullet, anisotripic friction can be applied to static objects as well, just not soft bodies */ - - if (!(ob->gameflag & OB_SOFT_BODY)) - { - uiDefButBitI(block, TOG, OB_ANISOTROPIC_FRICTION, B_REDR, "Anisotropic", - 230, 145, 120, 19, - &ob->gameflag, 0.0, 1.0, 10, 0, - "Enable anisotropic friction"); - - if (ob->gameflag & OB_ANISOTROPIC_FRICTION) { - uiDefButF(block, NUM, B_DIFF, "x friction:", 10, 125, 114, 19, - &ob->anisotropicFriction[0], 0.0, 1.0, 10, 0, - "Relative friction coefficient in the x-direction."); - uiDefButF(block, NUM, B_DIFF, "y friction:", 124, 125, 113, 19, - &ob->anisotropicFriction[1], 0.0, 1.0, 10, 0, - "Relative friction coefficient in the y-direction."); - uiDefButF(block, NUM, B_DIFF, "z friction:", 237, 125, 113, 19, - &ob->anisotropicFriction[2], 0.0, 1.0, 10, 0, - "Relative friction coefficient in the z-direction."); - } - - - } - - uiBlockBeginAlign(block); - uiDefButBitI(block, TOG, OB_BOUNDS, B_REDR, "Bounds", 10, 105, 80, 19, - &ob->gameflag, 0, 0, 0, 0, - "Specify a collision bounds type"); - if (ob->gameflag & OB_BOUNDS) { - //only allow convex hull/triangle mesh for soft bodies - - if ((ob->body_type==OB_BODY_TYPE_SOFT) && (ob->gameflag & OB_BOUNDS) && (ob->boundtype<OB_BOUND_POLYH)) - { - ob->boundtype=OB_BOUND_POLYH; - } - - if (ob->body_type==OB_BODY_TYPE_SOFT) - { - uiDefButS(block, MENU, REDRAWVIEW3D, "Collision Bounds%t|Convex Hull%x5|Triangle Mesh%x4", - 90, 105, 150, 19, &ob->boundtype, 0, 0, 0, 0, "Selects the collision type"); - } else - { - uiDefButS(block, MENU, REDRAWVIEW3D, "Collision Bounds%t|Box%x0|Sphere%x1|Cylinder%x2|Cone%x3|Convex Hull%x5|Triangle Mesh%x4", - 90, 105, 150, 19, &ob->boundtype, 0, 0, 0, 0, "Selects the collision type"); - } - if (ob->body_type!=OB_BODY_TYPE_SOFT) - { - uiDefButBitI(block, TOG, OB_CHILD, B_REDR, "Compound", 240,105,110,19, - &ob->gameflag, 0, 0, 0, 0, - "Add Children"); - } - } - uiBlockEndAlign(block); - } - - uiBlockEndAlign(block); - - -} - -static void check_controller_state_mask(void *arg1_but, void *arg2_mask) -{ - unsigned int *cont_mask = arg2_mask; - uiBut *but = arg1_but; - - /* a controller is always in a single state */ - *cont_mask = (1<<but->retval); - but->retval = B_REDR; -} - -static int first_bit(unsigned int mask) -{ - int bit; - - for (bit=0; bit<32; bit++) { - if (mask & (1<<bit)) - return bit; - } - return -1; -} - -static uiBlock *controller_state_mask_menu(void *arg_cont) -{ - uiBlock *block; - uiBut *but; - bController *cont = arg_cont; - - short yco = 12, xco = 0, stbit, offset; - - block= uiNewBlock(&curarea->uiblocks, "Controller state mask", UI_EMBOSS, UI_HELV, curarea->win); - - /* use this for a fake extra empy space around the buttons */ - uiDefBut(block, LABEL, 0, "", -5, -5, 200, 34, NULL, 0, 0, 0, 0, ""); - - for (offset=0; offset<15; offset+=5) { - uiBlockBeginAlign(block); - for (stbit=0; stbit<5; stbit++) { - but = uiDefButBitI(block, TOG, (1<<(stbit+offset)), (stbit+offset), "", (short)(xco+12*stbit+13*offset), yco, 12, 12, (int *)&(cont->state_mask), 0, 0, 0, 0, ""); - uiButSetFunc(but, check_controller_state_mask, but, &(cont->state_mask)); - } - for (stbit=0; stbit<5; stbit++) { - but = uiDefButBitI(block, TOG, (1<<(stbit+offset+15)), (stbit+offset+15), "", (short)(xco+12*stbit+13*offset), yco-12, 12, 12, (int *)&(cont->state_mask), 0, 0, 0, 0, ""); - uiButSetFunc(but, check_controller_state_mask, but, &(cont->state_mask)); - } - } - uiBlockEndAlign(block); - - uiBlockSetDirection(block, UI_TOP); - - return block; -} - -static void do_object_state_menu(void *arg, int event) -{ - Object *ob = arg; - - switch (event) { - case 0: - ob->state = 0x3FFFFFFF; - break; - case 1: - ob->state = ob->init_state; - if (!ob->state) - ob->state = 1; - break; - case 2: - ob->init_state = ob->state; - break; - } - allqueue(REDRAWBUTSLOGIC, 0); -} - -static uiBlock *object_state_mask_menu(void *arg_obj) -{ - uiBlock *block; - short xco = 0; - - block= uiNewBlock(&curarea->uiblocks, "obstatemenu", UI_EMBOSSP, UI_HELV, curarea->win); - uiBlockSetButmFunc(block, do_object_state_menu, arg_obj); - - uiDefBut(block, BUTM, 1, "Set all bits", 0, (short)(xco-=20), 160, 19, NULL, 0.0, 0.0, 1, 0, ""); - uiDefBut(block, BUTM, 1, "Recall init state", 0, (short)(xco-=20), 160, 19, NULL, 0.0, 0.0, 1, 1, ""); - uiDefBut(block, SEPR, 0, "", 0, (short)(xco-=6), 160, 6, NULL, 0.0, 0.0, 0, 0, ""); - uiDefBut(block, BUTM, 1, "Store init state", 0, (short)(xco-=20), 160, 19, NULL, 0.0, 0.0, 1, 2, ""); - - uiBlockSetDirection(block, UI_TOP); - return block; -} - -static int is_sensor_linked(uiBlock *block, bSensor *sens) -{ - bController *cont; - int i, count; - - for (count=0, i=0; i<sens->totlinks; i++) { - cont = sens->links[i]; - if (uiFindInlink(block, cont) != NULL) - return 1; - } - return 0; -} - -/* never used, see CVS 1.134 for the code */ -/* static FreeCamera *new_freecamera(void) */ - -/* never used, see CVS 1.120 for the code */ -/* static uiBlock *freecamera_menu(void) */ - - -void logic_buts(void) -{ - ID **idar; - Object *ob; - bProperty *prop; - bSensor *sens; - bController *cont; - bActuator *act; - uiBlock *block; - uiBut *but; - World *wrld; - int a, iact, stbit, offset; - short xco, yco, count, width, ycoo; - char *pupstr, name[32]; - /* pin is a bool used for actuator and sensor drawing with states - * pin so changing states dosnt hide the logic brick */ - char pin; - - wrld= G.scene->world; - - ob= OBACT; - - if(ob==0) return; - uiSetButLock(object_is_libdata(ob), ERROR_LIBDATA_MESSAGE); - - sprintf(name, "buttonswin %d", curarea->win); - block= uiNewBlock(&curarea->uiblocks, name, UI_EMBOSS, UI_HELV, curarea->win); - - uiBlockSetCol(block, TH_BUT_SETTING2); - - if(wrld) { - switch(wrld->physicsEngine) { - case WOPHY_ENJI: - buttons_enji(block, ob); - break; - case WOPHY_BULLET: - buttons_bullet(block, ob); - break; - default: - buttons_ketsji(block, ob); - break; - } - } - else buttons_ketsji(block, ob); - - uiBlockSetCol(block, TH_AUTO); - uiBlockBeginAlign(block); - uiDefBut(block, BUT, B_ADD_PROP, "Add Property", 10, 70, 340, 24, - NULL, 0.0, 100.0, 100, 0, - ""); - - pupstr= "Types %t|Bool %x0|Int %x1|Float %x2|String %x3|Timer %x5"; - - a= 0; - prop= ob->prop.first; - while(prop) { - but= uiDefBut(block, BUT, 1, "Del", 10, (short)(50-20*a), 40, 20, NULL, 0.0, 0.0, 1, (float)a, ""); - uiButSetFunc(but, del_property, prop, NULL); - uiDefButS(block, MENU, B_CHANGE_PROP, pupstr, 50, (short)(50-20*a), 60, 20, &prop->type, 0, 0, 0, 0, ""); - but= uiDefBut(block, TEX, 1, "Name:", 110, (short)(50-20*a), 110, 20, prop->name, 0, 31, 0, 0, "Available as GameObject attributes in the game engines python api"); - uiButSetFunc(but, make_unique_prop_names_cb, prop->name, (void*) 1); - - if(prop->type==PROP_BOOL) { - uiDefButBitI(block, TOG, 1, B_REDR, "True", 220, (short)(50-20*a), 55, 20, &prop->data, 0, 0, 0, 0, ""); - uiDefButBitI(block, TOGN, 1, B_REDR, "False", 270, (short)(50-20*a), 55, 20, &prop->data, 0, 0, 0, 0, ""); - } - else if(prop->type==PROP_INT) - uiDefButI(block, NUM, B_REDR, "", 220, (short)(50-20*a), 110, 20, &prop->data, -10000, 10000, 0, 0, ""); - else if(prop->type==PROP_FLOAT) - uiDefButF(block, NUM, B_REDR, "", 220, (short)(50-20*a), 110, 20, (float*) &prop->data, -10000, 10000, 100, 3, ""); - else if(prop->type==PROP_STRING) - uiDefBut(block, TEX, B_REDR, "", 220, (short)(50-20*a), 110, 20, prop->poin, 0, 127, 0, 0, ""); - else if(prop->type==PROP_TIME) - uiDefButF(block, NUM, B_REDR, "", 220, (short)(50-20*a), 110, 20, (float*) &prop->data, -10000, 10000, 100, 3, ""); - - uiDefButBitS(block, TOG, PROP_DEBUG, B_REDR, "D", 330, (short)(50-20*a), 20, 20, &prop->flag, 0, 0, 0, 0, "Print Debug info"); - - a++; - prop= prop->next; - - } - uiBlockEndAlign(block); - - uiClearButLock(); - - idar= get_selected_and_linked_obs(&count, G.buts->scaflag); - - /* clean ACT_LINKED and ACT_VISIBLE of all potentially visible actuators so that - we can determine which is actually linked/visible */ - for(a=0; a<count; a++) { - ob= (Object *)idar[a]; - act= ob->actuators.first; - while(act) { - act->flag &= ~(ACT_LINKED|ACT_VISIBLE); - act = act->next; - } - /* same for sensors */ - sens= ob->sensors.first; - while(sens) { - sens->flag &= ~(SENS_VISIBLE); - sens = sens->next; - } - } - - /* start with the controller because we need to know which one is visible */ - /* ******************************* */ - xco= 695; yco= 170; width= 275; - - uiBlockSetEmboss(block, UI_EMBOSSP); - uiDefBlockBut(block, controller_menu, NULL, "Controllers", xco-10, yco+35, 100, 19, ""); - uiBlockSetEmboss(block, UI_EMBOSS); - - uiBlockBeginAlign(block); - uiDefButBitS(block, TOG, BUTS_CONT_SEL, B_REDR, "Sel", xco+110, yco+35, (width-100)/3, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show all selected Objects"); - uiDefButBitS(block, TOG, BUTS_CONT_ACT, B_REDR, "Act", xco+110+(width-100)/3, yco+35, (width-100)/3, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show active Object"); - uiDefButBitS(block, TOG, BUTS_CONT_LINK, B_REDR, "Link", xco+110+2*(width-100)/3, yco+35, (width-100)/3, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show linked Objects to Sensor/Actuator"); - uiBlockEndAlign(block); - - ob= OBACT; - - for(a=0; a<count; a++) { - unsigned int controller_state_mask = 0; /* store a bitmask for states that are used */ - - ob= (Object *)idar[a]; - uiClearButLock(); - uiSetButLock(object_is_libdata(ob), ERROR_LIBDATA_MESSAGE); - if( (ob->scavisflag & OB_VIS_CONT) == 0) continue; - - /* presume it is only objects for now */ - uiBlockSetEmboss(block, UI_EMBOSS); - uiBlockBeginAlign(block); - if(ob->controllers.first) uiSetCurFont(block, UI_HELVB); - uiDefButBitS(block, TOG, OB_SHOWCONT, B_REDR, ob->id.name+2,(short)(xco-10), yco, (short)(width-30), 19, &ob->scaflag, 0, 0, 0, 0, "Active Object name"); - if(ob->controllers.first) uiSetCurFont(block, UI_HELV); - uiDefButBitS(block, TOG, OB_ADDCONT, B_ADD_CONT, "Add",(short)(xco+width-40), yco, 50, 19, &ob->scaflag, 0, 0, 0, 0, "Add a new Controller"); - uiBlockEndAlign(block); - yco-=20; - - /* mark all actuators linked to these controllers */ - /* note that some of these actuators could be from objects that are not in the display list. - It's ok because those actuators will not be displayed here */ - cont= ob->controllers.first; - while(cont) { - for (iact=0; iact<cont->totlinks; iact++) { - act = cont->links[iact]; - if (act) - act->flag |= ACT_LINKED; - } - controller_state_mask |= cont->state_mask; - cont = cont->next; - } - - if(ob->scaflag & OB_SHOWCONT) { - - /* first show the state */ - uiBlockSetEmboss(block, UI_EMBOSSP); - uiDefBlockBut(block, object_state_mask_menu, ob, "State", (short)(xco-10), (short)(yco-10), 36, 19, "Object state menu: store and retrieve initial state"); - uiBlockSetEmboss(block, UI_EMBOSS); - if (!ob->state) - ob->state = 1; - for (offset=0; offset<15; offset+=5) { - uiBlockBeginAlign(block); - for (stbit=0; stbit<5; stbit++) { - but = uiDefButBitI(block, controller_state_mask&(1<<(stbit+offset)) ? BUT_TOGDUAL:TOG, 1<<(stbit+offset), stbit+offset, "", (short)(xco+31+12*stbit+13*offset), yco, 12, 12, (int *)&(ob->state), 0, 0, 0, 0, get_state_name(ob, (short)(stbit+offset))); - uiButSetFunc(but, check_state_mask, but, &(ob->state)); - } - for (stbit=0; stbit<5; stbit++) { - but = uiDefButBitI(block, controller_state_mask&(1<<(stbit+offset+15)) ? BUT_TOGDUAL:TOG, 1<<(stbit+offset+15), stbit+offset+15, "", (short)(xco+31+12*stbit+13*offset), yco-12, 12, 12, (int *)&(ob->state), 0, 0, 0, 0, get_state_name(ob, (short)(stbit+offset+15))); - uiButSetFunc(but, check_state_mask, but, &(ob->state)); - } - } - uiBlockBeginAlign(block); - uiDefButBitS(block, TOG, OB_SETSTBIT, B_SET_STATE_BIT, "All",(short)(xco+226), yco-10, 22, 19, &ob->scaflag, 0, 0, 0, 0, "Set all state bits"); - uiDefButBitS(block, TOG, OB_INITSTBIT, B_INIT_STATE_BIT, "Ini",(short)(xco+248), yco-10, 22, 19, &ob->scaflag, 0, 0, 0, 0, "Set the initial state"); - uiDefButBitS(block, TOG, OB_DEBUGSTATE, 0, "D",(short)(xco+270), yco-10, 15, 19, &ob->scaflag, 0, 0, 0, 0, "Print state debug info"); - uiBlockEndAlign(block); - - yco-=35; - - /* display only the controllers that match the current state */ - offset = 0; - for (stbit=0; stbit<32; stbit++) { - if (!(ob->state & (1<<stbit))) - continue; - /* add a separation between controllers of different states */ - if (offset) { - offset = 0; - yco -= 6; - } - cont= ob->controllers.first; - while(cont) { - if (cont->state_mask & (1<<stbit)) { - /* this controller is visible, mark all its actuator */ - for (iact=0; iact<cont->totlinks; iact++) { - act = cont->links[iact]; - if (act) - act->flag |= ACT_VISIBLE; - } - uiBlockSetEmboss(block, UI_EMBOSSM); - uiDefIconButBitS(block, TOG, CONT_DEL, B_DEL_CONT, ICON_X, xco, yco, 22, 19, &cont->flag, 0, 0, 0, 0, "Delete Controller"); - uiDefIconButBitS(block, ICONTOG, CONT_SHOW, B_REDR, ICON_RIGHTARROW, (short)(xco+width-22), yco, 22, 19, &cont->flag, 0, 0, 0, 0, "Controller settings"); - uiBlockSetEmboss(block, UI_EMBOSSP); - sprintf(name, "%d", first_bit(cont->state_mask)+1); - uiDefBlockBut(block, controller_state_mask_menu, cont, name, (short)(xco+width-44), yco, 22, 19, "Set controller state index (from 1 to 30)"); - uiBlockSetEmboss(block, UI_EMBOSSM); - - if(cont->flag & CONT_SHOW) { - cont->otype= cont->type; - uiDefButS(block, MENU, B_CHANGE_CONT, controller_pup(),(short)(xco+22), yco, 70, 19, &cont->type, 0, 0, 0, 0, "Controller type"); - but= uiDefBut(block, TEX, 1, "", (short)(xco+92), yco, (short)(width-136), 19, cont->name, 0, 31, 0, 0, "Controller name"); - uiButSetFunc(but, make_unique_prop_names_cb, cont->name, (void*) 0); - - ycoo= yco; - yco= draw_controllerbuttons(cont, block, xco, yco, width); - if(yco-6 < ycoo) ycoo= (yco+ycoo-20)/2; - } - else { - cpack(0x999999); - glRecti(xco+22, yco, xco+width-22,yco+19); - but= uiDefBut(block, LABEL, 0, controller_name(cont->type), (short)(xco+22), yco, 70, 19, cont, 0, 0, 0, 0, "Controller type"); - uiButSetFunc(but, sca_move_controller, cont, NULL); - but= uiDefBut(block, LABEL, 0, cont->name,(short)(xco+92), yco,(short)(width-136), 19, cont, 0, 0, 0, 0, "Controller name"); - uiButSetFunc(but, sca_move_controller, cont, NULL); - ycoo= yco; - } - - but= uiDefIconBut(block, LINK, 0, ICON_LINK, (short)(xco+width), ycoo, 19, 19, NULL, 0, 0, 0, 0, ""); - uiSetButLink(but, NULL, (void ***)&(cont->links), &cont->totlinks, LINK_CONTROLLER, LINK_ACTUATOR); - - uiDefIconBut(block, INLINK, 0, ICON_INLINK,(short)(xco-19), ycoo, 19, 19, cont, LINK_CONTROLLER, 0, 0, 0, ""); - /* offset is >0 if at least one controller was displayed */ - offset++; - yco-=20; - } - cont= cont->next; - } - - } - yco-= 6; - } - } - - /* ******************************* */ - xco= 375; yco= 170; width= 250; - - uiBlockSetEmboss(block, UI_EMBOSSP); - uiDefBlockBut(block, sensor_menu, NULL, "Sensors", xco-10, yco+35, 70, 19, ""); - uiBlockSetEmboss(block, UI_EMBOSS); - - uiBlockBeginAlign(block); - uiDefButBitS(block, TOG, BUTS_SENS_SEL, B_REDR, "Sel", xco+80, yco+35, (width-70)/4, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show all selected Objects"); - uiDefButBitS(block, TOG, BUTS_SENS_ACT, B_REDR, "Act", xco+80+(width-70)/4, yco+35, (width-70)/4, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show active Object"); - uiDefButBitS(block, TOG, BUTS_SENS_LINK, B_REDR, "Link", xco+80+2*(width-70)/4, yco+35, (width-70)/4, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show linked Objects to Controller"); - uiDefButBitS(block, TOG, BUTS_SENS_STATE, B_REDR, "State", xco+80+3*(width-70)/4, yco+35, (width-70)/4, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show only sensors connected to active states"); - uiBlockEndAlign(block); - - for(a=0; a<count; a++) { - ob= (Object *)idar[a]; - uiClearButLock(); - uiSetButLock(object_is_libdata(ob), ERROR_LIBDATA_MESSAGE); - - if( (ob->scavisflag & OB_VIS_SENS) == 0) continue; - - /* presume it is only objects for now */ - uiBlockSetEmboss(block, UI_EMBOSS); - uiBlockBeginAlign(block); - if(ob->sensors.first) uiSetCurFont(block, UI_HELVB); - uiDefButBitS(block, TOG, OB_SHOWSENS, B_REDR, ob->id.name+2,(short)(xco-10), yco, (short)(width-30), 19, &ob->scaflag, 0, 31, 0, 0, "Object name, click to show/hide sensors"); - if(ob->sensors.first) uiSetCurFont(block, UI_HELV); - uiDefButBitS(block, TOG, OB_ADDSENS, B_ADD_SENS, "Add",(short)(xco+width-40), yco, 50, 19, &ob->scaflag, 0, 0, 0, 0, "Add a new Sensor"); - uiBlockEndAlign(block); - yco-=20; - - if(ob->scaflag & OB_SHOWSENS) { - - sens= ob->sensors.first; - while(sens) { - if (!(G.buts->scaflag & BUTS_SENS_STATE) || - (sens->totlinks == 0) || /* always display sensor without links so that is can be edited */ - (sens->flag & SENS_PIN && G.buts->scaflag & BUTS_SENS_STATE) || /* states can hide some sensors, pinned sensors ignore the visible state */ - (is_sensor_linked(block, sens)) - ) { - /* should we draw the pin? - for now always draw when there is a state */ - pin = (G.buts->scaflag & BUTS_SENS_STATE && (sens->flag & SENS_SHOW || sens->flag & SENS_PIN)) ? 1:0 ; - - sens->flag |= SENS_VISIBLE; - uiBlockSetEmboss(block, UI_EMBOSSM); - uiDefIconButBitS(block, TOG, SENS_DEL, B_DEL_SENS, ICON_X, xco, yco, 22, 19, &sens->flag, 0, 0, 0, 0, "Delete Sensor"); - if (pin) - uiDefIconButBitS(block, ICONTOG, SENS_PIN, B_REDR, ICON_PIN_DEHLT, (short)(xco+width-44), yco, 22, 19, &sens->flag, 0, 0, 0, 0, "Display when not linked to a visible states controller"); - - uiDefIconButBitS(block, ICONTOG, SENS_SHOW, B_REDR, ICON_RIGHTARROW, (short)(xco+width-22), yco, 22, 19, &sens->flag, 0, 0, 0, 0, "Sensor settings"); - - ycoo= yco; - if(sens->flag & SENS_SHOW) - { - uiDefButS(block, MENU, B_CHANGE_SENS, sensor_pup(), (short)(xco+22), yco, 80, 19, &sens->type, 0, 0, 0, 0, "Sensor type"); - but= uiDefBut(block, TEX, 1, "", (short)(xco+102), yco, (short)(width-(pin?146:124)), 19, sens->name, 0, 31, 0, 0, "Sensor name"); - uiButSetFunc(but, make_unique_prop_names_cb, sens->name, (void*) 0); - - sens->otype= sens->type; - yco= draw_sensorbuttons(sens, block, xco, yco, width,ob->id.name); - if(yco-6 < ycoo) ycoo= (yco+ycoo-20)/2; - } - else { - set_col_sensor(sens->type, 1); - glRecti(xco+22, yco, xco+width-22,yco+19); - but= uiDefBut(block, LABEL, 0, sensor_name(sens->type), (short)(xco+22), yco, 80, 19, sens, 0, 0, 0, 0, ""); - uiButSetFunc(but, sca_move_sensor, sens, NULL); - but= uiDefBut(block, LABEL, 0, sens->name, (short)(xco+102), yco, (short)(width-(pin?146:124)), 19, sens, 0, 31, 0, 0, ""); - uiButSetFunc(but, sca_move_sensor, sens, NULL); - } - - but= uiDefIconBut(block, LINK, 0, ICON_LINK, (short)(xco+width), ycoo, 19, 19, NULL, 0, 0, 0, 0, ""); - uiSetButLink(but, NULL, (void ***)&(sens->links), &sens->totlinks, LINK_SENSOR, LINK_CONTROLLER); - - yco-=20; - } - sens= sens->next; - } - yco-= 6; - } - } - - /* ******************************* */ - xco= 1040; yco= 170; width= 280; - - uiBlockSetEmboss(block, UI_EMBOSSP); - uiDefBlockBut(block, actuator_menu, NULL, "Actuators", xco-10, yco+35, 90, 19, ""); - uiBlockSetEmboss(block, UI_EMBOSS); - uiBlockBeginAlign(block); - uiDefButBitS(block, TOG, BUTS_ACT_SEL, B_REDR, "Sel", xco+110, yco+35, (width-100)/4, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show all selected Objects"); - uiDefButBitS(block, TOG, BUTS_ACT_ACT, B_REDR, "Act", xco+110+(width-100)/4, yco+35, (width-100)/4, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show active Object"); - uiDefButBitS(block, TOG, BUTS_ACT_LINK, B_REDR, "Link", xco+110+2*(width-100)/4, yco+35, (width-100)/4, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show linked Objects to Controller"); - uiDefButBitS(block, TOG, BUTS_ACT_STATE, B_REDR, "State", xco+110+3*(width-100)/4, yco+35, (width-100)/4, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show only actuators connected to active states"); - uiBlockEndAlign(block); - for(a=0; a<count; a++) { - ob= (Object *)idar[a]; - uiClearButLock(); - uiSetButLock(object_is_libdata(ob), ERROR_LIBDATA_MESSAGE); - if( (ob->scavisflag & OB_VIS_ACT) == 0) continue; - - /* presume it is only objects for now */ - uiBlockSetEmboss(block, UI_EMBOSS); - uiBlockBeginAlign(block); - if(ob->actuators.first) uiSetCurFont(block, UI_HELVB); - uiDefButBitS(block, TOG, OB_SHOWACT, B_REDR, ob->id.name+2,(short)(xco-10), yco,(short)(width-30), 19, &ob->scaflag, 0, 31, 0, 0, "Object name, click to show/hide actuators"); - if(ob->actuators.first) uiSetCurFont(block, UI_HELV); - uiDefButBitS(block, TOG, OB_ADDACT, B_ADD_ACT, "Add",(short)(xco+width-40), yco, 50, 19, &ob->scaflag, 0, 0, 0, 0, "Add a new Actuator"); - uiBlockEndAlign(block); - yco-=20; - - if(ob->scaflag & OB_SHOWACT) { - - act= ob->actuators.first; - while(act) { - if (!(G.buts->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 && G.buts->scaflag & BUTS_ACT_STATE)) { - - pin = (G.buts->scaflag & BUTS_ACT_STATE && (act->flag & SENS_SHOW || act->flag & SENS_PIN)) ? 1:0 ; - - act->flag |= ACT_VISIBLE; /* mark the actuator as visible to help implementing the up/down action */ - uiBlockSetEmboss(block, UI_EMBOSSM); - uiDefIconButBitS(block, TOG, ACT_DEL, B_DEL_ACT, ICON_X, xco, yco, 22, 19, &act->flag, 0, 0, 0, 0, "Delete Actuator"); - if (pin) - uiDefIconButBitS(block, ICONTOG, ACT_PIN, B_REDR, ICON_PIN_DEHLT, (short)(xco+width-44), yco, 22, 19, &act->flag, 0, 0, 0, 0, "Display when not linked to a visible states controller"); - uiDefIconButBitS(block, ICONTOG, ACT_SHOW, B_REDR, ICON_RIGHTARROW, (short)(xco+width-22), yco, 22, 19, &act->flag, 0, 0, 0, 0, "Display the actuator"); - - if(act->flag & ACT_SHOW) { - act->otype= act->type; - uiDefButS(block, MENU, B_CHANGE_ACT, actuator_pup(ob), (short)(xco+22), yco, 90, 19, &act->type, 0, 0, 0, 0, "Actuator type"); - but= uiDefBut(block, TEX, 1, "", (short)(xco+112), yco, (short)(width-(pin?156:134)), 19, act->name, 0, 31, 0, 0, "Actuator name"); - uiButSetFunc(but, make_unique_prop_names_cb, act->name, (void*) 0); - - ycoo= yco; - yco= draw_actuatorbuttons(ob, act, block, xco, yco, width); - if(yco-6 < ycoo) ycoo= (yco+ycoo-20)/2; - } - else { - set_col_actuator(act->type, 1); - glRecti((short)(xco+22), yco, (short)(xco+width-22),(short)(yco+19)); - but= uiDefBut(block, LABEL, 0, actuator_name(act->type), (short)(xco+22), yco, 90, 19, act, 0, 0, 0, 0, "Actuator type"); - uiButSetFunc(but, sca_move_actuator, act, NULL); - but= uiDefBut(block, LABEL, 0, act->name, (short)(xco+112), yco, (short)(width-(pin?156:134)), 19, act, 0, 0, 0, 0, "Actuator name"); - uiButSetFunc(but, sca_move_actuator, act, NULL); - ycoo= yco; - } - - uiDefIconBut(block, INLINK, 0, ICON_INLINK,(short)(xco-19), ycoo, 19, 19, act, LINK_ACTUATOR, 0, 0, 0, ""); - - yco-=20; - } - act= act->next; - } - yco-= 6; - } - } - - uiComposeLinks(block); - uiDrawBlock(block); - - if(idar) MEM_freeN(idar); -} - - |