diff options
Diffstat (limited to 'source/blender/src/buttons_logic.c')
-rw-r--r-- | source/blender/src/buttons_logic.c | 146 |
1 files changed, 66 insertions, 80 deletions
diff --git a/source/blender/src/buttons_logic.c b/source/blender/src/buttons_logic.c index 82f93e9665e..5a870aec255 100644 --- a/source/blender/src/buttons_logic.c +++ b/source/blender/src/buttons_logic.c @@ -945,7 +945,7 @@ static void set_col_sensor(int type, int medium) } /** - * Draws a toggle for pulse mode, a frequency fiels and a toggle to invert + * 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, @@ -955,11 +955,11 @@ static void draw_default_sensor_header(bSensor *sens, short w) { /* Pulsing and frequency */ - uiDefIconButS(block, TOG|BIT|0, 1, ICON_DOTSUP, + uiDefIconButBitS(block, TOG, SENS_PULSE_CONT, 1, ICON_DOTSUP, (short)(x + 10), (short)(y - 19), (short)(0.15 * (w-20)), 19, &sens->pulse, 0.0, 0.0, 0, 0, "Activate TRUE pulse mode"); - uiDefIconButS(block, TOG|BIT|2, 1, ICON_DOTSDOWN, + uiDefIconButBitS(block, TOG, SENS_NEG_PULSE_MODE, 1, ICON_DOTSDOWN, (short)(x + 10 + 0.15 * (w-20)), (short)(y - 19), (short)(0.15 * (w-20)), 19, &sens->pulse, 0.0, 0.0, 0, 0, "Activate FALSE pulse mode"); @@ -1042,7 +1042,8 @@ static short draw_sensorbuttons(bSensor *sens, uiBlock *block, short xco, short /* The collision sensor will become a generic collision (i.e. it */ /* absorb the old touch sensor). */ - uiDefButS(block, TOG|BIT|0, B_REDR, "M/P",(short)(xco + 10),(short)(yco - 44), + + 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."); @@ -1143,7 +1144,7 @@ static short draw_sensorbuttons(bSensor *sens, uiBlock *block, short xco, short /* part of line 1 */ uiBlockSetCol(block, TH_BUT_SETTING2); - uiDefButS(block, TOG|BIT|0, 0, "All keys", xco+40+(width/2), yco-44, (width/2)-50, 19, + uiDefButBitS(block, TOG, 1, 0, "All keys", xco+40+(width/2), yco-44, (width/2)-50, 19, &ks->type, 0, 0, 0, 0, ""); /* line 4: toggle property for string logging mode */ @@ -1254,7 +1255,7 @@ static short draw_sensorbuttons(bSensor *sens, uiBlock *block, short xco, short raySens = sens->data; /* 1. property or material */ - uiDefButS(block, TOG|BIT|0, B_REDR, "M/P", + 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."); @@ -1529,14 +1530,14 @@ static short draw_actuatorbuttons(bActuator *act, uiBlock *block, short xco, sho uiDefButF(block, NUM, 0, "", xco+45+wval, yco-125, wval, 19, oa->angularvelocity+1, -10000.0, 10000.0, 10, 0, ""); uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-125, wval, 19, oa->angularvelocity+2, -10000.0, 10000.0, 10, 0, ""); - uiDefButI(block, TOG|BIT|0, 0, "L", xco+45+3*wval, yco-22, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Local transformation"); - uiDefButI(block, TOG|BIT|1, 0, "L", xco+45+3*wval, yco-41, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Local transformation"); - uiDefButI(block, TOG|BIT|2, 0, "L", xco+45+3*wval, yco-64, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Local transformation"); - uiDefButI(block, TOG|BIT|3, 0, "L", xco+45+3*wval, yco-83, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Local transformation"); - uiDefButI(block, TOG|BIT|4, 0, "L", xco+45+3*wval, yco-106, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Local transformation"); - uiDefButI(block, TOG|BIT|5, 0, "L", xco+45+3*wval, yco-125, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Local transformation"); + uiDefButBitI(block, TOG, ACT_FORCE_LOCAL, 0, "L", xco+45+3*wval, yco-22, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Local transformation"); + uiDefButBitI(block, TOG, ACT_TORQUE_LOCAL, 0, "L", xco+45+3*wval, yco-41, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Local transformation"); + uiDefButBitI(block, TOG, ACT_DLOC_LOCAL, 0, "L", xco+45+3*wval, yco-64, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Local transformation"); + uiDefButBitI(block, TOG, ACT_DROT_LOCAL, 0, "L", xco+45+3*wval, yco-83, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Local transformation"); + uiDefButBitI(block, TOG, ACT_LIN_VEL_LOCAL, 0, "L", xco+45+3*wval, yco-106, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Local transformation"); + uiDefButBitI(block, TOG, ACT_ANG_VEL_LOCAL, 0, "L", xco+45+3*wval, yco-125, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Local transformation"); - uiDefButI(block, TOG|BIT|6, 0, "add",xco+45+3*wval+15, yco-106, 35, 19, &oa->flag, 0.0, 0.0, 0, 0, "Toggles between ADD and SET linV"); + uiDefButBitI(block, TOG, ACT_ADD_LIN_VEL, 0, "add",xco+45+3*wval+15, yco-106, 35, 19, &oa->flag, 0.0, 0.0, 0, 0, "Toggles between ADD and SET linV"); yco-= ysize; break; @@ -1594,10 +1595,7 @@ static short draw_actuatorbuttons(bActuator *act, uiBlock *block, short xco, sho { ia= act->data; - if(ia->type==ACT_IPO_KEY2KEY) - ysize= 72; - else - ysize= 52; + ysize= 52; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); @@ -1605,23 +1603,11 @@ static short draw_actuatorbuttons(bActuator *act, uiBlock *block, short xco, sho 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+20, yco-24, width-40 - (width-40)/3, 19, &ia->type, 0, 0, 0, 0, ""); - uiDefButS(block, TOG|BIT|ACT_IPOCHILD_BIT, B_REDR, + uiDefButBitS(block, TOG, ACT_IPOCHILD, B_REDR, "Child", xco+20+0.666*(width-40), yco-24, (width-40)/3, 19, &ia->flag, 0, 0, 0, 0, "Add all children Objects as well"); - /* - Key2key was disabled.... the settings below should not be reused without - thought, because they interfere with other variables. - - if(ia->type==ACT_IPO_KEY2KEY) { - - uiDefButS(block, TOG|BIT|0, 0, "Prev", xco+20, yco-44, (width-40)/3, 19, &ia->flag, 0, 0, 0, 0, "Play backwards"); - uiDefButS(block, TOG|BIT|1, 0, "Cycl", xco+20+(width-40)/3, yco-44, (width-40)/3, 19, &ia->flag, 0, 0, 0, 0, "Play cyclic"); - uiDefButS(block, TOG|BIT|3, 0, "Hold", xco+20+2*(width-40)/3, yco-44, (width-40)/3, 19, &ia->flag, 0, 0, 0, 0, "Keep playing while activated"); - - uiDefBut(block, TEX, 0, "Prop: ", xco+20, yco-66, width-40, 19, ia->name, 0.0, 31.0, 0, 0, "Set property to key position"); - } else - */ + if(ia->type==ACT_IPO_FROM_PROP) { uiDefBut(block, TEX, 0, "Prop: ", xco+20, yco-44, width-40, 19, @@ -1638,14 +1624,14 @@ static short draw_actuatorbuttons(bActuator *act, uiBlock *block, short xco, sho &ia->end, 0.0, MAXFRAMEF, 0, 0, "End frame"); - uiDefButS(block, TOG|BIT|ACT_IPOFORCE_BIT, B_REDR, + uiDefButBitS(block, TOG, ACT_IPOFORCE, B_REDR, "Force", xco+width-78, yco-44, 43, 19, &ia->flag, 0, 0, 0, 0, "Convert Ipo to force"); /* Only show the do-force-local toggle if force is requested */ if (ia->flag & ACT_IPOFORCE) { - uiDefButS(block, TOG|BIT|ACT_IPOFORCE_LOCAL_BIT, 0, + uiDefButBitS(block, TOG, ACT_IPOFORCE_LOCAL, 0, "L", xco+width-35, yco-44, 15, 19, &ia->flag, 0, 0, 0, 0, "Let the force-ipo act in local coordinates."); @@ -1799,7 +1785,7 @@ static short draw_actuatorbuttons(bActuator *act, uiBlock *block, short xco, sho 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."); - uiDefButS(block, TOG|BIT|1, 0, "L", xco+45+3*wval, yco-68, 15, 19, + uiDefButBitS(block, TOG, 2, 0, "L", xco+45+3*wval, yco-68, 15, 19, &eoa->localflag, 0.0, 0.0, 0, 0, "Apply the transformation locally"); @@ -2016,7 +2002,7 @@ static short draw_actuatorbuttons(bActuator *act, uiBlock *block, short xco, sho 0.0, 0.0, 0, 0, "Make the object invisible or visible."); /* - uiDefButI(block, TOG|BIT|ACT_VISIBILITY_INVISIBLE_BIT, 0, + uiDefButBitI(block, TOG, ACT_VISIBILITY_INVISIBLE, 0, "Invisible", xco + 10, yco - 24, width - 20, 19, &visAct->flag, 0.0, 0.0, 0, 0, @@ -2060,7 +2046,7 @@ static short draw_actuatorbuttons(bActuator *act, uiBlock *block, short xco, sho /*4. and 5. arguments for the distribution*/ switch (randAct->distribution) { case ACT_RANDOM_BOOL_CONST: - uiDefButI(block, TOG|BIT|0, 1, "Always true", (xco+10), yco-64, (width-20), 19, + 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; @@ -2165,7 +2151,7 @@ static short draw_actuatorbuttons(bActuator *act, uiBlock *block, short xco, sho "Optional message subject. This is what can be filtered on."); /* line 3: Text/Property */ - uiDefButS(block, TOG|BIT|0, B_REDR, "T/P", + 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."); @@ -2350,42 +2336,42 @@ static uiBlock *actuator_menu(void *arg_unused) void buttons_enji(uiBlock *block, Object *ob) { - uiDefBut(block, TOG|INT|BIT|13, B_SETSECTOR, "Sector", + 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"); - uiDefBut(block, TOG|INT|BIT|14, B_SETPROP, "Prop", + 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); - uiDefBut(block, TOG|INT|BIT|2, B_SETACTOR, "Actor", + 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) { - uiDefBut(block, TOG|INT|BIT|0, B_SETDYNA, "Dynamic", + uiDefButBitI(block, TOG, OB_DYNAMIC, B_SETDYNA, "Dynamic", 205,205,75,19, &ob->gameflag, 0, 0, 0, 0, "Motion defined by laws of physics"); - uiDefBut(block, TOG|INT|BIT|15, B_SETMAINACTOR, "MainActor", + uiDefButBitI(block, TOG, OB_MAINACTOR, B_SETMAINACTOR, "MainActor", 280,205,70,19, &ob->gameflag, 0, 0, 0, 0, ""); if(ob->gameflag & OB_DYNAMIC) { - uiDefBut(block, TOG|INT|BIT|6, B_DIFF, "Do Fh", + 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"); - uiDefBut(block, TOG|INT|BIT|7, B_DIFF, "Rot Fh", + 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); - uiDefBut(block, NUM|FLO, B_DIFF, "Mass:", + uiDefButF(block, NUM, B_DIFF, "Mass:", 110, 185, 120, 19, &ob->mass, 0.01, 100.0, 10, 0, "The mass of the Object"); - uiDefBut(block, NUM|FLO, REDRAWVIEW3D, "Size:", + uiDefButF(block, NUM, REDRAWVIEW3D, "Size:", 230, 185, 120, 19, &ob->inertia, 0.01, 10.0, 10, 0, "Bounding sphere size"); - uiDefBut(block, NUM|FLO, B_DIFF, "Damp:", + uiDefButF(block, NUM, B_DIFF, "Damp:", 10, 165, 100, 19, &ob->damping, 0.0, 1.0, 10, 0, "General movement damping"); - uiDefBut(block, NUM|FLO, B_DIFF, "RotDamp:", + uiDefButF(block, NUM, B_DIFF, "RotDamp:", 110, 165, 120, 19, &ob->rdamping, 0.0, 1.0, 10, 0, "General rotation damping"); } @@ -2395,25 +2381,25 @@ void buttons_enji(uiBlock *block, Object *ob) void buttons_ketsji(uiBlock *block, Object *ob) { - uiDefButI(block, TOG|BIT|2, B_REDR, "Actor", + uiDefButBitI(block, TOG, OB_ACTOR, B_REDR, "Actor", 10,205,75,19, &ob->gameflag, 0, 0, 0, 0, "Objects that are evaluated by the engine "); if(ob->gameflag & OB_ACTOR) { - uiDefButI(block, TOG|BIT|9, B_REDR, "Ghost", 85,205,65,19, + uiDefButBitI(block, TOG, OB_GHOST, B_REDR, "Ghost", 85,205,65,19, &ob->gameflag, 0, 0, 0, 0, "Objects that don't restitute collisions (like a ghost)"); - uiDefButI(block, TOG|BIT|0, B_REDR, "Dynamic", 150,205,65,19, + uiDefButBitI(block, TOG, OB_DYNAMIC, B_REDR, "Dynamic", 150,205,65,19, &ob->gameflag, 0, 0, 0, 0, "Motion defined by laws of physics"); if(ob->gameflag & OB_DYNAMIC) { - uiDefButI(block, TOG|BIT|10, B_REDR, "Rigid Body", 215,205,135,19, + uiDefButBitI(block, TOG, OB_RIGID_BODY, B_REDR, "Rigid Body", 215,205,135,19, &ob->gameflag, 0, 0, 0, 0, "Enable rolling physics"); - uiDefButI(block, TOG|BIT|6, B_DIFF, "Do Fh", 10,185,50,19, + 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"); - uiDefButI(block, TOG|BIT|7, B_DIFF, "Rot Fh", 60,185,50,19, + 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"); uiDefButF(block, NUM, B_DIFF, "Mass:", 110, 185, 80, 19, @@ -2432,7 +2418,7 @@ void buttons_ketsji(uiBlock *block, Object *ob) uiDefButF(block, NUM, B_DIFF, "RotDamp:", 110, 165, 120, 19, &ob->rdamping, 0.0, 1.0, 10, 0, "General rotation damping"); - uiDefButI(block, TOG|BIT|8, B_REDR, "Anisotropic", + uiDefButBitI(block, TOG, OB_ANISOTROPIC_FRICTION, B_REDR, "Anisotropic", 230, 165, 120, 19, &ob->gameflag, 0.0, 1.0, 10, 0, "Enable anisotropic friction"); @@ -2452,7 +2438,7 @@ void buttons_ketsji(uiBlock *block, Object *ob) } if (!(ob->gameflag & OB_GHOST)) { - uiDefButI(block, TOG|BIT|11, B_REDR, "Bounds", 10, 125, 75, 19, + uiDefButBitI(block, TOG, OB_BOUNDS, B_REDR, "Bounds", 10, 125, 75, 19, &ob->gameflag, 0, 0,0, 0, "Specify a bounds object for physics"); if (ob->gameflag & OB_BOUNDS) { @@ -2529,8 +2515,8 @@ void logic_buts(void) } if(prop->type==PROP_BOOL) { - uiDefButI(block, TOG|BIT|0, B_REDR, "True", 215, (short)(70-20*a), 55, 19, &prop->data, 0, 0, 0, 0, ""); - uiDefButI(block, TOGN|BIT|0, B_REDR, "False", 270, (short)(70-20*a), 55, 19, &prop->data, 0, 0, 0, 0, ""); + uiDefButBitI(block, TOG, PROP_BOOL, B_REDR, "True", 215, (short)(70-20*a), 55, 19, &prop->data, 0, 0, 0, 0, ""); + uiDefButBitI(block, TOGN, PROP_BOOL, B_REDR, "False", 270, (short)(70-20*a), 55, 19, &prop->data, 0, 0, 0, 0, ""); } else if(prop->type==PROP_INT) uiDefButI(block, NUM, butreturn, "", 215, (short)(70-20*a), 110, 19, &prop->data, -10000, 10000, 0, 0, ""); @@ -2541,7 +2527,7 @@ void logic_buts(void) else if(prop->type==PROP_TIME) uiDefButF(block, NUM, butreturn, "", 215, (short)(70-20*a), 110, 19, (float*) &prop->data, -10000, 10000, 0, 0, ""); - uiDefButS(block, TOG|BIT|0, 0, "D", 325, (short)(70-20*a), 20, 19, &prop->flag, 0, 0, 0, 0, "Print Debug info"); + uiDefButBitS(block, TOG, PROP_DEBUG, 0, "D", 325, (short)(70-20*a), 20, 19, &prop->flag, 0, 0, 0, 0, "Print Debug info"); a++; prop= prop->next; @@ -2557,9 +2543,9 @@ void logic_buts(void) uiBlockSetEmboss(block, UI_EMBOSSP); uiDefBlockBut(block, sensor_menu, NULL, "Sensors", xco-10, yco+35, 80, 19, ""); uiBlockSetEmboss(block, UI_EMBOSS); - uiDefButS(block, TOG|BIT|0, B_REDR, "Sel", xco+110, yco+35, (width-100)/3, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show all selected Objects"); - uiDefButS(block, TOG|BIT|1, B_REDR, "Act", xco+110+(width-100)/3, yco+35, (width-100)/3, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show active Object"); - uiDefButS(block, TOG|BIT|2, 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 Controller"); + uiDefButBitS(block, TOG, BUTS_SENS_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_SENS_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_SENS_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 Controller"); for(a=0; a<count; a++) { ob= (Object *)idar[a]; @@ -2571,9 +2557,9 @@ void logic_buts(void) /* presume it is only objects for now */ uiBlockSetEmboss(block, UI_EMBOSS); if(ob->sensors.first) uiSetCurFont(block, UI_HELVB); - uiDefButS(block, TOG|BIT|6, 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"); + 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); - uiDefButS(block, TOG|BIT|8, B_ADD_SENS, "Add",(short)(xco+width-40), yco, 50, 19, &ob->scaflag, 0, 0, 0, 0, "Add a new Sensor"); + 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"); yco-=20; if(ob->scaflag & OB_SHOWSENS) { @@ -2581,8 +2567,8 @@ void logic_buts(void) sens= ob->sensors.first; while(sens) { uiBlockSetEmboss(block, UI_EMBOSSM); - uiDefIconButS(block, TOG|BIT|1, B_DEL_SENS, ICON_X, xco, yco, 22, 19, &sens->flag, 0, 0, 0, 0, "Delete Sensor"); - uiDefIconButS(block, ICONTOG|BIT|0, B_REDR, ICON_RIGHTARROW, (short)(xco+width-22), yco, 22, 19, &sens->flag, 0, 0, 0, 0, "Sensor settings"); + uiDefIconButBitS(block, TOG, SENS_DEL, B_DEL_SENS, ICON_X, xco, yco, 22, 19, &sens->flag, 0, 0, 0, 0, "Delete Sensor"); + 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) @@ -2621,9 +2607,9 @@ void logic_buts(void) uiBlockSetEmboss(block, UI_EMBOSSP); uiDefBlockBut(block, controller_menu, NULL, "Controllers", xco-10, yco+35, 100, 19, ""); uiBlockSetEmboss(block, UI_EMBOSS); - uiDefButS(block, TOG|BIT|3, B_REDR, "Sel", xco+110, yco+35, (width-100)/3, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show all selected Objects"); - uiDefButS(block, TOG|BIT|4, B_REDR, "Act", xco+110+(width-100)/3, yco+35, (width-100)/3, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show active Object"); - uiDefButS(block, TOG|BIT|5, 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"); + 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"); ob= OBACT; @@ -2635,9 +2621,9 @@ void logic_buts(void) /* presume it is only objects for now */ uiBlockSetEmboss(block, UI_EMBOSS); - uiDefButS(block, TOG|BIT|9, B_ADD_CONT, "Add",(short)(xco+width-40), yco, 50, 19, &ob->scaflag, 0, 0, 0, 0, "Add a new Controller"); + 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"); if(ob->controllers.first) uiSetCurFont(block, UI_HELVB); - uiDefButS(block, TOG|BIT|11, B_REDR, ob->id.name+2,(short)(xco-10), yco, (short)(width-30), 19, &ob->scaflag, 0, 0, 0, 0, "Active Object name"); + 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); yco-=20; @@ -2646,8 +2632,8 @@ void logic_buts(void) cont= ob->controllers.first; while(cont) { uiBlockSetEmboss(block, UI_EMBOSSM); - uiDefIconButS(block, TOG|BIT|1, B_DEL_CONT, ICON_X, xco, yco, 22, 19, &cont->flag, 0, 0, 0, 0, "Delete Controller"); - uiDefIconButS(block, ICONTOG|BIT|0, B_REDR, ICON_RIGHTARROW, (short)(xco+width-22), yco, 22, 19, &cont->flag, 0, 0, 0, 0, "Controller settings"); + 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"); if(cont->flag & CONT_SHOW) { cont->otype= cont->type; @@ -2688,9 +2674,9 @@ void logic_buts(void) uiBlockSetEmboss(block, UI_EMBOSSP); uiDefBlockBut(block, actuator_menu, NULL, "Actuators", xco-10, yco+35, 100, 19, ""); uiBlockSetEmboss(block, UI_EMBOSS); - uiDefButS(block, TOG|BIT|6, B_REDR, "Sel", xco+110, yco+35, (width-110)/3, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show all selected Objects"); - uiDefButS(block, TOG|BIT|7, B_REDR, "Act", xco+110+(width-110)/3, yco+35, (width-110)/3, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show active Object"); - uiDefButS(block, TOG|BIT|8, B_REDR, "Link", xco+110+2*(width-110)/3, yco+35, (width-110)/3, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show linked Objects to Controller"); + uiDefButBitS(block, TOG, BUTS_ACT_SEL, B_REDR, "Sel", xco+110, yco+35, (width-110)/3, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show all selected Objects"); + uiDefButBitS(block, TOG, BUTS_ACT_ACT, B_REDR, "Act", xco+110+(width-110)/3, yco+35, (width-110)/3, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show active Object"); + uiDefButBitS(block, TOG, BUTS_ACT_LINK, B_REDR, "Link", xco+110+2*(width-110)/3, yco+35, (width-110)/3, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show linked Objects to Controller"); for(a=0; a<count; a++) { ob= (Object *)idar[a]; @@ -2701,9 +2687,9 @@ void logic_buts(void) /* presume it is only objects for now */ uiBlockSetEmboss(block, UI_EMBOSS); if(ob->actuators.first) uiSetCurFont(block, UI_HELVB); - uiDefButS(block, TOG|BIT|7, 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"); + 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); - uiDefButS(block, TOG|BIT|10, B_ADD_ACT, "Add",(short)(xco+width-40), yco, 50, 19, &ob->scaflag, 0, 0, 0, 0, "Add a new Actuator"); + 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"); yco-=20; if(ob->scaflag & OB_SHOWACT) { @@ -2711,8 +2697,8 @@ void logic_buts(void) act= ob->actuators.first; while(act) { uiBlockSetEmboss(block, UI_EMBOSSM); - uiDefIconButS(block, TOG|BIT|1, B_DEL_ACT, ICON_X, xco, yco, 22, 19, &act->flag, 0, 0, 0, 0, "Delete Actuator"); - uiDefIconButS(block, ICONTOG|BIT|0, B_REDR, ICON_RIGHTARROW, (short)(xco+width-22), yco, 22, 19, &act->flag, 0, 0, 0, 0, "Actuator settings"); + uiDefIconButBitS(block, TOG, ACT_DEL, B_DEL_ACT, ICON_X, xco, yco, 22, 19, &act->flag, 0, 0, 0, 0, "Delete Actuator"); + uiDefIconButBitS(block, ICONTOG, ACT_SHOW, B_REDR, ICON_RIGHTARROW, (short)(xco+width-22), yco, 22, 19, &act->flag, 0, 0, 0, 0, "Actuator settings"); if(act->flag & ACT_SHOW) { act->otype= act->type; |