diff options
Diffstat (limited to 'source/blender/src/editsca.c')
-rw-r--r-- | source/blender/src/editsca.c | 2647 |
1 files changed, 2647 insertions, 0 deletions
diff --git a/source/blender/src/editsca.c b/source/blender/src/editsca.c new file mode 100644 index 00000000000..6357a4c7ac2 --- /dev/null +++ b/source/blender/src/editsca.c @@ -0,0 +1,2647 @@ +/** + * $Id$ + * + * ***** BEGIN GPL/BL DUAL 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. The Blender + * Foundation also sells licenses for use in proprietary software under + * the Blender License. See http://www.blender.org/BL/ for information + * about this. + * + * 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/BL DUAL LICENSE BLOCK ***** + */ + +#include <stdlib.h> +#include <math.h> + +#ifndef WIN32 +#include <unistd.h> +#else +#include <io.h> +#include "BLI_winstuff.h" +#endif + +#include "MEM_guardedalloc.h" + +#include "BLI_blenlib.h" +#include "BLI_arithb.h" +#include "BLI_editVert.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_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_view3d_types.h" +#include "DNA_mesh_types.h" + +#include "BKE_library.h" +#include "BKE_global.h" +#include "BKE_main.h" +#include "BKE_sca.h" +#include "BKE_property.h" + +#include "BIF_gl.h" +#include "BIF_resources.h" +#include "BIF_space.h" +#include "BIF_interface.h" +#include "BIF_screen.h" +#include "BIF_editsca.h" +#include "BIF_keyval.h" +#include "BIF_editsound.h" + +#include "BDR_editcurve.h" +#include "BSE_buttons.h" + +#include "blendef.h" +#include "mydevice.h" +#include "interface.h" +#include "nla.h" /* For __NLA : Important, do not remove */ + +#include "license_key.h" +extern int LICENSE_KEY_VALID; + +#define B_DIFF 1 +#define B_ADD_PROP 2701 +#define B_CHANGE_PROP 2702 + +#define B_ADD_SENS 2703 +#define B_CHANGE_SENS 2704 +#define B_DEL_SENS 2705 + +#define B_ADD_CONT 2706 +#define B_CHANGE_CONT 2707 +#define B_DEL_CONT 2708 + +#define B_ADD_ACT 2709 +#define B_CHANGE_ACT 2710 +#define B_DEL_ACT 2711 + +#define B_SOUNDACT_BROWSE 2712 + +/* internals */ + +/****/ + +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; + } + allqueue(REDRAWBUTSGAME, 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= (int) 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; + + 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) { + BLI_remlink(&base->object->sensors, sens); + BLI_insertlinkbefore(&base->object->sensors, sens->prev, sens); + } + else if( val==2 && sens->next) { + BLI_remlink(&base->object->sensors, sens); + BLI_insertlink(&base->object->sensors, sens->next, sens); + } + allqueue(REDRAWBUTSGAME, 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; + + 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) { + BLI_remlink(&base->object->controllers, cont); + BLI_insertlinkbefore(&base->object->controllers, cont->prev, cont); + } + else if( val==2 && cont->next) { + BLI_remlink(&base->object->controllers, cont); + BLI_insertlink(&base->object->controllers, cont->next, cont); + } + allqueue(REDRAWBUTSGAME, 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; + + 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) { + BLI_remlink(&base->object->actuators, act); + BLI_insertlinkbefore(&base->object->actuators, act->prev, act); + } + else if( val==2 && act->next) { + BLI_remlink(&base->object->actuators, act); + BLI_insertlink(&base->object->actuators, act->next, act); + } + allqueue(REDRAWBUTSGAME, 0); + break; + } + + base= base->next; + } + } +} + +void do_gamebuts(unsigned short event) +{ + bProperty *prop; + bSensor *sens; + bController *cont; + bActuator *act; + Base *base; + Object *ob; + int didit; + + ob= OBACT; + if(ob==0) return; + + switch(event) { + + case B_ADD_PROP: + prop= new_property(PROP_FLOAT); + make_unique_prop_names(prop->name); + BLI_addtail(&ob->prop, prop); + allqueue(REDRAWBUTSGAME, 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(REDRAWBUTSGAME, 0); + break; + + case B_ADD_SENS: + base= FIRSTBASE; + while(base) { + if(base->object->scaflag & OB_ADDSENS) { + base->object->scaflag &= ~OB_ADDSENS; + sens= new_sensor(SENS_ALWAYS); + BLI_addtail(&(base->object->sensors), sens); + make_unique_prop_names(sens->name); + base->object->scaflag |= OB_SHOWSENS; + } + base= base->next; + } + + allqueue(REDRAWBUTSGAME, 0); + break; + + case B_CHANGE_SENS: + base= FIRSTBASE; + while(base) { + sens= base->object->sensors.first; + while(sens) { + if(sens->type != sens->otype) { + init_sensor(sens); + sens->otype= sens->type; + break; + } + sens= sens->next; + } + base= base->next; + } + allqueue(REDRAWBUTSGAME, 0); + break; + + case B_DEL_SENS: + base= FIRSTBASE; + while(base) { + sens= base->object->sensors.first; + while(sens) { + if(sens->flag & SENS_DEL) { + BLI_remlink(&(base->object->sensors), sens); + free_sensor(sens); + break; + } + sens= sens->next; + } + base= base->next; + } + allqueue(REDRAWBUTSGAME, 0); + break; + + case B_ADD_CONT: + base= FIRSTBASE; + while(base) { + if(base->object->scaflag & OB_ADDCONT) { + base->object->scaflag &= ~OB_ADDCONT; + cont= new_controller(CONT_LOGIC_AND); + make_unique_prop_names(cont->name); + base->object->scaflag |= OB_SHOWCONT; + BLI_addtail(&(base->object->controllers), cont); + } + base= base->next; + } + allqueue(REDRAWBUTSGAME, 0); + break; + + case B_CHANGE_CONT: + base= FIRSTBASE; + while(base) { + cont= base->object->controllers.first; + while(cont) { + if(cont->type != cont->otype) { + init_controller(cont); + cont->otype= cont->type; + break; + } + cont= cont->next; + } + base= base->next; + } + allqueue(REDRAWBUTSGAME, 0); + break; + + + case B_DEL_CONT: + base= FIRSTBASE; + while(base) { + cont= base->object->controllers.first; + while(cont) { + if(cont->flag & CONT_DEL) { + BLI_remlink(&(base->object->controllers), cont); + unlink_controller(cont); + free_controller(cont); + break; + } + cont= cont->next; + } + base= base->next; + } + allqueue(REDRAWBUTSGAME, 0); + break; + + case B_ADD_ACT: + base= FIRSTBASE; + while(base) { + if(base->object->scaflag & OB_ADDACT) { + base->object->scaflag &= ~OB_ADDACT; + act= new_actuator(ACT_OBJECT); + make_unique_prop_names(act->name); + BLI_addtail(&(base->object->actuators), act); + base->object->scaflag |= OB_SHOWACT; + } + base= base->next; + } + allqueue(REDRAWBUTSGAME, 0); + break; + + case B_CHANGE_ACT: + base= FIRSTBASE; + while(base) { + act= base->object->actuators.first; + while(act) { + if(act->type != act->otype) { + init_actuator(act); + act->otype= act->type; + break; + } + act= act->next; + } + base= base->next; + } + allqueue(REDRAWBUTSGAME, 0); + break; + + case B_DEL_ACT: + base= FIRSTBASE; + while(base) { + act= base->object->actuators.first; + while(act) { + if(act->flag & ACT_DEL) { + BLI_remlink(&(base->object->actuators), act); + unlink_actuator(act); + free_actuator(act); + break; + } + act= act->next; + } + base= base->next; + } + allqueue(REDRAWBUTSGAME, 0); + break; + + case B_SOUNDACT_BROWSE: + /* since we don't know which... */ + didit= 0; + base= FIRSTBASE; + while(base) + { + act= base->object->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; + + 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; + base= base->next; + } + allqueue(REDRAWBUTSGAME, 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_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"; + } + return "unknown"; +} + +static char *sensor_pup(void) +{ + /* the number needs to match defines in game.h */ + return "Sensors %t|Always %x0|Keyboard %x3|Mouse %x5|" + "Touch %x1|Collision %x6|Near %x2|Radar %x7|" + "Property %x4|Random %x8|Ray %x9|Message %x10"; +} + +static char *controller_name(int type) +{ + switch (type) { + case CONT_LOGIC_AND: + return "AND"; + case CONT_LOGIC_OR: + return "OR"; + case CONT_EXPRESSION: + return "Expression"; + case CONT_PYTHON: + return "Python"; + } + return "unknown"; +} + +static char *controller_pup(void) +{ + return "Controllers %t|AND %x0|OR %x1|Expression %x2|Python %x3"; +} + +static char *actuator_name(int type) +{ + switch (type) { + 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 "Game"; + } + return "unknown"; +} + + + + +static char *actuator_pup(Object *owner) +{ + if (LICENSE_KEY_VALID) + { + 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"; + 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"; + } + } + else + { + 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|Visibility %x18"; + 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|Visibility %x18"; + } + } + +} + + + +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; + } + + if(scavisflag & (BUTS_SENS_LINK|BUTS_CONT_LINK|BUTS_ACT_LINK)) { + 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) && (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) && (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 BIFColorID get_col_sensor(int type) +{ + switch(type) { + case SENS_ALWAYS: return BUTACTION; + case SENS_TOUCH: return BUTCAMERA; + case SENS_COLLISION: return BUTCAMERA; + case SENS_NEAR: return BUTRANDOM; + case SENS_KEYBOARD: return BUTIPO; + case SENS_PROPERTY: return BUTPROPERTY; + case SENS_MOUSE: return BUTAUDIO; + case SENS_RADAR: return BUTEDITOBJECT; + case SENS_RANDOM: return BUTSCENE; + case SENS_RAY: return BUTMOTION; + case SENS_MESSAGE: return BUTMESSAGE; + default: return BUTGREY; + } +} +static void set_col_sensor(int type, int medium) +{ + BIFColorID col= get_col_sensor(type); + BIF_set_color(col, medium?COLORSHADE_MEDIUM:COLORSHADE_GREY); +} + +/** + * Draws a toggle for pulse mode, a frequency fiels 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 */ + uiDefIconButS(block, TOG|BIT|0, 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, + (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"); + uiDefButS(block, NUM, 1, "f:", + (short)(x + 10 + 0.3 * (w-20)), (short)(y - 19), (short)(0.275 * (w-20)), 19, + &sens->freq, 0.0, 10000.0, 0, 0, + "Frequency of pulses (in 1/50 sec)"); + + /* value or shift? */ + uiDefButS(block, TOG, 1, "Inv", + (short)(x + 10 + 0.85 * (w-20)), (short)(y - 19), (short)(0.15 * (w-20)), 19, + &sens->invert, 1.0, SENS_NOT, 0, 0, + "Invert the output of this sensor"); +} + +static short draw_sensorbuttons(bSensor *sens, uiBlock *block, short xco, short yco, short width,char* objectname) +{ + bNearSensor *ns = NULL; + bTouchSensor *ts = NULL; + bKeyboardSensor *ks = NULL; + bPropertySensor *ps = NULL; + bMouseSensor *ms = NULL; + bCollisionSensor *cs = NULL; + bRadarSensor *rs = NULL; + bRandomSensor *randomSensor = NULL; + bRaySensor *raySens = NULL; + bMessageSensor *mes = NULL; + short ysize; + char *str; + + /* yco is at the top of the rect, draw downwards */ + + uiBlockSetEmboss(block, UI_EMBOSSW); + + 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, 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). */ + uiDefButS(block, TOG|BIT|0, 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"); + uiDefButS(block, ROW, 1, "X", + (short)(10+xco+0.7 * (width-20)),(short)(yco-44), (short)(0.1 * (width-22)),19, + &rs->axis, 2.0, 0, 0, 0, + "Cast the cone along the object's positive x-axis"); + uiDefButS(block, ROW, 1, "Y", + (short)(10+xco+0.8 * (width-20)),(short)(yco-44),(short)(0.1 * (width-22)), 19, + &rs->axis, 2.0, 1, 0, 0, + "Cast the cone along the object's positive y-axis"); + uiDefButS(block, ROW, 1, "Z", + (short)(10+xco+0.9 * (width-20)), (short)(yco-44), (short)(0.1 * (width-22)), 19, + &rs->axis, 2.0, 2, 0, 0, + "Cast the cone along the object's positive z-axis"); + 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: + { + /* 5 lines: 120 height */ + ysize= 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); + ks= sens->data; + + /* 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) */ + 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"); + + /* labels for line 1 and 2 */ + uiDefBut(block, LABEL, 0, "Key", xco, yco-44, 40, 19, NULL, 0, 0, 0, 0, ""); + uiDefBut(block, LABEL, 0, "Hold", xco, yco-68, 40, 19, NULL, 0, 0, 0, 0, ""); + + /* part of line 1 */ + uiBlockSetCol(block, BUTPURPLE); + uiDefButS(block, TOG|BIT|0, 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 */ + uiDefBut(block, TEX, 1, "LogToggle: ", + xco+10, yco-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-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, "test for value"); + uiDefBut(block, TEX, 1, "Max: ", xco+width/2,yco-92,width/2, 19, + ps->maxvalue, 0, 31, 0, 0, "test 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, "test for value"); + } + + 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|Movement %x8|Mouse over %x16"; + 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 */ + uiDefButS(block, TOG|BIT|0, 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"); + } + + /* 2. sensing range */ + uiDefButF(block, NUM, 1, "Range", xco+10, yco-68, 0.6 * (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; + } + } + + uiBlockSetEmboss(block, UI_EMBOSSM); + uiBlockSetCol(block, BUTGREY); + + 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_EMBOSSW); + + switch (cont->type) { + case CONT_EXPRESSION: + ysize= 28; + + BIF_set_color(BUTPROPERTY, COLORSHADE_GREY); + 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_set_color(BUTMESSAGE, COLORSHADE_GREY); + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + + uiDefIDPoinBut(block, test_scriptpoin_but, 1, "Script: ", xco+45,yco-24,width-90, 19, &pc->text, ""); + + yco-= ysize; + break; + + default: + ysize= 4; + + BIF_set_color(BUTIPO, COLORSHADE_GREY); + 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, BUTGREY); + + return yco; +} + +static BIFColorID get_col_actuator(int type) +{ + switch(type) { + case ACT_ACTION: return BUTACTION; + case ACT_OBJECT: return BUTMOTION; + case ACT_IPO: return BUTIPO; + case ACT_PROPERTY: return BUTPROPERTY; + case ACT_SOUND: return BUTAUDIO; + case ACT_CD: return BUTCD; + case ACT_CAMERA: return BUTCAMERA; + case ACT_EDIT_OBJECT: return BUTEDITOBJECT; + case ACT_GROUP: return BUTYELLOW; + case ACT_RANDOM: return BUTRANDOM; + case ACT_SCENE: return BUTSCENE; + case ACT_MESSAGE: return BUTMESSAGE; + case ACT_GAME: return BUTGAME; + case ACT_VISIBILITY: return BUTVISIBILITY; + default: return BUTGREY; + } +} +static void set_col_actuator(int item, int medium) +{ + if (item==ACT_CONSTRAINT) { + BIF_set_color(BUTRUST, medium?COLORSHADE_HILITE:COLORSHADE_MEDIUM); + } else { + BIFColorID col= get_col_actuator(item); + BIF_set_color(col, medium?COLORSHADE_MEDIUM:COLORSHADE_GREY); + } +} + +static short draw_actuatorbuttons(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; + + float *fp; + short ysize = 0, wval; + char *str; + int myline; + + /* yco is at the top of the rect, draw downwards */ + uiBlockSetEmboss(block, UI_EMBOSSW); + set_col_actuator(act->type, 0); + + switch (act->type) + { + case ACT_OBJECT: + { + ysize= 129; + + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + uiBlockSetCol(block, BUTGREY); + + oa = act->data; + wval = (width-100)/3; + + uiDefBut(block, LABEL, 0, "Force", xco, yco-22, 55, 19, NULL, 0, 0, 0, 0, "Sets the force"); + uiDefButF(block, NUM, 0, "", xco+45, yco-22, wval, 19, oa->forceloc, -10000.0, 10000.0, 10, 0, ""); + uiDefButF(block, NUM, 0, "", xco+45+wval, yco-22, wval, 19, oa->forceloc+1, -10000.0, 10000.0, 10, 0, ""); + uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-22, wval, 19, oa->forceloc+2, -10000.0, 10000.0, 10, 0, ""); + + uiDefBut(block, LABEL, 0, "Torque", xco, yco-41, 55, 19, NULL, 0, 0, 0, 0, "Sets the torque"); + uiDefButF(block, NUM, 0, "", xco+45, yco-41, wval, 19, oa->forcerot, -10000.0, 10000.0, 10, 0, ""); + uiDefButF(block, NUM, 0, "", xco+45+wval, yco-41, wval, 19, oa->forcerot+1, -10000.0, 10000.0, 10, 0, ""); + uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-41, wval, 19, oa->forcerot+2, -10000.0, 10000.0, 10, 0, ""); + + uiDefBut(block, LABEL, 0, "dLoc", xco, yco-64, 45, 19, NULL, 0, 0, 0, 0, "Sets the dLoc"); + uiDefButF(block, NUM, 0, "", xco+45, yco-64, wval, 19, oa->dloc, -10000.0, 10000.0, 10, 0, ""); + uiDefButF(block, NUM, 0, "", xco+45+wval, yco-64, wval, 19, oa->dloc+1, -10000.0, 10000.0, 10, 0, ""); + uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-64, wval, 19, oa->dloc+2, -10000.0, 10000.0, 10, 0, ""); + + uiDefBut(block, LABEL, 0, "dRot", xco, yco-83, 45, 19, NULL, 0, 0, 0, 0, "Sets the dRot"); + uiDefButF(block, NUM, 0, "", xco+45, yco-83, wval, 19, oa->drot, -10000.0, 10000.0, 10, 0, ""); + uiDefButF(block, NUM, 0, "", xco+45+wval, yco-83, wval, 19, oa->drot+1, -10000.0, 10000.0, 10, 0, ""); + uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-83, wval, 19, oa->drot+2, -10000.0, 10000.0, 10, 0, ""); + + uiDefBut(block, LABEL, 0, "linV", xco, yco-106, 45, 19, NULL, 0, 0, 0, 0, "Sets the linear velocity"); + uiDefButF(block, NUM, 0, "", xco+45, yco-106, wval, 19, oa->linearvelocity, -10000.0, 10000.0, 10, 0, ""); + uiDefButF(block, NUM, 0, "", xco+45+wval, yco-106, wval, 19, oa->linearvelocity+1, -10000.0, 10000.0, 10, 0, ""); + uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-106, wval, 19, oa->linearvelocity+2, -10000.0, 10000.0, 10, 0, ""); + + uiDefBut(block, LABEL, 0, "angV", xco, yco-125, 45, 19, NULL, 0, 0, 0, 0, "Sets the angular velocity"); + uiDefButF(block, NUM, 0, "", xco+45, yco-125, wval, 19, oa->angularvelocity, -10000.0, 10000.0, 10, 0, ""); + 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, ""); + + uiBlockSetCol(block, BUTGREEN); + 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"); + + uiBlockSetCol(block, BUTGREEN); + 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"); + uiBlockSetCol(block, BUTGREY); + + yco-= ysize; + break; + } + case ACT_ACTION: + { + /* 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; + + uiBlockSetCol(block, BUTGREY); + // 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+30, yco-24, width-60, 19, &aa->type, 0.0, 0.0, 0.0, 0.0, "Action playback type"); + uiDefIDPoinBut(block, test_actionpoin_but, 1, "AC: ", xco+30, yco-44, width-60, 19, &aa->act, "Action name"); + + if(aa->type == ACT_ACTION_FROM_PROP) + { + uiDefBut(block, TEX, 0, "Prop: ",xco+30, yco-64, width-60, 19, aa->name, 0.0, 31.0, 0, 0, "Use this property to define the Action position"); + } + else + { + uiDefButS(block, NUM, 0, "Sta: ",xco+30, yco-64, (width-60)/2, 19, &aa->sta, 0.0, 18000.0, 0, 0, "Start frame"); + uiDefButS(block, NUM, 0, "End: ",xco+30+(width-60)/2, yco-64, (width-60)/2, 19, &aa->end, 0.0, 18000.0, 0, 0, "End frame"); + } + + + + uiDefButS(block, NUM, 0, "Blendin: ", xco+30, yco-84, (width-60)/2, 19, &aa->blendin, 0.0, 18000.0, 0.0, 0.0, "Number of frames of motion blending"); + uiDefButS(block, NUM, 0, "Priority: ", xco+30+(width-60)/2, yco-84, (width-60)/2, 19, &aa->priority, 0.0, 100.0, 0.0, 0.0, "Execution priority - lower numbers will override actions with higher numbers"); + +#ifdef __NLA_ACTION_BY_MOTION_ACTUATOR + if(aa->type == ACT_ACTION_MOTION) + { + uiDefButF(block, NUM, 0, "Cycle: ",xco+30, yco-104, (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; + + if(ia->type==ACT_IPO_KEY2KEY) + ysize= 72; + else + ysize= 52; + + 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+20, yco-24, width-40 - (width-40)/3, 19, &ia->type, 0, 0, 0, 0, ""); + uiBlockSetCol(block, BUTGREEN); + uiDefButS(block, TOG|BIT|ACT_IPOCHILD_BIT, 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"); + uiBlockSetCol(block, BUTGREY); + /* + Key2key was disabled.... the settings below should not be reused without + thought, because they interfere with other variables. + + if(ia->type==ACT_IPO_KEY2KEY) { + uiBlockSetCol(block, BUTGREEN); + + 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, + ia->name, 0.0, 31.0, 0, 0, + "Use this property to define the Ipo position"); + } + else { + uiDefButS(block, NUM, 0, + "Sta", xco+20, yco-44, (width-100)/2, 19, + &ia->sta, 0.0, 18000.0, 0, 0, + "Start frame"); + uiDefButS(block, NUM, 0, + "End", xco+18+(width-90)/2, yco-44, (width-100)/2, 19, + &ia->end, 0.0, 18000.0, 0, 0, + "End frame"); + + uiBlockSetCol(block, BUTGREEN); + uiDefButS(block, TOG|BIT|ACT_IPOFORCE_BIT, 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, + "L", xco+width-35, yco-44, 15, 19, + &ia->flag, 0, 0, 0, 0, + "Let the force-ipo act in local coordinates."); + } + + } + 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, 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"); + } + 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); + + IDnames_to_pupstring(&str, "Sound files", NULL, &(G.main->sound), (ID *)sa->sound, &(sa->sndnr)); + + if(str[0]) + { + /* 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, 18.0, 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"); + } + } + else + { + uiDefBut(block, LABEL, 0, "Use Sound window to load files", xco, yco-24, width, 19, NULL, 0, 0, 0, 0, ""); + } + + MEM_freeN(str); + + 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, 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 = 72; + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + + uiDefIDPoinBut(block, test_obpoin_but, 1, "OB:", xco+10, yco-44, (width-20)/2, 19, &(eoa->ob), "Add this Object"); + 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."); + uiDefButS(block, TOG|BIT|1, 0, "L", xco+45+3*wval, yco-68, 15, 19, + &eoa->localflag, 0.0, 0.0, 0, 0, + "Apply the transformation 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, 1, "ME:", xco+40, yco-44, (width-80), 19, &(eoa->me), "Add this Object"); + } + 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, 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"); + uiBlockSetCol(block, BUTGREEN); + uiDefButS(block, TOG, 0, "3D", xco+width-50, yco-44, 40, 19, &eoa->flag, 0.0, 0.0, 0, 0, "Enable 3D tracking"); + uiBlockSetCol(block, BUTGREY); + } + + str= "Edit Object %t|Add Object %x0|End Object %x1|Replace Mesh %x2|Track to %x3"; + 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: + + ysize= 44; + + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + + coa= act->data; + +/* str= "Limit %t|None %x0|Loc X %x1|Loc Y %x2|Loc Z %x4|Rot X %x8|Rot Y %x16|Rot Z %x32"; */ + str= "Limit %t|None %x0|Loc X %x1|Loc Y %x2|Loc Z %x4"; + uiDefButS(block, MENU, 1, str, xco+10, yco-40, 70, 19, &coa->flag, 0.0, 0.0, 0, 0, ""); + + uiDefButS(block, NUM, 0, "Damp:", xco+10, yco-20, 70, 19, &coa->damp, 0.0, 100.0, 0, 0, ""); + uiDefBut(block, LABEL, 0, "Min", xco+80, yco-20, (width-90)/2, 19, NULL, 0.0, 0.0, 0, 0, ""); + uiDefBut(block, LABEL, 0, "Max", xco+80+(width-90)/2, yco-20, (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-40, (width-90)/2, 19, fp, -2000.0, 2000.0, 10, 0, ""); + uiDefButF(block, NUM, 0, "", xco+80+(width-90)/2, yco-40, (width-90)/2, 19, fp+3, -2000.0, 2000.0, 10, 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, 1, "OB:", xco+40, yco-44, (width-80), 19, &(sca->camera), "Set this Camera"); + } + 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, 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, 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, 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, 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, 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, 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 (gma->type == ACT_GAME_RESTART) + { + ysize = 28; + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); + } + else if (gma->type == ACT_GAME_QUIT) + { + 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"; + 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"); + uiDefButS(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 { + uiDefButS(block, NUM, 0, "Sta", xco+20, yco-44, (width-40)/2, 19, &ga->sta, 0.0, 2500.0, 0, 0, "Start frame"); + uiDefButS(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; + + str= "Visibility %t|Visible %x0|Invisible %x1"; + + uiDefButI(block, MENU, B_REDR, str, + xco + 10, yco - 24, width - 20, 19, &visAct->flag, + 0.0, 0.0, 0, 0, + "Make the object invisible or visible."); +/* + uiDefButI(block, TOG|BIT|ACT_VISIBILITY_INVISIBLE_BIT, 0, + "Invisible", + xco + 10, yco - 24, width - 20, 19, &visAct->flag, + 0.0, 0.0, 0, 0, + "Make the object invisible or visible."); +*/ + 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: + uiDefButI(block, TOG|BIT|0, 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; + +#define MESSAGE_SENSOR_TO_FIELD_WORKS /* Really? Not really. Don't remove this ifdef yet */ + +#ifdef MESSAGE_SENSOR_TO_FIELD_WORKS + ysize = 4 + (3 * 24); /* footer + number of lines * 24 pixels/line */ +#else + ysize = 4 + (2 * 24); /* footer + number of lines * 24 pixels/line */ +#endif + glRects(xco, yco-ysize, xco+width, yco); + uiEmboss((float)xco, (float)yco-ysize, + (float)xco+width, (float)yco, 1); + + myline=1; + + +#ifdef MESSAGE_SENSOR_TO_FIELD_WORKS + /* 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 property only" + ", or empty to broadcast"); + +#endif + + /* 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 */ + uiDefButS(block, TOG|BIT|0, 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; + 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); + uiBlockSetCol(block, BUTGREY); + + 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(REDRAWBUTSGAME, 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(REDRAWBUTSGAME, 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(REDRAWBUTSGAME, 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; +} + +/* 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 gamebuts(void) +{ + ID **idar; + Object *ob; + bProperty *prop; + bSensor *sens; + bController *cont; + bActuator *act; + uiBlock *block; + uiBut *but; + int a; + short xco, yco, count, width, ycoo; + char *pupstr, name[32]; + int butreturn = 0; + + ob= OBACT; + + if(ob==0) return; + uiSetButLock(ob->id.lib!=0, "Can't edit library data"); + + sprintf(name, "buttonswin %d", curarea->win); + block= uiNewBlock(&curarea->uiblocks, name, UI_EMBOSSX, UI_HELV, curarea->win); + + uiBlockSetCol(block, BUTPURPLE); + // uiDefButI(block, TOG|BIT|0, B_REDR, "X", + // 15,205,10,19, &ob->gameflag2, 0, 0, 0, 0, + // "Toggle to always ignore activity culling."); + uiDefButI(block, TOG|BIT|2, B_REDR, "Actor", + 25,205,60,19, &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, &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, &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, &ob->gameflag, 0, 0, 0, 0, ""); + + uiDefButI(block, TOG|BIT|6, 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, &ob->gameflag, 0, 0, 0, 0, "Use face normal to rotate Object"); + + uiBlockSetCol(block, BUTGREY); + + uiDefButF(block, NUM, B_DIFF, "Mass:", 110, 185, 80, 19, &ob->mass, 0.01, 100.0, 10, 0, "The mass of the Object"); + uiDefButF(block, NUM, REDRAWVIEW3D, "Size:", 190, 185, 80, 19, &ob->inertia, 0.01, 10.0, 10, 0, "Bounding sphere size"); + uiDefButF(block, NUM, B_DIFF, "Form:", 270, 185, 80, 19, &ob->formfactor, 0.01, 100.0, 10, 0, "Form factor"); + + 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"); + uiDefButI(block, TOG|BIT|8, B_REDR, "Anisotropic", 230, 165, 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, 145, 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, 145, 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, 145, 113, 19, + &ob->anisotropicFriction[2], 0.0, 1.0, 10, 0, + "Relative friction coefficient in the z-direction."); + } + + uiBlockSetCol(block, BUTSALMON); + uiDefBut(block, BUT, B_ADD_PROP, "ADD property", 10, 110, 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) { + + uiBlockSetCol(block, BUTSALMON); + but= uiDefBut(block, BUT, 1, "Del", 10, (short)(90-20*a), 40, 19, NULL, 0.0, 0.0, 1, (float)a, ""); + uiButSetFunc(but, del_property, prop, NULL); + uiBlockSetCol(block, BUTGREY); + uiDefButS(block, MENU, B_CHANGE_PROP, pupstr, 50, (short)(90-20*a), 60, 19, &prop->type, 0, 0, 0, 0, ""); + but= uiDefBut(block, TEX, 1, "Name:", 110, (short)(90-20*a), 105, 19, prop->name, 0, 31, 0, 0, ""); + uiButSetFunc(but, make_unique_prop_names_cb, prop->name, (void*) 1); + + if (strcmp(prop->name, "Text") == 0) { + butreturn = REDRAWVIEW3D; + } else { + butreturn = 0; + } + + if(prop->type==PROP_BOOL) { + uiBlockSetCol(block, BUTGREEN); + uiDefButI(block, TOG|BIT|0, B_REDR, "True", 215, (short)(90-20*a), 55, 19, &prop->data, 0, 0, 0, 0, ""); + uiDefButI(block, TOGN|BIT|0, B_REDR, "False", 270, (short)(90-20*a), 55, 19, &prop->data, 0, 0, 0, 0, ""); + uiBlockSetCol(block, BUTGREY); + } + else if(prop->type==PROP_INT) + uiDefButI(block, NUM, butreturn, "", 215, (short)(90-20*a), 110, 19, &prop->data, -10000, 10000, 0, 0, ""); + else if(prop->type==PROP_FLOAT) + uiDefButF(block, NUM, butreturn, "", 215, (short)(90-20*a), 110, 19, (float*) &prop->data, -10000, 10000, 100, 0, ""); + else if(prop->type==PROP_STRING) + uiDefBut(block, TEX, butreturn, "", 215, (short)(90-20*a), 110, 19, prop->poin, 0, 127, 0, 0, ""); + else if(prop->type==PROP_TIME) + uiDefButF(block, NUM, butreturn, "", 215, (short)(90-20*a), 110, 19, (float*) &prop->data, -10000, 10000, 0, 0, ""); + + uiDefButS(block, TOG|BIT|0, 0, "D", 325, (short)(90-20*a), 20, 19, &prop->flag, 0, 0, 0, 0, "Print Debug info"); + + a++; + prop= prop->next; + } + + uiClearButLock(); + + idar= get_selected_and_linked_obs(&count, G.buts->scaflag); + + /* ******************************* */ + xco= 375; yco= 170; width= 230; + + uiBlockSetCol(block, BUTGREY); + uiBlockSetEmboss(block, UI_EMBOSSM); + uiDefBlockBut(block, sensor_menu, NULL, "Sensors", xco-10, yco+35, 80, 19, ""); + uiBlockSetCol(block, BUTGREEN); + uiBlockSetEmboss(block, UI_EMBOSSX); + 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"); + + for(a=0; a<count; a++) { + ob= (Object *)idar[a]; + uiClearButLock(); + uiSetButLock(ob->id.lib!=0, "Can't edit library data"); + + if( (ob->scavisflag & OB_VIS_SENS) == 0) continue; + + /* presume it is only objects for now */ + uiBlockSetEmboss(block, UI_EMBOSSX); + uiBlockSetCol(block, BUTGREY); + if(ob->sensors.first) uiSetCurFont(block, UI_HELVB); + uiBlockSetCol(block, MIDGREY); + 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"); + if(ob->sensors.first) uiSetCurFont(block, UI_HELV); + uiBlockSetCol(block, BUTSALMON); + 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"); + yco-=20; + + if(ob->scaflag & OB_SHOWSENS) { + + sens= ob->sensors.first; + while(sens) { + uiBlockSetEmboss(block, UI_EMBOSSW); + uiBlockSetCol(block, BUTSALMON); + uiDefIconButS(block, TOG|BIT|1, B_DEL_SENS, ICON_X, xco, yco, 22, 19, &sens->flag, 0, 0, 0, 0, "Delete Sensor"); + uiBlockSetCol(block, BUTGREY); + uiDefIconButS(block, ICONTOG|BIT|0, 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) + { + uiBlockSetCol(block, BUTYELLOW); + + uiDefButS(block, MENU, B_CHANGE_SENS, sensor_pup(), (short)(xco+22), yco, 100, 19, &sens->type, 0, 0, 0, 0, "Sensor type"); + but= uiDefBut(block, TEX, 1, "", (short)(xco+122), yco, (short)(width-144), 19, sens->name, 0, 31, 0, 0, "Sensor name"); + uiButSetFunc(but, make_unique_prop_names_cb, sens->name, (void*) 0); + + sens->otype= sens->type; + uiBlockSetCol(block, BUTGREY); + 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, 100, 19, sens, 0, 0, 0, 0, ""); + uiButSetFunc(but, sca_move_sensor, sens, NULL); + but= uiDefBut(block, LABEL, 0, sens->name, (short)(xco+122), yco, (short)(width-144), 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= 675; yco= 170; width= 230; + + uiBlockSetCol(block, BUTGREY); + uiBlockSetEmboss(block, UI_EMBOSSM); + uiDefBlockBut(block, controller_menu, NULL, "Controllers", xco-10, yco+35, 100, 19, ""); + uiBlockSetCol(block, BUTGREEN); + uiBlockSetEmboss(block, UI_EMBOSSX); + 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"); + + ob= OBACT; + + for(a=0; a<count; a++) { + ob= (Object *)idar[a]; + uiClearButLock(); + uiSetButLock(ob->id.lib!=0, "Can't edit library data"); + if( (ob->scavisflag & OB_VIS_CONT) == 0) continue; + + /* presume it is only objects for now */ + uiBlockSetEmboss(block, UI_EMBOSSX); + uiBlockSetCol(block, BUTSALMON); + 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"); + uiBlockSetCol(block, MIDGREY); + 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"); + if(ob->controllers.first) uiSetCurFont(block, UI_HELV); + yco-=20; + + if(ob->scaflag & OB_SHOWCONT) { + + cont= ob->controllers.first; + while(cont) { + uiBlockSetEmboss(block, UI_EMBOSSW); + uiBlockSetCol(block, BUTSALMON); + uiDefIconButS(block, TOG|BIT|1, B_DEL_CONT, ICON_X, xco, yco, 22, 19, &cont->flag, 0, 0, 0, 0, "Delete Controller"); + uiBlockSetCol(block, BUTGREY); + uiDefIconButS(block, ICONTOG|BIT|0, B_REDR, ICON_RIGHTARROW, (short)(xco+width-22), yco, 22, 19, &cont->flag, 0, 0, 0, 0, "Controller settings"); + + if(cont->flag & CONT_SHOW) { + uiBlockSetCol(block, BUTYELLOW); + cont->otype= cont->type; + uiDefButS(block, MENU, B_CHANGE_CONT, controller_pup(),(short)(xco+22), yco, 100, 19, &cont->type, 0, 0, 0, 0, "Controller type"); + but= uiDefBut(block, TEX, 1, "", (short)(xco+122), yco, (short)(width-144), 19, cont->name, 0, 31, 0, 0, "Controller name"); + uiButSetFunc(but, make_unique_prop_names_cb, cont->name, (void*) 0); + uiBlockSetCol(block, BUTGREY); + + 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, 100, 19, cont, 0, 0, 0, 0, "Controller type"); + uiButSetFunc(but, sca_move_controller, cont, NULL); + but= uiDefBut(block, LABEL, 0, cont->name,(short)(xco+122), yco,(short)(width-144), 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, ""); + + yco-=20; + + cont= cont->next; + } + yco-= 6; + } + } + + /* ******************************* */ + xco= 985; yco= 170; width= 280; + + uiBlockSetCol(block, BUTGREY); + uiBlockSetEmboss(block, UI_EMBOSSM); + uiDefBlockBut(block, actuator_menu, NULL, "Actuators", xco-10, yco+35, 100, 19, ""); + uiBlockSetCol(block, BUTGREEN); + uiBlockSetEmboss(block, UI_EMBOSSX); + 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"); + + for(a=0; a<count; a++) { + ob= (Object *)idar[a]; + uiClearButLock(); + uiSetButLock(ob->id.lib!=0, "Can't edit library data"); + if( (ob->scavisflag & OB_VIS_ACT) == 0) continue; + + /* presume it is only objects for now */ + uiBlockSetEmboss(block, UI_EMBOSSX); + uiBlockSetCol(block, BUTGREY); + if(ob->actuators.first) uiSetCurFont(block, UI_HELVB); + uiBlockSetCol(block, MIDGREY); + 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"); + if(ob->actuators.first) uiSetCurFont(block, UI_HELV); + uiBlockSetCol(block, BUTSALMON); + 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"); + yco-=20; + + if(ob->scaflag & OB_SHOWACT) { + + act= ob->actuators.first; + while(act) { + uiBlockSetEmboss(block, UI_EMBOSSW); + uiBlockSetCol(block, BUTSALMON); + uiDefIconButS(block, TOG|BIT|1, B_DEL_ACT, ICON_X, xco, yco, 22, 19, &act->flag, 0, 0, 0, 0, "Delete Actuator"); + uiBlockSetCol(block, BUTGREY); + uiDefIconButS(block, ICONTOG|BIT|0, B_REDR, ICON_RIGHTARROW, (short)(xco+width-22), yco, 22, 19, &act->flag, 0, 0, 0, 0, "Actuator settings"); + + if(act->flag & ACT_SHOW) { + uiBlockSetCol(block, BUTYELLOW); + act->otype= act->type; + uiDefButS(block, MENU, B_CHANGE_ACT, actuator_pup(ob), (short)(xco+22), yco, 100, 19, &act->type, 0, 0, 0, 0, "Actuator type"); + but= uiDefBut(block, TEX, 1, "", (short)(xco+122), yco, (short)(width-144), 19, act->name, 0, 31, 0, 0, "Actuator name"); + uiButSetFunc(but, make_unique_prop_names_cb, act->name, (void*) 0); + uiBlockSetCol(block, BUTGREY); + + ycoo= yco; + yco= draw_actuatorbuttons(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, 100, 19, act, 0, 0, 0, 0, "Actuator type"); + uiButSetFunc(but, sca_move_actuator, act, NULL); + but= uiDefBut(block, LABEL, 0, act->name, (short)(xco+122), yco, (short)(width-144), 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); +} + |