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Diffstat (limited to 'source/blender/src/editsca.c')
-rw-r--r--source/blender/src/editsca.c2647
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);
+}
+