/* * $Id$ * * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2009 Blender Foundation. * All rights reserved. * * * Contributor(s): Blender Foundation * * ***** END GPL LICENSE BLOCK ***** */ /** \file blender/editors/space_logic/logic_window.c * \ingroup splogic */ #include #include #include #include #include "DNA_actuator_types.h" #include "DNA_controller_types.h" #include "DNA_property_types.h" #include "DNA_space_types.h" #include "DNA_scene_types.h" #include "DNA_screen_types.h" #include "DNA_sensor_types.h" #include "DNA_constraint_types.h" #include "DNA_windowmanager_types.h" #include "DNA_object_types.h" #include "MEM_guardedalloc.h" #include "BLI_blenlib.h" #include "BLI_utildefines.h" #include "BKE_action.h" #include "BKE_context.h" #include "BKE_global.h" #include "BKE_library.h" #include "BKE_main.h" #include "BKE_sca.h" #include "ED_util.h" #include "WM_types.h" #include "BIF_gl.h" #include "UI_interface.h" #include "RNA_access.h" /* XXX BAD BAD */ #include "../interface/interface_intern.h" #include "logic_intern.h" #define MAX_RENDER_PASS 100 #define B_REDR 1 #define B_IDNAME 2 #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 #define B_SETSECTOR 2713 #define B_SETPROP 2714 #define B_SETACTOR 2715 #define B_SETMAINACTOR 2716 #define B_SETDYNA 2717 #define B_SET_STATE_BIT 2718 #define B_INIT_STATE_BIT 2719 /* proto */ static ID **get_selected_and_linked_obs(bContext *C, short *count, short scavisflag); 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(bContext *C, 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(C, &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; aprop); 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; aprop.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; nr0) { /* now find out which object has this ... */ base= FIRSTBASE; while(base) { sens= base->object->sensors.first; while(sens) { if(sens == sens_to_delete) break; sens= sens->next; } if(sens) { if( val==1 && sens->prev) { for (tmp=sens->prev; tmp; tmp=tmp->prev) { if (tmp->flag & SENS_VISIBLE) break; } if (tmp) { BLI_remlink(&base->object->sensors, sens); BLI_insertlinkbefore(&base->object->sensors, tmp, sens); } } else if( val==2 && sens->next) { for (tmp=sens->next; tmp; tmp=tmp->next) { if (tmp->flag & SENS_VISIBLE) break; } if (tmp) { BLI_remlink(&base->object->sensors, sens); BLI_insertlink(&base->object->sensors, tmp, sens); } } ED_undo_push(C, "Move sensor"); break; } base= base->next; } } } static void old_sca_move_controller(bContext *C, void *datav, void *move_up) { /* deprecated, no longer using it (moved to sca.c) */ Scene *scene= CTX_data_scene(C); bController *controller_to_del= datav; int val; Base *base; bController *cont, *tmp; //val= pupmenu("Move up%x1|Move down %x2"); val = move_up ? 1:2; if(val>0) { /* now find out which object has this ... */ base= FIRSTBASE; while(base) { cont= base->object->controllers.first; while(cont) { if(cont == controller_to_del) break; cont= cont->next; } if(cont) { if( val==1 && cont->prev) { /* locate the controller that has the same state mask but is earlier in the list */ tmp = cont->prev; while(tmp) { if(tmp->state_mask & cont->state_mask) break; tmp = tmp->prev; } if (tmp) { BLI_remlink(&base->object->controllers, cont); BLI_insertlinkbefore(&base->object->controllers, tmp, cont); } } else if( val==2 && cont->next) { tmp = cont->next; while(tmp) { if(tmp->state_mask & cont->state_mask) break; tmp = tmp->next; } BLI_remlink(&base->object->controllers, cont); BLI_insertlink(&base->object->controllers, tmp, cont); } ED_undo_push(C, "Move controller"); break; } base= base->next; } } } static void old_sca_move_actuator(bContext *C, void *datav, void *move_up) { /* deprecated, no longer using it (moved to sca.c) */ Scene *scene= CTX_data_scene(C); bActuator *actuator_to_move= datav; int val; Base *base; bActuator *act, *tmp; //val= pupmenu("Move up%x1|Move down %x2"); val = move_up ? 1:2; if(val>0) { /* now find out which object has this ... */ base= FIRSTBASE; while(base) { act= base->object->actuators.first; while(act) { if(act == actuator_to_move) break; act= act->next; } if(act) { if( val==1 && act->prev) { /* locate the first visible actuators before this one */ for (tmp = act->prev; tmp; tmp=tmp->prev) { if (tmp->flag & ACT_VISIBLE) break; } if (tmp) { BLI_remlink(&base->object->actuators, act); BLI_insertlinkbefore(&base->object->actuators, tmp, act); } } else if( val==2 && act->next) { for (tmp=act->next; tmp; tmp=tmp->next) { if (tmp->flag & ACT_VISIBLE) break; } if (tmp) { BLI_remlink(&base->object->actuators, act); BLI_insertlink(&base->object->actuators, tmp, act); } } ED_undo_push(C, "Move actuator"); break; } base= base->next; } } } static void do_logic_buts(bContext *C, void *UNUSED(arg), int event) { Main *bmain= CTX_data_main(C); bSensor *sens; bController *cont; bActuator *act; Object *ob; int didit, bit; ob= CTX_data_active_object(C); if(ob==NULL) return; switch(event) { case B_SETPROP: /* check for inconsistent types */ ob->gameflag &= ~(OB_SECTOR|OB_MAINACTOR|OB_DYNAMIC|OB_ACTOR); break; case B_SETACTOR: case B_SETDYNA: case B_SETMAINACTOR: ob->gameflag &= ~(OB_SECTOR|OB_PROP); break; case B_ADD_SENS: for(ob=bmain->object.first; ob; ob=ob->id.next) { if(ob->scaflag & OB_ADDSENS) { ob->scaflag &= ~OB_ADDSENS; sens= new_sensor(SENS_ALWAYS); BLI_addtail(&(ob->sensors), sens); make_unique_prop_names(C, sens->name); ob->scaflag |= OB_SHOWSENS; } } ED_undo_push(C, "Add sensor"); break; case B_CHANGE_SENS: for(ob=bmain->object.first; ob; ob=ob->id.next) { sens= ob->sensors.first; while(sens) { if(sens->type != sens->otype) { init_sensor(sens); sens->otype= sens->type; break; } sens= sens->next; } } break; case B_DEL_SENS: for(ob=bmain->object.first; ob; ob=ob->id.next) { sens= ob->sensors.first; while(sens) { if(sens->flag & SENS_DEL) { BLI_remlink(&(ob->sensors), sens); free_sensor(sens); break; } sens= sens->next; } } ED_undo_push(C, "Delete sensor"); break; case B_ADD_CONT: for(ob=bmain->object.first; ob; ob=ob->id.next) { if(ob->scaflag & OB_ADDCONT) { ob->scaflag &= ~OB_ADDCONT; cont= new_controller(CONT_LOGIC_AND); make_unique_prop_names(C, cont->name); ob->scaflag |= OB_SHOWCONT; BLI_addtail(&(ob->controllers), cont); /* set the controller state mask from the current object state. A controller is always in a single state, so select the lowest bit set from the object state */ for (bit=0; bit<32; bit++) { if (ob->state & (1<state_mask = (1<state_mask == 0) { /* shouldn't happen, object state is never 0 */ cont->state_mask = 1; } } } ED_undo_push(C, "Add controller"); break; case B_SET_STATE_BIT: for(ob=bmain->object.first; ob; ob=ob->id.next) { if(ob->scaflag & OB_ALLSTATE) { ob->scaflag &= ~OB_ALLSTATE; ob->state = 0x3FFFFFFF; } } break; case B_INIT_STATE_BIT: for(ob=bmain->object.first; ob; ob=ob->id.next) { if(ob->scaflag & OB_INITSTBIT) { ob->scaflag &= ~OB_INITSTBIT; ob->state = ob->init_state; if (!ob->state) ob->state = 1; } } break; case B_CHANGE_CONT: for(ob=bmain->object.first; ob; ob=ob->id.next) { cont= ob->controllers.first; while(cont) { if(cont->type != cont->otype) { init_controller(cont); cont->otype= cont->type; break; } cont= cont->next; } } break; case B_DEL_CONT: for(ob=bmain->object.first; ob; ob=ob->id.next) { cont= ob->controllers.first; while(cont) { if(cont->flag & CONT_DEL) { BLI_remlink(&(ob->controllers), cont); unlink_controller(cont); free_controller(cont); break; } cont= cont->next; } } ED_undo_push(C, "Delete controller"); break; case B_ADD_ACT: for(ob=bmain->object.first; ob; ob=ob->id.next) { if(ob->scaflag & OB_ADDACT) { ob->scaflag &= ~OB_ADDACT; act= new_actuator(ACT_OBJECT); make_unique_prop_names(C, act->name); BLI_addtail(&(ob->actuators), act); ob->scaflag |= OB_SHOWACT; } } ED_undo_push(C, "Add actuator"); break; case B_CHANGE_ACT: for(ob=bmain->object.first; ob; ob=ob->id.next) { act= ob->actuators.first; while(act) { if(act->type != act->otype) { init_actuator(act); act->otype= act->type; break; } act= act->next; } } break; case B_DEL_ACT: for(ob=bmain->object.first; ob; ob=ob->id.next) { act= ob->actuators.first; while(act) { if(act->flag & ACT_DEL) { BLI_remlink(&(ob->actuators), act); unlink_actuator(act); free_actuator(act); break; } act= act->next; } } ED_undo_push(C, "Delete actuator"); break; case B_SOUNDACT_BROWSE: /* since we don't know which... */ didit= 0; for(ob=bmain->object.first; ob; ob=ob->id.next) { act= ob->actuators.first; while(act) { if(act->type==ACT_SOUND) { bSoundActuator *sa= act->data; if(sa->sndnr) { ID *sound= bmain->sound.first; int nr= 1; if(sa->sndnr == -2) { // XXX activate_databrowse((ID *)bmain->sound.first, ID_SO, 0, B_SOUNDACT_BROWSE, // &sa->sndnr, do_logic_buts); break; } while(sound) { if(nr==sa->sndnr) break; nr++; sound= sound->next; } if(sa->sound) ((ID *)sa->sound)->us--; sa->sound= (struct bSound *)sound; if(sound) sound->us++; sa->sndnr= 0; didit= 1; } } act= act->next; } if(didit) break; } break; } } static const 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_ARMATURE: return "Armature"; case SENS_ACTUATOR: return "Actuator"; case SENS_DELAY: return "Delay"; case SENS_MOUSE: return "Mouse"; case SENS_COLLISION: return "Collision"; case SENS_RADAR: return "Radar"; case SENS_RANDOM: return "Random"; case SENS_RAY: return "Ray"; case SENS_MESSAGE: return "Message"; case SENS_JOYSTICK: return "Joystick"; } return "unknown"; } static const char *sensor_pup(void) { /* the number needs to match defines in DNA_sensor_types.h */ return "Sensors %t|Always %x0|Delay %x13|Keyboard %x3|Mouse %x5|" "Touch %x1|Collision %x6|Near %x2|Radar %x7|" "Property %x4|Random %x8|Ray %x9|Message %x10|Joystick %x11|Actuator %x12|Armature %x14"; } static const char *controller_name(int type) { switch (type) { case CONT_LOGIC_AND: return "And"; case CONT_LOGIC_OR: return "Or"; case CONT_LOGIC_NAND: return "Nand"; case CONT_LOGIC_NOR: return "Nor"; case CONT_LOGIC_XOR: return "Xor"; case CONT_LOGIC_XNOR: return "Xnor"; case CONT_EXPRESSION: return "Expression"; case CONT_PYTHON: return "Python"; } return "unknown"; } static const char *controller_pup(void) { return "Controllers %t|AND %x0|OR %x1|XOR %x6|NAND %x4|NOR %x5|XNOR %x7|Expression %x2|Python %x3"; } static const char *actuator_name(int type) { switch (type) { case ACT_SHAPEACTION: return "Shape Action"; case ACT_ACTION: return "Action"; case ACT_OBJECT: return "Motion"; case ACT_IPO: return "F-Curve"; case ACT_LAMP: return "Lamp"; case ACT_CAMERA: return "Camera"; case ACT_MATERIAL: return "Material"; case ACT_SOUND: return "Sound"; case ACT_PROPERTY: return "Property"; case ACT_EDIT_OBJECT: return "Edit Object"; case ACT_CONSTRAINT: return "Constraint"; case ACT_SCENE: return "Scene"; case ACT_GROUP: return "Group"; case ACT_RANDOM: return "Random"; case ACT_MESSAGE: return "Message"; case ACT_GAME: return "Game"; case ACT_VISIBILITY: return "Visibility"; case ACT_2DFILTER: return "Filter 2D"; case ACT_PARENT: return "Parent"; case ACT_STATE: return "State"; case ACT_ARMATURE: return "Armature"; } return "unknown"; } static const char *actuator_pup(Object *owner) { switch (owner->type) { case OB_ARMATURE: return "Actuators %t|Action %x15|Armature %x23|Motion %x0|Constraint %x9|Ipo %x1" "|Camera %x3|Sound %x5|Property %x6|Edit Object %x10" "|Scene %x11|Random %x13|Message %x14|Game %x17" "|Visibility %x18|2D Filter %x19|Parent %x20|State %x22"; break; case OB_MESH: return "Actuators %t|Shape Action %x21|Motion %x0|Constraint %x9|Ipo %x1" "|Camera %x3|Sound %x5|Property %x6|Edit Object %x10" "|Scene %x11|Random %x13|Message %x14|Game %x17" "|Visibility %x18|2D Filter %x19|Parent %x20|State %x22"; break; default: return "Actuators %t|Motion %x0|Constraint %x9|Ipo %x1" "|Camera %x3|Sound %x5|Property %x6|Edit Object %x10" "|Scene %x11|Random %x13|Message %x14|Game %x17" "|Visibility %x18|2D Filter %x19|Parent %x20|State %x22"; } } static void set_sca_ob(Object *ob) { bController *cont; bActuator *act; cont= ob->controllers.first; while(cont) { cont->mynew= (bController *)ob; cont= cont->next; } act= ob->actuators.first; while(act) { act->mynew= (bActuator *)ob; act= act->next; } } static ID **get_selected_and_linked_obs(bContext *C, short *count, short scavisflag) { Base *base; Main *bmain= CTX_data_main(C); Scene *scene= CTX_data_scene(C); Object *ob, *obt, *obact= CTX_data_active_object(C); 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(scene==NULL) return NULL; ob= bmain->object.first; while(ob) { ob->scavisflag= 0; set_sca_ob(ob); ob= ob->id.next; } /* XXX here it checked 3d lay */ lay= scene->lay; base= FIRSTBASE; while(base) { if(base->lay & lay) { if(base->flag & SELECT) { if(scavisflag & BUTS_SENS_SEL) base->object->scavisflag |= OB_VIS_SENS; if(scavisflag & BUTS_CONT_SEL) base->object->scavisflag |= OB_VIS_CONT; if(scavisflag & BUTS_ACT_SEL) base->object->scavisflag |= OB_VIS_ACT; } } base= base->next; } if(obact) { if(scavisflag & BUTS_SENS_ACT) obact->scavisflag |= OB_VIS_SENS; if(scavisflag & BUTS_CONT_ACT) obact->scavisflag |= OB_VIS_CONT; if(scavisflag & BUTS_ACT_ACT) obact->scavisflag |= OB_VIS_ACT; } /* BUTS_XXX_STATE are similar to BUTS_XXX_LINK for selecting the object */ if(scavisflag & (BUTS_SENS_LINK|BUTS_CONT_LINK|BUTS_ACT_LINK|BUTS_SENS_STATE|BUTS_ACT_STATE)) { doit= 1; while(doit) { doit= 0; ob= bmain->object.first; while(ob) { /* 1st case: select sensor when controller selected */ if((scavisflag & (BUTS_SENS_LINK|BUTS_SENS_STATE)) && (ob->scavisflag & OB_VIS_SENS)==0) { sens= ob->sensors.first; while(sens) { for(a=0; atotlinks; 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; atotlinks; 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; atotlinks; a++) { if(sens->links[a]) { obt= (Object *)sens->links[a]->mynew; if(obt && (obt->scavisflag & OB_VIS_CONT)==0) { doit= 1; obt->scavisflag |= OB_VIS_CONT; } } } sens= sens->next; } } /* 4th case: select actuator when controller selected */ if( (scavisflag & (BUTS_ACT_LINK|BUTS_ACT_STATE)) && (ob->scavisflag & OB_VIS_CONT)) { cont= ob->controllers.first; while(cont) { for(a=0; atotlinks; 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= bmain->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= bmain->object.first; nr= 0; /* make the active object always the first one of the list */ if (obact) { idar[0]= (ID *)obact; nr++; } while(ob) { if( (ob->scavisflag) && (ob != obact)) { idar[nr]= (ID *)ob; nr++; } if(nr>=24) break; ob= ob->id.next; } /* just to be sure... these were set in set_sca_done_ob() */ clear_sca_new_poins(); return idar; } static int get_col_sensor(int type) { /* XXX themecolors not here */ switch(type) { case SENS_ALWAYS: return TH_PANEL; case SENS_DELAY: return TH_PANEL; case SENS_TOUCH: return TH_PANEL; case SENS_COLLISION: return TH_PANEL; case SENS_NEAR: return TH_PANEL; case SENS_KEYBOARD: return TH_PANEL; case SENS_PROPERTY: return TH_PANEL; case SENS_ARMATURE: return TH_PANEL; case SENS_ACTUATOR: return TH_PANEL; case SENS_MOUSE: return TH_PANEL; case SENS_RADAR: return TH_PANEL; case SENS_RANDOM: return TH_PANEL; case SENS_RAY: return TH_PANEL; case SENS_MESSAGE: return TH_PANEL; case SENS_JOYSTICK: return TH_PANEL; default: return TH_PANEL; } } static void set_col_sensor(int type, int medium) { int col= get_col_sensor(type); UI_ThemeColorShade(col, medium?30:0); } static void verify_logicbutton_func(bContext *UNUSED(C), void *data1, void *data2) { bSensor *sens= (bSensor*)data1; if(sens->level && sens->tap) { if(data2 == &(sens->level)) sens->tap= 0; else sens->level= 0; } } static void test_scriptpoin_but(struct bContext *C, const char *name, ID **idpp) { *idpp= BLI_findstring(&CTX_data_main(C)->text, name, offsetof(ID, name) + 2); } static void test_actionpoin_but(struct bContext *C, const char *name, ID **idpp) { *idpp= BLI_findstring(&CTX_data_main(C)->action, name, offsetof(ID, name) + 2); if(*idpp) id_us_plus(*idpp); } static void test_obpoin_but(struct bContext *C, const char *name, ID **idpp) { *idpp= BLI_findstring(&CTX_data_main(C)->object, name, offsetof(ID, name) + 2); if(*idpp) id_lib_extern(*idpp); /* checks lib data, sets correct flag for saving then */ } static void test_meshpoin_but(struct bContext *C, const char *name, ID **idpp) { *idpp= BLI_findstring(&CTX_data_main(C)->mesh, name, offsetof(ID, name) + 2); if(*idpp) id_us_plus(*idpp); } static void test_matpoin_but(struct bContext *C, const char *name, ID **idpp) { *idpp= BLI_findstring(&CTX_data_main(C)->mat, name, offsetof(ID, name) + 2); if(*idpp) id_us_plus(*idpp); } static void test_scenepoin_but(struct bContext *C, const char *name, ID **idpp) { *idpp= BLI_findstring(&CTX_data_main(C)->scene, name, offsetof(ID, name) + 2); if(*idpp) id_us_plus(*idpp); } static void test_keyboard_event(struct bContext *UNUSED(C), void *arg_ks, void *UNUSED(arg)) { bKeyboardSensor *ks= (bKeyboardSensor*)arg_ks; if(!ISKEYBOARD(ks->key)) ks->key= 0; if(!ISKEYBOARD(ks->qual)) ks->qual= 0; if(!ISKEYBOARD(ks->qual2)) ks->qual2= 0; } /** * Draws a toggle for pulse mode, a frequency field and a toggle to invert * the value of this sensor. Operates on the shared data block of sensors. */ static void draw_default_sensor_header(bSensor *sens, uiBlock *block, short x, short y, short w) { uiBut *but; /* Pulsing and frequency */ uiBlockBeginAlign(block); uiDefIconButBitS(block, TOG, SENS_PULSE_REPEAT, 1, ICON_DOTSUP, (short)(x + 10 + 0. * (w-20)), (short)(y - 21), (short)(0.1 * (w-20)), 19, &sens->pulse, 0.0, 0.0, 0, 0, "Activate TRUE level triggering (pulse mode)"); uiDefIconButBitS(block, TOG, SENS_NEG_PULSE_MODE, 1, ICON_DOTSDOWN, (short)(x + 10 + 0.1 * (w-20)), (short)(y - 21), (short)(0.1 * (w-20)), 19, &sens->pulse, 0.0, 0.0, 0, 0, "Activate FALSE level triggering (pulse mode)"); uiDefButS(block, NUM, 1, "f:", (short)(x + 10 + 0.2 * (w-20)), (short)(y - 21), (short)(0.275 * (w-20)), 19, &sens->freq, 0.0, 10000.0, 0, 0, "Delay between repeated pulses (in logic tics, 0 = no delay)"); uiBlockEndAlign(block); /* value or shift? */ uiBlockBeginAlign(block); but= uiDefButS(block, TOG, 1, "Level", (short)(x + 10 + 0.5 * (w-20)), (short)(y - 21), (short)(0.20 * (w-20)), 19, &sens->level, 0.0, 0.0, 0, 0, "Level detector, trigger controllers of new states (only applicable upon logic state transition)"); uiButSetFunc(but, verify_logicbutton_func, sens, &(sens->level)); but= uiDefButS(block, TOG, 1, "Tap", (short)(x + 10 + 0.702 * (w-20)), (short)(y - 21), (short)(0.12 * (w-20)), 19, &sens->tap, 0.0, 0.0, 0, 0, "Trigger controllers only for an instant, even while the sensor remains true"); uiButSetFunc(but, verify_logicbutton_func, sens, &(sens->tap)); uiBlockEndAlign(block); uiDefButS(block, TOG, 1, "Inv", (short)(x + 10 + 0.85 * (w-20)), (short)(y - 21), (short)(0.15 * (w-20)), 19, &sens->invert, 0.0, 0.0, 0, 0, "Invert the level (output) of this sensor"); } static void get_armature_bone_constraint(Object *ob, const char *posechannel, const char *constraint_name, bConstraint **constraint) { /* check that bone exist in the active object */ if (ob->type == OB_ARMATURE && ob->pose) { bPoseChannel *pchan= get_pose_channel(ob->pose, posechannel); if(pchan) { bConstraint *con= BLI_findstring(&pchan->constraints, constraint_name, offsetof(bConstraint, name)); if(con) { *constraint= con; } } } /* didn't find any */ } static void check_armature_bone_constraint(Object *ob, char *posechannel, char *constraint) { /* check that bone exist in the active object */ if (ob->type == OB_ARMATURE && ob->pose) { bPoseChannel *pchan; bPose *pose = ob->pose; for (pchan=pose->chanbase.first; pchan; pchan=pchan->next) { if (!strcmp(pchan->name, posechannel)) { /* found it, now look for constraint channel */ bConstraint *con; for (con=pchan->constraints.first; con; con=con->next) { if (!strcmp(con->name, constraint)) { /* found it, all ok */ return; } } /* didn't find constraint, make empty */ constraint[0] = 0; return; } } } /* didn't find any */ posechannel[0] = 0; constraint[0] = 0; } static void check_armature_sensor(bContext *C, void *arg1_but, void *arg2_sens) { bArmatureSensor *sens = arg2_sens; uiBut *but = arg1_but; Object *ob= CTX_data_active_object(C); /* check that bone exist in the active object */ but->retval = B_REDR; check_armature_bone_constraint(ob, sens->posechannel, sens->constraint); } static short draw_sensorbuttons(Object *ob, bSensor *sens, uiBlock *block, short xco, short yco, short width) { bNearSensor *ns = NULL; bTouchSensor *ts = NULL; bKeyboardSensor *ks = NULL; bPropertySensor *ps = NULL; bArmatureSensor *arm = NULL; bMouseSensor *ms = NULL; bCollisionSensor *cs = NULL; bRadarSensor *rs = NULL; bRandomSensor *randomSensor = NULL; bRaySensor *raySens = NULL; bMessageSensor *mes = NULL; bJoystickSensor *joy = NULL; bActuatorSensor *as = NULL; bDelaySensor *ds = NULL; uiBut *but; short ysize; const char *str; /* yco is at the top of the rect, draw downwards */ set_col_sensor(sens->type, 0); switch (sens->type) { case SENS_ALWAYS: { ysize= 24; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); draw_default_sensor_header(sens, block, xco, yco, width); yco-= ysize; break; } case SENS_TOUCH: { ysize= 48; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); draw_default_sensor_header(sens, block, xco, yco, width); ts= sens->data; /* uiDefBut(block, TEX, 1, "Property:", xco,yco-22,width, 19, &ts->name, 0, 31, 0, 0, "Only look for Objects with this property"); */ uiDefIDPoinBut(block, test_matpoin_but, ID_MA, 1, "MA:",(short)(xco + 10),(short)(yco-44), (short)(width - 20), 19, &ts->ma, "Only look for floors with this Material"); ///* uiDefButF(block, NUM, 1, "Margin:", xco+width/2,yco-44,width/2, 19, &ts->dist, 0.0, 10.0, 100, 0, "Extra margin (distance) for larger sensitivity"); yco-= ysize; break; } case SENS_COLLISION: { ysize= 48; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); draw_default_sensor_header(sens, block, xco, yco, width); cs= sens->data; /* The collision sensor will become a generic collision (i.e. it */ /* absorb the old touch sensor). */ uiDefButBitS(block, TOG, SENS_COLLISION_PULSE, B_REDR, "Pulse",(short)(xco + 10),(short)(yco - 44), (short)(0.20 * (width-20)), 19, &cs->mode, 0.0, 0.0, 0, 0, "Changes to the set of colliding objects generated pulses"); uiDefButBitS(block, TOG, SENS_COLLISION_MATERIAL, B_REDR, "M/P",(short)(xco + 10 + (0.20 * (width-20))),(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 + 0.40 * (width-20)), (short)(yco-44), (short)(0.6*(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 + 0.40 * (width-20)), (short)(yco-44), (short)(0.6*(width-20)), 19, &cs->name, 0, 31, 0, 0, "Only look for Objects with this property"); } /* uiDefButS(block, NUM, 1, "Damp:", xco+10+width-90,yco-24, 70, 19, &cs->damp, 0, 250, 0, 0, "For 'damp' time don't detect another collision"); */ yco-= ysize; break; } case SENS_NEAR: { ysize= 72; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); draw_default_sensor_header(sens, block, xco, yco, width); ns= sens->data; uiDefBut(block, TEX, 1, "Property:",(short)(10+xco),(short)(yco-44), (short)(width-20), 19, &ns->name, 0, 31, 0, 0, "Only look for Objects with this property"); uiDefButF(block, NUM, 1, "Dist",(short)(10+xco),(short)(yco-68),(short)((width-22)/2), 19, &ns->dist, 0.0, 1000.0, 1000, 0, "Trigger distance"); uiDefButF(block, NUM, 1, "Reset",(short)(10+xco+(width-22)/2), (short)(yco-68), (short)((width-22)/2), 19, &ns->resetdist, 0.0, 1000.0, 1000, 0, "Reset distance"); yco-= ysize; break; } case SENS_RADAR: { ysize= 72; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); draw_default_sensor_header(sens, block, xco, yco, width); rs= sens->data; uiDefBut(block, TEX, 1, "Prop:", (short)(10+xco),(short)(yco-44), (short)(0.7 * (width-20)), 19, &rs->name, 0, 31, 0, 0, "Only look for Objects with this property"); str = "Type %t|+X axis %x0|+Y axis %x1|+Z axis %x2|-X axis %x3|-Y axis %x4|-Z axis %x5"; uiDefButS(block, MENU, B_REDR, str, (short)(10+xco+0.7 * (width-20)), (short)(yco-44), (short)(0.3 * (width-22)), 19, &rs->axis, 2.0, 31, 0, 0, "Specify along which axis the radar cone is cast"); uiDefButF(block, NUM, 1, "Ang:", (short)(10+xco), (short)(yco-68), (short)((width-20)/2), 19, &rs->angle, 0.0, 179.9, 10, 0, "Opening angle of the radar cone"); uiDefButF(block, NUM, 1, "Dist:", (short)(xco+10 + (width-20)/2), (short)(yco-68), (short)((width-20)/2), 19, &rs->range, 0.01, 10000.0, 100, 0, "Depth of the radar cone"); yco-= ysize; break; } case SENS_KEYBOARD: { ks= sens->data; /* 5 lines: 120 height */ ysize= (ks->type&1) ? 96:120; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); /* header line */ draw_default_sensor_header(sens, block, xco, yco, width); /* part of line 1 */ uiDefBut(block, LABEL, 0, "Key", xco, yco-44, 40, 19, NULL, 0, 0, 0, 0, ""); uiDefButBitS(block, TOG, 1, B_REDR, "All keys", xco+40+(width/2), yco-44, (width/2)-50, 19, &ks->type, 0, 0, 0, 0, ""); if ((ks->type&1)==0) { /* is All Keys option off? */ /* line 2: hotkey and allkeys toggle */ but= uiDefKeyevtButS(block, 0, "", xco+40, yco-44, (width)/2, 19, &ks->key, "Key code"); uiButSetFunc(but, test_keyboard_event, ks, NULL); /* line 3: two key modifyers (qual1, qual2) */ uiDefBut(block, LABEL, 0, "Hold", xco, yco-68, 40, 19, NULL, 0, 0, 0, 0, ""); but= uiDefKeyevtButS(block, 0, "", xco+40, yco-68, (width-50)/2, 19, &ks->qual, "Modifier key code"); uiButSetFunc(but, test_keyboard_event, ks, NULL); but= uiDefKeyevtButS(block, 0, "", xco+40+(width-50)/2, yco-68, (width-50)/2, 19, &ks->qual2, "Second Modifier key code"); uiButSetFunc(but, test_keyboard_event, ks, NULL); } /* line 4: toggle property for string logging mode */ uiDefBut(block, TEX, 1, "LogToggle: ", xco+10, yco-((ks->type&1) ? 68:92), (width-20), 19, ks->toggleName, 0, 31, 0, 0, "Property that indicates whether to log " "keystrokes as a string"); /* line 5: target property for string logging mode */ uiDefBut(block, TEX, 1, "Target: ", xco+10, yco-((ks->type&1) ? 92:116), (width-20), 19, ks->targetName, 0, 31, 0, 0, "Property that receives the keystrokes in case " "a string is logged"); yco-= ysize; break; } case SENS_PROPERTY: { ysize= 96; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); draw_default_sensor_header(sens, block, xco, yco, width); ps= sens->data; str= "Type %t|Equal %x0|Not Equal %x1|Interval %x2|Changed %x3"; /* str= "Type %t|Equal %x0|Not Equal %x1"; */ uiDefButI(block, MENU, B_REDR, str, xco+30,yco-44,width-60, 19, &ps->type, 0, 31, 0, 0, "Type"); if (ps->type != SENS_PROP_EXPRESSION) { uiDefBut(block, TEX, 1, "Prop: ", xco+30,yco-68,width-60, 19, ps->name, 0, 31, 0, 0, "Property name"); } if(ps->type == SENS_PROP_INTERVAL) { uiDefBut(block, TEX, 1, "Min: ", xco,yco-92,width/2, 19, ps->value, 0, 31, 0, 0, "check for min value"); uiDefBut(block, TEX, 1, "Max: ", xco+width/2,yco-92,width/2, 19, ps->maxvalue, 0, 31, 0, 0, "check for max value"); } else if(ps->type == SENS_PROP_CHANGED); else { uiDefBut(block, TEX, 1, "Value: ", xco+30,yco-92,width-60, 19, ps->value, 0, 31, 0, 0, "check for value"); } yco-= ysize; break; } case SENS_ARMATURE: { ysize= 70; 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); arm= sens->data; if (ob->type == OB_ARMATURE) { uiBlockBeginAlign(block); but = uiDefBut(block, TEX, 1, "Bone: ", (xco+10), (yco-44), (width-20)/2, 19, arm->posechannel, 0, 31, 0, 0, "Bone on which you want to check a constraint"); uiButSetFunc(but, check_armature_sensor, but, arm); but = uiDefBut(block, TEX, 1, "Cons: ", (xco+10)+(width-20)/2, (yco-44), (width-20)/2, 19, arm->constraint, 0, 31, 0, 0, "Name of the constraint you want to control"); uiButSetFunc(but, check_armature_sensor, but, arm); uiBlockEndAlign(block); str= "Type %t|State changed %x0|Lin error below %x1|Lin error above %x2|Rot error below %x3|Rot error above %x4"; uiDefButI(block, MENU, B_REDR, str, xco+10,yco-66,0.4*(width-20), 19, &arm->type, 0, 31, 0, 0, "Type"); if (arm->type != SENS_ARM_STATE_CHANGED) { uiDefButF(block, NUM, 1, "Value: ", xco+10+0.4*(width-20),yco-66,0.6*(width-20), 19, &arm->value, -10000.0, 10000.0, 100, 0, "Test the error against this value"); } } yco-= ysize; break; } case SENS_ACTUATOR: { ysize= 48; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); draw_default_sensor_header(sens, block, xco, yco, width); as= sens->data; uiDefBut(block, TEX, 1, "Act: ", xco+30,yco-44,width-60, 19, as->name, 0, 31, 0, 0, "Actuator name, actuator active state modifications will be detected"); yco-= ysize; break; } case SENS_DELAY: { ysize= 48; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); draw_default_sensor_header(sens, block, xco, yco, width); ds = sens->data; uiDefButS(block, NUM, 0, "Delay",(short)(10+xco),(short)(yco-44),(short)((width-22)*0.4+10), 19, &ds->delay, 0.0, 5000.0, 0, 0, "Delay in number of logic tics before the positive trigger (default 60 per second)"); uiDefButS(block, NUM, 0, "Dur",(short)(10+xco+(width-22)*0.4+10),(short)(yco-44),(short)((width-22)*0.4-10), 19, &ds->duration, 0.0, 5000.0, 0, 0, "If >0, delay in number of logic tics before the negative trigger following the positive trigger"); uiDefButBitS(block, TOG, SENS_DELAY_REPEAT, 0, "REP",(short)(xco + 10 + (width-22)*0.8),(short)(yco - 44), (short)(0.20 * (width-22)), 19, &ds->flag, 0.0, 0.0, 0, 0, "Toggle repeat option. If selected, the sensor restarts after Delay+Dur logic tics"); yco-= ysize; break; } case SENS_MOUSE: { ms= sens->data; /* Two lines: 48 pixels high. */ ysize = 48; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); /* line 1: header */ draw_default_sensor_header(sens, block, xco, yco, width); /* Line 2: type selection. The number are a bit mangled to get * proper compatibility with older .blend files. */ /* Any sensor type default is 0 but the ms enum starts in 1. * Therefore the mosue sensor is initialized to 1 in sca.c */ str= "Type %t|Left button %x1|Middle button %x2|" "Right button %x4|Wheel Up %x5|Wheel Down %x6|Movement %x8|Mouse over %x16|Mouse over any%x32"; uiDefButS(block, MENU, B_REDR, str, xco+10, yco-44, (width*0.8f)-20, 19, &ms->type, 0, 31, 0, 0, "Specify the type of event this mouse sensor should trigger on"); if(ms->type==32) { uiDefButBitS(block, TOG, SENS_MOUSE_FOCUS_PULSE, B_REDR, "Pulse",(short)(xco + 10) + (width*0.8f)-20,(short)(yco - 44), (short)(0.20 * (width-20)), 19, &ms->flag, 0.0, 0.0, 0, 0, "Moving the mouse over a different object generates a pulse"); } yco-= ysize; break; } case SENS_RANDOM: { ysize = 48; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); draw_default_sensor_header(sens, block, xco, yco, width); randomSensor = sens->data; /* some files were wrongly written, avoid crash now */ if (randomSensor) { uiDefButI(block, NUM, 1, "Seed: ", xco+10,yco-44,(width-20), 19, &randomSensor->seed, 0, 1000, 0, 0, "Initial seed of the generator. (Choose 0 for not random)"); } yco-= ysize; break; } case SENS_RAY: { ysize = 72; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); draw_default_sensor_header(sens, block, xco, yco, width); raySens = sens->data; /* 1. property or material */ uiDefButBitS(block, TOG, SENS_COLLISION_MATERIAL, B_REDR, "M/P", xco + 10,yco - 44, 0.20 * (width-20), 19, &raySens->mode, 0.0, 0.0, 0, 0, "Toggle collision on material or property"); if (raySens->mode & SENS_COLLISION_MATERIAL) { uiDefBut(block, TEX, 1, "Material:", xco + 10 + 0.20 * (width-20), yco-44, 0.8*(width-20), 19, &raySens->matname, 0, 31, 0, 0, "Only look for Objects with this material"); } else { uiDefBut(block, TEX, 1, "Property:", xco + 10 + 0.20 * (width-20), yco-44, 0.8*(width-20), 19, &raySens->propname, 0, 31, 0, 0, "Only look for Objects with this property"); } /* X-Ray option */ uiDefButBitS(block, TOG, SENS_RAY_XRAY, 1, "X", xco + 10,yco - 68, 0.10 * (width-20), 19, &raySens->mode, 0.0, 0.0, 0, 0, "Toggle X-Ray option (see through objects that don't have the property)"); /* 2. sensing range */ uiDefButF(block, NUM, 1, "Range", xco+10 + 0.10 * (width-20), yco-68, 0.5 * (width-20), 19, &raySens->range, 0.01, 10000.0, 100, 0, "Sense objects no farther than this distance"); /* 3. axis choice */ str = "Type %t|+ X axis %x1|+ Y axis %x0|+ Z axis %x2|- X axis %x3|- Y axis %x4|- Z axis %x5"; uiDefButI(block, MENU, B_REDR, str, xco+10 + 0.6 * (width-20), yco-68, 0.4 * (width-20), 19, &raySens->axisflag, 2.0, 31, 0, 0, "Specify along which axis the ray is cast"); yco-= ysize; break; } case SENS_MESSAGE: { mes = sens->data; ysize = 2 * 24; /* total number of lines * 24 pixels/line */ glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); /* line 1: header line */ draw_default_sensor_header(sens, block, xco, yco, width); /* line 2: Subject filter */ uiDefBut(block, TEX, 1, "Subject: ", (xco+10), (yco-44), (width-20), 19, mes->subject, 0, 31, 0, 0, "Optional subject filter: only accept messages with this subject" ", or empty for all"); yco -= ysize; break; } case SENS_JOYSTICK: { ysize = 72; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); /* line 1: header */ draw_default_sensor_header(sens, block, xco, yco, width); joy= sens->data; uiDefButC(block, NUM, 1, "Index:", xco+10, yco-44, 0.33 * (width-20), 19, &joy->joyindex, 0, SENS_JOY_MAXINDEX-1, 100, 0, "Specify which joystick to use"); str= "Type %t|Button %x0|Axis %x1|Single Axis %x3|Hat%x2"; uiDefButC(block, MENU, B_REDR, str, xco+87, yco-44, 0.26 * (width-20), 19, &joy->type, 0, 31, 0, 0, "The type of event this joystick sensor is triggered on"); if (joy->type != SENS_JOY_AXIS_SINGLE) { if (joy->flag & SENS_JOY_ANY_EVENT) { switch (joy->type) { case SENS_JOY_AXIS: str = "All Axis Events"; break; case SENS_JOY_BUTTON: str = "All Button Events"; break; default: str = "All Hat Events"; break; } } else { str = "All"; } uiDefButBitS(block, TOG, SENS_JOY_ANY_EVENT, B_REDR, str, xco+10 + 0.475 * (width-20), yco-68, ((joy->flag & SENS_JOY_ANY_EVENT) ? 0.525 : 0.12) * (width-20), 19, &joy->flag, 0, 0, 0, 0, "Triggered by all events on this joysticks current type (axis/button/hat)"); } if(joy->type == SENS_JOY_BUTTON) { if ((joy->flag & SENS_JOY_ANY_EVENT)==0) { uiDefButI(block, NUM, 1, "Number:", xco+10 + 0.6 * (width-20), yco-68, 0.4 * (width-20), 19, &joy->button, 0, 18, 100, 0, "Specify which button to use"); } } else if(joy->type == SENS_JOY_AXIS) { uiDefButS(block, NUM, 1, "Number:", xco+10, yco-68, 0.46 * (width-20), 19, &joy->axis, 1, 8.0, 100, 0, "Specify which axis pair to use, 1 is useually the main direction input"); uiDefButI(block, NUM, 1, "Threshold:", xco+10 + 0.6 * (width-20),yco-44, 0.4 * (width-20), 19, &joy->precision, 0, 32768.0, 100, 0, "Specify the precision of the axis"); if ((joy->flag & SENS_JOY_ANY_EVENT)==0) { str = "Type %t|Up Axis %x1 |Down Axis %x3|Left Axis %x2|Right Axis %x0"; uiDefButI(block, MENU, B_REDR, str, xco+10 + 0.6 * (width-20), yco-68, 0.4 * (width-20), 19, &joy->axisf, 2.0, 31, 0, 0, "The direction of the axis, use 'All Events' to receive events on any direction"); } } else if (joy->type == SENS_JOY_HAT) { uiDefButI(block, NUM, 1, "Number:", xco+10, yco-68, 0.46 * (width-20), 19, &joy->hat, 1, 4.0, 100, 0, "Specify which hat to use"); if ((joy->flag & SENS_JOY_ANY_EVENT)==0) { str = "Direction%t|Up%x1|Down%x4|Left%x8|Right%x2|%l|Up/Right%x3|Down/Left%x12|Up/Left%x9|Down/Right%x6"; uiDefButI(block, MENU, 0, str, xco+10 + 0.6 * (width-20), yco-68, 0.4 * (width-20), 19, &joy->hatf, 2.0, 31, 0, 0, "The direction of the hat, use 'All Events' to receive events on any direction"); } } else { /* (joy->type == SENS_JOY_AXIS_SINGLE)*/ uiDefButS(block, NUM, 1, "Number:", xco+10, yco-68, 0.46 * (width-20), 19, &joy->axis_single, 1, 16.0, 100, 0, "Specify a single axis (verticle/horizontal/other) to detect"); uiDefButI(block, NUM, 1, "Threshold:", xco+10 + 0.6 * (width-20),yco-44, 0.4 * (width-20), 19, &joy->precision, 0, 32768.0, 100, 0, "Specify the precision of the axis"); } yco-= ysize; break; } } return yco-4; } static short draw_controllerbuttons(bController *cont, uiBlock *block, short xco, short yco, short width) { bExpressionCont *ec; bPythonCont *pc; short ysize; switch (cont->type) { case CONT_EXPRESSION: ysize= 28; UI_ThemeColor(TH_PANEL); 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; UI_ThemeColor(TH_PANEL); glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); uiBlockBeginAlign(block); uiDefButI(block, MENU, B_REDR, "Execution Method%t|Script%x0|Module%x1", xco+4,yco-23, 66, 19, &pc->mode, 0, 0, 0, 0, "Python script type (textblock or module - faster)"); if(pc->mode==0) uiDefIDPoinBut(block, test_scriptpoin_but, ID_TXT, 1, "", xco+70,yco-23,width-74, 19, &pc->text, "Blender textblock to run as a script"); else { uiDefBut(block, TEX, 1, "", xco+70,yco-23,(width-70)-25, 19, pc->module, 0, 63, 0, 0, "Module name and function to run e.g. \"someModule.main\". Internal texts and external python files can be used"); uiDefButBitI(block, TOG, CONT_PY_DEBUG, B_REDR, "D", (xco+width)-25, yco-23, 19, 19, &pc->flag, 0, 0, 0, 0, "Continuously reload the module from disk for editing external modules without restarting"); } uiBlockEndAlign(block); yco-= ysize; break; default: ysize= 4; UI_ThemeColor(TH_PANEL); glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); yco-= ysize; } return yco; } static int get_col_actuator(int type) { switch(type) { case ACT_ACTION: return TH_PANEL; case ACT_SHAPEACTION: return TH_PANEL; case ACT_OBJECT: return TH_PANEL; case ACT_IPO: return TH_PANEL; case ACT_PROPERTY: return TH_PANEL; case ACT_SOUND: return TH_PANEL; case ACT_CAMERA: return TH_PANEL; case ACT_EDIT_OBJECT: return TH_PANEL; case ACT_GROUP: return TH_PANEL; case ACT_RANDOM: return TH_PANEL; case ACT_SCENE: return TH_PANEL; case ACT_MESSAGE: return TH_PANEL; case ACT_GAME: return TH_PANEL; case ACT_VISIBILITY: return TH_PANEL; case ACT_CONSTRAINT: return TH_PANEL; case ACT_STATE: return TH_PANEL; case ACT_ARMATURE: return TH_PANEL; default: return TH_PANEL; } } static void set_col_actuator(int item, int medium) { int col= get_col_actuator(item); UI_ThemeColorShade(col, medium?30:10); } static void change_object_actuator(bContext *UNUSED(C), void *act, void *UNUSED(arg)) { bObjectActuator *oa = act; if (oa->type != oa->otype) { switch (oa->type) { case ACT_OBJECT_NORMAL: memset(oa, 0, sizeof(bObjectActuator)); oa->flag = ACT_FORCE_LOCAL|ACT_TORQUE_LOCAL|ACT_DLOC_LOCAL|ACT_DROT_LOCAL; oa->type = ACT_OBJECT_NORMAL; break; case ACT_OBJECT_SERVO: memset(oa, 0, sizeof(bObjectActuator)); oa->flag = ACT_LIN_VEL_LOCAL; oa->type = ACT_OBJECT_SERVO; oa->forcerot[0] = 30.0f; oa->forcerot[1] = 0.5f; oa->forcerot[2] = 0.0f; break; } } } static void change_ipo_actuator(bContext *UNUSED(C), void *arg1_but, void *arg2_ia) { bIpoActuator *ia = arg2_ia; uiBut *but = arg1_but; if (but->retval & ACT_IPOFORCE) ia->flag &= ~ACT_IPOADD; else if (but->retval & ACT_IPOADD) ia->flag &= ~ACT_IPOFORCE; but->retval = B_REDR; } static void update_object_actuator_PID(bContext *UNUSED(C), void *act, void *UNUSED(arg)) { bObjectActuator *oa = act; oa->forcerot[0] = 60.0f*oa->forcerot[1]; } static char *get_state_name(Object *ob, short bit) { bController *cont; unsigned int mask; mask = (1<controllers.first; while (cont) { if (cont->state_mask & mask) { return cont->name; } cont = cont->next; } return (char*)""; } static void check_state_mask(bContext *C, void *arg1_but, void *arg2_mask) { wmWindow *win= CTX_wm_window(C); int shift= win->eventstate->shift; unsigned int *cont_mask = arg2_mask; uiBut *but = arg1_but; if (*cont_mask == 0 || !(shift)) *cont_mask = (1<retval); but->retval = B_REDR; } static void check_armature_actuator(bContext *C, void *arg1_but, void *arg2_act) { bArmatureActuator *act = arg2_act; uiBut *but = arg1_but; Object *ob= CTX_data_active_object(C); /* check that bone exist in the active object */ but->retval = B_REDR; check_armature_bone_constraint(ob, act->posechannel, act->constraint); } static short draw_actuatorbuttons(Main *bmain, Object *ob, bActuator *act, uiBlock *block, short xco, short yco, short width) { bSoundActuator *sa = NULL; bObjectActuator *oa = NULL; bIpoActuator *ia = NULL; bPropertyActuator *pa = NULL; bCameraActuator *ca = NULL; bEditObjectActuator *eoa = NULL; bConstraintActuator *coa = NULL; bSceneActuator *sca = NULL; bGroupActuator *ga = NULL; bRandomActuator *randAct = NULL; bMessageActuator *ma = NULL; bActionActuator *aa = NULL; bGameActuator *gma = NULL; bVisibilityActuator *visAct = NULL; bTwoDFilterActuator *tdfa = NULL; bParentActuator *parAct = NULL; bStateActuator *staAct = NULL; bArmatureActuator *armAct = NULL; float *fp; short ysize = 0, wval; const char *str; int myline, stbit; uiBut *but; /* yco is at the top of the rect, draw downwards */ set_col_actuator(act->type, 0); switch (act->type) { case ACT_OBJECT: { oa = act->data; wval = (width-100)/3; if (oa->type == ACT_OBJECT_NORMAL) { if ( ob->gameflag & OB_DYNAMIC ) { ysize= 175; } else { ysize= 72; } glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); uiBlockBeginAlign(block); uiDefBut(block, LABEL, 0, "Loc", xco, yco-45, 45, 19, NULL, 0, 0, 0, 0, "Sets the location"); uiDefButF(block, NUM, 0, "", xco+45, yco-45, wval, 19, oa->dloc, -10000.0, 10000.0, 10, 0, ""); uiDefButF(block, NUM, 0, "", xco+45+wval, yco-45, wval, 19, oa->dloc+1, -10000.0, 10000.0, 10, 0, ""); uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-45, wval, 19, oa->dloc+2, -10000.0, 10000.0, 10, 0, ""); uiBlockEndAlign(block); uiDefBut(block, LABEL, 0, "Rot", xco, yco-64, 45, 19, NULL, 0, 0, 0, 0, "Sets the rotation"); uiBlockBeginAlign(block); uiDefButF(block, NUM, 0, "", xco+45, yco-64, wval, 19, oa->drot, -10000.0, 10000.0, 10, 0, ""); uiDefButF(block, NUM, 0, "", xco+45+wval, yco-64, wval, 19, oa->drot+1, -10000.0, 10000.0, 10, 0, ""); uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-64, wval, 19, oa->drot+2, -10000.0, 10000.0, 10, 0, ""); uiBlockEndAlign(block); uiDefButBitS(block, TOG, ACT_DLOC_LOCAL, 0, "L", xco+45+3*wval, yco-45, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Local transformation"); uiDefButBitS(block, TOG, ACT_DROT_LOCAL, 0, "L", xco+45+3*wval, yco-64, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Local transformation"); if ( ob->gameflag & OB_DYNAMIC ) { uiDefBut(block, LABEL, 0, "Force", xco, yco-87, 55, 19, NULL, 0, 0, 0, 0, "Sets the force"); uiBlockBeginAlign(block); uiDefButF(block, NUM, 0, "", xco+45, yco-87, wval, 19, oa->forceloc, -10000.0, 10000.0, 10, 0, ""); uiDefButF(block, NUM, 0, "", xco+45+wval, yco-87, wval, 19, oa->forceloc+1, -10000.0, 10000.0, 10, 0, ""); uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-87, wval, 19, oa->forceloc+2, -10000.0, 10000.0, 10, 0, ""); uiBlockEndAlign(block); uiDefBut(block, LABEL, 0, "Torque", xco, yco-106, 55, 19, NULL, 0, 0, 0, 0, "Sets the torque"); uiBlockBeginAlign(block); uiDefButF(block, NUM, 0, "", xco+45, yco-106, wval, 19, oa->forcerot, -10000.0, 10000.0, 10, 0, ""); uiDefButF(block, NUM, 0, "", xco+45+wval, yco-106, wval, 19, oa->forcerot+1, -10000.0, 10000.0, 10, 0, ""); uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-106, wval, 19, oa->forcerot+2, -10000.0, 10000.0, 10, 0, ""); uiBlockEndAlign(block); } if ( ob->gameflag & OB_DYNAMIC ) { uiDefBut(block, LABEL, 0, "LinV", xco, yco-129, 45, 19, NULL, 0, 0, 0, 0, "Sets the linear velocity"); uiBlockBeginAlign(block); uiDefButF(block, NUM, 0, "", xco+45, yco-129, wval, 19, oa->linearvelocity, -10000.0, 10000.0, 10, 0, ""); uiDefButF(block, NUM, 0, "", xco+45+wval, yco-129, wval, 19, oa->linearvelocity+1, -10000.0, 10000.0, 10, 0, ""); uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-129, wval, 19, oa->linearvelocity+2, -10000.0, 10000.0, 10, 0, ""); uiBlockEndAlign(block); uiDefBut(block, LABEL, 0, "AngV", xco, yco-148, 45, 19, NULL, 0, 0, 0, 0, "Sets the angular velocity"); uiBlockBeginAlign(block); uiDefButF(block, NUM, 0, "", xco+45, yco-148, wval, 19, oa->angularvelocity, -10000.0, 10000.0, 10, 0, ""); uiDefButF(block, NUM, 0, "", xco+45+wval, yco-148, wval, 19, oa->angularvelocity+1, -10000.0, 10000.0, 10, 0, ""); uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-148, wval, 19, oa->angularvelocity+2, -10000.0, 10000.0, 10, 0, ""); uiBlockEndAlign(block); uiDefBut(block, LABEL, 0, "Damp", xco, yco-171, 45, 19, NULL, 0, 0, 0, 0, "Number of frames to reach the target velocity"); uiDefButS(block, NUM, 0, "", xco+45, yco-171, wval, 19, &oa->damping, 0.0, 1000.0, 100, 0, ""); uiDefButBitS(block, TOG, ACT_FORCE_LOCAL, 0, "L", xco+45+3*wval, yco-87, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Local transformation"); uiDefButBitS(block, TOG, ACT_TORQUE_LOCAL, 0, "L", xco+45+3*wval, yco-106, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Local transformation"); uiDefButBitS(block, TOG, ACT_LIN_VEL_LOCAL, 0, "L", xco+45+3*wval, yco-129, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Local transformation"); uiDefButBitS(block, TOG, ACT_ANG_VEL_LOCAL, 0, "L", xco+45+3*wval, yco-148, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Local transformation"); uiDefButBitS(block, TOG, ACT_ADD_LIN_VEL, 0, "use_additive",xco+45+3*wval+15, yco-129, 35, 19, &oa->flag, 0.0, 0.0, 0, 0, "Toggles between ADD and SET linV"); } } else if (oa->type == ACT_OBJECT_SERVO) { ysize= 195; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); uiDefBut(block, LABEL, 0, "Ref", xco, yco-45, 45, 19, NULL, 0, 0, 0, 0, ""); uiDefIDPoinBut(block, test_obpoin_but, ID_OB, 1, "OB:", xco+45, yco-45, wval*3, 19, &(oa->reference), "Reference object for velocity calculation, leave empty for world reference"); uiDefBut(block, LABEL, 0, "linV", xco, yco-68, 45, 19, NULL, 0, 0, 0, 0, "Sets the target relative linear velocity, it will be achieved by automatic application of force. Null velocity is a valid target"); uiBlockBeginAlign(block); uiDefButF(block, NUM, 0, "", xco+45, yco-68, wval, 19, oa->linearvelocity, -10000.0, 10000.0, 10, 0, ""); uiDefButF(block, NUM, 0, "", xco+45+wval, yco-68, wval, 19, oa->linearvelocity+1, -10000.0, 10000.0, 10, 0, ""); uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-68, wval, 19, oa->linearvelocity+2, -10000.0, 10000.0, 10, 0, ""); uiBlockEndAlign(block); uiDefButBitS(block, TOG, ACT_LIN_VEL_LOCAL, 0, "L", xco+45+3*wval, yco-68, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Velocity is defined in local coordinates"); uiDefBut(block, LABEL, 0, "Limit", xco, yco-91, 45, 19, NULL, 0, 0, 0, 0, "Select if the force needs to be limited along certain axis (local or global depending on LinV Local flag)"); uiBlockBeginAlign(block); uiDefButBitS(block, TOG, ACT_SERVO_LIMIT_X, B_REDR, "X", xco+45, yco-91, wval, 19, &oa->flag, 0.0, 0.0, 0, 0, "Set limit to force along the X axis"); uiDefButBitS(block, TOG, ACT_SERVO_LIMIT_Y, B_REDR, "Y", xco+45+wval, yco-91, wval, 19, &oa->flag, 0.0, 0.0, 0, 0, "Set limit to force along the Y axis"); uiDefButBitS(block, TOG, ACT_SERVO_LIMIT_Z, B_REDR, "Z", xco+45+2*wval, yco-91, wval, 19, &oa->flag, 0.0, 0.0, 0, 0, "Set limit to force along the Z axis"); uiBlockEndAlign(block); uiDefBut(block, LABEL, 0, "Max", xco, yco-110, 45, 19, NULL, 0, 0, 0, 0, "Set the upper limit for force"); uiDefBut(block, LABEL, 0, "Min", xco, yco-129, 45, 19, NULL, 0, 0, 0, 0, "Set the lower limit for force"); if (oa->flag & ACT_SERVO_LIMIT_X) { uiDefButF(block, NUM, 0, "", xco+45, yco-110, wval, 19, oa->dloc, -10000.0, 10000.0, 10, 0, ""); uiDefButF(block, NUM, 0, "", xco+45, yco-129, wval, 19, oa->drot, -10000.0, 10000.0, 10, 0, ""); } if (oa->flag & ACT_SERVO_LIMIT_Y) { uiDefButF(block, NUM, 0, "", xco+45+wval, yco-110, wval, 19, oa->dloc+1, -10000.0, 10000.0, 10, 0, ""); uiDefButF(block, NUM, 0, "", xco+45+wval, yco-129, wval, 19, oa->drot+1, -10000.0, 10000.0, 10, 0, ""); } if (oa->flag & ACT_SERVO_LIMIT_Z) { uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-110, wval, 19, oa->dloc+2, -10000.0, 10000.0, 10, 0, ""); uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-129, wval, 19, oa->drot+2, -10000.0, 10000.0, 10, 0, ""); } uiDefBut(block, LABEL, 0, "Servo", xco, yco-152, 45, 19, NULL, 0, 0, 0, 0, "Coefficients of the PID servo controller"); uiDefButF(block, NUMSLI, B_REDR, "P: ", xco+45, yco-152, wval*3, 19, oa->forcerot, 0.00, 200.0, 100, 0, "Proportional coefficient, typical value is 60x Integral coefficient"); uiDefBut(block, LABEL, 0, "Slow", xco, yco-171, 45, 19, NULL, 0, 0, 0, 0, "Low value of I coefficient correspond to slow response"); but = uiDefButF(block, NUMSLI, B_REDR, " I : ", xco+45, yco-171, wval*3, 19, oa->forcerot+1, 0.0, 3.0, 1, 0, "Integral coefficient, low value (0.01) for slow response, high value (0.5) for fast response"); uiButSetFunc(but, update_object_actuator_PID, oa, NULL); uiDefBut(block, LABEL, 0, "Fast", xco+45+3*wval, yco-171, 45, 19, NULL, 0, 0, 0, 0, "High value of I coefficient correspond to fast response"); uiDefButF(block, NUMSLI, B_REDR, "D: ", xco+45, yco-190, wval*3, 19, oa->forcerot+2, -100.0, 100.0, 100, 0, "Derivate coefficient, not required, high values can cause instability"); } str= "Motion Type %t|Simple motion %x0|Servo Control %x1"; but = uiDefButS(block, MENU, B_REDR, str, xco+40, yco-23, (width-80), 19, &oa->type, 0.0, 0.0, 0, 0, ""); oa->otype = oa->type; uiButSetFunc(but, change_object_actuator, oa, NULL); yco-= ysize; break; } case ACT_ACTION: case ACT_SHAPEACTION: { /* DrawAct */ #ifdef __NLA_ACTION_BY_MOTION_ACTUATOR ysize = 112; #else ysize= 92; #endif glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); aa = act->data; wval = (width-60)/3; // str= "Action types %t|Play %x0|Ping Pong %x1|Flipper %x2|Loop Stop %x3|Loop End %x4|Property %x6"; #ifdef __NLA_ACTION_BY_MOTION_ACTUATOR str= "Action types %t|Play %x0|Flipper %x2|Loop Stop %x3|Loop End %x4|Property %x6|Displacement %x7"; #else str= "Action types %t|Play %x0|Flipper %x2|Loop Stop %x3|Loop End %x4|Property %x6"; #endif uiDefButS(block, MENU, B_REDR, str, xco+10, yco-24, width/3, 19, &aa->type, 0.0, 0.0, 0.0, 0.0, "Action playback type"); uiDefIDPoinBut(block, test_actionpoin_but, ID_AC, 1, "AC: ", xco+10+ (width/3), yco-24, ((width/3)*2) - (20 + 60), 19, &aa->act, "Action name"); uiDefButBitS(block, TOGN, 1, 0, "Continue", xco+((width/3)*2)+20, yco-24, 60, 19, &aa->end_reset, 0.0, 0.0, 0, 0, "Restore last frame when switching on/off, otherwise play from the start each time"); if(aa->type == ACT_ACTION_FROM_PROP) { uiDefBut(block, TEX, 0, "Prop: ",xco+10, yco-44, width-20, 19, aa->name, 0.0, 31.0, 0, 0, "Use this property to define the Action position"); } else { uiDefButF(block, NUM, 0, "Sta: ",xco+10, yco-44, (width-20)/2, 19, &aa->sta, 1.0, MAXFRAMEF, 0, 0, "Start frame"); uiDefButF(block, NUM, 0, "End: ",xco+10+(width-20)/2, yco-44, (width-20)/2, 19, &aa->end, 1.0, MAXFRAMEF, 0, 0, "End frame"); } uiDefButS(block, NUM, 0, "Blendin: ", xco+10, yco-64, (width-20)/2, 19, &aa->blendin, 0.0, 32767, 0.0, 0.0, "Number of frames of motion blending"); uiDefButS(block, NUM, 0, "Priority: ", xco+10+(width-20)/2, yco-64, (width-20)/2, 19, &aa->priority, 0.0, 100.0, 0.0, 0.0, "Execution priority - lower numbers will override actions with higher numbers, With 2 or more actions at once, the overriding channels must be lower in the stack"); uiDefBut(block, TEX, 0, "FrameProp: ",xco+10, yco-84, width-20, 19, aa->frameProp, 0.0, 31.0, 0, 0, "Assign the action's current frame number to this property"); #ifdef __NLA_ACTION_BY_MOTION_ACTUATOR if(aa->type == ACT_ACTION_MOTION) { uiDefButF(block, NUM, 0, "Cycle: ",xco+30, yco-84, (width-60)/2, 19, &aa->stridelength, 0.0, 2500.0, 0, 0, "Distance covered by a single cycle of the action"); } #endif yco-=ysize; break; } case ACT_IPO: { ia= act->data; ysize= 72; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); str = "Ipo types %t|Play %x0|Ping Pong %x1|Flipper %x2|Loop Stop %x3|Loop End %x4|Property %x6"; uiDefButS(block, MENU, B_REDR, str, xco+10, yco-24, (width-20)/2, 19, &ia->type, 0, 0, 0, 0, ""); but = uiDefButBitS(block, TOG, ACT_IPOFORCE, ACT_IPOFORCE, "Force", xco+10+(width-20)/2, yco-24, (width-20)/4-10, 19, &ia->flag, 0, 0, 0, 0, "Apply Ipo as a global or local force depending on the local option (dynamic objects only)"); uiButSetFunc(but, change_ipo_actuator, but, ia); but = uiDefButBitS(block, TOG, ACT_IPOADD, ACT_IPOADD, "Add", xco+3*(width-20)/4, yco-24, (width-20)/4-10, 19, &ia->flag, 0, 0, 0, 0, "Ipo is added to the current loc/rot/scale in global or local coordinate according to Local flag"); uiButSetFunc(but, change_ipo_actuator, but, ia); /* Only show the do-force-local toggle if force is requested */ if (ia->flag & (ACT_IPOFORCE|ACT_IPOADD)) { uiDefButBitS(block, TOG, ACT_IPOLOCAL, 0, "L", xco+width-30, yco-24, 20, 19, &ia->flag, 0, 0, 0, 0, "Let the ipo acts in local coordinates, used in Force and Add mode"); } if(ia->type==ACT_IPO_FROM_PROP) { uiDefBut(block, TEX, 0, "Prop: ", xco+10, yco-44, width-80, 19, ia->name, 0.0, 31.0, 0, 0, "Use this property to define the Ipo position"); } else { uiDefButF(block, NUM, 0, "Sta", xco+10, yco-44, (width-80)/2, 19, &ia->sta, 1.0, MAXFRAMEF, 0, 0, "Start frame"); uiDefButF(block, NUM, 0, "End", xco+10+(width-80)/2, yco-44, (width-80)/2, 19, &ia->end, 1.0, MAXFRAMEF, 0, 0, "End frame"); } uiDefButBitS(block, TOG, ACT_IPOCHILD, B_REDR, "Child", xco+10+(width-80), yco-44, 60, 19, &ia->flag, 0, 0, 0, 0, "Update IPO on all children Objects as well"); uiDefBut(block, TEX, 0, "FrameProp: ", xco+10, yco-64, width-20, 19, ia->frameProp, 0.0, 31.0, 0, 0, "Assign the action's current frame number to this property"); 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|Toggle (bool/int/float/timer)%x3"; 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_TOGGLE) { /* no ui */ ysize -= 22; } else if(pa->type==ACT_PROP_COPY) { uiDefIDPoinBut(block, test_obpoin_but, ID_OB, 1, "OB:", xco+10, yco-64, (width-20)/2, 19, &(pa->ob), "Copy from this Object"); uiDefBut(block, TEX, 1, "Prop: ", xco+10+(width-20)/2, yco-64, (width-20)/2, 19, pa->value, 0, 31, 0, 0, "Copy this property"); } else { uiDefBut(block, TEX, 1, "Value: ", xco+30,yco-64,width-60, 19, pa->value, 0, 31, 0, 0, "change with this value, use \"\" around strings"); } yco-= ysize; break; } case ACT_SOUND: { sa = act->data; sa->sndnr = 0; if(sa->flag & ACT_SND_3D_SOUND) ysize = 180; else ysize = 92; wval = (width-20)/2; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); if(bmain->sound.first) { IDnames_to_pupstring(&str, "Sound files", NULL, &(bmain->sound), (ID *)sa->sound, &(sa->sndnr)); /* reset this value, it is for handling the event */ sa->sndnr = 0; uiDefButS(block, MENU, B_SOUNDACT_BROWSE, str, xco+10,yco-22,20,19, &(sa->sndnr), 0, 0, 0, 0, ""); uiDefButO(block, BUT, "sound.open", 0, "Load Sound", xco+wval+10, yco-22, wval, 19, "Load a sound file. Remember to set caching on for small sounds that are played often."); if(sa->sound) { char dummy_str[] = "Sound mode %t|Play Stop %x0|Play End %x1|Loop Stop %x2|Loop End %x3|Loop Ping Pong Stop %x5|Loop Ping Pong %x4"; uiDefBut(block, TEX, B_IDNAME, "SO:",xco+30,yco-22,wval-20,19, ((ID *)sa->sound)->name+2, 0.0, 21.0, 0, 0, ""); uiDefButS(block, MENU, 1, dummy_str,xco+10,yco-44,width-20, 19, &sa->type, 0.0, 0.0, 0, 0, ""); uiDefButF(block, NUM, 0, "Volume:", xco+10,yco-66,wval, 19, &sa->volume, 0.0, 1.0, 0, 0, "Sets the volume of this sound"); uiDefButF(block, NUM, 0, "Pitch:",xco+wval+10,yco-66,wval, 19, &sa->pitch,-12.0, 12.0, 0, 0, "Sets the pitch of this sound"); uiDefButS(block, TOG | BIT, 0, "3D Sound", xco+10, yco-88, width-20, 19, &sa->flag, 0.0, 1.0, 0.0, 0.0, "Plays the sound positioned in 3D space."); if(sa->flag & ACT_SND_3D_SOUND) { uiDefButF(block, NUM, 0, "Minimum Gain: ", xco+10, yco-110, wval, 19, &sa->sound3D.min_gain, 0.0, 1.0, 0.0, 0.0, "The minimum gain of the sound, no matter how far it is away."); uiDefButF(block, NUM, 0, "Maximum Gain: ", xco+10, yco-132, wval, 19, &sa->sound3D.max_gain, 0.0, 1.0, 0.0, 0.0, "The maximum gain of the sound, no matter how near it is."); uiDefButF(block, NUM, 0, "Reference Distance: ", xco+10, yco-154, wval, 19, &sa->sound3D.reference_distance, 0.0, FLT_MAX, 0.0, 0.0, "The reference distance is the distance where the sound has a gain of 1.0."); uiDefButF(block, NUM, 0, "Maximum Distance: ", xco+10, yco-176, wval, 19, &sa->sound3D.max_distance, 0.0, FLT_MAX, 0.0, 0.0, "The maximum distance at which you can hear the sound."); uiDefButF(block, NUM, 0, "Rolloff: ", xco+wval+10, yco-110, wval, 19, &sa->sound3D.rolloff_factor, 0.0, 5.0, 0.0, 0.0, "The rolloff factor defines the influence factor on volume depending on distance."); uiDefButF(block, NUM, 0, "Cone Outer Gain: ", xco+wval+10, yco-132, wval, 19, &sa->sound3D.cone_outer_gain, 0.0, 1.0, 0.0, 0.0, "The gain outside the outer cone. The gain in the outer cone will be interpolated between this value and the normal gain in the inner cone."); uiDefButF(block, NUM, 0, "Cone Outer Angle: ", xco+wval+10, yco-154, wval, 19, &sa->sound3D.cone_outer_angle, 0.0, 360.0, 0.0, 0.0, "The angle of the outer cone."); uiDefButF(block, NUM, 0, "Cone Inner Angle: ", xco+wval+10, yco-176, wval, 19, &sa->sound3D.cone_inner_angle, 0.0, 360.0, 0.0, 0.0, "The angle of the inner cone."); } } MEM_freeN((void *)str); } else { uiDefButO(block, BUT, "sound.open", 0, "Load Sound", xco+10, yco-22, width-20, 19, "Load a sound file."); } yco-= ysize; break; } case ACT_CAMERA: ysize= 48; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); ca= act->data; uiDefIDPoinBut(block, test_obpoin_but, ID_OB, 1, "OB:", xco+10, yco-24, (width-20)/2, 19, &(ca->ob), "Look at this Object"); uiDefButF(block, NUM, 0, "Height:", xco+10+(width-20)/2, yco-24, (width-20)/2, 19, &ca->height, 0.0, 20.0, 0, 0, ""); uiDefButF(block, NUM, 0, "Min:", xco+10, yco-44, (width-60)/2, 19, &ca->min, 0.0, 20.0, 0, 0, ""); if(ca->axis==0) ca->axis= 'x'; uiDefButS(block, ROW, 0, "X", xco+10+(width-60)/2, yco-44, 20, 19, &ca->axis, 4.0, (float)'x', 0, 0, "Camera tries to get behind the X axis"); uiDefButS(block, ROW, 0, "Y", xco+30+(width-60)/2, yco-44, 20, 19, &ca->axis, 4.0, (float)'y', 0, 0, "Camera tries to get behind the Y axis"); uiDefButF(block, NUM, 0, "Max:", xco+20+(width)/2, yco-44, (width-60)/2, 19, &ca->max, 0.0, 20.0, 0, 0, ""); yco-= ysize; break; case ACT_EDIT_OBJECT: eoa= act->data; if(eoa->type==ACT_EDOB_ADD_OBJECT) { ysize = 92; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); uiDefIDPoinBut(block, test_obpoin_but, ID_OB, 1, "OB:", xco+10, yco-44, (width-20)/2, 19, &(eoa->ob), "Add this Object and all its children (cant be on an visible layer)"); uiDefButI(block, NUM, 0, "Time:", xco+10+(width-20)/2, yco-44, (width-20)/2, 19, &eoa->time, 0.0, 2000.0, 0, 0, "Duration the new Object lives"); wval= (width-60)/3; uiDefBut(block, LABEL, 0, "linV", xco, yco-68, 45, 19, NULL, 0, 0, 0, 0, "Velocity upon creation"); uiDefButF(block, NUM, 0, "", xco+45, yco-68, wval, 19, eoa->linVelocity, -100.0, 100.0, 10, 0, "Velocity upon creation, x component"); uiDefButF(block, NUM, 0, "", xco+45+wval, yco-68, wval, 19, eoa->linVelocity+1, -100.0, 100.0, 10, 0, "Velocity upon creation, y component"); uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-68, wval, 19, eoa->linVelocity+2, -100.0, 100.0, 10, 0, "Velocity upon creation, z component"); uiDefButBitS(block, TOG, ACT_EDOB_LOCAL_LINV, 0, "L", xco+45+3*wval, yco-68, 15, 19, &eoa->localflag, 0.0, 0.0, 0, 0, "Apply the transformation locally"); uiDefBut(block, LABEL, 0, "AngV", xco, yco-90, 45, 19, NULL, 0, 0, 0, 0, "Angular velocity upon creation"); uiDefButF(block, NUM, 0, "", xco+45, yco-90, wval, 19, eoa->angVelocity, -10000.0, 10000.0, 10, 0, "Angular velocity upon creation, x component"); uiDefButF(block, NUM, 0, "", xco+45+wval, yco-90, wval, 19, eoa->angVelocity+1, -10000.0, 10000.0, 10, 0, "Angular velocity upon creation, y component"); uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-90, wval, 19, eoa->angVelocity+2, -10000.0, 10000.0, 10, 0, "Angular velocity upon creation, z component"); uiDefButBitS(block, TOG, ACT_EDOB_LOCAL_ANGV, 0, "L", xco+45+3*wval, yco-90, 15, 19, &eoa->localflag, 0.0, 0.0, 0, 0, "Apply the rotation locally"); } else if(eoa->type==ACT_EDOB_END_OBJECT) { ysize= 28; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); } else if(eoa->type==ACT_EDOB_REPLACE_MESH) { ysize= 48; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); uiDefIDPoinBut(block, test_meshpoin_but, ID_ME, 1, "ME:", xco+40, yco-44, (width-80)/2, 19, &(eoa->me), "replace the existing, when left blank 'Phys' will remake the existing physics mesh"); uiDefButBitS(block, TOGN, ACT_EDOB_REPLACE_MESH_NOGFX, 0, "Gfx", xco+40 + (width-80)/2, yco-44, (width-80)/4, 19, &eoa->flag, 0, 0, 0, 0, "Replace the display mesh"); uiDefButBitS(block, TOG, ACT_EDOB_REPLACE_MESH_PHYS, 0, "Phys", xco+40 + (width-80)/2 +(width-80)/4, yco-44, (width-80)/4, 19, &eoa->flag, 0, 0, 0, 0, "Replace the physics mesh (triangle bounds only. compound shapes not supported)"); } else if(eoa->type==ACT_EDOB_TRACK_TO) { ysize= 48; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); uiDefIDPoinBut(block, test_obpoin_but, ID_OB, 1, "OB:", xco+10, yco-44, (width-20)/2, 19, &(eoa->ob), "Track to this Object"); uiDefButI(block, NUM, 0, "Time:", xco+10+(width-20)/2, yco-44, (width-20)/2-40, 19, &eoa->time, 0.0, 2000.0, 0, 0, "Duration the tracking takes"); uiDefButS(block, TOG, 0, "3D", xco+width-50, yco-44, 40, 19, &eoa->flag, 0.0, 0.0, 0, 0, "Enable 3D tracking"); } else if(eoa->type==ACT_EDOB_DYNAMICS) { ysize= 69; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); str= "Dynamic Operation %t|Restore Dynamics %x0|Suspend Dynamics %x1|Enable Rigid Body %x2|Disable Rigid Body %x3|Set Mass %x4"; uiDefButS(block, MENU, B_REDR, str, xco+40, yco-44, (width-80), 19, &(eoa->dyn_operation), 0.0, 0.0, 0, 0, ""); if(eoa->dyn_operation==4) { uiDefButF(block, NUM, 0, "", xco+40, yco-63, width-80, 19, &eoa->mass, 0.0, 10000.0, 10, 0, "Mass for object"); } } str= "Edit Object %t|Add Object %x0|End Object %x1|Replace Mesh %x2|Track to %x3|Dynamics %x4"; uiDefButS(block, MENU, B_REDR, str, xco+40, yco-24, (width-80), 19, &eoa->type, 0.0, 0.0, 0, 0, ""); yco-= ysize; break; case ACT_CONSTRAINT: coa= act->data; if (coa->type == ACT_CONST_TYPE_LOC) { ysize= 69; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); /* str= "Limit %t|None %x0|Loc X %x1|Loc Y %x2|Loc Z %x4|Rot X %x8|Rot Y %x16|Rot Z %x32"; */ /* coa->flag &= ~(63); */ str= "Limit %t|None %x0|Loc X %x1|Loc Y %x2|Loc Z %x4"; coa->flag &= 7; coa->time = 0; uiDefButS(block, MENU, 1, str, xco+10, yco-65, 70, 19, &coa->flag, 0.0, 0.0, 0, 0, ""); uiDefButS(block, NUM, 0, "damp", xco+10, yco-45, 70, 19, &coa->damp, 0.0, 100.0, 0, 0, "Damping factor: time constant (in frame) of low pass filter"); uiDefBut(block, LABEL, 0, "Min", xco+80, yco-45, (width-90)/2, 19, NULL, 0.0, 0.0, 0, 0, ""); uiDefBut(block, LABEL, 0, "Max", xco+80+(width-90)/2, yco-45, (width-90)/2, 19, NULL, 0.0, 0.0, 0, 0, ""); if(coa->flag & ACT_CONST_LOCX) fp= coa->minloc; else if(coa->flag & ACT_CONST_LOCY) fp= coa->minloc+1; else if(coa->flag & ACT_CONST_LOCZ) fp= coa->minloc+2; else if(coa->flag & ACT_CONST_ROTX) fp= coa->minrot; else if(coa->flag & ACT_CONST_ROTY) fp= coa->minrot+1; else fp= coa->minrot+2; uiDefButF(block, NUM, 0, "", xco+80, yco-65, (width-90)/2, 19, fp, -2000.0, 2000.0, 10, 0, ""); uiDefButF(block, NUM, 0, "", xco+80+(width-90)/2, yco-65, (width-90)/2, 19, fp+3, -2000.0, 2000.0, 10, 0, ""); } else if (coa->type == ACT_CONST_TYPE_DIST) { ysize= 106; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); str= "Direction %t|None %x0|X axis %x1|Y axis %x2|Z axis %x4|-X axis %x8|-Y axis %x16|-Z axis %x32"; uiDefButS(block, MENU, B_REDR, str, xco+10, yco-65, 70, 19, &coa->mode, 0.0, 0.0, 0, 0, "Set the direction of the ray"); uiDefButS(block, NUM, 0, "damp", xco+10, yco-45, 70, 19, &coa->damp, 0.0, 100.0, 0, 0, "Damping factor: time constant (in frame) of low pass filter"); uiDefBut(block, LABEL, 0, "Range", xco+80, yco-45, (width-115)/2, 19, NULL, 0.0, 0.0, 0, 0, "Set the maximum length of ray"); uiDefButBitS(block, TOG, ACT_CONST_DISTANCE, B_REDR, "Dist", xco+80+(width-115)/2, yco-45, (width-115)/2, 19, &coa->flag, 0.0, 0.0, 0, 0, "Force distance of object to point of impact of ray"); uiDefButBitS(block, TOG, ACT_CONST_LOCAL, 0, "L", xco+80+(width-115), yco-45, 25, 19, &coa->flag, 0.0, 0.0, 0, 0, "Set ray along object's axis or global axis"); if(coa->mode & (ACT_CONST_DIRPX|ACT_CONST_DIRNX)) fp= coa->minloc; else if(coa->mode & (ACT_CONST_DIRPY|ACT_CONST_DIRNY)) fp= coa->minloc+1; else fp= coa->minloc+2; uiDefButF(block, NUM, 0, "", xco+80, yco-65, (width-115)/2, 19, fp+3, 0.0, 2000.0, 10, 0, "Maximum length of ray"); if (coa->flag & ACT_CONST_DISTANCE) uiDefButF(block, NUM, 0, "", xco+80+(width-115)/2, yco-65, (width-115)/2, 19, fp, -2000.0, 2000.0, 10, 0, "Keep this distance to target"); uiDefButBitS(block, TOG, ACT_CONST_NORMAL, 0, "N", xco+80+(width-115), yco-65, 25, 19, &coa->flag, 0.0, 0.0, 0, 0, "Set object axis along (local axis) or parallel (global axis) to the normal at hit position"); uiDefButBitS(block, TOG, ACT_CONST_MATERIAL, B_REDR, "M/P", xco+10, yco-84, 40, 19, &coa->flag, 0.0, 0.0, 0, 0, "Detect material instead of property"); if (coa->flag & ACT_CONST_MATERIAL) { uiDefBut(block, TEX, 1, "Material:", xco + 50, yco-84, (width-60), 19, coa->matprop, 0, 31, 0, 0, "Ray detects only Objects with this material"); } else { uiDefBut(block, TEX, 1, "Property:", xco + 50, yco-84, (width-60), 19, coa->matprop, 0, 31, 0, 0, "Ray detect only Objects with this property"); } uiDefButBitS(block, TOG, ACT_CONST_PERMANENT, 0, "PER", xco+10, yco-103, 40, 19, &coa->flag, 0.0, 0.0, 0, 0, "Persistent actuator: stays active even if ray does not reach target"); uiDefButS(block, NUM, 0, "time", xco+50, yco-103, (width-60)/2, 19, &(coa->time), 0.0, 1000.0, 0, 0, "Maximum activation time in frame, 0 for unlimited"); uiDefButS(block, NUM, 0, "rotDamp", xco+50+(width-60)/2, yco-103, (width-60)/2, 19, &(coa->rotdamp), 0.0, 100.0, 0, 0, "Use a different damping for orientation"); } else if (coa->type == ACT_CONST_TYPE_ORI) { ysize= 87; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); str= "Direction %t|None %x0|X axis %x1|Y axis %x2|Z axis %x4"; uiDefButS(block, MENU, B_REDR, str, xco+10, yco-65, 70, 19, &coa->mode, 0.0, 0.0, 0, 0, "Select the axis to be aligned along the reference direction"); uiDefButS(block, NUM, 0, "damp", xco+10, yco-45, 70, 19, &coa->damp, 0.0, 100.0, 0, 0, "Damping factor: time constant (in frame) of low pass filter"); uiDefBut(block, LABEL, 0, "X", xco+80, yco-45, (width-115)/3, 19, NULL, 0.0, 0.0, 0, 0, ""); uiDefBut(block, LABEL, 0, "Y", xco+80+(width-115)/3, yco-45, (width-115)/3, 19, NULL, 0.0, 0.0, 0, 0, ""); uiDefBut(block, LABEL, 0, "Z", xco+80+2*(width-115)/3, yco-45, (width-115)/3, 19, NULL, 0.0, 0.0, 0, 0, ""); uiDefButF(block, NUM, 0, "", xco+80, yco-65, (width-115)/3, 19, &coa->maxrot[0], -2000.0, 2000.0, 10, 0, "X component of reference direction"); uiDefButF(block, NUM, 0, "", xco+80+(width-115)/3, yco-65, (width-115)/3, 19, &coa->maxrot[1], -2000.0, 2000.0, 10, 0, "Y component of reference direction"); uiDefButF(block, NUM, 0, "", xco+80+2*(width-115)/3, yco-65, (width-115)/3, 19, &coa->maxrot[2], -2000.0, 2000.0, 10, 0, "Z component of reference direction"); uiDefButS(block, NUM, 0, "time", xco+10, yco-84, 70, 19, &(coa->time), 0.0, 1000.0, 0, 0, "Maximum activation time in frame, 0 for unlimited"); uiDefButF(block, NUM, 0, "min", xco+80, yco-84, (width-115)/2, 19, &(coa->minloc[0]), 0.0, 180.0, 10, 1, "Minimum angle (in degree) to maintain with target direction. No correction is done if angle with target direction is between min and max"); uiDefButF(block, NUM, 0, "max", xco+80+(width-115)/2, yco-84, (width-115)/2, 19, &(coa->maxloc[0]), 0.0, 180.0, 10, 1, "Maximum angle (in degree) allowed with target direction. No correction is done if angle with target direction is between min and max"); } else if (coa->type == ACT_CONST_TYPE_FH) { ysize= 106; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); str= "Direction %t|None %x0|X axis %x1|Y axis %x2|Z axis %x4|-X axis %x8|-Y axis %x16|-Z axis %x32"; uiDefButS(block, MENU, B_REDR, str, xco+10, yco-65, 70, 19, &coa->mode, 0.0, 0.0, 0, 0, "Set the direction of the ray (in world coordinate)"); if(coa->mode & (ACT_CONST_DIRPX|ACT_CONST_DIRNX)) fp= coa->minloc; else if(coa->mode & (ACT_CONST_DIRPY|ACT_CONST_DIRNY)) fp= coa->minloc+1; else fp= coa->minloc+2; uiDefButF(block, NUM, 0, "damp", xco+10, yco-45, (width-70)/2, 19, &coa->maxrot[0], 0.0, 1.0, 1, 0, "Damping factor of the Fh spring force"); uiDefButF(block, NUM, 0, "dist", xco+10+(width-70)/2, yco-45, (width-70)/2, 19, fp, 0.010, 2000.0, 10, 0, "Height of the Fh area"); uiDefButBitS(block, TOG, ACT_CONST_DOROTFH, 0, "Rot Fh", xco+10+(width-70), yco-45, 50, 19, &coa->flag, 0.0, 0.0, 0, 0, "Keep object axis parallel to normal"); uiDefButF(block, NUMSLI, 0, "Fh ", xco+80, yco-65, (width-115), 19, fp+3, 0.0, 1.0, 0, 0, "Spring force within the Fh area"); uiDefButBitS(block, TOG, ACT_CONST_NORMAL, 0, "N", xco+80+(width-115), yco-65, 25, 19, &coa->flag, 0.0, 0.0, 0, 0, "Add a horizontal spring force on slopes"); uiDefButBitS(block, TOG, ACT_CONST_MATERIAL, B_REDR, "M/P", xco+10, yco-84, 40, 19, &coa->flag, 0.0, 0.0, 0, 0, "Detect material instead of property"); if (coa->flag & ACT_CONST_MATERIAL) { uiDefBut(block, TEX, 1, "Material:", xco + 50, yco-84, (width-60), 19, coa->matprop, 0, 31, 0, 0, "Ray detects only Objects with this material"); } else { uiDefBut(block, TEX, 1, "Property:", xco + 50, yco-84, (width-60), 19, coa->matprop, 0, 31, 0, 0, "Ray detect only Objects with this property"); } uiDefButBitS(block, TOG, ACT_CONST_PERMANENT, 0, "PER", xco+10, yco-103, 40, 19, &coa->flag, 0.0, 0.0, 0, 0, "Persistent actuator: stays active even if ray does not reach target"); uiDefButS(block, NUM, 0, "time", xco+50, yco-103, 90, 19, &(coa->time), 0.0, 1000.0, 0, 0, "Maximum activation time in frame, 0 for unlimited"); uiDefButF(block, NUM, 0, "rotDamp", xco+140, yco-103, (width-150), 19, &coa->maxrot[1], 0.0, 1.0, 1, 0, "Use a different damping for rotation"); } str= "Constraint Type %t|Location %x0|Distance %x1|Orientation %x2|Force field %x3"; but = uiDefButS(block, MENU, B_REDR, str, xco+40, yco-23, (width-80), 19, &coa->type, 0.0, 0.0, 0, 0, ""); yco-= ysize; break; case ACT_SCENE: sca= act->data; if(sca->type==ACT_SCENE_RESTART) { ysize= 28; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); } else if(sca->type==ACT_SCENE_CAMERA) { ysize= 48; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); uiDefIDPoinBut(block, test_obpoin_but, ID_OB, 1, "OB:", xco+40, yco-44, (width-80), 19, &(sca->camera), "Set this Camera. Leave empty to refer to self object"); } else if(sca->type==ACT_SCENE_SET) { ysize= 48; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); uiDefIDPoinBut(block, test_scenepoin_but, ID_SCE, 1, "SCE:", xco+40, yco-44, (width-80), 19, &(sca->scene), "Set this Scene"); } else if(sca->type==ACT_SCENE_ADD_FRONT) { ysize= 48; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); uiDefIDPoinBut(block, test_scenepoin_but, ID_SCE, 1, "SCE:", xco+40, yco-44, (width-80), 19, &(sca->scene), "Add an Overlay Scene"); } else if(sca->type==ACT_SCENE_ADD_BACK) { ysize= 48; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); uiDefIDPoinBut(block, test_scenepoin_but, ID_SCE, 1, "SCE:", xco+40, yco-44, (width-80), 19, &(sca->scene), "Add a Background Scene"); } else if(sca->type==ACT_SCENE_REMOVE) { ysize= 48; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); uiDefIDPoinBut(block, test_scenepoin_but, ID_SCE, 1, "SCE:", xco+40, yco-44, (width-80), 19, &(sca->scene), "Remove a Scene"); } else if(sca->type==ACT_SCENE_SUSPEND) { ysize= 48; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); uiDefIDPoinBut(block, test_scenepoin_but, ID_SCE, 1, "SCE:", xco+40, yco-44, (width-80), 19, &(sca->scene), "Pause a Scene"); } else if(sca->type==ACT_SCENE_RESUME) { ysize= 48; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); uiDefIDPoinBut(block, test_scenepoin_but, ID_SCE, 1, "SCE:", xco+40, yco-44, (width-80), 19, &(sca->scene), "Unpause a Scene"); } str= "Scene %t|Restart %x0|Set Scene %x1|Set Camera %x2|Add OverlayScene %x3|Add BackgroundScene %x4|Remove Scene %x5|Suspend Scene %x6|Resume Scene %x7"; uiDefButS(block, MENU, B_REDR, str, xco+40, yco-24, (width-80), 19, &sca->type, 0.0, 0.0, 0, 0, ""); yco-= ysize; break; case ACT_GAME: { gma = act->data; if (gma->type == ACT_GAME_LOAD) { //ysize = 68; ysize = 48; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); uiDefBut(block, TEX, 1, "File: ", xco+10, yco-44,width-20,19, &(gma->filename), 0, 63, 0, 0, "Load this blend file, use the \"//\" prefix for a path relative to the current blend file"); // uiDefBut(block, TEX, 1, "Anim: ", xco+10, yco-64,width-20,19, &(gma->loadaniname), 0, 63, 0, 0, "Use this loadinganimation"); } /* else if (gma->type == ACT_GAME_START) { ysize = 68; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); uiDefBut(block, TEX, 1, "File: ", xco+10, yco-44,width-20,19, &(gma->filename), 0, 63, 0, 0, "Load this file"); uiDefBut(block, TEX, 1, "Anim: ", xco+10, yco-64,width-20,19, &(gma->loadaniname), 0, 63, 0, 0, "Use this loadinganimation"); } */ else if (ELEM4(gma->type, ACT_GAME_RESTART, ACT_GAME_QUIT, ACT_GAME_SAVECFG, ACT_GAME_LOADCFG)) { ysize = 28; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); } //str = "Scene %t|Load game%x0|Start loaded game%x1|Restart this game%x2|Quit this game %x3"; str = "Scene %t|Start new game%x0|Restart this game%x2|Quit this game %x3|Save bge.logic.globalDict %x4|Load bge.logic.globalDict %x5"; uiDefButS(block, MENU, B_REDR, str, xco+40, yco-24, (width-80), 19, &gma->type, 0.0, 0.0, 0, 0, ""); yco -= ysize; break; } case ACT_GROUP: ga= act->data; ysize= 52; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); str= "GroupKey types %t|Set Key %x6|Play %x0|Ping Pong %x1|Flipper %x2|Loop Stop %x3|Loop End %x4|Property %x5"; uiDefButS(block, MENU, 1, str, xco+20, yco-24, width-40, 19, &ga->type, 0, 0, 0, 0, ""); if(ga->type==ACT_GROUP_SET) { uiDefBut(block, TEX, 0, "Key: ", xco+20, yco-44, (width-10)/2, 19, ga->name, 0.0, 31.0, 0, 0, "This name defines groupkey to be set"); uiDefButI(block, NUM, 0, "Frame:", xco+20+(width-10)/2, yco-44, (width-70)/2, 19, &ga->sta, 0.0, 2500.0, 0, 0, "Set this frame"); } else if(ga->type==ACT_GROUP_FROM_PROP) { uiDefBut(block, TEX, 0, "Prop: ", xco+20, yco-44, width-40, 19, ga->name, 0.0, 31.0, 0, 0, "Use this property to define the Group position"); } else { uiDefButI(block, NUM, 0, "State", xco+20, yco-44, (width-40)/2, 19, &ga->sta, 0.0, 2500.0, 0, 0, "Start frame"); uiDefButI(block, NUM, 0, "End", xco+20+(width-40)/2, yco-44, (width-40)/2, 19, &ga->end, 0.0, 2500.0, 0, 0, "End frame"); } yco-= ysize; break; case ACT_VISIBILITY: ysize = 24; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); visAct = act->data; uiBlockBeginAlign(block); uiDefButBitI(block, TOGN, ACT_VISIBILITY_INVISIBLE, B_REDR, "Visible", xco + 10, yco - 20, (width - 20)/3, 19, &visAct->flag, 0.0, 0.0, 0, 0, "Set the objects visible. Initialized from the objects render restriction toggle (access in the outliner)"); uiDefButBitI(block, TOG, ACT_VISIBILITY_OCCLUSION, B_REDR, "Occlusion", xco + 10 + ((width - 20)/3), yco - 20, (width - 20)/3, 19, &visAct->flag, 0.0, 0.0, 0, 0, "Set the object to occlude objects behind it. Initialized from the object type in physics button"); uiBlockEndAlign(block); uiDefButBitI(block, TOG, ACT_VISIBILITY_RECURSIVE, 0, "Children", xco + 10 + (((width - 20)/3)*2)+10, yco - 20, ((width - 20)/3)-10, 19, &visAct->flag, 0.0, 0.0, 0, 0, "Sets all the children of this object to the same visibility/occlusion recursively"); yco-= ysize; break; case ACT_STATE: ysize = 34; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); staAct = act->data; str= "Operation %t|Cpy %x0|Add %x1|Sub %x2|Inv %x3"; uiDefButI(block, MENU, B_REDR, str, xco + 10, yco - 24, 65, 19, &staAct->type, 0.0, 0.0, 0, 0, "Select the bit operation on object state mask"); for (wval=0; wval<15; wval+=5) { uiBlockBeginAlign(block); for (stbit=0; stbit<5; stbit++) { but = uiDefButBitI(block, TOG, 1<<(stbit+wval), stbit+wval, "", (short)(xco+85+12*stbit+13*wval), yco-17, 12, 12, (int *)&(staAct->mask), 0, 0, 0, 0, get_state_name(ob, (short)(stbit+wval))); uiButSetFunc(but, check_state_mask, but, &(staAct->mask)); } for (stbit=0; stbit<5; stbit++) { but = uiDefButBitI(block, TOG, 1<<(stbit+wval+15), stbit+wval+15, "", (short)(xco+85+12*stbit+13*wval), yco-29, 12, 12, (int *)&(staAct->mask), 0, 0, 0, 0, get_state_name(ob, (short)(stbit+wval+15))); uiButSetFunc(but, check_state_mask, but, &(staAct->mask)); } } uiBlockEndAlign(block); yco-= ysize; break; case ACT_RANDOM: ysize = 69; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); randAct = act->data; /* 1. seed */ uiDefButI(block, NUM, 1, "Seed: ", (xco+10),yco-24, 0.4 *(width-20), 19, &randAct->seed, 0, 1000, 0, 0, "Initial seed of the random generator. Use Python for more freedom. " " (Choose 0 for not random)"); /* 2. distribution type */ /* One pick per distribution. These numbers MUST match the #defines */ /* in game.h !!! */ str= "Distribution %t|Bool Constant %x0|Bool Uniform %x1" "|Bool Bernoulli %x2|Int Constant %x3|Int Uniform %x4" "|Int Poisson %x5|Float Constant %x6|Float Uniform %x7" "|Float Normal %x8|Float Neg. Exp. %x9"; uiDefButI(block, MENU, B_REDR, str, (xco+10) + 0.4 * (width-20), yco-24, 0.6 * (width-20), 19, &randAct->distribution, 0.0, 0.0, 0, 0, "Choose the type of distribution"); /* 3. property */ uiDefBut(block, TEX, 1, "Property:", (xco+10), yco-44, (width-20), 19, &randAct->propname, 0, 31, 0, 0, "Assign the random value to this property"); /*4. and 5. arguments for the distribution*/ switch (randAct->distribution) { case ACT_RANDOM_BOOL_CONST: uiDefButBitI(block, TOG, 1, 1, "Always true", (xco+10), yco-64, (width-20), 19, &randAct->int_arg_1, 2.0, 1, 0, 0, "Always false or always true"); break; case ACT_RANDOM_BOOL_UNIFORM: uiDefBut(block, LABEL, 0, " Do a 50-50 pick", (xco+10), yco-64, (width-20), 19, NULL, 0, 0, 0, 0, "Choose between true and false, 50% chance each"); break; case ACT_RANDOM_BOOL_BERNOUILLI: uiDefButF(block, NUM, 1, "Chance", (xco+10), yco-64, (width-20), 19, &randAct->float_arg_1, 0.0, 1.0, 0, 0, "Pick a number between 0 and 1. Success if you stay " "below this value"); break; case ACT_RANDOM_INT_CONST: uiDefButI(block, NUM, 1, "Value: ", (xco+10), yco-64, (width-20), 19, &randAct->int_arg_1, -1000, 1000, 0, 0, "Always return this number"); break; case ACT_RANDOM_INT_UNIFORM: uiDefButI(block, NUM, 1, "Min: ", (xco+10), yco-64, (width-20)/2, 19, &randAct->int_arg_1, -1000, 1000, 0, 0, "Choose a number from a range. " "Lower boundary of the range"); uiDefButI(block, NUM, 1, "Max: ", (xco+10) + (width-20)/2, yco-64, (width-20)/2, 19, &randAct->int_arg_2, -1000, 1000, 0, 0, "Choose a number from a range. " "Upper boundary of the range"); break; case ACT_RANDOM_INT_POISSON: uiDefButF(block, NUM, 1, "Mean: ", (xco+10), yco-64, (width-20), 19, &randAct->float_arg_1, 0.01, 100.0, 0, 0, "Expected mean value of the distribution"); break; case ACT_RANDOM_FLOAT_CONST: uiDefButF(block, NUM, 1, "Value: ", (xco+10), yco-64, (width-20), 19, &randAct->float_arg_1, 0.0, 1.0, 0, 0, "Always return this number"); break; case ACT_RANDOM_FLOAT_UNIFORM: uiDefButF(block, NUM, 1, "Min: ", (xco+10), yco-64, (width-20)/2, 19, &randAct->float_arg_1, -10000.0, 10000.0, 0, 0, "Choose a number from a range" "Lower boundary of the range"); uiDefButF(block, NUM, 1, "Max: ", (xco+10) + (width-20)/2, yco-64, (width-20)/2, 19, &randAct->float_arg_2, -10000.0, 10000.0, 0, 0, "Choose a number from a range" "Upper boundary of the range"); break; case ACT_RANDOM_FLOAT_NORMAL: uiDefButF(block, NUM, 1, "Mean: ", (xco+10), yco-64, (width-20)/2, 19, &randAct->float_arg_1, -10000.0, 10000.0, 0, 0, "A normal distribution. Mean of the distribution"); uiDefButF(block, NUM, 1, "SD: ", (xco+10) + (width-20)/2, yco-64, (width-20)/2, 19, &randAct->float_arg_2, 0.0, 10000.0, 0, 0, "A normal distribution. Standard deviation of the " "distribution"); break; case ACT_RANDOM_FLOAT_NEGATIVE_EXPONENTIAL: uiDefButF(block, NUM, 1, "Half-life time: ", (xco+10), yco-64, (width-20), 19, &randAct->float_arg_1, 0.001, 10000.0, 0, 0, "Negative exponential dropoff"); break; default: ; /* don't know what this distro is... can be useful for testing */ /* though :) */ } yco-= ysize; break; case ACT_MESSAGE: ma = act->data; ysize = 4 + (3 * 24); /* footer + number of lines * 24 pixels/line */ glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); myline=1; /* line 1: To */ uiDefBut(block, TEX, 1, "To: ", (xco+10), (yco-(myline++*24)), (width-20), 19, &ma->toPropName, 0, 31, 0, 0, "Optional send message to objects with this name only, or empty to broadcast"); /* line 2: Message Subject */ uiDefBut(block, TEX, 1, "Subject: ", (xco+10), (yco-(myline++*24)), (width-20), 19, &ma->subject, 0, 31, 0, 0, "Optional message subject. This is what can be filtered on"); /* line 3: Text/Property */ uiDefButBitS(block, TOG, 1, B_REDR, "T/P", (xco+10),(yco-(myline*24)), (0.20 * (width-20)), 19, &ma->bodyType, 0.0, 0.0, 0, 0, "Toggle message type: either Text or a PropertyName"); if (ma->bodyType == ACT_MESG_MESG) { /* line 3: Message Body */ uiDefBut(block, TEX, 1, "Body: ", (xco+10+(0.20*(width-20))),(yco-(myline++*24)),(0.8*(width-20)),19, &ma->body, 0, 31, 0, 0, "Optional message body Text"); } else { /* line 3: Property body (set by property) */ uiDefBut(block, TEX, 1, "Propname: ", (xco+10+(0.20*(width-20))),(yco-(myline++*24)),(0.8*(width-20)),19, &ma->body, 0, 31, 0, 0, "The message body will be set by the Property Value"); } yco -= ysize; break; case ACT_2DFILTER: tdfa = act->data; ysize = 50; if(tdfa->type == ACT_2DFILTER_CUSTOMFILTER) { ysize +=20; } glRects( xco, yco-ysize, xco+width, yco ); uiEmboss( (float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1 ); switch(tdfa->type) { case ACT_2DFILTER_MOTIONBLUR: if(!tdfa->flag) { uiDefButS(block, TOG, B_REDR, "D", xco+30,yco-44,19, 19, &tdfa->flag, 0.0, 0.0, 0.0, 0.0, "Disable Motion Blur"); uiDefButF(block, NUM, B_REDR, "Value:", xco+52,yco-44,width-82,19,&tdfa->float_arg,0.0,1.0,0.0,0.0,"Set motion blur value"); } else { uiDefButS(block, TOG, B_REDR, "Disabled", xco+30,yco-44,width-60, 19, &tdfa->flag, 0.0, 0.0, 0.0, 0.0, "Enable Motion Blur"); } break; case ACT_2DFILTER_BLUR: case ACT_2DFILTER_SHARPEN: case ACT_2DFILTER_DILATION: case ACT_2DFILTER_EROSION: case ACT_2DFILTER_LAPLACIAN: case ACT_2DFILTER_SOBEL: case ACT_2DFILTER_PREWITT: case ACT_2DFILTER_GRAYSCALE: case ACT_2DFILTER_SEPIA: case ACT_2DFILTER_INVERT: case ACT_2DFILTER_NOFILTER: case ACT_2DFILTER_DISABLED: case ACT_2DFILTER_ENABLED: uiDefButI(block, NUM, B_REDR, "Pass Number:", xco+30,yco-44,width-60,19,&tdfa->int_arg,0.0,MAX_RENDER_PASS-1,0.0,0.0,"Set filter order"); break; case ACT_2DFILTER_CUSTOMFILTER: uiDefButI(block, NUM, B_REDR, "Pass Number:", xco+30,yco-44,width-60,19,&tdfa->int_arg,0.0,MAX_RENDER_PASS-1,0.0,0.0,"Set filter order"); uiDefIDPoinBut(block, test_scriptpoin_but, ID_SCRIPT, 1, "Script: ", xco+30,yco-64,width-60, 19, &tdfa->text, ""); break; } str= "2D Filter %t|Motion Blur %x1|Blur %x2|Sharpen %x3|Dilation %x4|Erosion %x5|" "Laplacian %x6|Sobel %x7|Prewitt %x8|Gray Scale %x9|Sepia %x10|Invert %x11|Custom Filter %x12|" "Enable Filter %x-2|Disable Filter %x-1|Remove Filter %x0|"; uiDefButS(block, MENU, B_REDR, str, xco+30,yco-24,width-60, 19, &tdfa->type, 0.0, 0.0, 0.0, 0.0, "2D filter type"); yco -= ysize; break; case ACT_PARENT: parAct = act->data; if(parAct->type==ACT_PARENT_SET) { ysize= 48; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); uiDefIDPoinBut(block, test_obpoin_but, ID_OB, 1, "OB:", xco+95, yco-24, (width-100), 19, &(parAct->ob), "Set this object as parent"); uiBlockBeginAlign(block); uiDefButBitS(block, TOGN, ACT_PARENT_COMPOUND, B_REDR, "Compound", xco + 5, yco - 44, (width - 10)/2, 19, &parAct->flag, 0.0, 0.0, 0, 0, "Add this object shape to the parent shape (only if the parent shape is already compound)"); uiDefButBitS(block, TOGN, ACT_PARENT_GHOST, B_REDR, "Ghost", xco + 5 + ((width - 10)/2), yco - 44, (width - 10)/2, 19, &parAct->flag, 0.0, 0.0, 0, 0, "Make this object ghost while parented (only if not compound)"); uiBlockEndAlign(block); } else if(parAct->type==ACT_PARENT_REMOVE) { ysize= 28; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); } str= "Parent %t|Set Parent %x0|Remove Parent %x1"; uiDefButI(block, MENU, B_REDR, str, xco+5, yco-24, parAct->type==1?(width-80):90, 19, &parAct->type, 0.0, 0.0, 0, 0, ""); yco-= ysize; break; case ACT_ARMATURE: armAct = act->data; if (ob->type == OB_ARMATURE) { str= "Constraint %t|Run armature %x0|Enable %x1|Disable %x2|Set target %x3|Set weight %x4"; uiDefButI(block, MENU, B_REDR, str, xco+5, yco-24, (width-10)*0.35, 19, &armAct->type, 0.0, 0.0, 0, 0, ""); switch (armAct->type) { case ACT_ARM_RUN: ysize = 28; break; default: uiBlockBeginAlign(block); but = uiDefBut(block, TEX, 1, "Bone: ", (xco+5), (yco-44), (width-10)/2, 19, armAct->posechannel, 0, 31, 0, 0, "Bone on which the constraint is defined"); uiButSetFunc(but, check_armature_actuator, but, armAct); but = uiDefBut(block, TEX, 1, "Cons: ", (xco+5)+(width-10)/2, (yco-44), (width-10)/2, 19, armAct->constraint, 0, 31, 0, 0, "Name of the constraint you want to control"); uiButSetFunc(but, check_armature_actuator, but, armAct); uiBlockEndAlign(block); ysize = 48; switch (armAct->type) { case ACT_ARM_SETTARGET: uiDefIDPoinBut(block, test_obpoin_but, ID_OB, 1, "Target: ", xco+5, yco-64, (width-10), 19, &(armAct->target), "Set this object as the target of the constraint"); uiDefIDPoinBut(block, test_obpoin_but, ID_OB, 1, "Secondary Target: ", xco+5, yco-84, (width-10), 19, &(armAct->subtarget), "Set this object as the secondary target of the constraint (only IK polar target at the moment)"); ysize += 40; break; case ACT_ARM_SETWEIGHT: uiDefButF(block, NUM, B_REDR, "Weight:", xco+5+(width-10)*0.35,yco-24,(width-10)*0.65,19,&armAct->weight,0.0,1.0,0.0,0.0,"Set weight of this constraint"); break; } } } glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); 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_EMBOSS); return yco-4; } static void do_sensor_menu(bContext *C, void *UNUSED(arg), int event) { SpaceLogic *slogic= CTX_wm_space_logic(C); ID **idar; Object *ob; bSensor *sens; short count, a; idar= get_selected_and_linked_obs(C, &count, slogic->scaflag); for(a=0; ascaflag |= OB_SHOWSENS; else if(event==1) ob->scaflag &= ~OB_SHOWSENS; } for(a=0; asensors.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); } static uiBlock *sensor_menu(bContext *C, ARegion *ar, void *UNUSED(arg)) { uiBlock *block; int yco=0; block= uiBeginBlock(C, ar, "filemenu", UI_EMBOSSP); 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); uiEndBlock(C, block); return block; } static void do_controller_menu(bContext *C, void *UNUSED(arg), int event) { SpaceLogic *slogic= CTX_wm_space_logic(C); ID **idar; Object *ob; bController *cont; short count, a; idar= get_selected_and_linked_obs(C, &count, slogic->scaflag); for(a=0; ascaflag |= OB_SHOWCONT; else if(event==1) ob->scaflag &= ~OB_SHOWCONT; } for(a=0; acontrollers.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); } static uiBlock *controller_menu(bContext *C, ARegion *ar, void *UNUSED(arg)) { uiBlock *block; int yco=0; block= uiBeginBlock(C, ar, "filemenu", UI_EMBOSSP); 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); uiEndBlock(C, block); return block; } static void do_actuator_menu(bContext *C, void *UNUSED(arg), int event) { SpaceLogic *slogic= CTX_wm_space_logic(C); ID **idar; Object *ob; bActuator *act; short count, a; idar= get_selected_and_linked_obs(C, &count, slogic->scaflag); for(a=0; ascaflag |= OB_SHOWACT; else if(event==1) ob->scaflag &= ~OB_SHOWACT; } for(a=0; aactuators.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); } static uiBlock *actuator_menu(bContext *C, ARegion *ar, void *UNUSED(arg)) { uiBlock *block; int xco=0; block= uiBeginBlock(C, ar, "filemenu", UI_EMBOSSP); 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); uiEndBlock(C, block); return block; } static void check_controller_state_mask(bContext *UNUSED(C), void *arg1_but, void *arg2_mask) { unsigned int *cont_mask = arg2_mask; uiBut *but = arg1_but; /* a controller is always in a single state */ *cont_mask = (1<retval); but->retval = B_REDR; } static int first_bit(unsigned int mask) { int bit; for (bit=0; bit<32; bit++) { if (mask & (1<state_mask), 0, 0, 0, 0, ""); uiButSetFunc(but, check_controller_state_mask, but, &(cont->state_mask)); } for (stbit=0; stbit<5; stbit++) { but = uiDefButBitI(block, TOG, (1<<(stbit+offset+15)), (stbit+offset+15), "", (short)(xco+12*stbit+13*offset), yco-12, 12, 12, (int *)&(cont->state_mask), 0, 0, 0, 0, ""); uiButSetFunc(but, check_controller_state_mask, but, &(cont->state_mask)); } } uiBlockEndAlign(block); uiBlockSetDirection(block, UI_TOP); uiEndBlock(C, block); return block; } static void do_object_state_menu(bContext *UNUSED(C), void *arg, int event) { Object *ob = arg; switch (event) { case 0: ob->state = 0x3FFFFFFF; break; case 1: ob->state = ob->init_state; if (!ob->state) ob->state = 1; break; case 2: ob->init_state = ob->state; break; } } static uiBlock *object_state_mask_menu(bContext *C, ARegion *ar, void *arg_obj) { uiBlock *block; short xco = 0; block= uiBeginBlock(C, ar, "obstatemenu", UI_EMBOSSP); uiBlockSetButmFunc(block, do_object_state_menu, arg_obj); uiDefBut(block, BUTM, 1, "Set all bits", 0, (short)(xco-=20), 160, 19, NULL, 0.0, 0.0, 1, 0, ""); uiDefBut(block, BUTM, 1, "Recall init state", 0, (short)(xco-=20), 160, 19, NULL, 0.0, 0.0, 1, 1, ""); uiDefBut(block, SEPR, 0, "", 0, (short)(xco-=6), 160, 6, NULL, 0.0, 0.0, 0, 0, ""); uiDefBut(block, BUTM, 1, "Store init state", 0, (short)(xco-=20), 160, 19, NULL, 0.0, 0.0, 1, 2, ""); uiBlockSetDirection(block, UI_TOP); uiEndBlock(C, block); return block; } static int is_sensor_linked(uiBlock *block, bSensor *sens) { bController *cont; int i; for (i=0; itotlinks; i++) { cont = sens->links[i]; if (uiFindInlink(block, cont) != NULL) return 1; } return 0; } /* Sensors code */ static void draw_sensor_header(uiLayout *layout, PointerRNA *ptr, PointerRNA *logic_ptr) { uiLayout *box, *row, *subrow; bSensor *sens= (bSensor *)ptr->data; box= uiLayoutBox(layout); row= uiLayoutRow(box, 0); uiItemR(row, ptr, "show_expanded", UI_ITEM_R_NO_BG, "", ICON_NONE); if(RNA_boolean_get(ptr, "show_expanded")) { uiItemR(row, ptr, "type", 0, "", ICON_NONE); uiItemR(row, ptr, "name", 0, "", ICON_NONE); } else { uiItemL(row, sensor_name(sens->type), ICON_NONE); uiItemL(row, sens->name, ICON_NONE); } subrow= uiLayoutRow(row, 0); uiLayoutSetActive(subrow, ((RNA_boolean_get(logic_ptr, "show_sensors_active_states") && RNA_boolean_get(ptr, "show_expanded")) || RNA_boolean_get(ptr, "pin"))); uiItemR(subrow, ptr, "pin", UI_ITEM_R_NO_BG, "", ICON_NONE); if(RNA_boolean_get(ptr, "show_expanded")==0) { subrow= uiLayoutRow(row, 1); uiItemEnumO(subrow, "LOGIC_OT_sensor_move", "", ICON_TRIA_UP, "direction", 1); // up uiItemEnumO(subrow, "LOGIC_OT_sensor_move", "", ICON_TRIA_DOWN, "direction", 2); // down } uiItemO(row, "", ICON_X, "LOGIC_OT_sensor_remove"); } static void draw_sensor_internal_header(uiLayout *layout, PointerRNA *ptr) { uiLayout *box, *split, *subrow, *row; box= uiLayoutBox(layout); split = uiLayoutSplit(box, 0.45, 0); row= uiLayoutRow(split, 1); uiItemR(row, ptr, "use_pulse_true_level", 0, "", ICON_DOTSUP); uiItemR(row, ptr, "use_pulse_false_level", 0, "", ICON_DOTSDOWN); subrow=uiLayoutRow(row, 0); uiLayoutSetActive(subrow, (RNA_boolean_get(ptr, "use_pulse_true_level") || RNA_boolean_get(ptr, "use_pulse_false_level"))); uiItemR(subrow, ptr, "frequency", 0, "Freq", ICON_NONE); row= uiLayoutRow(split, 1); uiItemR(row, ptr, "use_level", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); uiItemR(row, ptr, "use_tap", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); row= uiLayoutRow(split, 1); uiItemR(row, ptr, "invert", UI_ITEM_R_TOGGLE, "Invert", ICON_NONE); } /* sensors in alphabetical order */ static void draw_sensor_actuator(uiLayout *layout, PointerRNA *ptr) { Object *ob = (Object *)ptr->id.data; PointerRNA settings_ptr; RNA_pointer_create((ID *)ob, &RNA_GameObjectSettings, ob, &settings_ptr); uiItemPointerR(layout, ptr, "actuator", &settings_ptr, "actuators", NULL, ICON_LOGIC); } static void draw_sensor_armature(uiLayout *layout, PointerRNA *ptr) { bSensor *sens = (bSensor*)ptr->data; bArmatureSensor *as = (bArmatureSensor *) sens->data; Object *ob = (Object *)ptr->id.data; PointerRNA pose_ptr, pchan_ptr; PropertyRNA *bones_prop= NULL; uiLayout *row; if(ob->type != OB_ARMATURE){ uiItemL(layout, "Sensor only available for armatures", ICON_NONE); return; } if (ob->pose) { RNA_pointer_create((ID *)ob, &RNA_Pose, ob->pose, &pose_ptr); bones_prop = RNA_struct_find_property(&pose_ptr, "bones"); } if (&pose_ptr.data) { uiItemPointerR(layout, ptr, "bone", &pose_ptr, "bones", NULL, ICON_BONE_DATA); if (RNA_property_collection_lookup_string(&pose_ptr, bones_prop, as->posechannel, &pchan_ptr)) uiItemPointerR(layout, ptr, "constraint", &pchan_ptr, "constraints", NULL, ICON_CONSTRAINT_BONE); } row = uiLayoutRow(layout, 1); uiItemR(row, ptr, "test_type", 0, NULL, ICON_NONE); if (RNA_enum_get(ptr, "test_type") != SENS_ARM_STATE_CHANGED) uiItemR(row, ptr, "value", 0, NULL, ICON_NONE); } static void draw_sensor_collision(uiLayout *layout, PointerRNA *ptr, bContext *C) { uiLayout *row, *split; PointerRNA main_ptr; RNA_main_pointer_create(CTX_data_main(C), &main_ptr); split = uiLayoutSplit(layout, 0.3, 0); row = uiLayoutRow(split, 1); uiItemR(row, ptr, "use_pulse", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); uiItemR(row, ptr, "use_material", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); switch (RNA_boolean_get(ptr, "use_material")) { case SENS_COLLISION_PROPERTY: uiItemR(split, ptr, "property", 0, NULL, ICON_NONE); break; case SENS_COLLISION_MATERIAL: uiItemPointerR(split, ptr, "material", &main_ptr, "materials", NULL, ICON_MATERIAL_DATA); break; } } static void draw_sensor_delay(uiLayout *layout, PointerRNA *ptr) { uiLayout *row; row= uiLayoutRow(layout, 0); uiItemR(row, ptr, "delay", 0, NULL, ICON_NONE); uiItemR(row, ptr, "duration", 0, NULL, ICON_NONE); uiItemR(row, ptr, "use_repeat", 0, NULL, ICON_NONE); } static void draw_sensor_joystick(uiLayout *layout, PointerRNA *ptr) { uiLayout *col, *row; uiItemR(layout, ptr, "joystick_index", 0, NULL, ICON_NONE); uiItemR(layout, ptr, "event_type", 0, NULL, ICON_NONE); switch (RNA_enum_get(ptr, "event_type")) { case SENS_JOY_BUTTON: uiItemR(layout, ptr, "use_all_events", 0, NULL, ICON_NONE); col = uiLayoutColumn(layout, 0); uiLayoutSetActive(col, RNA_boolean_get(ptr, "use_all_events")==0); uiItemR(col, ptr, "button_number", 0, NULL, ICON_NONE); break; case SENS_JOY_AXIS: row = uiLayoutRow(layout, 0); uiItemR(row, ptr, "axis_number", 0, NULL, ICON_NONE); uiItemR(row, ptr, "axis_threshold", 0, NULL, ICON_NONE); uiItemR(layout, ptr, "use_all_events", 0, NULL, ICON_NONE); col = uiLayoutColumn(layout, 0); uiLayoutSetActive(col, RNA_boolean_get(ptr, "use_all_events")==0); uiItemR(col, ptr, "axis_direction", 0, NULL, ICON_NONE); break; case SENS_JOY_HAT: uiItemR(layout, ptr, "hat_number", 0, NULL, ICON_NONE); uiItemR(layout, ptr, "use_all_events", 0, NULL, ICON_NONE); col = uiLayoutColumn(layout, 0); uiLayoutSetActive(col, RNA_boolean_get(ptr, "use_all_events")==0); uiItemR(col, ptr, "hat_direction", 0, NULL, ICON_NONE); break; case SENS_JOY_AXIS_SINGLE: row = uiLayoutRow(layout, 0); uiItemR(row, ptr, "single_axis_number", 0, NULL, ICON_NONE); uiItemR(row, ptr, "axis_threshold", 0, NULL, ICON_NONE); break; } } static void draw_sensor_keyboard(uiLayout *layout, PointerRNA *ptr) { Object *ob = (Object *)ptr->id.data; PointerRNA settings_ptr; uiLayout *row, *col; row = uiLayoutRow(layout, 0); uiItemL(row, "Key:", ICON_NONE); col = uiLayoutColumn(row, 0); uiLayoutSetActive(col, RNA_boolean_get(ptr, "use_all_keys")==0); uiItemR(col, ptr, "key", UI_ITEM_R_EVENT, "", ICON_NONE); col = uiLayoutColumn(row, 0); uiItemR(col, ptr, "use_all_keys", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); col = uiLayoutColumn(layout, 0); uiLayoutSetActive(col, RNA_boolean_get(ptr, "use_all_keys")==0); row = uiLayoutRow(col, 0); uiItemL(row, "First Modifier:", ICON_NONE); uiItemR(row, ptr, "modifier_key_1", UI_ITEM_R_EVENT, "", ICON_NONE); row = uiLayoutRow(col, 0); uiItemL(row, "Second Modifier:", ICON_NONE); uiItemR(row, ptr, "modifier_key_2", UI_ITEM_R_EVENT, "", ICON_NONE); RNA_pointer_create((ID *)ob, &RNA_GameObjectSettings, ob, &settings_ptr); uiItemPointerR(layout, ptr, "log", &settings_ptr, "properties", NULL, ICON_NONE); uiItemPointerR(layout, ptr, "target", &settings_ptr, "properties", NULL, ICON_NONE); } static void draw_sensor_message(uiLayout *layout, PointerRNA *ptr) { uiItemR(layout, ptr, "subject", 0, NULL, ICON_NONE); } static void draw_sensor_mouse(uiLayout *layout, PointerRNA *ptr) { uiItemR(layout, ptr, "mouse_event", 0, NULL, ICON_NONE); } static void draw_sensor_near(uiLayout *layout, PointerRNA *ptr) { uiLayout *row; uiItemR(layout, ptr, "property", 0, NULL, ICON_NONE); row= uiLayoutRow(layout, 1); uiItemR(row, ptr, "distance", 0, NULL, ICON_NONE); uiItemR(row, ptr, "reset_distance", 0, NULL, ICON_NONE); } static void draw_sensor_property(uiLayout *layout, PointerRNA *ptr) { Object *ob = (Object *)ptr->id.data; PointerRNA settings_ptr; uiLayout *row; uiItemR(layout, ptr, "evaluation_type", 0, NULL, ICON_NONE); RNA_pointer_create((ID *)ob, &RNA_GameObjectSettings, ob, &settings_ptr); uiItemPointerR(layout, ptr, "property", &settings_ptr, "properties", NULL, ICON_NONE); switch (RNA_enum_get(ptr, "evaluation_type")) { case SENS_PROP_INTERVAL: row = uiLayoutRow(layout, 0); uiItemR(row, ptr, "value_min", 0, NULL, ICON_NONE); uiItemR(row, ptr, "value_max", 0, NULL, ICON_NONE); break; case SENS_PROP_EQUAL: uiItemR(layout, ptr, "value", 0, NULL, ICON_NONE); break; case SENS_PROP_NEQUAL: uiItemR(layout, ptr, "value", 0, NULL, ICON_NONE); break; case SENS_PROP_CHANGED: break; } } static void draw_sensor_radar(uiLayout *layout, PointerRNA *ptr) { uiLayout *row; uiItemR(layout, ptr, "property", 0, NULL, ICON_NONE); uiItemR(layout, ptr, "axis", 0, NULL, ICON_NONE); row= uiLayoutRow(layout, 0); uiItemR(row, ptr, "angle", 0, NULL, ICON_NONE); uiItemR(row, ptr, "distance", 0, NULL, ICON_NONE); } static void draw_sensor_random(uiLayout *layout, PointerRNA *ptr) { uiItemR(layout, ptr, "seed", 0, NULL, ICON_NONE); } static void draw_sensor_ray(uiLayout *layout, PointerRNA *ptr, bContext *C) { uiLayout *split, *row; PointerRNA main_ptr; RNA_main_pointer_create(CTX_data_main(C), &main_ptr); split= uiLayoutSplit(layout, 0.3, 0); uiItemR(split, ptr, "ray_type", 0, "", ICON_NONE); switch (RNA_enum_get(ptr, "ray_type")) { case SENS_RAY_PROPERTY: uiItemR(split, ptr, "property", 0, "", ICON_NONE); break; case SENS_RAY_MATERIAL: uiItemPointerR(split, ptr, "material", &main_ptr, "materials", "", ICON_MATERIAL_DATA); break; } split= uiLayoutSplit(layout, 0.3, 0); uiItemR(split, ptr, "axis", 0, "", ICON_NONE); row= uiLayoutRow(split, 0); uiItemR(row, ptr, "range", 0, NULL, ICON_NONE); uiItemR(row, ptr, "use_x_ray", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); } static void draw_sensor_touch(uiLayout *layout, PointerRNA *ptr) { uiItemR(layout, ptr, "material", 0, NULL, ICON_NONE); } static void draw_brick_sensor(uiLayout *layout, PointerRNA *ptr, bContext *C) { uiLayout *box; if (!RNA_boolean_get(ptr, "show_expanded")) return; draw_sensor_internal_header(layout, ptr); box = uiLayoutBox(layout); switch (RNA_enum_get(ptr, "type")) { case SENS_ACTUATOR: draw_sensor_actuator(box, ptr); break; case SENS_ALWAYS: break; case SENS_ARMATURE: draw_sensor_armature(box, ptr); break; case SENS_COLLISION: draw_sensor_collision(box, ptr, C); break; case SENS_DELAY: draw_sensor_delay(box, ptr); break; case SENS_JOYSTICK: draw_sensor_joystick(box, ptr); break; case SENS_KEYBOARD: draw_sensor_keyboard(box, ptr); break; case SENS_MESSAGE: draw_sensor_message(box, ptr); break; case SENS_MOUSE: draw_sensor_mouse(box, ptr); break; case SENS_NEAR: draw_sensor_near(box, ptr); break; case SENS_PROPERTY: draw_sensor_property(box, ptr); break; case SENS_RADAR: draw_sensor_radar(box, ptr); break; case SENS_RANDOM: draw_sensor_random(box, ptr); break; case SENS_RAY: draw_sensor_ray(box, ptr, C); break; case SENS_TOUCH: draw_sensor_touch(box, ptr); break; } } /* Controller code */ static void draw_controller_header(uiLayout *layout, PointerRNA *ptr, int xco, int width, int yco) { uiLayout *box, *row, *subrow; bController *cont= (bController *)ptr->data; char state[3]; sprintf(state, "%d", RNA_int_get(ptr, "states")); box= uiLayoutBox(layout); row= uiLayoutRow(box, 0); uiItemR(row, ptr, "show_expanded", UI_ITEM_R_NO_BG, "", ICON_NONE); if(RNA_boolean_get(ptr, "show_expanded")) { uiItemR(row, ptr, "type", 0, "", ICON_NONE); uiItemR(row, ptr, "name", 0, "", ICON_NONE); /* XXX provisory for Blender 2.50Beta */ uiDefBlockBut(uiLayoutGetBlock(layout), controller_state_mask_menu, cont, state, (short)(xco+width-44), yco, 22+22, UI_UNIT_Y, "Set controller state index (from 1 to 30)"); } else { uiItemL(row, controller_name(cont->type), ICON_NONE); uiItemL(row, cont->name, ICON_NONE); uiItemL(row, state, ICON_NONE); } uiItemR(row, ptr, "use_priority", 0, "", ICON_NONE); if(RNA_boolean_get(ptr, "show_expanded")==0) { subrow= uiLayoutRow(row, 1); uiItemEnumO(subrow, "LOGIC_OT_controller_move", "", ICON_TRIA_UP, "direction", 1); // up uiItemEnumO(subrow, "LOGIC_OT_controller_move", "", ICON_TRIA_DOWN, "direction", 2); // down } uiItemO(row, "", ICON_X, "LOGIC_OT_controller_remove"); } static void draw_controller_expression(uiLayout *layout, PointerRNA *ptr) { uiItemR(layout, ptr, "expression", 0, "", ICON_NONE); } static void draw_controller_python(uiLayout *layout, PointerRNA *ptr) { uiLayout *split, *subsplit; split = uiLayoutSplit(layout, 0.3, 1); uiItemR(split, ptr, "mode", 0, "", ICON_NONE); if (RNA_enum_get(ptr, "mode") == CONT_PY_SCRIPT) { uiItemR(split, ptr, "text", 0, "", ICON_NONE); } else { subsplit = uiLayoutSplit(split, 0.8, 0); uiItemR(subsplit, ptr, "module", 0, "", ICON_NONE); uiItemR(subsplit, ptr, "use_debug", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); } } static void draw_controller_state(uiLayout *UNUSED(layout), PointerRNA *UNUSED(ptr)) { } static void draw_brick_controller(uiLayout *layout, PointerRNA *ptr) { uiLayout *box; if (!RNA_boolean_get(ptr, "show_expanded")) return; box = uiLayoutBox(layout); draw_controller_state(box, ptr); switch (RNA_enum_get(ptr, "type")) { case CONT_LOGIC_AND: break; case CONT_LOGIC_OR: break; case CONT_EXPRESSION: draw_controller_expression(box, ptr); break; case CONT_PYTHON: draw_controller_python(box, ptr); break; case CONT_LOGIC_NAND: break; case CONT_LOGIC_NOR: break; case CONT_LOGIC_XOR: break; case CONT_LOGIC_XNOR: break; } } /* Actuator code */ static void draw_actuator_header(uiLayout *layout, PointerRNA *ptr, PointerRNA *logic_ptr) { uiLayout *box, *row, *subrow; bActuator *act= (bActuator *)ptr->data; box= uiLayoutBox(layout); row= uiLayoutRow(box, 0); uiItemR(row, ptr, "show_expanded", UI_ITEM_R_NO_BG, "", ICON_NONE); if(RNA_boolean_get(ptr, "show_expanded")) { uiItemR(row, ptr, "type", 0, "", ICON_NONE); uiItemR(row, ptr, "name", 0, "", ICON_NONE); } else { uiItemL(row, actuator_name(act->type), ICON_NONE); uiItemL(row, act->name, ICON_NONE); } subrow= uiLayoutRow(row, 0); uiLayoutSetActive(subrow, ((RNA_boolean_get(logic_ptr, "show_actuators_active_states") && RNA_boolean_get(ptr, "show_expanded")) || RNA_boolean_get(ptr, "pin"))); uiItemR(subrow, ptr, "pin", UI_ITEM_R_NO_BG, "", ICON_NONE); if(RNA_boolean_get(ptr, "show_expanded")==0) { subrow= uiLayoutRow(row, 1); uiItemEnumO(subrow, "LOGIC_OT_actuator_move", "", ICON_TRIA_UP, "direction", 1); // up uiItemEnumO(subrow, "LOGIC_OT_actuator_move", "", ICON_TRIA_DOWN, "direction", 2); // down } uiItemO(row, "", ICON_X, "LOGIC_OT_actuator_remove"); } static void draw_actuator_action(uiLayout *layout, PointerRNA *ptr) { Object *ob = (Object *)ptr->id.data; PointerRNA settings_ptr; uiLayout *row; if(ob->type != OB_ARMATURE){ uiItemL(layout, "Actuator only available for armatures", ICON_NONE); return; } RNA_pointer_create((ID *)ob, &RNA_GameObjectSettings, ob, &settings_ptr); row= uiLayoutRow(layout, 0); uiItemR(row, ptr, "play_mode", 0, "", ICON_NONE); uiItemR(row, ptr, "action", 0, "", ICON_NONE); uiItemR(row, ptr, "use_continue_last_frame", 0, NULL, ICON_NONE); row= uiLayoutRow(layout, 0); if((RNA_enum_get(ptr, "play_mode") == ACT_ACTION_FROM_PROP)) uiItemPointerR(row, ptr, "property", &settings_ptr, "properties", NULL, ICON_NONE); else { uiItemR(row, ptr, "frame_start", 0, NULL, ICON_NONE); uiItemR(row, ptr, "frame_end", 0, NULL, ICON_NONE); } row= uiLayoutRow(layout, 0); uiItemR(row, ptr, "frame_blend_in", 0, NULL, ICON_NONE); uiItemR(row, ptr, "priority", 0, NULL, ICON_NONE); row= uiLayoutRow(layout, 0); uiItemPointerR(layout, ptr, "frame_property", &settings_ptr, "properties", NULL, ICON_NONE); #ifdef __NLA_ACTION_BY_MOTION_ACTUATOR uiItemR(row, "stride_length", 0, NULL, ICON_NONE); #endif } static void draw_actuator_armature(uiLayout *layout, PointerRNA *ptr) { bActuator *act = (bActuator*)ptr->data; bArmatureActuator *aa = (bArmatureActuator *) act->data; Object *ob = (Object *)ptr->id.data; bConstraint *constraint = NULL; PointerRNA pose_ptr, pchan_ptr; PropertyRNA *bones_prop = NULL; if(ob->type != OB_ARMATURE){ uiItemL(layout, "Actuator only available for armatures", ICON_NONE); return; } if (ob->pose) { RNA_pointer_create((ID *)ob, &RNA_Pose, ob->pose, &pose_ptr); bones_prop = RNA_struct_find_property(&pose_ptr, "bones"); } uiItemR(layout, ptr, "mode", 0, NULL, ICON_NONE); switch (RNA_enum_get(ptr, "mode")) { case ACT_ARM_RUN: break; case ACT_ARM_ENABLE: case ACT_ARM_DISABLE: if (ob->pose) { uiItemPointerR(layout, ptr, "bone", &pose_ptr, "bones", NULL, ICON_BONE_DATA); if (RNA_property_collection_lookup_string(&pose_ptr, bones_prop, aa->posechannel, &pchan_ptr)) uiItemPointerR(layout, ptr, "constraint", &pchan_ptr, "constraints", NULL, ICON_CONSTRAINT_BONE); } break; case ACT_ARM_SETTARGET: if (ob->pose) { uiItemPointerR(layout, ptr, "bone", &pose_ptr, "bones", NULL, ICON_BONE_DATA); if (RNA_property_collection_lookup_string(&pose_ptr, bones_prop, aa->posechannel, &pchan_ptr)) uiItemPointerR(layout, ptr, "constraint", &pchan_ptr, "constraints", NULL, ICON_CONSTRAINT_BONE); } uiItemR(layout, ptr, "target", 0, NULL, ICON_NONE); /* show second target only if the constraint supports it */ get_armature_bone_constraint(ob, aa->posechannel, aa->constraint, &constraint); if (constraint && constraint->type == CONSTRAINT_TYPE_KINEMATIC) { uiItemR(layout, ptr, "secondary_target", 0, NULL, ICON_NONE); } break; case ACT_ARM_SETWEIGHT: if (ob->pose) { uiItemPointerR(layout, ptr, "bone", &pose_ptr, "bones", NULL, ICON_BONE_DATA); if (RNA_property_collection_lookup_string(&pose_ptr, bones_prop, aa->posechannel, &pchan_ptr)) uiItemPointerR(layout, ptr, "constraint", &pchan_ptr, "constraints", NULL, ICON_CONSTRAINT_BONE); } uiItemR(layout, ptr, "weight", 0, NULL, ICON_NONE); break; } } static void draw_actuator_camera(uiLayout *layout, PointerRNA *ptr) { uiLayout *row; uiItemR(layout, ptr, "object", 0, NULL, ICON_NONE); row = uiLayoutRow(layout, 0); uiItemR(row, ptr, "height", 0, NULL, ICON_NONE); uiItemR(row, ptr, "axis", 0, NULL, ICON_NONE); row = uiLayoutRow(layout, 1); uiItemR(row, ptr, "min", 0, NULL, ICON_NONE); uiItemR(row, ptr, "max", 0, NULL, ICON_NONE); } static void draw_actuator_constraint(uiLayout *layout, PointerRNA *ptr, bContext *C) { uiLayout *row, *col, *subcol, *split; PointerRNA main_ptr; RNA_main_pointer_create(CTX_data_main(C), &main_ptr); uiItemR(layout, ptr, "mode", 0, NULL, ICON_NONE); switch (RNA_enum_get(ptr, "mode")) { case ACT_CONST_TYPE_LOC: uiItemR(layout, ptr, "limit", 0, NULL, ICON_NONE); row = uiLayoutRow(layout, 1); uiItemR(row, ptr, "limit_min", 0, NULL, ICON_NONE); uiItemR(row, ptr, "limit_max", 0, NULL, ICON_NONE); uiItemR(layout, ptr, "damping", UI_ITEM_R_SLIDER, NULL, ICON_NONE); break; case ACT_CONST_TYPE_DIST: split = uiLayoutSplit(layout, 0.8, 0); uiItemR(split, ptr, "direction", 0, NULL, ICON_NONE); row = uiLayoutRow(split, 1); uiItemR(row, ptr, "use_local", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); uiItemR(row, ptr, "use_normal", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); row = uiLayoutRow(layout, 0); col = uiLayoutColumn(row, 0); uiItemL(col, "Range:", ICON_NONE); uiItemR(col, ptr, "range", 0, "", ICON_NONE); col = uiLayoutColumn(row, 1); uiItemR(col, ptr, "use_force_distance", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); subcol = uiLayoutColumn(col, 0); uiLayoutSetActive(subcol, RNA_boolean_get(ptr, "use_force_distance")==1); uiItemR(subcol, ptr, "distance", 0, "", ICON_NONE); uiItemR(layout, ptr, "damping", UI_ITEM_R_SLIDER , NULL, ICON_NONE); split = uiLayoutSplit(layout, 0.15, 0); uiItemR(split, ptr, "use_material_detect", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); if (RNA_boolean_get(ptr, "use_material_detect")) uiItemPointerR(split, ptr, "material", &main_ptr, "materials", NULL, ICON_MATERIAL_DATA); else uiItemR(split, ptr, "property", 0, NULL, ICON_NONE); split = uiLayoutSplit(layout, 0.15, 0); uiItemR(split, ptr, "use_persistent", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); row = uiLayoutRow(split, 1); uiItemR(row, ptr, "time", 0, NULL, ICON_NONE); uiItemR(row, ptr, "damping_rotation", UI_ITEM_R_SLIDER, NULL, ICON_NONE); break; case ACT_CONST_TYPE_ORI: uiItemR(layout, ptr, "direction_axis_pos", 0, NULL, ICON_NONE); row=uiLayoutRow(layout, 1); uiItemR(row, ptr, "damping", UI_ITEM_R_SLIDER , NULL, ICON_NONE); uiItemR(row, ptr, "time", 0, NULL, ICON_NONE); row=uiLayoutRow(layout, 0); uiItemR(row, ptr, "rotation_max", 0, NULL, ICON_NONE); row=uiLayoutRow(layout, 1); uiItemR(row, ptr, "angle_min", 0, NULL, ICON_NONE); uiItemR(row, ptr, "angle_max", 0, NULL, ICON_NONE); break; case ACT_CONST_TYPE_FH: split=uiLayoutSplit(layout, 0.75, 0); row= uiLayoutRow(split, 0); uiItemR(row, ptr, "fh_damping", UI_ITEM_R_SLIDER , NULL, ICON_NONE); uiItemR(row, ptr, "fh_height", 0, NULL, ICON_NONE); uiItemR(split, ptr, "use_fh_paralel_axis", UI_ITEM_R_TOGGLE , NULL, ICON_NONE); row = uiLayoutRow(layout, 0); uiItemR(row, ptr, "direction_axis", 0, NULL, ICON_NONE); split = uiLayoutSplit(row, 0.9, 0); uiItemR(split, ptr, "fh_force", 0, NULL, ICON_NONE); uiItemR(split, ptr, "use_fh_normal", UI_ITEM_R_TOGGLE , NULL, ICON_NONE); split = uiLayoutSplit(layout, 0.15, 0); uiItemR(split, ptr, "use_material_detect", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); if (RNA_boolean_get(ptr, "use_material_detect")) uiItemPointerR(split, ptr, "material", &main_ptr, "materials", NULL, ICON_MATERIAL_DATA); else uiItemR(split, ptr, "property", 0, NULL, ICON_NONE); split = uiLayoutSplit(layout, 0.15, 0); uiItemR(split, ptr, "use_persistent", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); row = uiLayoutRow(split, 0); uiItemR(row, ptr, "time", 0, NULL, ICON_NONE); uiItemR(row, ptr, "damping_rotation", UI_ITEM_R_SLIDER, NULL, ICON_NONE); break; } } static void draw_actuator_edit_object(uiLayout *layout, PointerRNA *ptr) { Object *ob = (Object *)ptr->id.data; uiLayout *row, *split, *subsplit; uiItemR(layout, ptr, "mode", 0, NULL, ICON_NONE); switch (RNA_enum_get(ptr, "mode")) { case ACT_EDOB_ADD_OBJECT: row = uiLayoutRow(layout, 0); uiItemR(row, ptr, "object", 0, NULL, ICON_NONE); uiItemR(row, ptr, "time", 0, NULL, ICON_NONE); split = uiLayoutSplit(layout, 0.9, 0); row = uiLayoutRow(split, 0); uiItemR(row, ptr, "linear_velocity", 0, NULL, ICON_NONE); uiItemR(split, ptr, "use_local_linear_velocity", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); split = uiLayoutSplit(layout, 0.9, 0); row = uiLayoutRow(split, 0); uiItemR(row, ptr, "angular_velocity", 0, NULL, ICON_NONE); uiItemR(split, ptr, "use_local_angular_velocity", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); break; case ACT_EDOB_END_OBJECT: break; case ACT_EDOB_REPLACE_MESH: if(ob->type != OB_MESH) { uiItemL(layout, "Mode only available for mesh objects", ICON_NONE); break; } split = uiLayoutSplit(layout, 0.6, 0); uiItemR(split, ptr, "mesh", 0, NULL, ICON_NONE); row = uiLayoutRow(split, 0); uiItemR(row, ptr, "use_replace_display_mesh", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); uiItemR(row, ptr, "use_replace_physics_mesh", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); break; case ACT_EDOB_TRACK_TO: split = uiLayoutSplit(layout, 0.5, 0); uiItemR(split, ptr, "track_object", 0, NULL, ICON_NONE); subsplit = uiLayoutSplit(split, 0.7, 0); uiItemR(subsplit, ptr, "time", 0, NULL, ICON_NONE); uiItemR(subsplit, ptr, "use_3d_tracking", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); break; case ACT_EDOB_DYNAMICS: if(ob->type != OB_MESH) { uiItemL(layout, "Mode only available for mesh objects", ICON_NONE); break; } uiItemR(layout, ptr, "dynamic_operation", 0, NULL, ICON_NONE); if (RNA_enum_get(ptr, "dynamic_operation") == ACT_EDOB_SET_MASS) uiItemR(layout, ptr, "mass", 0, NULL, ICON_NONE); break; } } static void draw_actuator_filter_2d(uiLayout *layout, PointerRNA *ptr) { uiLayout *row, *split; uiItemR(layout, ptr, "mode", 0, NULL, ICON_NONE); switch (RNA_enum_get(ptr, "mode")) { case ACT_2DFILTER_CUSTOMFILTER: uiItemR(layout, ptr, "filter_pass", 0, NULL, ICON_NONE); uiItemR(layout, ptr, "glsl_shader", 0, NULL, ICON_NONE); break; case ACT_2DFILTER_MOTIONBLUR: split=uiLayoutSplit(layout, 0.75, 1); row= uiLayoutRow(split, 0); uiLayoutSetActive(row, RNA_boolean_get(ptr, "use_motion_blur")==1); uiItemR(row, ptr, "motion_blur_factor", 0, NULL, ICON_NONE); uiItemR(split, ptr, "use_motion_blur", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); break; default: // all other 2D Filters uiItemR(layout, ptr, "filter_pass", 0, NULL, ICON_NONE); break; } } static void draw_actuator_game(uiLayout *layout, PointerRNA *ptr) { uiItemR(layout, ptr, "mode", 0, NULL, ICON_NONE); if (RNA_enum_get(ptr, "mode") == ACT_GAME_LOAD) uiItemR(layout, ptr, "filename", 0, NULL, ICON_NONE); } static void draw_actuator_ipo(uiLayout *layout, PointerRNA *ptr) { Object *ob; PointerRNA settings_ptr; uiLayout *row, *subrow, *col; ob = (Object *)ptr->id.data; RNA_pointer_create((ID *)ob, &RNA_GameObjectSettings, ob, &settings_ptr); row= uiLayoutRow(layout, 0); uiItemR(row, ptr, "play_type", 0, "", ICON_NONE); subrow= uiLayoutRow(row, 1); uiItemR(subrow, ptr, "use_force", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); uiItemR(subrow, ptr, "use_additive", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); col = uiLayoutColumn(subrow, 0); uiLayoutSetActive(col, (RNA_boolean_get(ptr, "use_additive") || RNA_boolean_get(ptr, "use_force"))); uiItemR(col, ptr, "use_local", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); row= uiLayoutRow(layout, 0); if((RNA_enum_get(ptr, "play_type") == ACT_IPO_FROM_PROP)) uiItemPointerR(row, ptr, "property", &settings_ptr, "properties", NULL, ICON_NONE); else { uiItemR(row, ptr, "frame_start", 0, NULL, ICON_NONE); uiItemR(row, ptr, "frame_end", 0, NULL, ICON_NONE); } uiItemR(row, ptr, "apply_to_children", 0, NULL, ICON_NONE); row= uiLayoutRow(layout, 0); uiItemPointerR(row, ptr, "frame_property", &settings_ptr, "properties", NULL, ICON_NONE); } static void draw_actuator_message(uiLayout *layout, PointerRNA *ptr, bContext *C) { Object *ob; PointerRNA main_ptr, settings_ptr; uiLayout *row; RNA_main_pointer_create(CTX_data_main(C), &main_ptr); ob = (Object *)ptr->id.data; RNA_pointer_create((ID *)ob, &RNA_GameObjectSettings, ob, &settings_ptr); uiItemPointerR(layout, ptr, "to_property", &main_ptr, "objects", NULL, ICON_OBJECT_DATA); uiItemR(layout, ptr, "subject", 0, NULL, ICON_NONE); row= uiLayoutRow(layout, 1); uiItemR(row, ptr, "body_type", 0, NULL, ICON_NONE); if(RNA_enum_get(ptr, "body_type") == ACT_MESG_MESG) uiItemR(row, ptr, "body_message", 0, "", ICON_NONE); else // mode == ACT_MESG_PROP uiItemPointerR(row, ptr, "body_property", &settings_ptr, "properties", "", ICON_NONE); } static void draw_actuator_motion(uiLayout *layout, PointerRNA *ptr) { Object *ob; PointerRNA settings_ptr; uiLayout *split, *row, *col, *subcol; int physics_type; ob = (Object *)ptr->id.data; RNA_pointer_create((ID *)ob, &RNA_GameObjectSettings, ob, &settings_ptr); physics_type = RNA_enum_get(&settings_ptr, "physics_type"); uiItemR(layout, ptr, "mode", 0, NULL, ICON_NONE); switch (RNA_enum_get(ptr, "mode")) { case ACT_OBJECT_NORMAL: split = uiLayoutSplit(layout, 0.9, 0); row = uiLayoutRow(split, 0); uiItemR(row, ptr, "offset_location", 0, NULL, ICON_NONE); uiItemR(split, ptr, "use_local_location", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); split = uiLayoutSplit(layout, 0.9, 0); row = uiLayoutRow(split, 0); uiItemR(row, ptr, "offset_rotation", 0, NULL, ICON_NONE); uiItemR(split, ptr, "use_local_rotation", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); if (ELEM3(physics_type, OB_BODY_TYPE_DYNAMIC, OB_BODY_TYPE_RIGID, OB_BODY_TYPE_SOFT)) { uiItemL(layout, "Dynamic Object Settings:", ICON_NONE); split = uiLayoutSplit(layout, 0.9, 0); row = uiLayoutRow(split, 0); uiItemR(row, ptr, "force", 0, NULL, ICON_NONE); uiItemR(split, ptr, "use_local_force", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); split = uiLayoutSplit(layout, 0.9, 0); row = uiLayoutRow(split, 0); uiItemR(row, ptr, "torque", 0, NULL, ICON_NONE); uiItemR(split, ptr, "use_local_torque", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); split = uiLayoutSplit(layout, 0.9, 0); row = uiLayoutRow(split, 0); uiItemR(row, ptr, "linear_velocity", 0, NULL, ICON_NONE); row = uiLayoutRow(split, 1); uiItemR(row, ptr, "use_local_linear_velocity", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); uiItemR(row, ptr, "use_add_linear_velocity", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); split = uiLayoutSplit(layout, 0.9, 0); row = uiLayoutRow(split, 0); uiItemR(row, ptr, "angular_velocity", 0, NULL, ICON_NONE); uiItemR(split, ptr, "use_local_angular_velocity", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); uiItemR(layout, ptr, "damping", 0, NULL, ICON_NONE); } break; case ACT_OBJECT_SERVO: uiItemR(layout, ptr, "reference_object", 0, NULL, ICON_NONE); split = uiLayoutSplit(layout, 0.9, 0); row = uiLayoutRow(split, 0); uiItemR(row, ptr, "linear_velocity", 0, NULL, ICON_NONE); uiItemR(split, ptr, "use_local_linear_velocity", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); row = uiLayoutRow(layout, 0); col = uiLayoutColumn(row, 0); uiItemR(col, ptr, "use_servo_limit_x", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); subcol = uiLayoutColumn(col, 1); uiLayoutSetActive(subcol, RNA_boolean_get(ptr, "use_servo_limit_x")==1); uiItemR(subcol, ptr, "force_max_x", 0, NULL, ICON_NONE); uiItemR(subcol, ptr, "force_min_x", 0, NULL, ICON_NONE); col = uiLayoutColumn(row, 0); uiItemR(col, ptr, "use_servo_limit_y", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); subcol = uiLayoutColumn(col, 1); uiLayoutSetActive(subcol, RNA_boolean_get(ptr, "use_servo_limit_y")==1); uiItemR(subcol, ptr, "force_max_y", 0, NULL, ICON_NONE); uiItemR(subcol, ptr, "force_min_y", 0, NULL, ICON_NONE); col = uiLayoutColumn(row, 0); uiItemR(col, ptr, "use_servo_limit_z", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); subcol = uiLayoutColumn(col, 1); uiLayoutSetActive(subcol, RNA_boolean_get(ptr, "use_servo_limit_z")==1); uiItemR(subcol, ptr, "force_max_z", 0, NULL, ICON_NONE); uiItemR(subcol, ptr, "force_min_z", 0, NULL, ICON_NONE); //XXXACTUATOR missing labels from original 2.49 ui (e.g. Servo, Min, Max, Fast) //Layout designers willing to help on that, please compare with 2.49 ui // (since the old code is going to be deleted ... soon) col = uiLayoutColumn(layout, 1); uiItemR(col, ptr, "proportional_coefficient", UI_ITEM_R_SLIDER, NULL, ICON_NONE); uiItemR(col, ptr, "integral_coefficient", UI_ITEM_R_SLIDER, NULL, ICON_NONE); uiItemR(col, ptr, "derivate_coefficient", UI_ITEM_R_SLIDER, NULL, ICON_NONE); break; } } static void draw_actuator_parent(uiLayout *layout, PointerRNA *ptr) { uiLayout *row, *subrow; uiItemR(layout, ptr, "mode", 0, NULL, ICON_NONE); if (RNA_enum_get(ptr, "mode") == ACT_PARENT_SET) { uiItemR(layout, ptr, "object", 0, NULL, ICON_NONE); row = uiLayoutRow(layout, 0); uiItemR(row, ptr, "use_compound", 0, NULL, ICON_NONE); subrow= uiLayoutRow(row, 0); uiLayoutSetActive(subrow, RNA_boolean_get(ptr, "use_compound")==1); uiItemR(subrow, ptr, "use_ghost", 0, NULL, ICON_NONE); } } static void draw_actuator_property(uiLayout *layout, PointerRNA *ptr) { Object *ob = (Object *)ptr->id.data; bActuator *act = (bActuator *)ptr->data; bPropertyActuator *pa = (bPropertyActuator *) act->data; Object *ob_from= pa->ob; PointerRNA settings_ptr, obj_settings_ptr; uiLayout *row, *subrow; RNA_pointer_create((ID *)ob, &RNA_GameObjectSettings, ob, &settings_ptr); uiItemR(layout, ptr, "mode", 0, NULL, ICON_NONE); uiItemPointerR(layout, ptr, "property", &settings_ptr, "properties", NULL, ICON_NONE); switch(RNA_enum_get(ptr, "mode")) { case ACT_PROP_TOGGLE: break; case ACT_PROP_ADD: uiItemR(layout, ptr, "value", 0, NULL, ICON_NONE); break; case ACT_PROP_ASSIGN: uiItemR(layout, ptr, "value", 0, NULL, ICON_NONE); break; case ACT_PROP_COPY: row = uiLayoutRow(layout, 0); uiItemR(row, ptr, "object", 0, NULL, ICON_NONE); if(ob_from){ RNA_pointer_create((ID *)ob_from, &RNA_GameObjectSettings, ob_from, &obj_settings_ptr); uiItemPointerR(row, ptr, "object_property", &obj_settings_ptr, "properties", NULL, ICON_NONE); }else { subrow= uiLayoutRow(row, 0); uiLayoutSetActive(subrow, 0); uiItemR(subrow, ptr, "object_property", 0, NULL, ICON_NONE); } break; } } static void draw_actuator_random(uiLayout *layout, PointerRNA *ptr) { Object *ob; PointerRNA settings_ptr; uiLayout *row; ob = (Object *)ptr->id.data; RNA_pointer_create((ID *)ob, &RNA_GameObjectSettings, ob, &settings_ptr); row = uiLayoutRow(layout, 0); uiItemR(row, ptr, "seed", 0, NULL, ICON_NONE); uiItemR(row, ptr, "distribution", 0, NULL, ICON_NONE); row = uiLayoutRow(layout, 0); uiItemPointerR(row, ptr, "property", &settings_ptr, "properties", NULL, ICON_NONE); row = uiLayoutRow(layout, 0); switch (RNA_enum_get(ptr, "distribution")){ case ACT_RANDOM_BOOL_CONST: uiItemR(row, ptr, "use_always_true", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); break; case ACT_RANDOM_BOOL_UNIFORM: uiItemL(row, "Choose between true and false, 50% chance each", ICON_NONE); break; case ACT_RANDOM_BOOL_BERNOUILLI: uiItemR(row, ptr, "chance", 0, NULL, ICON_NONE); break; case ACT_RANDOM_INT_CONST: uiItemR(row, ptr, "int_value", 0, NULL, ICON_NONE); break; case ACT_RANDOM_INT_UNIFORM: uiItemR(row, ptr, "int_min", 0, NULL, ICON_NONE); uiItemR(row, ptr, "int_max", 0, NULL, ICON_NONE); break; case ACT_RANDOM_INT_POISSON: uiItemR(row, ptr, "int_mean", 0, NULL, ICON_NONE); break; case ACT_RANDOM_FLOAT_CONST: uiItemR(row, ptr, "float_value", 0, NULL, ICON_NONE); break; case ACT_RANDOM_FLOAT_UNIFORM: uiItemR(row, ptr, "float_min", 0, NULL, ICON_NONE); uiItemR(row, ptr, "float_max", 0, NULL, ICON_NONE); break; case ACT_RANDOM_FLOAT_NORMAL: uiItemR(row, ptr, "float_mean", 0, NULL, ICON_NONE); uiItemR(row, ptr, "standard_derivation", 0, NULL, ICON_NONE); break; case ACT_RANDOM_FLOAT_NEGATIVE_EXPONENTIAL: uiItemR(row, ptr, "half_life_time", 0, NULL, ICON_NONE); break; } } static void draw_actuator_scene(uiLayout *layout, PointerRNA *ptr) { uiItemR(layout, ptr, "mode", 0, NULL, ICON_NONE); switch (RNA_enum_get(ptr, "mode")) { case ACT_SCENE_CAMERA: uiItemR(layout, ptr, "camera", 0, NULL, ICON_NONE); break; case ACT_SCENE_RESTART: break; default: // ACT_SCENE_SET|ACT_SCENE_ADD_FRONT|ACT_SCENE_ADD_BACK|ACT_SCENE_REMOVE|ACT_SCENE_SUSPEND|ACT_SCENE_RESUME uiItemR(layout, ptr, "scene", 0, NULL, ICON_NONE); break; } } static void draw_actuator_shape_action(uiLayout *layout, PointerRNA *ptr) { Object *ob = (Object *)ptr->id.data; PointerRNA settings_ptr; uiLayout *row; if(ob->type != OB_MESH){ uiItemL(layout, "Actuator only available for mesh objects", ICON_NONE); return; } RNA_pointer_create((ID *)ob, &RNA_GameObjectSettings, ob, &settings_ptr); row= uiLayoutRow(layout, 0); uiItemR(row, ptr, "mode", 0, "", ICON_NONE); uiItemR(row, ptr, "action", 0, "", ICON_NONE); uiItemR(row, ptr, "use_continue_last_frame", 0, NULL, ICON_NONE); row= uiLayoutRow(layout, 0); if((RNA_enum_get(ptr, "mode") == ACT_ACTION_FROM_PROP)) uiItemPointerR(row, ptr, "property", &settings_ptr, "properties", NULL, ICON_NONE); else { uiItemR(row, ptr, "frame_start", 0, NULL, ICON_NONE); uiItemR(row, ptr, "frame_end", 0, NULL, ICON_NONE); } row= uiLayoutRow(layout, 0); uiItemR(row, ptr, "frame_blend_in", 0, NULL, ICON_NONE); uiItemR(row, ptr, "priority", 0, NULL, ICON_NONE); row= uiLayoutRow(layout, 0); uiItemPointerR(row, ptr, "frame_property", &settings_ptr, "properties", NULL, ICON_NONE); #ifdef __NLA_ACTION_BY_MOTION_ACTUATOR uiItemR(row, "stride_length", 0, NULL, ICON_NONE); #endif } static void draw_actuator_sound(uiLayout *layout, PointerRNA *ptr, bContext *C) { uiLayout *row, *col; uiTemplateID(layout, C, ptr, "sound", NULL, "SOUND_OT_open", NULL); if (!RNA_pointer_get(ptr, "sound").data) { uiItemL(layout, "Select a sound from the list or load a new one", ICON_NONE); return; } uiItemR(layout, ptr, "mode", 0, NULL, ICON_NONE); row = uiLayoutRow(layout, 0); uiItemR(row, ptr, "volume", 0, NULL, ICON_NONE); uiItemR(row, ptr, "pitch", 0, NULL, ICON_NONE); uiItemR(layout, ptr, "use_sound_3d", 0, NULL, ICON_NONE); col = uiLayoutColumn(layout, 0); uiLayoutSetActive(col, RNA_boolean_get(ptr, "use_sound_3d")==1); row = uiLayoutRow(col, 0); uiItemR(row, ptr, "gain_3d_min", 0, NULL, ICON_NONE); uiItemR(row, ptr, "gain_3d_max", 0, NULL, ICON_NONE); row = uiLayoutRow(col, 0); uiItemR(row, ptr, "distance_3d_reference", 0, NULL, ICON_NONE); uiItemR(row, ptr, "distance_3d_max", 0, NULL, ICON_NONE); row = uiLayoutRow(col, 0); uiItemR(row, ptr, "rolloff_factor_3d", 0, NULL, ICON_NONE); uiItemR(row, ptr, "cone_outer_gain_3d", 0, NULL, ICON_NONE); row = uiLayoutRow(col, 0); uiItemR(row, ptr, "cone_outer_angle_3d", 0, NULL, ICON_NONE); uiItemR(row, ptr, "cone_inner_angle_3d", 0, NULL, ICON_NONE); } static void draw_actuator_state(uiLayout *layout, PointerRNA *ptr) { uiLayout *split; Object *ob = (Object *)ptr->id.data; PointerRNA settings_ptr; RNA_pointer_create((ID *)ob, &RNA_GameObjectSettings, ob, &settings_ptr); split = uiLayoutSplit(layout, 0.35, 0); uiItemR(split, ptr, "operation", 0, NULL, ICON_NONE); uiTemplateLayers(split, ptr, "states", &settings_ptr, "used_states", 0); } static void draw_actuator_visibility(uiLayout *layout, PointerRNA *ptr) { uiLayout *row; row = uiLayoutRow(layout, 0); uiItemR(row, ptr, "use_visible", 0, NULL, ICON_NONE); uiItemR(row, ptr, "use_occlusion", 0, NULL, ICON_NONE); uiItemR(row, ptr, "apply_to_children", 0, NULL, ICON_NONE); } static void draw_brick_actuator(uiLayout *layout, PointerRNA *ptr, bContext *C) { uiLayout *box; if (!RNA_boolean_get(ptr, "show_expanded")) return; box = uiLayoutBox(layout); switch (RNA_enum_get(ptr, "type")) { case ACT_ACTION: draw_actuator_action(box, ptr); break; case ACT_ARMATURE: draw_actuator_armature(box, ptr); break; case ACT_CAMERA: draw_actuator_camera(box, ptr); break; case ACT_CONSTRAINT: draw_actuator_constraint(box, ptr, C); break; case ACT_EDIT_OBJECT: draw_actuator_edit_object(box, ptr); break; case ACT_2DFILTER: draw_actuator_filter_2d(box, ptr); break; case ACT_GAME: draw_actuator_game(box, ptr); break; case ACT_IPO: draw_actuator_ipo(box, ptr); break; case ACT_MESSAGE: draw_actuator_message(box, ptr, C); break; case ACT_OBJECT: draw_actuator_motion(box, ptr); break; case ACT_PARENT: draw_actuator_parent(box, ptr); break; case ACT_PROPERTY: draw_actuator_property(box, ptr); break; case ACT_RANDOM: draw_actuator_random(box, ptr); break; case ACT_SCENE: draw_actuator_scene(box, ptr); break; case ACT_SHAPEACTION: draw_actuator_shape_action(box, ptr); break; case ACT_SOUND: draw_actuator_sound(box, ptr, C); break; case ACT_STATE: draw_actuator_state(box, ptr); break; case ACT_VISIBILITY: draw_actuator_visibility(box, ptr); break; } } static void logic_buttons_new(bContext *C, ARegion *ar) { SpaceLogic *slogic= CTX_wm_space_logic(C); Object *ob= CTX_data_active_object(C); Object *act_ob= ob; ID **idar; PointerRNA logic_ptr, settings_ptr; uiLayout *layout, *row, *box; uiBlock *block; uiBut *but; char name[32]; short a, count; int xco, yco, width; if(ob==NULL) return; RNA_pointer_create(NULL, &RNA_SpaceLogicEditor, slogic, &logic_ptr); idar= get_selected_and_linked_obs(C, &count, slogic->scaflag); sprintf(name, "buttonswin %p", (void *)ar); block= uiBeginBlock(C, ar, name, UI_EMBOSS); uiBlockSetHandleFunc(block, do_logic_buts, NULL); /* loop over all objects and set visible/linked flags for the logic bricks */ for(a=0; aactuators.first; while(act) { act->flag &= ~(ACT_LINKED|ACT_VISIBLE); act = act->next; } /* same for sensors */ sens= ob->sensors.first; while(sens) { sens->flag &= ~(SENS_VISIBLE); sens = sens->next; } /* mark the linked and visible actuators */ cont= ob->controllers.first; while(cont) { flag = ACT_LINKED; /* this controller is visible, mark all its actuator */ if ((ob->scaflag & OB_ALLSTATE) || (ob->state & cont->state_mask)) flag |= ACT_VISIBLE; for (iact=0; iacttotlinks; iact++) { act = cont->links[iact]; if (act) act->flag |= flag; } cont = cont->next; } } /* ****************** Controllers ****************** */ xco= 420; yco= 170; width= 300; layout= uiBlockLayout(block, UI_LAYOUT_VERTICAL, UI_LAYOUT_PANEL, xco, yco, width, 20, U.uistyles.first); row = uiLayoutRow(layout, 1); uiDefBlockBut(block, controller_menu, NULL, "Controllers", xco-10, yco, 300, UI_UNIT_Y, ""); /* replace this with uiLayout stuff later */ uiItemR(row, &logic_ptr, "show_controllers_selected_objects", 0, "Sel", ICON_NONE); uiItemR(row, &logic_ptr, "show_controllers_active_object", 0, "Act", ICON_NONE); uiItemR(row, &logic_ptr, "show_controllers_linked_controller", 0, "Link", ICON_NONE); for(a=0; ascavisflag & OB_VIS_CONT) == 0) continue; /* Drawing the Controller Header common to all Selected Objects */ RNA_pointer_create((ID *)ob, &RNA_GameObjectSettings, ob, &settings_ptr); split= uiLayoutSplit(layout, 0.05, 0); uiItemR(split, &settings_ptr, "show_state_panel", UI_ITEM_R_NO_BG, "", ICON_DISCLOSURE_TRI_RIGHT); row = uiLayoutRow(split, 1); uiDefButBitS(block, TOG, OB_SHOWCONT, B_REDR, ob->id.name+2,(short)(xco-10), yco, (short)(width-30), UI_UNIT_Y, &ob->scaflag, 0, 31, 0, 0, "Object name, click to show/hide controllers"); if (ob == act_ob) uiItemMenuEnumO(row, "LOGIC_OT_controller_add", "type", "Add Controller", ICON_NONE); if (RNA_boolean_get(&settings_ptr, "show_state_panel")) { box= uiLayoutBox(layout); split= uiLayoutSplit(box, 0.2, 0); col= uiLayoutColumn(split, 0); uiItemL(col, "Visible", ICON_NONE); uiItemL(col, "Initial", ICON_NONE); subsplit= uiLayoutSplit(split, 0.85, 0); col= uiLayoutColumn(subsplit, 0); row= uiLayoutRow(col, 0); uiLayoutSetActive(row, RNA_boolean_get(&settings_ptr, "use_all_states")==0); uiTemplateLayers(row, &settings_ptr, "states_visible", &settings_ptr, "used_states", 0); row= uiLayoutRow(col, 0); uiTemplateLayers(row, &settings_ptr, "states_initial", &settings_ptr, "used_states", 0); col= uiLayoutColumn(subsplit, 0); uiItemR(col, &settings_ptr, "use_all_states", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); uiItemR(col, &settings_ptr, "show_debug_state", 0, "", ICON_NONE); } /* End of Drawing the Controller Header common to all Selected Objects */ if ((ob->scaflag & OB_SHOWCONT) == 0) continue; uiItemS(layout); for(cont= ob->controllers.first; cont; cont=cont->next) { RNA_pointer_create((ID *)ob, &RNA_Controller, cont, &ptr); if (!(ob->scaflag & OB_ALLSTATE) && !(ob->state & cont->state_mask)) continue; /* use two nested splits to align inlinks/links properly */ split = uiLayoutSplit(layout, 0.05, 0); /* put inlink button to the left */ col = uiLayoutColumn(split, 0); uiLayoutSetAlignment(col, UI_LAYOUT_ALIGN_LEFT); uiDefIconBut(block, INLINK, 0, ICON_INLINK, 0, 0, UI_UNIT_X, UI_UNIT_Y, cont, LINK_CONTROLLER, 0, 0, 0, ""); //col = uiLayoutColumn(split, 1); /* nested split for middle and right columns */ subsplit = uiLayoutSplit(split, 0.95, 0); col = uiLayoutColumn(subsplit, 1); uiLayoutSetContextPointer(col, "controller", &ptr); /* should make UI template for controller header.. function will do for now */ // draw_controller_header(col, &ptr); draw_controller_header(col, &ptr, xco, width, yco); //provisory for 2.50 beta /* draw the brick contents */ draw_brick_controller(col, &ptr); /* put link button to the right */ col = uiLayoutColumn(subsplit, 0); uiLayoutSetAlignment(col, UI_LAYOUT_ALIGN_LEFT); but= uiDefIconBut(block, LINK, 0, ICON_LINK, 0, 0, UI_UNIT_X, UI_UNIT_Y, NULL, 0, 0, 0, 0, ""); uiSetButLink(but, NULL, (void ***)&(cont->links), &cont->totlinks, LINK_CONTROLLER, LINK_ACTUATOR); } } uiBlockLayoutResolve(block, NULL, &yco); /* stores final height in yco */ /* ****************** Sensors ****************** */ xco= 10; yco= 170; width= 340; layout= uiBlockLayout(block, UI_LAYOUT_VERTICAL, UI_LAYOUT_PANEL, xco, yco, width, 20, U.uistyles.first); row = uiLayoutRow(layout, 1); uiDefBlockBut(block, sensor_menu, NULL, "Sensors", xco-10, yco, 300, UI_UNIT_Y, ""); /* replace this with uiLayout stuff later */ uiItemR(row, &logic_ptr, "show_sensors_selected_objects", 0, "Sel", ICON_NONE); uiItemR(row, &logic_ptr, "show_sensors_active_object", 0, "Act", ICON_NONE); uiItemR(row, &logic_ptr, "show_sensors_linked_controller", 0, "Link", ICON_NONE); uiItemR(row, &logic_ptr, "show_sensors_active_states", 0, "State", ICON_NONE); for(a=0; ascavisflag & OB_VIS_SENS) == 0) continue; row = uiLayoutRow(layout, 1); uiDefButBitS(block, TOG, OB_SHOWSENS, B_REDR, ob->id.name+2,(short)(xco-10), yco, (short)(width-30), UI_UNIT_Y, &ob->scaflag, 0, 31, 0, 0, "Object name, click to show/hide sensors"); if (ob == act_ob) uiItemMenuEnumO(row, "LOGIC_OT_sensor_add", "type", "Add Sensor", ICON_NONE); if ((ob->scaflag & OB_SHOWSENS) == 0) continue; uiItemS(layout); for(sens= ob->sensors.first; sens; sens=sens->next) { RNA_pointer_create((ID *)ob, &RNA_Sensor, sens, &ptr); if ((ob->scaflag & OB_ALLSTATE) || !(slogic->scaflag & BUTS_SENS_STATE) || (sens->totlinks == 0) || /* always display sensor without links so that is can be edited */ (sens->flag & SENS_PIN && slogic->scaflag & BUTS_SENS_STATE) || /* states can hide some sensors, pinned sensors ignore the visible state */ (is_sensor_linked(block, sens)) ) { // gotta check if the current state is visible or not uiLayout *split, *col; /* make as visible, for move operator */ sens->flag |= SENS_VISIBLE; split = uiLayoutSplit(layout, 0.95, 0); col = uiLayoutColumn(split, 1); uiLayoutSetContextPointer(col, "sensor", &ptr); /* should make UI template for sensor header.. function will do for now */ draw_sensor_header(col, &ptr, &logic_ptr); /* draw the brick contents */ draw_brick_sensor(col, &ptr, C); /* put link button to the right */ col = uiLayoutColumn(split, 0); /* use oldskool uiButtons for links for now */ but= uiDefIconBut(block, LINK, 0, ICON_LINK, 0, 0, UI_UNIT_X, UI_UNIT_Y, NULL, 0, 0, 0, 0, ""); uiSetButLink(but, NULL, (void ***)&(sens->links), &sens->totlinks, LINK_SENSOR, LINK_CONTROLLER); } } } uiBlockLayoutResolve(block, NULL, &yco); /* stores final height in yco */ /* ****************** Actuators ****************** */ xco= 800; yco= 170; width= 340; layout= uiBlockLayout(block, UI_LAYOUT_VERTICAL, UI_LAYOUT_PANEL, xco, yco, width, 20, U.uistyles.first); row = uiLayoutRow(layout, 1); uiDefBlockBut(block, actuator_menu, NULL, "Actuators", xco-10, yco, 300, UI_UNIT_Y, ""); /* replace this with uiLayout stuff later */ uiItemR(row, &logic_ptr, "show_actuators_selected_objects", 0, "Sel", ICON_NONE); uiItemR(row, &logic_ptr, "show_actuators_active_object", 0, "Act", ICON_NONE); uiItemR(row, &logic_ptr, "show_actuators_linked_controller", 0, "Link", ICON_NONE); uiItemR(row, &logic_ptr, "show_actuators_active_states", 0, "State", ICON_NONE); for(a=0; ascavisflag & OB_VIS_ACT) == 0) continue; row = uiLayoutRow(layout, 1); uiDefButBitS(block, TOG, OB_SHOWACT, B_REDR, ob->id.name+2,(short)(xco-10), yco, (short)(width-30), UI_UNIT_Y, &ob->scaflag, 0, 31, 0, 0, "Object name, click to show/hide actuators"); if (ob == act_ob) uiItemMenuEnumO(row, "LOGIC_OT_actuator_add", "type", "Add Actuator", ICON_NONE); if ((ob->scaflag & OB_SHOWACT) == 0) continue; uiItemS(layout); for(act= ob->actuators.first; act; act=act->next) { RNA_pointer_create((ID *)ob, &RNA_Actuator, act, &ptr); if ((ob->scaflag & OB_ALLSTATE) || !(slogic->scaflag & BUTS_ACT_STATE) || !(act->flag & ACT_LINKED) || /* always display actuators without links so that is can be edited */ (act->flag & ACT_VISIBLE) || /* this actuator has visible connection, display it */ (act->flag & ACT_PIN && slogic->scaflag & BUTS_ACT_STATE) /* states can hide some sensors, pinned sensors ignore the visible state */ ) { // gotta check if the current state is visible or not uiLayout *split, *col; /* make as visible, for move operator */ act->flag |= ACT_VISIBLE; split = uiLayoutSplit(layout, 0.05, 0); /* put inlink button to the left */ col = uiLayoutColumn(split, 0); uiDefIconBut(block, INLINK, 0, ICON_INLINK, 0, 0, UI_UNIT_X, UI_UNIT_Y, act, LINK_ACTUATOR, 0, 0, 0, ""); col = uiLayoutColumn(split, 1); uiLayoutSetContextPointer(col, "actuator", &ptr); /* should make UI template for actuator header.. function will do for now */ draw_actuator_header(col, &ptr, &logic_ptr); /* draw the brick contents */ draw_brick_actuator(col, &ptr, C); } } } uiBlockLayoutResolve(block, NULL, &yco); /* stores final height in yco */ uiComposeLinks(block); uiEndBlock(C, block); uiDrawBlock(C, block); if(idar) MEM_freeN(idar); } void logic_buttons(bContext *C, ARegion *ar) { Main *bmain= CTX_data_main(C); SpaceLogic *slogic= CTX_wm_space_logic(C); Object *ob= CTX_data_active_object(C); ID **idar; bSensor *sens; bController *cont; bActuator *act; uiBlock *block; uiBut *but; PointerRNA logic_ptr; int a, iact, stbit, offset; int xco, yco, width, ycoo; short count; char name[32]; /* pin is a bool used for actuator and sensor drawing with states * pin so changing states dosnt hide the logic brick */ char pin; if (G.rt == 0) { logic_buttons_new(C, ar); return; } if(ob==NULL) return; // uiSetButLock(object_is_libdata(ob), ERROR_LIBDATA_MESSAGE); sprintf(name, "buttonswin %p", (void *)ar); block= uiBeginBlock(C, ar, name, UI_EMBOSS); uiBlockSetHandleFunc(block, do_logic_buts, NULL); RNA_pointer_create(NULL, &RNA_SpaceLogicEditor, slogic, &logic_ptr); idar= get_selected_and_linked_obs(C, &count, slogic->scaflag); /* clean ACT_LINKED and ACT_VISIBLE of all potentially visible actuators so that we can determine which is actually linked/visible */ for(a=0; aactuators.first; while(act) { act->flag &= ~(ACT_LINKED|ACT_VISIBLE); act = act->next; } /* same for sensors */ sens= ob->sensors.first; while(sens) { sens->flag &= ~(SENS_VISIBLE); sens = sens->next; } } /* start with the controller because we need to know which one is visible */ /* ******************************* */ xco= 400; yco= 170; width= 300; uiDefBlockBut(block, controller_menu, NULL, "Controllers", xco-10, yco+35, 100, UI_UNIT_Y, ""); uiBlockBeginAlign(block); uiDefButBitS(block, TOG, BUTS_CONT_SEL, B_REDR, "Sel", xco+110, yco+35, (width-100)/3, UI_UNIT_Y, &slogic->scaflag, 0, 0, 0, 0, "Show all selected Objects"); uiDefButBitS(block, TOG, BUTS_CONT_ACT, B_REDR, "Act", xco+110+(width-100)/3, yco+35, (width-100)/3, UI_UNIT_Y, &slogic->scaflag, 0, 0, 0, 0, "Show active Object"); uiDefButBitS(block, TOG, BUTS_CONT_LINK, B_REDR, "Link", xco+110+2*(width-100)/3, yco+35, (width-100)/3, UI_UNIT_Y, &slogic->scaflag, 0, 0, 0, 0, "Show linked Objects to Sensor/Actuator"); uiBlockEndAlign(block); for(a=0; ascavisflag & OB_VIS_CONT) == 0) continue; /* presume it is only objects for now */ uiBlockBeginAlign(block); // if(ob->controllers.first) uiSetCurFont(block, UI_HELVB); uiDefButBitS(block, TOG, OB_SHOWCONT, B_REDR, ob->id.name+2,(short)(xco-10), yco, (short)(width-30), UI_UNIT_Y, &ob->scaflag, 0, 0, 0, 0, "Active Object name"); // if(ob->controllers.first) uiSetCurFont(block, UI_HELV); uiDefButBitS(block, TOG, OB_ADDCONT, B_ADD_CONT, "Add",(short)(xco+width-40), yco, 50, UI_UNIT_Y, &ob->scaflag, 0, 0, 0, 0, "Add a new Controller"); uiBlockEndAlign(block); yco-=20; /* mark all actuators linked to these controllers */ /* note that some of these actuators could be from objects that are not in the display list. It's ok because those actuators will not be displayed here */ cont= ob->controllers.first; while(cont) { for (iact=0; iacttotlinks; iact++) { act = cont->links[iact]; if (act) act->flag |= ACT_LINKED; } controller_state_mask |= cont->state_mask; cont = cont->next; } if(ob->scaflag & OB_SHOWCONT) { /* first show the state */ uiDefBlockBut(block, object_state_mask_menu, ob, "State", (short)(xco-10), (short)(yco-10), 36, UI_UNIT_Y, "Object state menu: store and retrieve initial state"); if (!ob->state) ob->state = 1; for (offset=0; offset<15; offset+=5) { uiBlockBeginAlign(block); for (stbit=0; stbit<5; stbit++) { but = uiDefButBitI(block, controller_state_mask&(1<<(stbit+offset)) ? BUT_TOGDUAL:TOG, 1<<(stbit+offset), stbit+offset, "", (short)(xco+31+12*stbit+13*offset), yco, 12, 12, (int *)&(ob->state), 0, 0, 0, 0, get_state_name(ob, (short)(stbit+offset))); uiButSetFunc(but, check_state_mask, but, &(ob->state)); } for (stbit=0; stbit<5; stbit++) { but = uiDefButBitI(block, controller_state_mask&(1<<(stbit+offset+15)) ? BUT_TOGDUAL:TOG, 1<<(stbit+offset+15), stbit+offset+15, "", (short)(xco+31+12*stbit+13*offset), yco-12, 12, 12, (int *)&(ob->state), 0, 0, 0, 0, get_state_name(ob, (short)(stbit+offset+15))); uiButSetFunc(but, check_state_mask, but, &(ob->state)); } } uiBlockBeginAlign(block); uiDefButBitS(block, TOG, OB_ALLSTATE, B_SET_STATE_BIT, "All",(short)(xco+226), yco-10, 22, UI_UNIT_Y, &ob->scaflag, 0, 0, 0, 0, "Set all state bits"); uiDefButBitS(block, TOG, OB_INITSTBIT, B_INIT_STATE_BIT, "Ini",(short)(xco+248), yco-10, 22, UI_UNIT_Y, &ob->scaflag, 0, 0, 0, 0, "Set the initial state"); uiDefButBitS(block, TOG, OB_DEBUGSTATE, 0, "D",(short)(xco+270), yco-10, 15, UI_UNIT_Y, &ob->scaflag, 0, 0, 0, 0, "Print state debug info"); uiBlockEndAlign(block); yco-=35; /* display only the controllers that match the current state */ offset = 0; for (stbit=0; stbit<32; stbit++) { if (!(ob->state & (1<controllers.first; while(cont) { if (cont->state_mask & (1<totlinks; iact++) { act = cont->links[iact]; if (act) act->flag |= ACT_VISIBLE; } uiDefIconButBitS(block, TOG, CONT_DEL, B_DEL_CONT, ICON_X, xco, yco, 22, UI_UNIT_Y, &cont->flag, 0, 0, 0, 0, "Delete Controller"); uiDefIconButBitS(block, ICONTOG, CONT_SHOW, B_REDR, ICON_RIGHTARROW, (short)(xco+width-22), yco, 22, UI_UNIT_Y, &cont->flag, 0, 0, 0, 0, "Controller settings"); uiDefIconButBitS(block, TOG, CONT_PRIO, B_REDR, ICON_BOOKMARKS, (short)(xco+width-66), yco, 22, UI_UNIT_Y, &cont->flag, 0, 0, 0, 0, "Mark controller for execution before all non-marked controllers (good for startup scripts)"); sprintf(name, "%d", first_bit(cont->state_mask)+1); uiDefBlockBut(block, controller_state_mask_menu, cont, name, (short)(xco+width-44), yco, 22, UI_UNIT_Y, "Set controller state index (from 1 to 30)"); if(cont->flag & CONT_SHOW) { cont->otype= cont->type; uiDefButS(block, MENU, B_CHANGE_CONT, controller_pup(),(short)(xco+22), yco, 70, UI_UNIT_Y, &cont->type, 0, 0, 0, 0, "Controller type"); but= uiDefBut(block, TEX, 1, "", (short)(xco+92), yco, (short)(width-158), UI_UNIT_Y, cont->name, 0, 31, 0, 0, "Controller name"); uiButSetFunc(but, make_unique_prop_names_cb, cont->name, (void*) 0); ycoo= yco; yco= draw_controllerbuttons(cont, block, xco, yco, width); if(yco-6 < ycoo) ycoo= (yco+ycoo-20)/2; } else { cpack(0x999999); glRecti(xco+22, yco, xco+width-22,yco+19); but= uiDefBut(block, LABEL, 0, controller_name(cont->type), (short)(xco+22), yco, 70, UI_UNIT_Y, cont, 0, 0, 0, 0, "Controller type"); //uiButSetFunc(but, old_sca_move_controller, cont, NULL); but= uiDefBut(block, LABEL, 0, cont->name,(short)(xco+92), yco,(short)(width-158), UI_UNIT_Y, cont, 0, 0, 0, 0, "Controller name"); //uiButSetFunc(but, old_sca_move_controller, cont, NULL); uiBlockBeginAlign(block); but= uiDefIconBut(block, BUT, B_REDR, ICON_TRIA_UP, (short)(xco+width-(110+5)), yco, 22, UI_UNIT_Y, NULL, 0, 0, 0, 0, "Move this logic brick up"); uiButSetFunc(but, old_sca_move_controller, cont, (void *)TRUE); but= uiDefIconBut(block, BUT, B_REDR, ICON_TRIA_DOWN, (short)(xco+width-(88+5)), yco, 22, UI_UNIT_Y, NULL, 0, 0, 0, 0, "Move this logic brick down"); uiButSetFunc(but, old_sca_move_controller, cont, (void *)FALSE); uiBlockEndAlign(block); ycoo= yco; } but= uiDefIconBut(block, LINK, 0, ICON_LINK, (short)(xco+width), ycoo, UI_UNIT_X, UI_UNIT_Y, 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, UI_UNIT_X, UI_UNIT_Y, cont, LINK_CONTROLLER, 0, 0, 0, ""); /* offset is >0 if at least one controller was displayed */ offset++; yco-=20; } cont= cont->next; } } yco-= 6; } } /* ******************************* */ xco= 10; yco= 170; width= 300; uiDefBlockBut(block, sensor_menu, NULL, "Sensors", xco-10, yco+35, 70, UI_UNIT_Y, ""); uiBlockBeginAlign(block); uiDefButBitS(block, TOG, BUTS_SENS_SEL, B_REDR, "Sel", xco+80, yco+35, (width-70)/4, UI_UNIT_Y, &slogic->scaflag, 0, 0, 0, 0, "Show all selected Objects"); uiDefButBitS(block, TOG, BUTS_SENS_ACT, B_REDR, "Act", xco+80+(width-70)/4, yco+35, (width-70)/4, UI_UNIT_Y, &slogic->scaflag, 0, 0, 0, 0, "Show active Object"); uiDefButBitS(block, TOG, BUTS_SENS_LINK, B_REDR, "Link", xco+80+2*(width-70)/4, yco+35, (width-70)/4, UI_UNIT_Y, &slogic->scaflag, 0, 0, 0, 0, "Show linked Objects to Controller"); uiDefButBitS(block, TOG, BUTS_SENS_STATE, B_REDR, "State", xco+80+3*(width-70)/4, yco+35, (width-70)/4, UI_UNIT_Y, &slogic->scaflag, 0, 0, 0, 0, "Show only sensors connected to active states"); uiBlockEndAlign(block); for(a=0; ascavisflag & OB_VIS_SENS) == 0) continue; /* presume it is only objects for now */ uiBlockBeginAlign(block); // if(ob->sensors.first) uiSetCurFont(block, UI_HELVB); uiDefButBitS(block, TOG, OB_SHOWSENS, B_REDR, ob->id.name+2,(short)(xco-10), yco, (short)(width-30), UI_UNIT_Y, &ob->scaflag, 0, 31, 0, 0, "Object name, click to show/hide sensors"); // if(ob->sensors.first) uiSetCurFont(block, UI_HELV); uiDefButBitS(block, TOG, OB_ADDSENS, B_ADD_SENS, "Add",(short)(xco+width-40), yco, 50, UI_UNIT_Y, &ob->scaflag, 0, 0, 0, 0, "Add a new Sensor"); uiBlockEndAlign(block); yco-=20; if(ob->scaflag & OB_SHOWSENS) { sens= ob->sensors.first; while(sens) { if (!(slogic->scaflag & BUTS_SENS_STATE) || (sens->totlinks == 0) || /* always display sensor without links so that is can be edited */ (sens->flag & SENS_PIN && slogic->scaflag & BUTS_SENS_STATE) || /* states can hide some sensors, pinned sensors ignore the visible state */ (is_sensor_linked(block, sens)) ) { /* should we draw the pin? - for now always draw when there is a state */ pin = (slogic->scaflag & BUTS_SENS_STATE && (sens->flag & SENS_SHOW || sens->flag & SENS_PIN)) ? 1:0 ; sens->flag |= SENS_VISIBLE; uiDefIconButBitS(block, TOG, SENS_DEL, B_DEL_SENS, ICON_X, xco, yco, 22, UI_UNIT_Y, &sens->flag, 0, 0, 0, 0, "Delete Sensor"); if (pin) uiDefIconButBitS(block, ICONTOG, SENS_PIN, B_REDR, ICON_PINNED, (short)(xco+width-44), yco, 22, UI_UNIT_Y, &sens->flag, 0, 0, 0, 0, "Display when not linked to a visible states controller"); uiDefIconButBitS(block, ICONTOG, SENS_SHOW, B_REDR, ICON_RIGHTARROW, (short)(xco+width-22), yco, 22, UI_UNIT_Y, &sens->flag, 0, 0, 0, 0, "Sensor settings"); ycoo= yco; if(sens->flag & SENS_SHOW) { uiDefButS(block, MENU, B_CHANGE_SENS, sensor_pup(), (short)(xco+22), yco, 80, UI_UNIT_Y, &sens->type, 0, 0, 0, 0, "Sensor type"); but= uiDefBut(block, TEX, 1, "", (short)(xco+102), yco, (short)(width-(pin?146:124)), UI_UNIT_Y, sens->name, 0, 31, 0, 0, "Sensor name"); uiButSetFunc(but, make_unique_prop_names_cb, sens->name, (void*) 0); sens->otype= sens->type; yco= draw_sensorbuttons(ob, sens, block, xco, yco, width); if(yco-6 < ycoo) ycoo= (yco+ycoo-20)/2; } else { set_col_sensor(sens->type, 1); glRecti(xco+22, yco, xco+width-22,yco+19); but= uiDefBut(block, LABEL, 0, sensor_name(sens->type), (short)(xco+22), yco, 80, UI_UNIT_Y, sens, 0, 0, 0, 0, ""); //uiButSetFunc(but, old_sca_move_sensor, sens, NULL); but= uiDefBut(block, LABEL, 0, sens->name, (short)(xco+102), yco, (short)(width-(pin?146:124)), UI_UNIT_Y, sens, 0, 31, 0, 0, ""); //uiButSetFunc(but, old_sca_move_sensor, sens, NULL); uiBlockBeginAlign(block); but= uiDefIconBut(block, BUT, B_REDR, ICON_TRIA_UP, (short)(xco+width-(66+5)), yco, 22, UI_UNIT_Y, NULL, 0, 0, 0, 0, "Move this logic brick up"); uiButSetFunc(but, old_sca_move_sensor, sens, (void *)TRUE); but= uiDefIconBut(block, BUT, B_REDR, ICON_TRIA_DOWN, (short)(xco+width-(44+5)), yco, 22, UI_UNIT_Y, NULL, 0, 0, 0, 0, "Move this logic brick down"); uiButSetFunc(but, old_sca_move_sensor, sens, (void *)FALSE); uiBlockEndAlign(block); } but= uiDefIconBut(block, LINK, 0, ICON_LINK, (short)(xco+width), ycoo, UI_UNIT_X, UI_UNIT_Y, NULL, 0, 0, 0, 0, ""); uiSetButLink(but, NULL, (void ***)&(sens->links), &sens->totlinks, LINK_SENSOR, LINK_CONTROLLER); yco-=20; } sens= sens->next; } yco-= 6; } } /* ******************************* */ xco= 800; yco= 170; width= 300; uiDefBlockBut(block, actuator_menu, NULL, "Actuators", xco-10, yco+35, 90, UI_UNIT_Y, ""); uiBlockBeginAlign(block); uiDefButBitS(block, TOG, BUTS_ACT_SEL, B_REDR, "Sel", xco+110, yco+35, (width-100)/4, UI_UNIT_Y, &slogic->scaflag, 0, 0, 0, 0, "Show all selected Objects"); uiDefButBitS(block, TOG, BUTS_ACT_ACT, B_REDR, "Act", xco+110+(width-100)/4, yco+35, (width-100)/4, UI_UNIT_Y, &slogic->scaflag, 0, 0, 0, 0, "Show active Object"); uiDefButBitS(block, TOG, BUTS_ACT_LINK, B_REDR, "Link", xco+110+2*(width-100)/4, yco+35, (width-100)/4, UI_UNIT_Y, &slogic->scaflag, 0, 0, 0, 0, "Show linked Objects to Controller"); uiDefButBitS(block, TOG, BUTS_ACT_STATE, B_REDR, "State", xco+110+3*(width-100)/4, yco+35, (width-100)/4, UI_UNIT_Y, &slogic->scaflag, 0, 0, 0, 0, "Show only actuators connected to active states"); uiBlockEndAlign(block); for(a=0; ascavisflag & OB_VIS_ACT) == 0) continue; /* presume it is only objects for now */ uiBlockBeginAlign(block); // if(ob->actuators.first) uiSetCurFont(block, UI_HELVB); uiDefButBitS(block, TOG, OB_SHOWACT, B_REDR, ob->id.name+2,(short)(xco-10), yco,(short)(width-30), UI_UNIT_Y, &ob->scaflag, 0, 31, 0, 0, "Object name, click to show/hide actuators"); // if(ob->actuators.first) uiSetCurFont(block, UI_HELV); uiDefButBitS(block, TOG, OB_ADDACT, B_ADD_ACT, "Add",(short)(xco+width-40), yco, 50, UI_UNIT_Y, &ob->scaflag, 0, 0, 0, 0, "Add a new Actuator"); uiBlockEndAlign(block); yco-=20; if(ob->scaflag & OB_SHOWACT) { act= ob->actuators.first; while(act) { if (!(slogic->scaflag & BUTS_ACT_STATE) || !(act->flag & ACT_LINKED) || /* always display actuators without links so that is can be edited */ (act->flag & ACT_VISIBLE) || /* this actuator has visible connection, display it */ (act->flag & ACT_PIN && slogic->scaflag & BUTS_ACT_STATE)) { pin = (slogic->scaflag & BUTS_ACT_STATE && (act->flag & SENS_SHOW || act->flag & SENS_PIN)) ? 1:0 ; act->flag |= ACT_VISIBLE; /* mark the actuator as visible to help implementing the up/down action */ uiDefIconButBitS(block, TOG, ACT_DEL, B_DEL_ACT, ICON_X, xco, yco, 22, UI_UNIT_Y, &act->flag, 0, 0, 0, 0, "Delete Actuator"); if (pin) uiDefIconButBitS(block, ICONTOG, ACT_PIN, B_REDR, ICON_PINNED, (short)(xco+width-44), yco, 22, UI_UNIT_Y, &act->flag, 0, 0, 0, 0, "Display when not linked to a visible states controller"); uiDefIconButBitS(block, ICONTOG, ACT_SHOW, B_REDR, ICON_RIGHTARROW, (short)(xco+width-22), yco, 22, UI_UNIT_Y, &act->flag, 0, 0, 0, 0, "Display the actuator"); if(act->flag & ACT_SHOW) { act->otype= act->type; uiDefButS(block, MENU, B_CHANGE_ACT, actuator_pup(ob), (short)(xco+22), yco, 90, UI_UNIT_Y, &act->type, 0, 0, 0, 0, "Actuator type"); but= uiDefBut(block, TEX, 1, "", (short)(xco+112), yco, (short)(width-(pin?156:134)), UI_UNIT_Y, act->name, 0, 31, 0, 0, "Actuator name"); uiButSetFunc(but, make_unique_prop_names_cb, act->name, (void*) 0); ycoo= yco; yco= draw_actuatorbuttons(bmain, ob, act, block, xco, yco, width); if(yco-6 < ycoo) ycoo= (yco+ycoo-20)/2; } else { set_col_actuator(act->type, 1); glRecti((short)(xco+22), yco, (short)(xco+width-22),(short)(yco+19)); /* but= */ uiDefBut(block, LABEL, 0, actuator_name(act->type), (short)(xco+22), yco, 90, UI_UNIT_Y, act, 0, 0, 0, 0, "Actuator type"); // uiButSetFunc(but, old_sca_move_actuator, act, NULL); /* but= */ uiDefBut(block, LABEL, 0, act->name, (short)(xco+112), yco, (short)(width-(pin?156:134)), UI_UNIT_Y, act, 0, 0, 0, 0, "Actuator name"); // uiButSetFunc(but, old_sca_move_actuator, act, NULL); uiBlockBeginAlign(block); but= uiDefIconBut(block, BUT, B_REDR, ICON_TRIA_UP, (short)(xco+width-(66+5)), yco, 22, UI_UNIT_Y, NULL, 0, 0, 0, 0, "Move this logic brick up"); uiButSetFunc(but, old_sca_move_actuator, act, (void *)TRUE); but= uiDefIconBut(block, BUT, B_REDR, ICON_TRIA_DOWN, (short)(xco+width-(44+5)), yco, 22, UI_UNIT_Y, NULL, 0, 0, 0, 0, "Move this logic brick down"); uiButSetFunc(but, old_sca_move_actuator, act, (void *)FALSE); uiBlockEndAlign(block); ycoo= yco; } uiDefIconBut(block, INLINK, 0, ICON_INLINK,(short)(xco-19), ycoo, UI_UNIT_X, UI_UNIT_Y, act, LINK_ACTUATOR, 0, 0, 0, ""); yco-=20; } act= act->next; } yco-= 6; } } uiComposeLinks(block); uiEndBlock(C, block); uiDrawBlock(C, block); if(idar) MEM_freeN(idar); }