/* * ***** 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_object_types.h" #include "MEM_guardedalloc.h" #include "BLI_blenlib.h" #include "BLI_utildefines.h" #include "BLI_path_util.h" #include "BKE_action.h" #include "BKE_context.h" #include "BKE_main.h" #include "BKE_sca.h" #include "ED_util.h" #include "BLT_translation.h" #include "UI_interface.h" #include "UI_view2d.h" #include "RNA_access.h" /* XXX BAD BAD */ #include "../interface/interface_intern.h" #include "logic_intern.h" #define B_REDR 1 #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_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 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); BLI_uniquename(&ob->sensors, sens, DATA_("Sensor"), '.', offsetof(bSensor, name), sizeof(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); BLI_uniquename(&ob->controllers, cont, DATA_("Controller"), '.', offsetof(bController, name), sizeof(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); BLI_uniquename(&ob->actuators, act, DATA_("Actuator"), '.', offsetof(bActuator, name), sizeof(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 N_("Always"); case SENS_NEAR: return N_("Near"); case SENS_KEYBOARD: return N_("Keyboard"); case SENS_PROPERTY: return N_("Property"); case SENS_ARMATURE: return N_("Armature"); case SENS_ACTUATOR: return N_("Actuator"); case SENS_DELAY: return N_("Delay"); case SENS_MOUSE: return N_("Mouse"); case SENS_COLLISION: return N_("Collision"); case SENS_RADAR: return N_("Radar"); case SENS_RANDOM: return N_("Random"); case SENS_RAY: return N_("Ray"); case SENS_MESSAGE: return N_("Message"); case SENS_JOYSTICK: return N_("Joystick"); } return N_("Unknown"); } static const char *controller_name(int type) { switch (type) { case CONT_LOGIC_AND: return N_("And"); case CONT_LOGIC_OR: return N_("Or"); case CONT_LOGIC_NAND: return N_("Nand"); case CONT_LOGIC_NOR: return N_("Nor"); case CONT_LOGIC_XOR: return N_("Xor"); case CONT_LOGIC_XNOR: return N_("Xnor"); case CONT_EXPRESSION: return N_("Expression"); case CONT_PYTHON: return N_("Python"); } return N_("Unknown"); } static const char *actuator_name(int type) { switch (type) { case ACT_SHAPEACTION: return N_("Shape Action"); case ACT_ACTION: return N_("Action"); case ACT_OBJECT: return N_("Motion"); case ACT_IPO: return N_("F-Curve"); case ACT_LAMP: return N_("Lamp"); case ACT_CAMERA: return N_("Camera"); case ACT_MATERIAL: return N_("Material"); case ACT_SOUND: return N_("Sound"); case ACT_PROPERTY: return N_("Property"); case ACT_EDIT_OBJECT: return N_("Edit Object"); case ACT_CONSTRAINT: return N_("Constraint"); case ACT_SCENE: return N_("Scene"); case ACT_GROUP: return N_("Group"); case ACT_RANDOM: return N_("Random"); case ACT_MESSAGE: return N_("Message"); case ACT_GAME: return N_("Game"); case ACT_VISIBILITY: return N_("Visibility"); case ACT_2DFILTER: return N_("Filter 2D"); case ACT_PARENT: return N_("Parent"); case ACT_STATE: return N_("State"); case ACT_ARMATURE: return N_("Armature"); case ACT_STEERING: return N_("Steering"); case ACT_MOUSE: return N_("Mouse"); } return N_("Unknown"); } 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, do_it; /* 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)) { do_it = true; while (do_it) { do_it = false; 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)) { do_it = true; ob->scavisflag |= OB_VIS_SENS; break; } } } if (do_it) 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)) { do_it = true; ob->scavisflag |= OB_VIS_CONT; break; } } } if (do_it) 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) { do_it = true; 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) { do_it = true; 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 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= BKE_pose_channel_find_name(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 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= UI_block_begin(C, ar, __func__, UI_EMBOSS_PULLDOWN); UI_block_func_butmenu_set(block, do_sensor_menu, NULL); uiDefBut(block, UI_BTYPE_BUT_MENU, 1, IFACE_("Show Objects"), 0, (short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 1, 0, ""); uiDefBut(block, UI_BTYPE_BUT_MENU, 1, IFACE_("Hide Objects"), 0, (short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 1, 1, ""); uiDefBut(block, UI_BTYPE_SEPR_LINE, 0, "", 0, (short)(yco-=6), 160, 6, NULL, 0.0, 0.0, 0, 0, ""); uiDefBut(block, UI_BTYPE_BUT_MENU, 1, IFACE_("Show Sensors"), 0, (short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 1, 2, ""); uiDefBut(block, UI_BTYPE_BUT_MENU, 1, IFACE_("Hide Sensors"), 0, (short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 1, 3, ""); UI_block_direction_set(block, UI_DIR_UP); UI_block_end(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= UI_block_begin(C, ar, __func__, UI_EMBOSS_PULLDOWN); UI_block_func_butmenu_set(block, do_controller_menu, NULL); uiDefBut(block, UI_BTYPE_BUT_MENU, 1, IFACE_("Show Objects"), 0, (short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 1, 0, ""); uiDefBut(block, UI_BTYPE_BUT_MENU, 1, IFACE_("Hide Objects"), 0, (short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 1, 1, ""); uiDefBut(block, UI_BTYPE_SEPR_LINE, 0, "", 0, (short)(yco-=6), 160, 6, NULL, 0.0, 0.0, 0, 0, ""); uiDefBut(block, UI_BTYPE_BUT_MENU, 1, IFACE_("Show Controllers"), 0, (short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 2, 2, ""); uiDefBut(block, UI_BTYPE_BUT_MENU, 1, IFACE_("Hide Controllers"), 0, (short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 3, 3, ""); UI_block_direction_set(block, UI_DIR_UP); UI_block_end(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= UI_block_begin(C, ar, __func__, UI_EMBOSS_PULLDOWN); UI_block_func_butmenu_set(block, do_actuator_menu, NULL); uiDefBut(block, UI_BTYPE_BUT_MENU, 1, IFACE_("Show Objects"), 0, (short)(xco-=20), 160, 19, NULL, 0.0, 0.0, 1, 0, ""); uiDefBut(block, UI_BTYPE_BUT_MENU, 1, IFACE_("Hide Objects"), 0, (short)(xco-=20), 160, 19, NULL, 0.0, 0.0, 1, 1, ""); uiDefBut(block, UI_BTYPE_SEPR_LINE, 0, "", 0, (short)(xco-=6), 160, 6, NULL, 0.0, 0.0, 0, 0, ""); uiDefBut(block, UI_BTYPE_BUT_MENU, 1, IFACE_("Show Actuators"), 0, (short)(xco-=20), 160, 19, NULL, 0.0, 0.0, 1, 2, ""); uiDefBut(block, UI_BTYPE_BUT_MENU, 1, IFACE_("Hide Actuators"), 0, (short)(xco-=20), 160, 19, NULL, 0.0, 0.0, 1, 3, ""); UI_block_direction_set(block, UI_DIR_UP); UI_block_end(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 uiBlock *controller_state_mask_menu(bContext *C, ARegion *ar, void *arg_cont) { uiBlock *block; uiBut *but; bController *cont = arg_cont; short yco = 12, xco = 0, stbit, offset; block= UI_block_begin(C, ar, __func__, UI_EMBOSS); /* use this for a fake extra empy space around the buttons */ uiDefBut(block, UI_BTYPE_LABEL, 0, "", -5, -5, 200, 34, NULL, 0, 0, 0, 0, ""); for (offset=0; offset<15; offset += 5) { UI_block_align_begin(block); for (stbit=0; stbit<5; stbit++) { but = uiDefButBitI(block, UI_BTYPE_TOGGLE, (1<<(stbit+offset)), (stbit+offset), "", (short)(xco+12*stbit+13*offset), yco, 12, 12, (int *)&(cont->state_mask), 0, 0, 0, 0, ""); UI_but_func_set(but, check_controller_state_mask, but, &(cont->state_mask)); } for (stbit=0; stbit<5; stbit++) { but = uiDefButBitI(block, UI_BTYPE_TOGGLE, (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, ""); UI_but_func_set(but, check_controller_state_mask, but, &(cont->state_mask)); } } UI_block_align_end(block); UI_block_direction_set(block, UI_DIR_UP); UI_block_end(C, block); return block; } static bool is_sensor_linked(uiBlock *block, bSensor *sens) { bController *cont; int i; for (i=0; itotlinks; i++) { cont = sens->links[i]; if (UI_block_links_find_inlink(block, cont) != NULL) return 1; } return 0; } /* Sensors code */ static void draw_sensor_header(uiLayout *layout, PointerRNA *ptr, PointerRNA *logic_ptr) { uiLayout *box, *row, *sub; bSensor *sens= (bSensor *)ptr->data; box = uiLayoutBox(layout); row = uiLayoutRow(box, false); sub = uiLayoutRow(row, false); uiLayoutSetActive(sub, RNA_boolean_get(ptr, "active")); uiItemR(sub, ptr, "show_expanded", UI_ITEM_R_NO_BG, "", ICON_NONE); if (RNA_boolean_get(ptr, "show_expanded")) { uiItemR(sub, ptr, "type", 0, "", ICON_NONE); uiItemR(sub, ptr, "name", 0, "", ICON_NONE); } else { uiItemL(sub, IFACE_(sensor_name(sens->type)), ICON_NONE); uiItemL(sub, sens->name, ICON_NONE); } sub = uiLayoutRow(row, false); uiLayoutSetActive(sub, (((RNA_boolean_get(logic_ptr, "show_sensors_active_states") && RNA_boolean_get(ptr, "show_expanded")) || RNA_boolean_get(ptr, "pin")) && RNA_boolean_get(ptr, "active"))); uiItemR(sub, ptr, "pin", UI_ITEM_R_NO_BG, "", ICON_NONE); if (RNA_boolean_get(ptr, "show_expanded")==0) { sub = uiLayoutRow(row, true); uiLayoutSetActive(sub, RNA_boolean_get(ptr, "active")); uiItemEnumO(sub, "LOGIC_OT_sensor_move", "", ICON_TRIA_UP, "direction", 1); // up uiItemEnumO(sub, "LOGIC_OT_sensor_move", "", ICON_TRIA_DOWN, "direction", 2); // down } sub = uiLayoutRow(row, false); uiItemR(sub, ptr, "active", 0, "", ICON_NONE); sub = uiLayoutRow(row, false); uiLayoutSetActive(sub, RNA_boolean_get(ptr, "active")); uiItemO(sub, "", ICON_X, "LOGIC_OT_sensor_remove"); } static void draw_sensor_internal_header(uiLayout *layout, PointerRNA *ptr) { uiLayout *box, *split, *sub, *row; box = uiLayoutBox(layout); uiLayoutSetActive(box, RNA_boolean_get(ptr, "active")); split = uiLayoutSplit(box, 0.45f, false); row = uiLayoutRow(split, true); uiItemR(row, ptr, "use_pulse_true_level", 0, "", ICON_DOTSUP); uiItemR(row, ptr, "use_pulse_false_level", 0, "", ICON_DOTSDOWN); sub = uiLayoutRow(row, false); uiLayoutSetActive(sub, (RNA_boolean_get(ptr, "use_pulse_true_level") || RNA_boolean_get(ptr, "use_pulse_false_level"))); uiItemR(sub, ptr, "tick_skip", 0, IFACE_("Skip"), ICON_NONE); row = uiLayoutRow(split, true); uiItemR(row, ptr, "use_level", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); uiItemR(row, ptr, "use_tap", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); uiItemR(split, ptr, "invert", UI_ITEM_R_TOGGLE, IFACE_("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; uiLayout *row; if (ob->type != OB_ARMATURE) { uiItemL(layout, IFACE_("Sensor only available for armatures"), ICON_NONE); return; } if (ob->pose) { PointerRNA pose_ptr, pchan_ptr; PropertyRNA *bones_prop; RNA_pointer_create((ID *)ob, &RNA_Pose, ob->pose, &pose_ptr); bones_prop = RNA_struct_find_property(&pose_ptr, "bones"); 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, true); 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, 0.3f, false); row = uiLayoutRow(split, true); 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, false); 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, false); uiLayoutSetActive(col, RNA_boolean_get(ptr, "use_all_events") == false); uiItemR(col, ptr, "button_number", 0, NULL, ICON_NONE); break; case SENS_JOY_AXIS: row = uiLayoutRow(layout, false); 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, false); uiLayoutSetActive(col, RNA_boolean_get(ptr, "use_all_events") == false); 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, false); uiLayoutSetActive(col, RNA_boolean_get(ptr, "use_all_events") == false); uiItemR(col, ptr, "hat_direction", 0, NULL, ICON_NONE); break; case SENS_JOY_AXIS_SINGLE: row = uiLayoutRow(layout, false); 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, false); uiItemL(row, CTX_IFACE_(BLT_I18NCONTEXT_ID_WINDOWMANAGER, "Key:"), ICON_NONE); col = uiLayoutColumn(row, false); uiLayoutSetActive(col, RNA_boolean_get(ptr, "use_all_keys") == false); uiItemR(col, ptr, "key", UI_ITEM_R_EVENT, "", ICON_NONE); col = uiLayoutColumn(row, false); uiItemR(col, ptr, "use_all_keys", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); col = uiLayoutColumn(layout, false); uiLayoutSetActive(col, RNA_boolean_get(ptr, "use_all_keys") == false); row = uiLayoutRow(col, false); uiItemL(row, IFACE_("First Modifier:"), ICON_NONE); uiItemR(row, ptr, "modifier_key_1", UI_ITEM_R_EVENT, "", ICON_NONE); row = uiLayoutRow(col, false); uiItemL(row, IFACE_("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, bContext *C) { uiLayout *split, *split2; PointerRNA main_ptr; split = uiLayoutSplit(layout, 0.8f, false); uiItemR(split, ptr, "mouse_event", 0, NULL, ICON_NONE); if (RNA_enum_get(ptr, "mouse_event") == BL_SENS_MOUSE_MOUSEOVER_ANY) { uiItemR(split, ptr, "use_pulse", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); split = uiLayoutSplit(layout, 0.3f, false); uiItemR(split, ptr, "use_material", 0, "", ICON_NONE); split2 = uiLayoutSplit(split, 0.7f, false); if (RNA_enum_get(ptr, "use_material") == SENS_RAY_PROPERTY) { uiItemR(split2, ptr, "property", 0, "", ICON_NONE); } else { RNA_main_pointer_create(CTX_data_main(C), &main_ptr); uiItemPointerR(split2, ptr, "material", &main_ptr, "materials", "", ICON_MATERIAL_DATA); } uiItemR(split2, ptr, "use_x_ray", UI_ITEM_R_TOGGLE, 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, true); 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, false); uiItemR(row, ptr, "value_min", 0, NULL, ICON_NONE); uiItemR(row, ptr, "value_max", 0, NULL, ICON_NONE); break; case SENS_PROP_EQUAL: case SENS_PROP_NEQUAL: case SENS_PROP_LESSTHAN: case SENS_PROP_GREATERTHAN: 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, false); 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, 0.3f, false); 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, false); uiItemR(split, ptr, "axis", 0, "", ICON_NONE); row = uiLayoutRow(split, false); uiItemR(row, ptr, "range", 0, NULL, ICON_NONE); uiItemR(row, ptr, "use_x_ray", UI_ITEM_R_TOGGLE, 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); uiLayoutSetActive(box, RNA_boolean_get(ptr, "active")); 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, C); 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; } } /* Controller code */ static void draw_controller_header(uiLayout *layout, PointerRNA *ptr, int xco, int width, int yco) { uiLayout *box, *row, *sub; bController *cont= (bController *)ptr->data; char state[3]; BLI_snprintf(state, sizeof(state), "%d", RNA_int_get(ptr, "states")); box = uiLayoutBox(layout); row = uiLayoutRow(box, false); sub = uiLayoutRow(row, false); uiLayoutSetActive(sub, RNA_boolean_get(ptr, "active")); uiItemR(sub, ptr, "show_expanded", UI_ITEM_R_NO_BG, "", ICON_NONE); if (RNA_boolean_get(ptr, "show_expanded")) { uiItemR(sub, ptr, "type", 0, "", ICON_NONE); uiItemR(sub, 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, IFACE_("Set controller state index (from 1 to 30)")); } else { uiItemL(sub, IFACE_(controller_name(cont->type)), ICON_NONE); uiItemL(sub, cont->name, ICON_NONE); uiItemL(sub, state, ICON_NONE); } sub = uiLayoutRow(row, false); uiLayoutSetActive(sub, RNA_boolean_get(ptr, "active")); uiItemR(sub, ptr, "use_priority", 0, "", ICON_NONE); if (RNA_boolean_get(ptr, "show_expanded")==0) { sub = uiLayoutRow(row, true); uiLayoutSetActive(sub, RNA_boolean_get(ptr, "active")); uiItemEnumO(sub, "LOGIC_OT_controller_move", "", ICON_TRIA_UP, "direction", 1); // up uiItemEnumO(sub, "LOGIC_OT_controller_move", "", ICON_TRIA_DOWN, "direction", 2); // down } sub = uiLayoutRow(row, false); uiItemR(sub, ptr, "active", 0, "", ICON_NONE); sub = uiLayoutRow(row, false); uiLayoutSetActive(sub, RNA_boolean_get(ptr, "active")); uiItemO(sub, "", 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, *sub; split = uiLayoutSplit(layout, 0.3, true); uiItemR(split, ptr, "mode", 0, "", ICON_NONE); if (RNA_enum_get(ptr, "mode") == CONT_PY_SCRIPT) { uiItemR(split, ptr, "text", 0, "", ICON_NONE); } else { sub = uiLayoutSplit(split, 0.8f, false); uiItemR(sub, ptr, "module", 0, "", ICON_NONE); uiItemR(sub, 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); uiLayoutSetActive(box, RNA_boolean_get(ptr, "active")); 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, *sub; bActuator *act= (bActuator *)ptr->data; box = uiLayoutBox(layout); row = uiLayoutRow(box, false); sub = uiLayoutRow(row, false); uiLayoutSetActive(sub, RNA_boolean_get(ptr, "active")); uiItemR(sub, ptr, "show_expanded", UI_ITEM_R_NO_BG, "", ICON_NONE); if (RNA_boolean_get(ptr, "show_expanded")) { uiItemR(sub, ptr, "type", 0, "", ICON_NONE); uiItemR(sub, ptr, "name", 0, "", ICON_NONE); } else { uiItemL(sub, IFACE_(actuator_name(act->type)), ICON_NONE); uiItemL(sub, act->name, ICON_NONE); } sub = uiLayoutRow(row, false); uiLayoutSetActive(sub, (((RNA_boolean_get(logic_ptr, "show_actuators_active_states") && RNA_boolean_get(ptr, "show_expanded")) || RNA_boolean_get(ptr, "pin")) && RNA_boolean_get(ptr, "active"))); uiItemR(sub, ptr, "pin", UI_ITEM_R_NO_BG, "", ICON_NONE); if (RNA_boolean_get(ptr, "show_expanded")==0) { sub = uiLayoutRow(row, true); uiLayoutSetActive(sub, RNA_boolean_get(ptr, "active")); uiItemEnumO(sub, "LOGIC_OT_actuator_move", "", ICON_TRIA_UP, "direction", 1); // up uiItemEnumO(sub, "LOGIC_OT_actuator_move", "", ICON_TRIA_DOWN, "direction", 2); // down } sub = uiLayoutRow(row, false); uiItemR(sub, ptr, "active", 0, "", ICON_NONE); sub = uiLayoutRow(row, false); uiLayoutSetActive(sub, RNA_boolean_get(ptr, "active")); uiItemO(sub, "", 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, *sub; RNA_pointer_create((ID *)ob, &RNA_GameObjectSettings, ob, &settings_ptr); row = uiLayoutRow(layout, false); uiItemR(row, ptr, "play_mode", 0, "", ICON_NONE); sub = uiLayoutRow(row, true); uiItemR(sub, ptr, "use_force", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); uiItemR(sub, ptr, "use_additive", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); row = uiLayoutColumn(sub, false); uiLayoutSetActive(row, (RNA_boolean_get(ptr, "use_additive") || RNA_boolean_get(ptr, "use_force"))); uiItemR(row, ptr, "use_local", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); row = uiLayoutRow(layout, false); uiItemR(row, ptr, "action", 0, "", ICON_NONE); uiItemR(row, ptr, "use_continue_last_frame", 0, NULL, ICON_NONE); row = uiLayoutRow(layout, false); 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); } uiItemR(row, ptr, "apply_to_children", 0, NULL, ICON_NONE); row = uiLayoutRow(layout, false); uiItemR(row, ptr, "frame_blend_in", 0, NULL, ICON_NONE); uiItemR(row, ptr, "priority", 0, NULL, ICON_NONE); row = uiLayoutRow(layout, false); uiItemR(row, ptr, "layer", 0, NULL, ICON_NONE); uiItemR(row, ptr, "layer_weight", 0, NULL, ICON_NONE); uiItemR(row, ptr, "blend_mode", 0, "", ICON_NONE); uiItemPointerR(layout, ptr, "frame_property", &settings_ptr, "properties", NULL, ICON_NONE); #ifdef __NLA_ACTION_BY_MOTION_ACTUATOR uiItemR(layout, "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, IFACE_("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; case ACT_ARM_SETINFLUENCE: 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, "influence", 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, false); uiItemR(row, ptr, "height", 0, NULL, ICON_NONE); uiItemR(row, ptr, "axis", 0, NULL, ICON_NONE); row = uiLayoutRow(layout, true); uiItemR(row, ptr, "min", 0, NULL, ICON_NONE); uiItemR(row, ptr, "max", 0, NULL, ICON_NONE); uiItemR(layout, ptr, "damping", 0, NULL, ICON_NONE); } static void draw_actuator_constraint(uiLayout *layout, PointerRNA *ptr, bContext *C) { uiLayout *row, *col, *sub, *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, true); 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, false); uiItemR(split, ptr, "direction", 0, NULL, ICON_NONE); row = uiLayoutRow(split, true); 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, false); col = uiLayoutColumn(row, true); uiItemL(col, IFACE_("Range:"), ICON_NONE); uiItemR(col, ptr, "range", 0, "", ICON_NONE); col = uiLayoutColumn(row, true); uiItemR(col, ptr, "use_force_distance", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); sub = uiLayoutColumn(col, false); uiLayoutSetActive(sub, RNA_boolean_get(ptr, "use_force_distance") == true); uiItemR(sub, ptr, "distance", 0, "", ICON_NONE); uiItemR(layout, ptr, "damping", UI_ITEM_R_SLIDER, NULL, ICON_NONE); split = uiLayoutSplit(layout, 0.15f, false); 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, false); uiItemR(split, ptr, "use_persistent", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); row = uiLayoutRow(split, true); 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, true); uiItemR(row, ptr, "damping", UI_ITEM_R_SLIDER, NULL, ICON_NONE); uiItemR(row, ptr, "time", 0, NULL, ICON_NONE); row=uiLayoutRow(layout, false); uiItemR(row, ptr, "rotation_max", 0, NULL, ICON_NONE); row=uiLayoutRow(layout, true); 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, false); row = uiLayoutRow(split, false); 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, false); uiItemR(row, ptr, "direction_axis", 0, NULL, ICON_NONE); split = uiLayoutSplit(row, 0.9f, false); 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, false); 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, false); uiItemR(split, ptr, "use_persistent", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); row = uiLayoutRow(split, false); 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, *sub; uiItemR(layout, ptr, "mode", 0, NULL, ICON_NONE); switch (RNA_enum_get(ptr, "mode")) { case ACT_EDOB_ADD_OBJECT: row = uiLayoutRow(layout, false); uiItemR(row, ptr, "object", 0, NULL, ICON_NONE); uiItemR(row, ptr, "time", 0, NULL, ICON_NONE); split = uiLayoutSplit(layout, 0.9, false); row = uiLayoutRow(split, false); 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, false); row = uiLayoutRow(split, false); 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, IFACE_("Mode only available for mesh objects"), ICON_NONE); break; } split = uiLayoutSplit(layout, 0.6, false); uiItemR(split, ptr, "mesh", 0, NULL, ICON_NONE); row = uiLayoutRow(split, false); 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, false); uiItemR(split, ptr, "track_object", 0, NULL, ICON_NONE); sub = uiLayoutSplit(split, 0.7f, false); uiItemR(sub, ptr, "time", 0, NULL, ICON_NONE); uiItemR(sub, ptr, "use_3d_tracking", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); row = uiLayoutRow(layout, false); uiItemR(row, ptr, "up_axis", 0, NULL, ICON_NONE); row = uiLayoutRow(layout, false); uiItemR(row, ptr, "track_axis", 0, NULL, ICON_NONE); break; case ACT_EDOB_DYNAMICS: if (ob->type != OB_MESH) { uiItemL(layout, IFACE_("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, 0.75f, true); row = uiLayoutRow(split, false); uiLayoutSetActive(row, RNA_boolean_get(ptr, "use_motion_blur") == true); 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_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, true); 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, *sub; 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, false); row = uiLayoutRow(split, false); 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, false); row = uiLayoutRow(split, false); uiItemR(row, ptr, "offset_rotation", 0, NULL, ICON_NONE); uiItemR(split, ptr, "use_local_rotation", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); if (ELEM(physics_type, OB_BODY_TYPE_DYNAMIC, OB_BODY_TYPE_RIGID, OB_BODY_TYPE_SOFT)) { uiItemL(layout, IFACE_("Dynamic Object Settings:"), ICON_NONE); split = uiLayoutSplit(layout, 0.9, false); row = uiLayoutRow(split, false); 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, false); row = uiLayoutRow(split, false); 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, false); row = uiLayoutRow(split, false); uiItemR(row, ptr, "linear_velocity", 0, NULL, ICON_NONE); row = uiLayoutRow(split, true); 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, false); row = uiLayoutRow(split, false); 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, false); row = uiLayoutRow(split, false); 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, false); col = uiLayoutColumn(row, false); uiItemR(col, ptr, "use_servo_limit_x", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); sub = uiLayoutColumn(col, true); uiLayoutSetActive(sub, RNA_boolean_get(ptr, "use_servo_limit_x") == true); uiItemR(sub, ptr, "force_max_x", 0, NULL, ICON_NONE); uiItemR(sub, ptr, "force_min_x", 0, NULL, ICON_NONE); col = uiLayoutColumn(row, false); uiItemR(col, ptr, "use_servo_limit_y", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); sub = uiLayoutColumn(col, true); uiLayoutSetActive(sub, RNA_boolean_get(ptr, "use_servo_limit_y") == true); uiItemR(sub, ptr, "force_max_y", 0, NULL, ICON_NONE); uiItemR(sub, ptr, "force_min_y", 0, NULL, ICON_NONE); col = uiLayoutColumn(row, false); uiItemR(col, ptr, "use_servo_limit_z", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); sub = uiLayoutColumn(col, true); uiLayoutSetActive(sub, RNA_boolean_get(ptr, "use_servo_limit_z") == true); uiItemR(sub, ptr, "force_max_z", 0, NULL, ICON_NONE); uiItemR(sub, 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, true); 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; case ACT_OBJECT_CHARACTER: split = uiLayoutSplit(layout, 0.9, false); row = uiLayoutRow(split, false); uiItemR(row, ptr, "offset_location", 0, NULL, ICON_NONE); row = uiLayoutRow(split, true); uiItemR(row, ptr, "use_local_location", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); uiItemR(row, ptr, "use_add_character_location", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); split = uiLayoutSplit(layout, 0.9, false); row = uiLayoutRow(split, false); uiItemR(row, ptr, "offset_rotation", 0, NULL, ICON_NONE); uiItemR(split, ptr, "use_local_rotation", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); split = uiLayoutSplit(layout, 0.9, false); row = uiLayoutRow(split, false); split = uiLayoutSplit(row, 0.7, false); uiItemL(split, "", ICON_NONE); /*Just use this for some spacing */ uiItemR(split, ptr, "use_character_jump", UI_ITEM_R_TOGGLE, NULL, ICON_NONE); break; } } static void draw_actuator_parent(uiLayout *layout, PointerRNA *ptr) { uiLayout *row, *sub; 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, false); uiItemR(row, ptr, "use_compound", 0, NULL, ICON_NONE); sub = uiLayoutRow(row, false); uiLayoutSetActive(sub, RNA_boolean_get(ptr, "use_compound") == true); uiItemR(sub, 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, *sub; 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: case ACT_PROP_LEVEL: 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, false); 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 { sub = uiLayoutRow(row, false); uiLayoutSetActive(sub, false); uiItemR(sub, 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, false); uiItemR(row, ptr, "seed", 0, NULL, ICON_NONE); uiItemR(row, ptr, "distribution", 0, NULL, ICON_NONE); row = uiLayoutRow(layout, false); uiItemPointerR(row, ptr, "property", &settings_ptr, "properties", NULL, ICON_NONE); row = uiLayoutRow(layout, false); 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, IFACE_("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, IFACE_("Actuator only available for mesh objects"), ICON_NONE); return; } RNA_pointer_create((ID *)ob, &RNA_GameObjectSettings, ob, &settings_ptr); row = uiLayoutRow(layout, false); 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, false); 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, false); uiItemR(row, ptr, "frame_blend_in", 0, NULL, ICON_NONE); uiItemR(row, ptr, "priority", 0, NULL, ICON_NONE); row = uiLayoutRow(layout, false); 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, IFACE_("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, false); 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, false); uiLayoutSetActive(col, RNA_boolean_get(ptr, "use_sound_3d") == true); row = uiLayoutRow(col, false); uiItemR(row, ptr, "gain_3d_min", 0, NULL, ICON_NONE); uiItemR(row, ptr, "gain_3d_max", 0, NULL, ICON_NONE); row = uiLayoutRow(col, false); uiItemR(row, ptr, "distance_3d_reference", 0, NULL, ICON_NONE); uiItemR(row, ptr, "distance_3d_max", 0, NULL, ICON_NONE); row = uiLayoutRow(col, false); uiItemR(row, ptr, "rolloff_factor_3d", 0, NULL, ICON_NONE); uiItemR(row, ptr, "cone_outer_gain_3d", 0, NULL, ICON_NONE); row = uiLayoutRow(col, false); 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, false); 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, false); 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_actuator_steering(uiLayout *layout, PointerRNA *ptr) { uiLayout *row; uiLayout *col; uiItemR(layout, ptr, "mode", 0, NULL, ICON_NONE); uiItemR(layout, ptr, "target", 0, NULL, ICON_NONE); uiItemR(layout, ptr, "navmesh", 0, NULL, ICON_NONE); row = uiLayoutRow(layout, false); uiItemR(row, ptr, "distance", 0, NULL, ICON_NONE); uiItemR(row, ptr, "velocity", 0, NULL, ICON_NONE); row = uiLayoutRow(layout, false); uiItemR(row, ptr, "acceleration", 0, NULL, ICON_NONE); uiItemR(row, ptr, "turn_speed", 0, NULL, ICON_NONE); row = uiLayoutRow(layout, false); col = uiLayoutColumn(row, false); uiItemR(col, ptr, "facing", 0, NULL, ICON_NONE); col = uiLayoutColumn(row, false); uiItemR(col, ptr, "facing_axis", 0, NULL, ICON_NONE); if (!RNA_boolean_get(ptr, "facing")) { uiLayoutSetActive(col, false); } col = uiLayoutColumn(row, false); uiItemR(col, ptr, "normal_up", 0, NULL, ICON_NONE); if (!RNA_pointer_get(ptr, "navmesh").data) { uiLayoutSetActive(col, false); } row = uiLayoutRow(layout, false); col = uiLayoutColumn(row, false); uiItemR(col, ptr, "self_terminated", 0, NULL, ICON_NONE); if (RNA_enum_get(ptr, "mode")==ACT_STEERING_PATHFOLLOWING) { col = uiLayoutColumn(row, false); uiItemR(col, ptr, "update_period", 0, NULL, ICON_NONE); } row = uiLayoutRow(layout, false); uiItemR(row, ptr, "lock_z_velocity", 1, NULL, ICON_NONE); row = uiLayoutRow(layout, false); uiItemR(row, ptr, "show_visualization", 0, NULL, ICON_NONE); if (RNA_enum_get(ptr, "mode") != ACT_STEERING_PATHFOLLOWING) { uiLayoutSetActive(row, false); } } static void draw_actuator_mouse(uiLayout *layout, PointerRNA *ptr) { uiLayout *row, *col, *subcol, *split, *subsplit; uiItemR(layout, ptr, "mode", 0, NULL, 0); switch (RNA_enum_get(ptr, "mode")) { case ACT_MOUSE_VISIBILITY: row = uiLayoutRow(layout, 0); uiItemR(row, ptr, "visible", UI_ITEM_R_TOGGLE, NULL, 0); break; case ACT_MOUSE_LOOK: /* X axis */ row = uiLayoutRow(layout, 0); col = uiLayoutColumn(row, 1); uiItemR(col, ptr, "use_axis_x", UI_ITEM_R_TOGGLE, NULL, 0); subcol = uiLayoutColumn(col, 1); uiLayoutSetActive(subcol, RNA_boolean_get(ptr, "use_axis_x")==1); uiItemR(subcol, ptr, "sensitivity_x", 0, NULL, 0); uiItemR(subcol, ptr, "threshold_x", 0, NULL, 0); uiItemR(subcol, ptr, "min_x", 0, NULL, 0); uiItemR(subcol, ptr, "max_x", 0, NULL, 0); uiItemR(subcol, ptr, "object_axis_x", 0, NULL, 0); /* Y Axis */ col = uiLayoutColumn(row, 1); uiItemR(col, ptr, "use_axis_y", UI_ITEM_R_TOGGLE, NULL, 0); subcol = uiLayoutColumn(col, 1); uiLayoutSetActive(subcol, RNA_boolean_get(ptr, "use_axis_y")==1); uiItemR(subcol, ptr, "sensitivity_y", 0, NULL, 0); uiItemR(subcol, ptr, "threshold_y", 0, NULL, 0); uiItemR(subcol, ptr, "min_y", 0, NULL, 0); uiItemR(subcol, ptr, "max_y", 0, NULL, 0); uiItemR(subcol, ptr, "object_axis_y", 0, NULL, 0); /* Lower options */ row = uiLayoutRow(layout, 0); split = uiLayoutSplit(row, 0.5, 0); subsplit = uiLayoutSplit(split, 0.5, 1); uiLayoutSetActive(subsplit, RNA_boolean_get(ptr, "use_axis_x")==1); uiItemR(subsplit, ptr, "local_x", UI_ITEM_R_TOGGLE, NULL, 0); uiItemR(subsplit, ptr, "reset_x", UI_ITEM_R_TOGGLE, NULL, 0); subsplit = uiLayoutSplit(split, 0.5, 1); uiLayoutSetActive(subsplit, RNA_boolean_get(ptr, "use_axis_y")==1); uiItemR(subsplit, ptr, "local_y", UI_ITEM_R_TOGGLE, NULL, 0); uiItemR(subsplit, ptr, "reset_y", UI_ITEM_R_TOGGLE, NULL, 0); break; } } static void draw_brick_actuator(uiLayout *layout, PointerRNA *ptr, bContext *C) { uiLayout *box; if (!RNA_boolean_get(ptr, "show_expanded")) return; box = uiLayoutBox(layout); uiLayoutSetActive(box, RNA_boolean_get(ptr, "active")); 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_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; case ACT_STEERING: draw_actuator_steering(box, ptr); break; case ACT_MOUSE: draw_actuator_mouse(box, ptr); break; } } void logic_buttons(bContext *C, ARegion *ar) { SpaceLogic *slogic= CTX_wm_space_logic(C); Object *ob= CTX_data_active_object(C); ID **idar; PointerRNA logic_ptr, settings_ptr, object_ptr; uiLayout *layout, *row, *box; uiBlock *block; uiBut *but; char uiblockstr[32]; short a, count; int xco, yco, width, height; if (ob==NULL) return; RNA_pointer_create(NULL, &RNA_SpaceLogicEditor, slogic, &logic_ptr); idar= get_selected_and_linked_obs(C, &count, slogic->scaflag); BLI_snprintf(uiblockstr, sizeof(uiblockstr), "buttonswin %p", (void *)ar); block= UI_block_begin(C, ar, uiblockstr, UI_EMBOSS); UI_block_func_handle_set(block, do_logic_buts, NULL); UI_block_bounds_set_normal(block, U.widget_unit/2); /* 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= 21 * U.widget_unit; yco= - U.widget_unit / 2; width= 15 * U.widget_unit; layout= UI_block_layout(block, UI_LAYOUT_VERTICAL, UI_LAYOUT_PANEL, xco, yco, width, 20, 0, UI_style_get()); row = uiLayoutRow(layout, true); uiDefBlockBut(block, controller_menu, NULL, IFACE_("Controllers"), xco - U.widget_unit / 2, yco, width, UI_UNIT_Y, ""); /* replace this with uiLayout stuff later */ uiItemR(row, &logic_ptr, "show_controllers_selected_objects", 0, IFACE_("Sel"), ICON_NONE); uiItemR(row, &logic_ptr, "show_controllers_active_object", 0, IFACE_("Act"), ICON_NONE); uiItemR(row, &logic_ptr, "show_controllers_linked_controller", 0, IFACE_("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, 0.05f, false); uiItemR(split, &settings_ptr, "show_state_panel", UI_ITEM_R_NO_BG, "", ICON_DISCLOSURE_TRI_RIGHT); row = uiLayoutRow(split, true); uiDefButBitS(block, UI_BTYPE_TOGGLE, OB_SHOWCONT, B_REDR, ob->id.name + 2, (short)(xco - U.widget_unit / 2), yco, (short)(width - 1.5f * U.widget_unit), UI_UNIT_Y, &ob->scaflag, 0, 31, 0, 0, TIP_("Object name, click to show/hide controllers")); RNA_pointer_create((ID *)ob, &RNA_Object, ob, &object_ptr); uiLayoutSetContextPointer(row, "object", &object_ptr); uiItemMenuEnumO(row, C, "LOGIC_OT_controller_add", "type", IFACE_("Add Controller"), ICON_NONE); if (RNA_boolean_get(&settings_ptr, "show_state_panel")) { box = uiLayoutBox(layout); split = uiLayoutSplit(box, 0.2f, false); col = uiLayoutColumn(split, false); uiItemL(col, IFACE_("Visible"), ICON_NONE); uiItemL(col, IFACE_("Initial"), ICON_NONE); subsplit = uiLayoutSplit(split, 0.85f, false); col = uiLayoutColumn(subsplit, false); row = uiLayoutRow(col, false); uiLayoutSetActive(row, RNA_boolean_get(&settings_ptr, "use_all_states") == false); uiTemplateGameStates(row, &settings_ptr, "states_visible", &settings_ptr, "used_states", 0); row = uiLayoutRow(col, false); uiTemplateGameStates(row, &settings_ptr, "states_initial", &settings_ptr, "used_states", 0); col = uiLayoutColumn(subsplit, false); 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, 0.05f, false); /* put inlink button to the left */ col = uiLayoutColumn(split, false); uiLayoutSetActive(col, RNA_boolean_get(&ptr, "active")); uiLayoutSetAlignment(col, UI_LAYOUT_ALIGN_LEFT); but = uiDefIconBut(block, UI_BTYPE_INLINK, 0, ICON_INLINK, 0, 0, UI_UNIT_X, UI_UNIT_Y, cont, LINK_CONTROLLER, 0, 0, 0, ""); if (!RNA_boolean_get(&ptr, "active")) { UI_but_flag_enable(but, UI_BUT_SCA_LINK_GREY); } //col = uiLayoutColumn(split, true); /* nested split for middle and right columns */ subsplit = uiLayoutSplit(split, 0.95f, false); col = uiLayoutColumn(subsplit, true); 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, false); uiLayoutSetActive(col, RNA_boolean_get(&ptr, "active")); uiLayoutSetAlignment(col, UI_LAYOUT_ALIGN_LEFT); but = uiDefIconBut(block, UI_BTYPE_LINK, 0, ICON_LINK, 0, 0, UI_UNIT_X, UI_UNIT_Y, NULL, 0, 0, 0, 0, ""); if (!RNA_boolean_get(&ptr, "active")) { UI_but_flag_enable(but, UI_BUT_SCA_LINK_GREY); } UI_but_link_set(but, NULL, (void ***)&(cont->links), &cont->totlinks, LINK_CONTROLLER, LINK_ACTUATOR); } } UI_block_layout_resolve(block, NULL, &yco); /* stores final height in yco */ height = yco; /* ****************** Sensors ****************** */ xco= U.widget_unit / 2; yco= -U.widget_unit / 2; width= 17 * U.widget_unit; layout= UI_block_layout(block, UI_LAYOUT_VERTICAL, UI_LAYOUT_PANEL, xco, yco, width, 20, 0, UI_style_get()); row = uiLayoutRow(layout, true); uiDefBlockBut(block, sensor_menu, NULL, IFACE_("Sensors"), xco - U.widget_unit / 2, yco, 15 * U.widget_unit, UI_UNIT_Y, ""); /* replace this with uiLayout stuff later */ uiItemR(row, &logic_ptr, "show_sensors_selected_objects", 0, IFACE_("Sel"), ICON_NONE); uiItemR(row, &logic_ptr, "show_sensors_active_object", 0, IFACE_("Act"), ICON_NONE); uiItemR(row, &logic_ptr, "show_sensors_linked_controller", 0, IFACE_("Link"), ICON_NONE); uiItemR(row, &logic_ptr, "show_sensors_active_states", 0, IFACE_("State"), ICON_NONE); for (a=0; ascavisflag & OB_VIS_SENS) == 0) continue; row = uiLayoutRow(layout, true); uiDefButBitS(block, UI_BTYPE_TOGGLE, OB_SHOWSENS, B_REDR, ob->id.name + 2, (short)(xco - U.widget_unit / 2), yco, (short)(width - 1.5f * U.widget_unit), UI_UNIT_Y, &ob->scaflag, 0, 31, 0, 0, TIP_("Object name, click to show/hide sensors")); RNA_pointer_create((ID *)ob, &RNA_Object, ob, &object_ptr); uiLayoutSetContextPointer(row, "object", &object_ptr); uiItemMenuEnumO(row, C, "LOGIC_OT_sensor_add", "type", IFACE_("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, 0.95f, false); col = uiLayoutColumn(split, true); 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, false); uiLayoutSetActive(col, RNA_boolean_get(&ptr, "active")); but = uiDefIconBut(block, UI_BTYPE_LINK, 0, ICON_LINK, 0, 0, UI_UNIT_X, UI_UNIT_Y, NULL, 0, 0, 0, 0, ""); if (!RNA_boolean_get(&ptr, "active")) { UI_but_flag_enable(but, UI_BUT_SCA_LINK_GREY); } /* use old-school uiButtons for links for now */ UI_but_link_set(but, NULL, (void ***)&sens->links, &sens->totlinks, LINK_SENSOR, LINK_CONTROLLER); } } } UI_block_layout_resolve(block, NULL, &yco); /* stores final height in yco */ height = MIN2(height, yco); /* ****************** Actuators ****************** */ xco= 40 * U.widget_unit; yco= -U.widget_unit / 2; width= 17 * U.widget_unit; layout= UI_block_layout(block, UI_LAYOUT_VERTICAL, UI_LAYOUT_PANEL, xco, yco, width, 20, 0, UI_style_get()); row = uiLayoutRow(layout, true); uiDefBlockBut(block, actuator_menu, NULL, IFACE_("Actuators"), xco - U.widget_unit / 2, yco, 15 * U.widget_unit, UI_UNIT_Y, ""); /* replace this with uiLayout stuff later */ uiItemR(row, &logic_ptr, "show_actuators_selected_objects", 0, IFACE_("Sel"), ICON_NONE); uiItemR(row, &logic_ptr, "show_actuators_active_object", 0, IFACE_("Act"), ICON_NONE); uiItemR(row, &logic_ptr, "show_actuators_linked_controller", 0, IFACE_("Link"), ICON_NONE); uiItemR(row, &logic_ptr, "show_actuators_active_states", 0, IFACE_("State"), ICON_NONE); for (a=0; ascavisflag & OB_VIS_ACT) == 0) { continue; } row = uiLayoutRow(layout, true); uiDefButBitS(block, UI_BTYPE_TOGGLE, OB_SHOWACT, B_REDR, ob->id.name + 2, (short)(xco - U.widget_unit / 2), yco, (short)(width - 1.5f * U.widget_unit), UI_UNIT_Y, &ob->scaflag, 0, 31, 0, 0, TIP_("Object name, click to show/hide actuators")); RNA_pointer_create((ID *)ob, &RNA_Object, ob, &object_ptr); uiLayoutSetContextPointer(row, "object", &object_ptr); uiItemMenuEnumO(row, C, "LOGIC_OT_actuator_add", "type", IFACE_("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, 0.05f, false); /* put inlink button to the left */ col = uiLayoutColumn(split, false); uiLayoutSetActive(col, RNA_boolean_get(&ptr, "active")); but = uiDefIconBut(block, UI_BTYPE_INLINK, 0, ICON_INLINK, 0, 0, UI_UNIT_X, UI_UNIT_Y, act, LINK_ACTUATOR, 0, 0, 0, ""); if (!RNA_boolean_get(&ptr, "active")) { UI_but_flag_enable(but, UI_BUT_SCA_LINK_GREY); } col = uiLayoutColumn(split, true); 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); } } } UI_block_layout_resolve(block, NULL, &yco); /* stores final height in yco */ height = MIN2(height, yco); UI_view2d_totRect_set(&ar->v2d, 57.5f * U.widget_unit, height - U.widget_unit); /* set the view */ UI_view2d_view_ortho(&ar->v2d); UI_block_links_compose(block); UI_block_end(C, block); UI_block_draw(C, block); /* restore view matrix */ UI_view2d_view_restore(C); if (idar) MEM_freeN(idar); }