/** * $Id$ * * ***** BEGIN GPL/BL DUAL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. The Blender * Foundation also sells licenses for use in proprietary software under * the Blender License. See http://www.blender.org/BL/ for information * about this. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL/BL DUAL LICENSE BLOCK ***** */ #include #include #ifndef WIN32 #include #else #include #include "BLI_winstuff.h" #endif #include "MEM_guardedalloc.h" #include "BLI_blenlib.h" #include "BLI_arithb.h" #include "BLI_editVert.h" #include "DNA_action_types.h" #include "DNA_material_types.h" #include "DNA_sensor_types.h" #include "DNA_actuator_types.h" #include "DNA_controller_types.h" #include "DNA_property_types.h" #include "DNA_object_types.h" #include "DNA_screen_types.h" #include "DNA_space_types.h" #include "DNA_scene_types.h" #include "DNA_sound_types.h" #include "DNA_text_types.h" #include "DNA_view3d_types.h" #include "DNA_mesh_types.h" #include "BKE_library.h" #include "BKE_global.h" #include "BKE_main.h" #include "BKE_sca.h" #include "BKE_property.h" #include "BIF_gl.h" #include "BIF_resources.h" #include "BIF_space.h" #include "BIF_interface.h" #include "BIF_screen.h" #include "BIF_editsca.h" #include "BIF_keyval.h" #include "BIF_editsound.h" #include "BDR_editcurve.h" #include "BSE_buttons.h" #include "blendef.h" #include "mydevice.h" #include "interface.h" #include "nla.h" /* For __NLA : Important, do not remove */ #include "license_key.h" extern int LICENSE_KEY_VALID; #define B_DIFF 1 #define B_ADD_PROP 2701 #define B_CHANGE_PROP 2702 #define B_ADD_SENS 2703 #define B_CHANGE_SENS 2704 #define B_DEL_SENS 2705 #define B_ADD_CONT 2706 #define B_CHANGE_CONT 2707 #define B_DEL_CONT 2708 #define B_ADD_ACT 2709 #define B_CHANGE_ACT 2710 #define B_DEL_ACT 2711 #define B_SOUNDACT_BROWSE 2712 /* internals */ /****/ static ID **get_selected_and_linked_obs(short *count, short scavisflag); static char *actuator_pup(Object *owner); /****/ static void del_property(void *selpropv, void *data2_unused) { bProperty *prop, *selprop= selpropv; Object *ob; int a=0; ob= OBACT; if(ob==NULL) return; prop= ob->prop.first; while(prop) { if(prop==selprop) { if (strcmp(prop->name,"Text") == 0) { allqueue(REDRAWVIEW3D, 0); } BLI_remlink(&ob->prop, prop); free_property(prop); break; } a++; prop= prop->next; } allqueue(REDRAWBUTSGAME, 0); } static int vergname(const void *v1, const void *v2) { char **x1, **x2; x1= (char **)v1; x2= (char **)v2; return strcmp(*x1, *x2); } void make_unique_prop_names(char *str) { Object *ob; bProperty *prop; bSensor *sens; bController *cont; bActuator *act; ID **idar; short a, obcount, propcount=0, nr; char **names; /* this function is called by a Button, and gives the current * stringpointer as an argument, this is the one that can change */ idar= get_selected_and_linked_obs(&obcount, BUTS_SENS_SEL|BUTS_SENS_ACT|BUTS_ACT_SEL|BUTS_ACT_ACT|BUTS_CONT_SEL|BUTS_CONT_ACT); /* for each object, make properties and sca names unique */ /* count total names */ for(a=0; 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) { BLI_remlink(&base->object->sensors, sens); BLI_insertlinkbefore(&base->object->sensors, sens->prev, sens); } else if( val==2 && sens->next) { BLI_remlink(&base->object->sensors, sens); BLI_insertlink(&base->object->sensors, sens->next, sens); } allqueue(REDRAWBUTSGAME, 0); break; } base= base->next; } } } static void sca_move_controller(void *datav, void *data2_unused) { bController *controller_to_del= datav; int val; Base *base; bController *cont; val= pupmenu("Move up%x1|Move down %x2"); if(val>0) { /* now find out which object has this ... */ base= FIRSTBASE; while(base) { cont= base->object->controllers.first; while(cont) { if(cont == controller_to_del) break; cont= cont->next; } if(cont) { if( val==1 && cont->prev) { BLI_remlink(&base->object->controllers, cont); BLI_insertlinkbefore(&base->object->controllers, cont->prev, cont); } else if( val==2 && cont->next) { BLI_remlink(&base->object->controllers, cont); BLI_insertlink(&base->object->controllers, cont->next, cont); } allqueue(REDRAWBUTSGAME, 0); break; } base= base->next; } } } static void sca_move_actuator(void *datav, void *data2_unused) { bActuator *actuator_to_move= datav; int val; Base *base; bActuator *act; val= pupmenu("Move up%x1|Move down %x2"); if(val>0) { /* now find out which object has this ... */ base= FIRSTBASE; while(base) { act= base->object->actuators.first; while(act) { if(act == actuator_to_move) break; act= act->next; } if(act) { if( val==1 && act->prev) { BLI_remlink(&base->object->actuators, act); BLI_insertlinkbefore(&base->object->actuators, act->prev, act); } else if( val==2 && act->next) { BLI_remlink(&base->object->actuators, act); BLI_insertlink(&base->object->actuators, act->next, act); } allqueue(REDRAWBUTSGAME, 0); break; } base= base->next; } } } void do_gamebuts(unsigned short event) { bProperty *prop; bSensor *sens; bController *cont; bActuator *act; Base *base; Object *ob; int didit; ob= OBACT; if(ob==0) return; switch(event) { case B_ADD_PROP: prop= new_property(PROP_FLOAT); make_unique_prop_names(prop->name); BLI_addtail(&ob->prop, prop); allqueue(REDRAWBUTSGAME, 0); break; case B_CHANGE_PROP: prop= ob->prop.first; while(prop) { if(prop->type!=prop->otype) { init_property(prop); if (strcmp(prop->name, "Text") == 0) { allqueue(REDRAWVIEW3D, 0); } } prop= prop->next; } allqueue(REDRAWBUTSGAME, 0); break; case B_ADD_SENS: base= FIRSTBASE; while(base) { if(base->object->scaflag & OB_ADDSENS) { base->object->scaflag &= ~OB_ADDSENS; sens= new_sensor(SENS_ALWAYS); BLI_addtail(&(base->object->sensors), sens); make_unique_prop_names(sens->name); base->object->scaflag |= OB_SHOWSENS; } base= base->next; } allqueue(REDRAWBUTSGAME, 0); break; case B_CHANGE_SENS: base= FIRSTBASE; while(base) { sens= base->object->sensors.first; while(sens) { if(sens->type != sens->otype) { init_sensor(sens); sens->otype= sens->type; break; } sens= sens->next; } base= base->next; } allqueue(REDRAWBUTSGAME, 0); break; case B_DEL_SENS: base= FIRSTBASE; while(base) { sens= base->object->sensors.first; while(sens) { if(sens->flag & SENS_DEL) { BLI_remlink(&(base->object->sensors), sens); free_sensor(sens); break; } sens= sens->next; } base= base->next; } allqueue(REDRAWBUTSGAME, 0); break; case B_ADD_CONT: base= FIRSTBASE; while(base) { if(base->object->scaflag & OB_ADDCONT) { base->object->scaflag &= ~OB_ADDCONT; cont= new_controller(CONT_LOGIC_AND); make_unique_prop_names(cont->name); base->object->scaflag |= OB_SHOWCONT; BLI_addtail(&(base->object->controllers), cont); } base= base->next; } allqueue(REDRAWBUTSGAME, 0); break; case B_CHANGE_CONT: base= FIRSTBASE; while(base) { cont= base->object->controllers.first; while(cont) { if(cont->type != cont->otype) { init_controller(cont); cont->otype= cont->type; break; } cont= cont->next; } base= base->next; } allqueue(REDRAWBUTSGAME, 0); break; case B_DEL_CONT: base= FIRSTBASE; while(base) { cont= base->object->controllers.first; while(cont) { if(cont->flag & CONT_DEL) { BLI_remlink(&(base->object->controllers), cont); unlink_controller(cont); free_controller(cont); break; } cont= cont->next; } base= base->next; } allqueue(REDRAWBUTSGAME, 0); break; case B_ADD_ACT: base= FIRSTBASE; while(base) { if(base->object->scaflag & OB_ADDACT) { base->object->scaflag &= ~OB_ADDACT; act= new_actuator(ACT_OBJECT); make_unique_prop_names(act->name); BLI_addtail(&(base->object->actuators), act); base->object->scaflag |= OB_SHOWACT; } base= base->next; } allqueue(REDRAWBUTSGAME, 0); break; case B_CHANGE_ACT: base= FIRSTBASE; while(base) { act= base->object->actuators.first; while(act) { if(act->type != act->otype) { init_actuator(act); act->otype= act->type; break; } act= act->next; } base= base->next; } allqueue(REDRAWBUTSGAME, 0); break; case B_DEL_ACT: base= FIRSTBASE; while(base) { act= base->object->actuators.first; while(act) { if(act->flag & ACT_DEL) { BLI_remlink(&(base->object->actuators), act); unlink_actuator(act); free_actuator(act); break; } act= act->next; } base= base->next; } allqueue(REDRAWBUTSGAME, 0); break; case B_SOUNDACT_BROWSE: /* since we don't know which... */ didit= 0; base= FIRSTBASE; while(base) { act= base->object->actuators.first; while(act) { if(act->type==ACT_SOUND) { bSoundActuator *sa= act->data; if(sa->sndnr) { bSound *sound= G.main->sound.first; int nr= 1; while(sound) { if(nr==sa->sndnr) break; nr++; sound= sound->id.next; } if(sa->sound) sa->sound->id.us--; sa->sound= sound; if(sound) sound->id.us++; sa->sndnr= 0; didit= 1; } } act= act->next; } if(didit) break; base= base->next; } allqueue(REDRAWBUTSGAME, 0); allqueue(REDRAWSOUND, 0); break; } } static char *sensor_name(int type) { switch (type) { case SENS_ALWAYS: return "Always"; case SENS_TOUCH: return "Touch"; case SENS_NEAR: return "Near"; case SENS_KEYBOARD: return "Keyboard"; case SENS_PROPERTY: return "Property"; case SENS_MOUSE: return "Mouse"; case SENS_COLLISION: return "Collision"; case SENS_RADAR: return "Radar"; case SENS_RANDOM: return "Random"; case SENS_RAY: return "Ray"; case SENS_MESSAGE: return "Message"; } return "unknown"; } static char *sensor_pup(void) { /* the number needs to match defines in game.h */ return "Sensors %t|Always %x0|Keyboard %x3|Mouse %x5|" "Touch %x1|Collision %x6|Near %x2|Radar %x7|" "Property %x4|Random %x8|Ray %x9|Message %x10"; } static char *controller_name(int type) { switch (type) { case CONT_LOGIC_AND: return "AND"; case CONT_LOGIC_OR: return "OR"; case CONT_EXPRESSION: return "Expression"; case CONT_PYTHON: return "Python"; } return "unknown"; } static char *controller_pup(void) { return "Controllers %t|AND %x0|OR %x1|Expression %x2|Python %x3"; } static char *actuator_name(int type) { switch (type) { case ACT_ACTION: return "Action"; case ACT_OBJECT: return "Motion"; case ACT_IPO: return "Ipo"; case ACT_LAMP: return "Lamp"; case ACT_CAMERA: return "Camera"; case ACT_MATERIAL: return "Material"; case ACT_SOUND: return "Sound"; case ACT_CD: return "CD"; case ACT_PROPERTY: return "Property"; case ACT_EDIT_OBJECT: return "Edit Object"; case ACT_CONSTRAINT: return "Constraint"; case ACT_SCENE: return "Scene"; case ACT_GROUP: return "Group"; case ACT_RANDOM: return "Random"; case ACT_MESSAGE: return "Message"; case ACT_GAME: return "Game"; case ACT_VISIBILITY: return "Game"; } return "unknown"; } static char *actuator_pup(Object *owner) { if (LICENSE_KEY_VALID) { switch (owner->type) { case OB_ARMATURE: return "Actuators %t|Action %x15|Motion %x0|Constraint %x9|Ipo %x1" "|Camera %x3|Sound %x5|Property %x6|Edit Object %x10" "|Scene %x11|Random %x13|Message %x14|CD %x16|Game %x17" "|Visibility %x18"; break; default: return "Actuators %t|Motion %x0|Constraint %x9|Ipo %x1" "|Camera %x3|Sound %x5|Property %x6|Edit Object %x10" "|Scene %x11|Random %x13|Message %x14|CD %x16|Game %x17" "|Visibility %x18"; } } else { switch (owner->type) { case OB_ARMATURE: return "Actuators %t|Action %x15|Motion %x0|Constraint %x9|Ipo %x1" "|Camera %x3|Sound %x5|Property %x6|Edit Object %x10" "|Scene %x11|Random %x13|Message %x14|Visibility %x18"; break; default: return "Actuators %t|Motion %x0|Constraint %x9|Ipo %x1" "|Camera %x3|Sound %x5|Property %x6|Edit Object %x10" "|Scene %x11|Random %x13|Message %x14|Visibility %x18"; } } } static void set_sca_ob(Object *ob) { bController *cont; bActuator *act; cont= ob->controllers.first; while(cont) { cont->mynew= (bController *)ob; cont= cont->next; } act= ob->actuators.first; while(act) { act->mynew= (bActuator *)ob; act= act->next; } } static ID **get_selected_and_linked_obs(short *count, short scavisflag) { Base *base; Object *ob, *obt; ID **idar; bSensor *sens; bController *cont; unsigned int lay; int a, nr, doit; /* we need a sorted object list */ /* set scavisflags flags in Objects to indicate these should be evaluated */ /* also hide ob pointers in ->new entries of controllerss/actuators */ *count= 0; if(G.scene==NULL) return NULL; ob= G.main->object.first; while(ob) { ob->scavisflag= 0; set_sca_ob(ob); ob= ob->id.next; } if(G.vd) lay= G.vd->lay; else lay= G.scene->lay; base= FIRSTBASE; while(base) { if(base->lay & lay) { if(base->flag & SELECT) { if(scavisflag & BUTS_SENS_SEL) base->object->scavisflag |= OB_VIS_SENS; if(scavisflag & BUTS_CONT_SEL) base->object->scavisflag |= OB_VIS_CONT; if(scavisflag & BUTS_ACT_SEL) base->object->scavisflag |= OB_VIS_ACT; } } base= base->next; } if(OBACT) { if(scavisflag & BUTS_SENS_ACT) OBACT->scavisflag |= OB_VIS_SENS; if(scavisflag & BUTS_CONT_ACT) OBACT->scavisflag |= OB_VIS_CONT; if(scavisflag & BUTS_ACT_ACT) OBACT->scavisflag |= OB_VIS_ACT; } if(scavisflag & (BUTS_SENS_LINK|BUTS_CONT_LINK|BUTS_ACT_LINK)) { doit= 1; while(doit) { doit= 0; ob= G.main->object.first; while(ob) { /* 1st case: select sensor when controller selected */ if((scavisflag & BUTS_SENS_LINK) && (ob->scavisflag & OB_VIS_SENS)==0) { sens= ob->sensors.first; while(sens) { for(a=0; 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) && (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= G.main->object.first; while(ob) { if( ob->scavisflag ) (*count)++; ob= ob->id.next; } if(*count==0) return NULL; if(*count>24) *count= 24; /* temporal */ idar= MEM_callocN( (*count)*sizeof(void *), "idar"); ob= G.main->object.first; nr= 0; while(ob) { if( ob->scavisflag ) { idar[nr]= (ID *)ob; nr++; } if(nr>=24) break; ob= ob->id.next; } /* just to be sure... these were set in set_sca_done_ob() */ clear_sca_new_poins(); return idar; } static BIFColorID get_col_sensor(int type) { switch(type) { case SENS_ALWAYS: return BUTACTION; case SENS_TOUCH: return BUTCAMERA; case SENS_COLLISION: return BUTCAMERA; case SENS_NEAR: return BUTRANDOM; case SENS_KEYBOARD: return BUTIPO; case SENS_PROPERTY: return BUTPROPERTY; case SENS_MOUSE: return BUTAUDIO; case SENS_RADAR: return BUTEDITOBJECT; case SENS_RANDOM: return BUTSCENE; case SENS_RAY: return BUTMOTION; case SENS_MESSAGE: return BUTMESSAGE; default: return BUTGREY; } } static void set_col_sensor(int type, int medium) { BIFColorID col= get_col_sensor(type); BIF_set_color(col, medium?COLORSHADE_MEDIUM:COLORSHADE_GREY); } /** * Draws a toggle for pulse mode, a frequency fiels and a toggle to invert * the value of this sensor. Operates on the shared data block of sensors. */ static void draw_default_sensor_header(bSensor *sens, uiBlock *block, short x, short y, short w) { /* Pulsing and frequency */ uiDefIconButS(block, TOG|BIT|0, 1, ICON_DOTSUP, (short)(x + 10), (short)(y - 19), (short)(0.15 * (w-20)), 19, &sens->pulse, 0.0, 0.0, 0, 0, "Activate TRUE pulse mode"); uiDefIconButS(block, TOG|BIT|2, 1, ICON_DOTSDOWN, (short)(x + 10 + 0.15 * (w-20)), (short)(y - 19), (short)(0.15 * (w-20)), 19, &sens->pulse, 0.0, 0.0, 0, 0, "Activate FALSE pulse mode"); uiDefButS(block, NUM, 1, "f:", (short)(x + 10 + 0.3 * (w-20)), (short)(y - 19), (short)(0.275 * (w-20)), 19, &sens->freq, 0.0, 10000.0, 0, 0, "Frequency of pulses (in 1/50 sec)"); /* value or shift? */ uiDefButS(block, TOG, 1, "Inv", (short)(x + 10 + 0.85 * (w-20)), (short)(y - 19), (short)(0.15 * (w-20)), 19, &sens->invert, 1.0, SENS_NOT, 0, 0, "Invert the output of this sensor"); } static short draw_sensorbuttons(bSensor *sens, uiBlock *block, short xco, short yco, short width,char* objectname) { bNearSensor *ns = NULL; bTouchSensor *ts = NULL; bKeyboardSensor *ks = NULL; bPropertySensor *ps = NULL; bMouseSensor *ms = NULL; bCollisionSensor *cs = NULL; bRadarSensor *rs = NULL; bRandomSensor *randomSensor = NULL; bRaySensor *raySens = NULL; bMessageSensor *mes = NULL; short ysize; char *str; /* yco is at the top of the rect, draw downwards */ uiBlockSetEmboss(block, UI_EMBOSSW); set_col_sensor(sens->type, 0); switch (sens->type) { case SENS_ALWAYS: { ysize= 24; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); draw_default_sensor_header(sens, block, xco, yco, width); yco-= ysize; break; } case SENS_TOUCH: { ysize= 48; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); draw_default_sensor_header(sens, block, xco, yco, width); ts= sens->data; /* uiDefBut(block, TEX, 1, "Property:", xco,yco-22,width, 19, &ts->name, 0, 31, 0, 0, "Only look for Objects with this property"); */ uiDefIDPoinBut(block, test_matpoin_but, 1, "MA:",(short)(xco + 10),(short)(yco-44), (short)(width - 20), 19, &ts->ma, "Only look for floors with this Material"); ///* uiDefButF(block, NUM, 1, "Margin:", xco+width/2,yco-44,width/2, 19, &ts->dist, 0.0, 10.0, 100, 0, "Extra margin (distance) for larger sensitivity"); yco-= ysize; break; } case SENS_COLLISION: { ysize= 48; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); draw_default_sensor_header(sens, block, xco, yco, width); cs= sens->data; /* The collision sensor will become a generic collision (i.e. it */ /* absorb the old touch sensor). */ uiDefButS(block, TOG|BIT|0, B_REDR, "M/P",(short)(xco + 10),(short)(yco - 44), (short)(0.20 * (width-20)), 19, &cs->mode, 0.0, 0.0, 0, 0, "Toggle collision on material or property."); if (cs->mode & SENS_COLLISION_MATERIAL) { uiDefBut(block, TEX, 1, "Material:", (short)(xco + 10 + 0.20 * (width-20)), (short)(yco-44), (short)(0.8*(width-20)), 19, &cs->materialName, 0, 31, 0, 0, "Only look for Objects with this material"); } else { uiDefBut(block, TEX, 1, "Property:", (short)(xco + 10 + 0.20 * (width-20)), (short)(yco-44), (short)(0.8*(width-20)), 19, &cs->name, 0, 31, 0, 0, "Only look for Objects with this property"); } /* uiDefButS(block, NUM, 1, "Damp:", xco+10+width-90,yco-24, 70, 19, &cs->damp, 0, 250, 0, 0, "For 'damp' time don't detect another collision"); */ yco-= ysize; break; } case SENS_NEAR: { ysize= 72; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); draw_default_sensor_header(sens, block, xco, yco, width); ns= sens->data; uiDefBut(block, TEX, 1, "Property:",(short)(10+xco),(short)(yco-44), (short)(width-20), 19, &ns->name, 0, 31, 0, 0, "Only look for Objects with this property"); uiDefButF(block, NUM, 1, "Dist",(short)(10+xco),(short)(yco-68),(short)((width-22)/2), 19, &ns->dist, 0.0, 1000.0, 1000, 0, "Trigger distance"); uiDefButF(block, NUM, 1, "Reset",(short)(10+xco+(width-22)/2), (short)(yco-68), (short)((width-22)/2), 19, &ns->resetdist, 0.0, 1000.0, 1000, 0, "Reset distance"); yco-= ysize; break; } case SENS_RADAR: { ysize= 72; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); draw_default_sensor_header(sens, block, xco, yco, width); rs= sens->data; uiDefBut(block, TEX, 1, "Prop:", (short)(10+xco),(short)(yco-44), (short)(0.7 * (width-20)), 19, &rs->name, 0, 31, 0, 0, "Only look for Objects with this property"); uiDefButS(block, ROW, 1, "X", (short)(10+xco+0.7 * (width-20)),(short)(yco-44), (short)(0.1 * (width-22)),19, &rs->axis, 2.0, 0, 0, 0, "Cast the cone along the object's positive x-axis"); uiDefButS(block, ROW, 1, "Y", (short)(10+xco+0.8 * (width-20)),(short)(yco-44),(short)(0.1 * (width-22)), 19, &rs->axis, 2.0, 1, 0, 0, "Cast the cone along the object's positive y-axis"); uiDefButS(block, ROW, 1, "Z", (short)(10+xco+0.9 * (width-20)), (short)(yco-44), (short)(0.1 * (width-22)), 19, &rs->axis, 2.0, 2, 0, 0, "Cast the cone along the object's positive z-axis"); uiDefButF(block, NUM, 1, "Ang:", (short)(10+xco), (short)(yco-68), (short)((width-20)/2), 19, &rs->angle, 0.0, 179.9, 10, 0, "Opening angle of the radar cone."); uiDefButF(block, NUM, 1, "Dist:", (short)(xco+10 + (width-20)/2), (short)(yco-68), (short)((width-20)/2), 19, &rs->range, 0.01, 10000.0, 100, 0, "Depth of the radar cone"); yco-= ysize; break; } case SENS_KEYBOARD: { /* 5 lines: 120 height */ ysize= 120; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); /* header line */ draw_default_sensor_header(sens, block, xco, yco, width); ks= sens->data; /* line 2: hotkey and allkeys toggle */ uiDefKeyevtButS(block, B_DIFF, "", xco+40, yco-44, (width)/2, 19, &ks->key, "Key code"); /* line 3: two key modifyers (qual1, qual2) */ uiDefKeyevtButS(block, B_DIFF, "", xco+40, yco-68, (width-50)/2, 19, &ks->qual, "Modifier key code"); uiDefKeyevtButS(block, B_DIFF, "", xco+40+(width-50)/2, yco-68, (width-50)/2, 19, &ks->qual2, "Second Modifier key code"); /* labels for line 1 and 2 */ uiDefBut(block, LABEL, 0, "Key", xco, yco-44, 40, 19, NULL, 0, 0, 0, 0, ""); uiDefBut(block, LABEL, 0, "Hold", xco, yco-68, 40, 19, NULL, 0, 0, 0, 0, ""); /* part of line 1 */ uiBlockSetCol(block, BUTPURPLE); uiDefButS(block, TOG|BIT|0, 0, "All keys", xco+40+(width/2), yco-44, (width/2)-50, 19, &ks->type, 0, 0, 0, 0, ""); /* line 4: toggle property for string logging mode */ uiDefBut(block, TEX, 1, "LogToggle: ", xco+10, yco-92, (width-20), 19, ks->toggleName, 0, 31, 0, 0, "Property that indicates whether to log " "keystrokes as a string."); /* line 5: target property for string logging mode */ uiDefBut(block, TEX, 1, "Target: ", xco+10, yco-116, (width-20), 19, ks->targetName, 0, 31, 0, 0, "Property that receives the keystrokes in case " "a string is logged."); yco-= ysize; break; } case SENS_PROPERTY: { ysize= 96; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); draw_default_sensor_header(sens, block, xco, yco, width); ps= sens->data; str= "Type %t|Equal %x0|Not Equal %x1|Interval %x2|Changed %x3"; /* str= "Type %t|Equal %x0|Not Equal %x1"; */ uiDefButI(block, MENU, B_REDR, str, xco+30,yco-44,width-60, 19, &ps->type, 0, 31, 0, 0, "Type"); if (ps->type != SENS_PROP_EXPRESSION) { uiDefBut(block, TEX, 1, "Prop: ", xco+30,yco-68,width-60, 19, ps->name, 0, 31, 0, 0, "Property name"); } if(ps->type == SENS_PROP_INTERVAL) { uiDefBut(block, TEX, 1, "Min: ", xco,yco-92,width/2, 19, ps->value, 0, 31, 0, 0, "test for value"); uiDefBut(block, TEX, 1, "Max: ", xco+width/2,yco-92,width/2, 19, ps->maxvalue, 0, 31, 0, 0, "test for max value"); } else if(ps->type == SENS_PROP_CHANGED); else { uiDefBut(block, TEX, 1, "Value: ", xco+30,yco-92,width-60, 19, ps->value, 0, 31, 0, 0, "test for value"); } yco-= ysize; break; } case SENS_MOUSE: { ms= sens->data; /* Two lines: 48 pixels high. */ ysize = 48; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); /* line 1: header */ draw_default_sensor_header(sens, block, xco, yco, width); /* Line 2: type selection. The number are a bit mangled to get * proper compatibility with older .blend files. */ str= "Type %t|Left button %x1|Middle button %x2|" "Right button %x4|Movement %x8|Mouse over %x16"; uiDefButS(block, MENU, B_REDR, str, xco+10, yco-44, width-20, 19, &ms->type, 0, 31, 0, 0, "Specify the type of event this mouse sensor should trigger on."); yco-= ysize; break; } case SENS_RANDOM: { ysize = 48; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); draw_default_sensor_header(sens, block, xco, yco, width); randomSensor = sens->data; /* some files were wrongly written, avoid crash now */ if (randomSensor) { uiDefButI(block, NUM, 1, "Seed: ", xco+10,yco-44,(width-20), 19, &randomSensor->seed, 0, 1000, 0, 0, "Initial seed of the generator. (Choose 0 for not random)"); } yco-= ysize; break; } case SENS_RAY: { ysize = 72; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); draw_default_sensor_header(sens, block, xco, yco, width); raySens = sens->data; /* 1. property or material */ uiDefButS(block, TOG|BIT|0, B_REDR, "M/P", xco + 10,yco - 44, 0.20 * (width-20), 19, &raySens->mode, 0.0, 0.0, 0, 0, "Toggle collision on material or property."); if (raySens->mode & SENS_COLLISION_MATERIAL) { uiDefBut(block, TEX, 1, "Material:", xco + 10 + 0.20 * (width-20), yco-44, 0.8*(width-20), 19, &raySens->matname, 0, 31, 0, 0, "Only look for Objects with this material"); } else { uiDefBut(block, TEX, 1, "Property:", xco + 10 + 0.20 * (width-20), yco-44, 0.8*(width-20), 19, &raySens->propname, 0, 31, 0, 0, "Only look for Objects with this property"); } /* 2. sensing range */ uiDefButF(block, NUM, 1, "Range", xco+10, yco-68, 0.6 * (width-20), 19, &raySens->range, 0.01, 10000.0, 100, 0, "Sense objects no farther than this distance"); /* 3. axis choice */ str = "Type %t|+ X axis %x1|+ Y axis %x0|+ Z axis %x2|- X axis %x3|- Y axis %x4|- Z axis %x5"; uiDefButI(block, MENU, B_REDR, str, xco+10 + 0.6 * (width-20), yco-68, 0.4 * (width-20), 19, &raySens->axisflag, 2.0, 31, 0, 0, "Specify along which axis the ray is cast."); yco-= ysize; break; } case SENS_MESSAGE: { mes = sens->data; ysize = 2 * 24; /* total number of lines * 24 pixels/line */ glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); /* line 1: header line */ draw_default_sensor_header(sens, block, xco, yco, width); /* line 2: Subject filter */ uiDefBut(block, TEX, 1, "Subject: ", (xco+10), (yco-44), (width-20), 19, mes->subject, 0, 31, 0, 0, "Optional subject filter: only accept messages with this subject" ", or empty for all"); yco -= ysize; break; } } uiBlockSetEmboss(block, UI_EMBOSSM); uiBlockSetCol(block, BUTGREY); return yco-4; } static short draw_controllerbuttons(bController *cont, uiBlock *block, short xco, short yco, short width) { bExpressionCont *ec; bPythonCont *pc; short ysize; uiBlockSetEmboss(block, UI_EMBOSSW); switch (cont->type) { case CONT_EXPRESSION: ysize= 28; BIF_set_color(BUTPROPERTY, COLORSHADE_GREY); glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); /* uiDefBut(block, LABEL, 1, "Not yet...", xco,yco-24,80, 19, NULL, 0, 0, 0, 0, ""); */ ec= cont->data; /* uiDefBut(block, BUT, 1, "Variables", xco,yco-24,80, 19, NULL, 0, 0, 0, 0, "Available variables for expression"); */ uiDefBut(block, TEX, 1, "Exp:", xco + 10 , yco-21, width-20, 19, ec->str, 0, 127, 0, 0, "Expression"); yco-= ysize; break; case CONT_PYTHON: ysize= 28; if(cont->data==NULL) init_controller(cont); pc= cont->data; BIF_set_color(BUTMESSAGE, COLORSHADE_GREY); glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); uiDefIDPoinBut(block, test_scriptpoin_but, 1, "Script: ", xco+45,yco-24,width-90, 19, &pc->text, ""); yco-= ysize; break; default: ysize= 4; BIF_set_color(BUTIPO, COLORSHADE_GREY); glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); yco-= ysize; } uiBlockSetEmboss(block, UI_EMBOSSM); uiBlockSetCol(block, BUTGREY); return yco; } static BIFColorID get_col_actuator(int type) { switch(type) { case ACT_ACTION: return BUTACTION; case ACT_OBJECT: return BUTMOTION; case ACT_IPO: return BUTIPO; case ACT_PROPERTY: return BUTPROPERTY; case ACT_SOUND: return BUTAUDIO; case ACT_CD: return BUTCD; case ACT_CAMERA: return BUTCAMERA; case ACT_EDIT_OBJECT: return BUTEDITOBJECT; case ACT_GROUP: return BUTYELLOW; case ACT_RANDOM: return BUTRANDOM; case ACT_SCENE: return BUTSCENE; case ACT_MESSAGE: return BUTMESSAGE; case ACT_GAME: return BUTGAME; case ACT_VISIBILITY: return BUTVISIBILITY; default: return BUTGREY; } } static void set_col_actuator(int item, int medium) { if (item==ACT_CONSTRAINT) { BIF_set_color(BUTRUST, medium?COLORSHADE_HILITE:COLORSHADE_MEDIUM); } else { BIFColorID col= get_col_actuator(item); BIF_set_color(col, medium?COLORSHADE_MEDIUM:COLORSHADE_GREY); } } static short draw_actuatorbuttons(bActuator *act, uiBlock *block, short xco, short yco, short width) { bSoundActuator *sa = NULL; bCDActuator *cda = NULL; bObjectActuator *oa = NULL; bIpoActuator *ia = NULL; bPropertyActuator *pa = NULL; bCameraActuator *ca = NULL; bEditObjectActuator *eoa = NULL; bConstraintActuator *coa = NULL; bSceneActuator *sca = NULL; bGroupActuator *ga = NULL; bRandomActuator *randAct = NULL; bMessageActuator *ma = NULL; bActionActuator *aa = NULL; bGameActuator *gma = NULL; bVisibilityActuator *visAct = NULL; float *fp; short ysize = 0, wval; char *str; int myline; /* yco is at the top of the rect, draw downwards */ uiBlockSetEmboss(block, UI_EMBOSSW); set_col_actuator(act->type, 0); switch (act->type) { case ACT_OBJECT: { ysize= 129; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); uiBlockSetCol(block, BUTGREY); oa = act->data; wval = (width-100)/3; uiDefBut(block, LABEL, 0, "Force", xco, yco-22, 55, 19, NULL, 0, 0, 0, 0, "Sets the force"); uiDefButF(block, NUM, 0, "", xco+45, yco-22, wval, 19, oa->forceloc, -10000.0, 10000.0, 10, 0, ""); uiDefButF(block, NUM, 0, "", xco+45+wval, yco-22, wval, 19, oa->forceloc+1, -10000.0, 10000.0, 10, 0, ""); uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-22, wval, 19, oa->forceloc+2, -10000.0, 10000.0, 10, 0, ""); uiDefBut(block, LABEL, 0, "Torque", xco, yco-41, 55, 19, NULL, 0, 0, 0, 0, "Sets the torque"); uiDefButF(block, NUM, 0, "", xco+45, yco-41, wval, 19, oa->forcerot, -10000.0, 10000.0, 10, 0, ""); uiDefButF(block, NUM, 0, "", xco+45+wval, yco-41, wval, 19, oa->forcerot+1, -10000.0, 10000.0, 10, 0, ""); uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-41, wval, 19, oa->forcerot+2, -10000.0, 10000.0, 10, 0, ""); uiDefBut(block, LABEL, 0, "dLoc", xco, yco-64, 45, 19, NULL, 0, 0, 0, 0, "Sets the dLoc"); uiDefButF(block, NUM, 0, "", xco+45, yco-64, wval, 19, oa->dloc, -10000.0, 10000.0, 10, 0, ""); uiDefButF(block, NUM, 0, "", xco+45+wval, yco-64, wval, 19, oa->dloc+1, -10000.0, 10000.0, 10, 0, ""); uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-64, wval, 19, oa->dloc+2, -10000.0, 10000.0, 10, 0, ""); uiDefBut(block, LABEL, 0, "dRot", xco, yco-83, 45, 19, NULL, 0, 0, 0, 0, "Sets the dRot"); uiDefButF(block, NUM, 0, "", xco+45, yco-83, wval, 19, oa->drot, -10000.0, 10000.0, 10, 0, ""); uiDefButF(block, NUM, 0, "", xco+45+wval, yco-83, wval, 19, oa->drot+1, -10000.0, 10000.0, 10, 0, ""); uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-83, wval, 19, oa->drot+2, -10000.0, 10000.0, 10, 0, ""); uiDefBut(block, LABEL, 0, "linV", xco, yco-106, 45, 19, NULL, 0, 0, 0, 0, "Sets the linear velocity"); uiDefButF(block, NUM, 0, "", xco+45, yco-106, wval, 19, oa->linearvelocity, -10000.0, 10000.0, 10, 0, ""); uiDefButF(block, NUM, 0, "", xco+45+wval, yco-106, wval, 19, oa->linearvelocity+1, -10000.0, 10000.0, 10, 0, ""); uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-106, wval, 19, oa->linearvelocity+2, -10000.0, 10000.0, 10, 0, ""); uiDefBut(block, LABEL, 0, "angV", xco, yco-125, 45, 19, NULL, 0, 0, 0, 0, "Sets the angular velocity"); uiDefButF(block, NUM, 0, "", xco+45, yco-125, wval, 19, oa->angularvelocity, -10000.0, 10000.0, 10, 0, ""); uiDefButF(block, NUM, 0, "", xco+45+wval, yco-125, wval, 19, oa->angularvelocity+1, -10000.0, 10000.0, 10, 0, ""); uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-125, wval, 19, oa->angularvelocity+2, -10000.0, 10000.0, 10, 0, ""); uiBlockSetCol(block, BUTGREEN); uiDefButI(block, TOG|BIT|0, 0, "L", xco+45+3*wval, yco-22, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Local transformation"); uiDefButI(block, TOG|BIT|1, 0, "L", xco+45+3*wval, yco-41, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Local transformation"); uiDefButI(block, TOG|BIT|2, 0, "L", xco+45+3*wval, yco-64, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Local transformation"); uiDefButI(block, TOG|BIT|3, 0, "L", xco+45+3*wval, yco-83, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Local transformation"); uiDefButI(block, TOG|BIT|4, 0, "L", xco+45+3*wval, yco-106, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Local transformation"); uiDefButI(block, TOG|BIT|5, 0, "L", xco+45+3*wval, yco-125, 15, 19, &oa->flag, 0.0, 0.0, 0, 0, "Local transformation"); uiBlockSetCol(block, BUTGREEN); uiDefButI(block, TOG|BIT|6, 0, "add",xco+45+3*wval+15, yco-106, 35, 19, &oa->flag, 0.0, 0.0, 0, 0, "Toggles between ADD and SET linV"); uiBlockSetCol(block, BUTGREY); yco-= ysize; break; } case ACT_ACTION: { /* DrawAct */ #ifdef __NLA_ACTION_BY_MOTION_ACTUATOR ysize = 112; #else ysize= 92; #endif glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); aa = act->data; wval = (width-60)/3; uiBlockSetCol(block, BUTGREY); // str= "Action types %t|Play %x0|Ping Pong %x1|Flipper %x2|Loop Stop %x3|Loop End %x4|Property %x6"; #ifdef __NLA_ACTION_BY_MOTION_ACTUATOR str= "Action types %t|Play %x0|Flipper %x2|Loop Stop %x3|Loop End %x4|Property %x6|Displacement %x7"; #else str= "Action types %t|Play %x0|Flipper %x2|Loop Stop %x3|Loop End %x4|Property %x6"; #endif uiDefButS(block, MENU, B_REDR, str, xco+30, yco-24, width-60, 19, &aa->type, 0.0, 0.0, 0.0, 0.0, "Action playback type"); uiDefIDPoinBut(block, test_actionpoin_but, 1, "AC: ", xco+30, yco-44, width-60, 19, &aa->act, "Action name"); if(aa->type == ACT_ACTION_FROM_PROP) { uiDefBut(block, TEX, 0, "Prop: ",xco+30, yco-64, width-60, 19, aa->name, 0.0, 31.0, 0, 0, "Use this property to define the Action position"); } else { uiDefButS(block, NUM, 0, "Sta: ",xco+30, yco-64, (width-60)/2, 19, &aa->sta, 0.0, 18000.0, 0, 0, "Start frame"); uiDefButS(block, NUM, 0, "End: ",xco+30+(width-60)/2, yco-64, (width-60)/2, 19, &aa->end, 0.0, 18000.0, 0, 0, "End frame"); } uiDefButS(block, NUM, 0, "Blendin: ", xco+30, yco-84, (width-60)/2, 19, &aa->blendin, 0.0, 18000.0, 0.0, 0.0, "Number of frames of motion blending"); uiDefButS(block, NUM, 0, "Priority: ", xco+30+(width-60)/2, yco-84, (width-60)/2, 19, &aa->priority, 0.0, 100.0, 0.0, 0.0, "Execution priority - lower numbers will override actions with higher numbers"); #ifdef __NLA_ACTION_BY_MOTION_ACTUATOR if(aa->type == ACT_ACTION_MOTION) { uiDefButF(block, NUM, 0, "Cycle: ",xco+30, yco-104, (width-60)/2, 19, &aa->stridelength, 0.0, 2500.0, 0, 0, "Distance covered by a single cycle of the action"); } #endif yco-=ysize; break; } case ACT_IPO: { ia= act->data; if(ia->type==ACT_IPO_KEY2KEY) ysize= 72; else ysize= 52; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); str = "Ipo types %t|Play %x0|Ping Pong %x1|Flipper %x2|Loop Stop %x3|Loop End %x4|Property %x6"; uiDefButS(block, MENU, B_REDR, str, xco+20, yco-24, width-40 - (width-40)/3, 19, &ia->type, 0, 0, 0, 0, ""); uiBlockSetCol(block, BUTGREEN); uiDefButS(block, TOG|BIT|ACT_IPOCHILD_BIT, B_REDR, "Child", xco+20+0.666*(width-40), yco-24, (width-40)/3, 19, &ia->flag, 0, 0, 0, 0, "Add all children Objects as well"); uiBlockSetCol(block, BUTGREY); /* Key2key was disabled.... the settings below should not be reused without thought, because they interfere with other variables. if(ia->type==ACT_IPO_KEY2KEY) { uiBlockSetCol(block, BUTGREEN); uiDefButS(block, TOG|BIT|0, 0, "Prev", xco+20, yco-44, (width-40)/3, 19, &ia->flag, 0, 0, 0, 0, "Play backwards"); uiDefButS(block, TOG|BIT|1, 0, "Cycl", xco+20+(width-40)/3, yco-44, (width-40)/3, 19, &ia->flag, 0, 0, 0, 0, "Play cyclic"); uiDefButS(block, TOG|BIT|3, 0, "Hold", xco+20+2*(width-40)/3, yco-44, (width-40)/3, 19, &ia->flag, 0, 0, 0, 0, "Keep playing while activated"); uiDefBut(block, TEX, 0, "Prop: ", xco+20, yco-66, width-40, 19, ia->name, 0.0, 31.0, 0, 0, "Set property to key position"); } else */ if(ia->type==ACT_IPO_FROM_PROP) { uiDefBut(block, TEX, 0, "Prop: ", xco+20, yco-44, width-40, 19, ia->name, 0.0, 31.0, 0, 0, "Use this property to define the Ipo position"); } else { uiDefButS(block, NUM, 0, "Sta", xco+20, yco-44, (width-100)/2, 19, &ia->sta, 0.0, 18000.0, 0, 0, "Start frame"); uiDefButS(block, NUM, 0, "End", xco+18+(width-90)/2, yco-44, (width-100)/2, 19, &ia->end, 0.0, 18000.0, 0, 0, "End frame"); uiBlockSetCol(block, BUTGREEN); uiDefButS(block, TOG|BIT|ACT_IPOFORCE_BIT, B_REDR, "Force", xco+width-78, yco-44, 43, 19, &ia->flag, 0, 0, 0, 0, "Convert Ipo to force"); /* Only show the do-force-local toggle if force is requested */ if (ia->flag & ACT_IPOFORCE) { uiDefButS(block, TOG|BIT|ACT_IPOFORCE_LOCAL_BIT, 0, "L", xco+width-35, yco-44, 15, 19, &ia->flag, 0, 0, 0, 0, "Let the force-ipo act in local coordinates."); } } yco-= ysize; break; } case ACT_PROPERTY: { ysize= 68; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); pa= act->data; str= "Type %t|Assign %x0|Add %x1|Copy %x2"; uiDefButI(block, MENU, B_REDR, str, xco+30,yco-24,width-60, 19, &pa->type, 0, 31, 0, 0, "Type"); uiDefBut(block, TEX, 1, "Prop: ", xco+30,yco-44,width-60, 19, pa->name, 0, 31, 0, 0, "Property name"); if(pa->type==ACT_PROP_COPY) { uiDefIDPoinBut(block, test_obpoin_but, 1, "OB:", xco+10, yco-64, (width-20)/2, 19, &(pa->ob), "Copy from this Object"); uiDefBut(block, TEX, 1, "Prop: ", xco+10+(width-20)/2, yco-64, (width-20)/2, 19, pa->value, 0, 31, 0, 0, "Copy this property"); } else { uiDefBut(block, TEX, 1, "Value: ", xco+30,yco-64,width-60, 19, pa->value, 0, 31, 0, 0, "change with this value"); } yco-= ysize; break; } case ACT_SOUND: { ysize = 70; sa = act->data; sa->sndnr = 0; wval = (width-20)/2; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); IDnames_to_pupstring(&str, "Sound files", NULL, &(G.main->sound), (ID *)sa->sound, &(sa->sndnr)); if(str[0]) { /* reset this value, it is for handling the event */ sa->sndnr = 0; uiDefButS(block, MENU, B_SOUNDACT_BROWSE, str, xco+10,yco-22,20,19, &(sa->sndnr), 0, 0, 0, 0, ""); if(sa->sound) { char dummy_str[] = "Sound mode %t|Play Stop %x0|Play End %x1|Loop Stop %x2|Loop End %x3|Loop Ping Pong Stop %x5|Loop Ping Pong %x4"; uiDefBut(block, TEX, B_IDNAME, "SO:",xco+30,yco-22,width-40,19, sa->sound->id.name+2, 0.0, 18.0, 0, 0, ""); uiDefButS(block, MENU, 1, dummy_str,xco+10,yco-44,width-20, 19, &sa->type, 0.0, 0.0, 0, 0, ""); uiDefButF(block, NUM, 0, "Volume:", xco+10,yco-66,wval, 19, &sa->sound->volume, 0.0, 1.0, 0, 0, "Sets the volume of this sound"); uiDefButF(block, NUM, 0, "Pitch:",xco+wval+10,yco-66,wval, 19, &sa->sound->pitch,-12.0, 12.0, 0, 0, "Sets the pitch of this sound"); } } else { uiDefBut(block, LABEL, 0, "Use Sound window to load files", xco, yco-24, width, 19, NULL, 0, 0, 0, 0, ""); } MEM_freeN(str); yco-= ysize; break; } case ACT_CD: { char cd_type_str[] = "Sound mode %t|Play all tracks %x0|Play one track %x1|" "Volume %x3|Stop %x4|Pause %x5|Resume %x6"; cda = act->data; if (cda) { if (cda->track == 0) { cda->track = 1; cda->volume = 1; cda->type = ACT_CD_PLAY_ALL; } if (cda->type == ACT_CD_PLAY_TRACK || cda->type == ACT_CD_LOOP_TRACK) { ysize = 48; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); uiDefButS(block, NUM, 0, "Track:", xco+10,yco-44,width-20, 19, &cda->track, 1, 99, 0, 0, "Select the track to be played"); } else if (cda->type == ACT_CD_VOLUME) { ysize = 48; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); uiDefButF(block, NUM, 0, "Volume:", xco+10,yco-44,width-20, 19, &cda->volume, 0, 1, 0, 0, "Set the volume for CD playback"); } else { ysize = 28; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); } uiDefButS(block, MENU, B_REDR, cd_type_str,xco+10,yco-22,width-20, 19, &cda->type, 0.0, 0.0, 0, 0, ""); } yco-= ysize; break; } case ACT_CAMERA: ysize= 48; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); ca= act->data; uiDefIDPoinBut(block, test_obpoin_but, 1, "OB:", xco+10, yco-24, (width-20)/2, 19, &(ca->ob), "Look at this Object"); uiDefButF(block, NUM, 0, "Height:", xco+10+(width-20)/2, yco-24, (width-20)/2, 19, &ca->height, 0.0, 20.0, 0, 0, ""); uiDefButF(block, NUM, 0, "Min:", xco+10, yco-44, (width-60)/2, 19, &ca->min, 0.0, 20.0, 0, 0, ""); if(ca->axis==0) ca->axis= 'x'; uiDefButS(block, ROW, 0, "X", xco+10+(width-60)/2, yco-44, 20, 19, &ca->axis, 4.0, (float)'x', 0, 0, "Camera tries to get behind the X axis"); uiDefButS(block, ROW, 0, "Y", xco+30+(width-60)/2, yco-44, 20, 19, &ca->axis, 4.0, (float)'y', 0, 0, "Camera tries to get behind the Y axis"); uiDefButF(block, NUM, 0, "Max:", xco+20+(width)/2, yco-44, (width-60)/2, 19, &ca->max, 0.0, 20.0, 0, 0, ""); yco-= ysize; break; case ACT_EDIT_OBJECT: eoa= act->data; if(eoa->type==ACT_EDOB_ADD_OBJECT) { int wval; /* just a temp width */ ysize = 72; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); uiDefIDPoinBut(block, test_obpoin_but, 1, "OB:", xco+10, yco-44, (width-20)/2, 19, &(eoa->ob), "Add this Object"); uiDefButI(block, NUM, 0, "Time:", xco+10+(width-20)/2, yco-44, (width-20)/2, 19, &eoa->time, 0.0, 2000.0, 0, 0, "Duration the new Object lives"); wval= (width-60)/3; uiDefBut(block, LABEL, 0, "linV", xco, yco-68, 45, 19, NULL, 0, 0, 0, 0, "Velocity upon creation."); uiDefButF(block, NUM, 0, "", xco+45, yco-68, wval, 19, eoa->linVelocity, -100.0, 100.0, 10, 0, "Velocity upon creation, x component."); uiDefButF(block, NUM, 0, "", xco+45+wval, yco-68, wval, 19, eoa->linVelocity+1, -100.0, 100.0, 10, 0, "Velocity upon creation, y component."); uiDefButF(block, NUM, 0, "", xco+45+2*wval, yco-68, wval, 19, eoa->linVelocity+2, -100.0, 100.0, 10, 0, "Velocity upon creation, z component."); uiDefButS(block, TOG|BIT|1, 0, "L", xco+45+3*wval, yco-68, 15, 19, &eoa->localflag, 0.0, 0.0, 0, 0, "Apply the transformation locally"); } else if(eoa->type==ACT_EDOB_END_OBJECT) { ysize= 28; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); } else if(eoa->type==ACT_EDOB_REPLACE_MESH) { ysize= 48; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); uiDefIDPoinBut(block, test_meshpoin_but, 1, "ME:", xco+40, yco-44, (width-80), 19, &(eoa->me), "Add this Object"); } else if(eoa->type==ACT_EDOB_TRACK_TO) { ysize= 48; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); uiDefIDPoinBut(block, test_obpoin_but, 1, "OB:", xco+10, yco-44, (width-20)/2, 19, &(eoa->ob), "Track to this Object"); uiDefButI(block, NUM, 0, "Time:", xco+10+(width-20)/2, yco-44, (width-20)/2-40, 19, &eoa->time, 0.0, 2000.0, 0, 0, "Duration the tracking takes"); uiBlockSetCol(block, BUTGREEN); uiDefButS(block, TOG, 0, "3D", xco+width-50, yco-44, 40, 19, &eoa->flag, 0.0, 0.0, 0, 0, "Enable 3D tracking"); uiBlockSetCol(block, BUTGREY); } str= "Edit Object %t|Add Object %x0|End Object %x1|Replace Mesh %x2|Track to %x3"; uiDefButS(block, MENU, B_REDR, str, xco+40, yco-24, (width-80), 19, &eoa->type, 0.0, 0.0, 0, 0, ""); yco-= ysize; break; case ACT_CONSTRAINT: ysize= 44; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); coa= act->data; /* str= "Limit %t|None %x0|Loc X %x1|Loc Y %x2|Loc Z %x4|Rot X %x8|Rot Y %x16|Rot Z %x32"; */ str= "Limit %t|None %x0|Loc X %x1|Loc Y %x2|Loc Z %x4"; uiDefButS(block, MENU, 1, str, xco+10, yco-40, 70, 19, &coa->flag, 0.0, 0.0, 0, 0, ""); uiDefButS(block, NUM, 0, "Damp:", xco+10, yco-20, 70, 19, &coa->damp, 0.0, 100.0, 0, 0, ""); uiDefBut(block, LABEL, 0, "Min", xco+80, yco-20, (width-90)/2, 19, NULL, 0.0, 0.0, 0, 0, ""); uiDefBut(block, LABEL, 0, "Max", xco+80+(width-90)/2, yco-20, (width-90)/2, 19, NULL, 0.0, 0.0, 0, 0, ""); if(coa->flag & ACT_CONST_LOCX) fp= coa->minloc; else if(coa->flag & ACT_CONST_LOCY) fp= coa->minloc+1; else if(coa->flag & ACT_CONST_LOCZ) fp= coa->minloc+2; else if(coa->flag & ACT_CONST_ROTX) fp= coa->minrot; else if(coa->flag & ACT_CONST_ROTY) fp= coa->minrot+1; else fp= coa->minrot+2; uiDefButF(block, NUM, 0, "", xco+80, yco-40, (width-90)/2, 19, fp, -2000.0, 2000.0, 10, 0, ""); uiDefButF(block, NUM, 0, "", xco+80+(width-90)/2, yco-40, (width-90)/2, 19, fp+3, -2000.0, 2000.0, 10, 0, ""); yco-= ysize; break; case ACT_SCENE: sca= act->data; if(sca->type==ACT_SCENE_RESTART) { ysize= 28; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); } else if(sca->type==ACT_SCENE_CAMERA) { ysize= 48; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); uiDefIDPoinBut(block, test_obpoin_but, 1, "OB:", xco+40, yco-44, (width-80), 19, &(sca->camera), "Set this Camera"); } else if(sca->type==ACT_SCENE_SET) { ysize= 48; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); uiDefIDPoinBut(block, test_scenepoin_but, 1, "SCE:", xco+40, yco-44, (width-80), 19, &(sca->scene), "Set this Scene"); } else if(sca->type==ACT_SCENE_ADD_FRONT) { ysize= 48; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); uiDefIDPoinBut(block, test_scenepoin_but, 1, "SCE:", xco+40, yco-44, (width-80), 19, &(sca->scene), "Add an Overlay Scene"); } else if(sca->type==ACT_SCENE_ADD_BACK) { ysize= 48; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); uiDefIDPoinBut(block, test_scenepoin_but, 1, "SCE:", xco+40, yco-44, (width-80), 19, &(sca->scene), "Add a Background Scene"); } else if(sca->type==ACT_SCENE_REMOVE) { ysize= 48; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); uiDefIDPoinBut(block, test_scenepoin_but, 1, "SCE:", xco+40, yco-44, (width-80), 19, &(sca->scene), "Remove a Scene"); } else if(sca->type==ACT_SCENE_SUSPEND) { ysize= 48; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); uiDefIDPoinBut(block, test_scenepoin_but, 1, "SCE:", xco+40, yco-44, (width-80), 19, &(sca->scene), "Pause a Scene"); } else if(sca->type==ACT_SCENE_RESUME) { ysize= 48; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); uiDefIDPoinBut(block, test_scenepoin_but, 1, "SCE:", xco+40, yco-44, (width-80), 19, &(sca->scene), "Unpause a Scene"); } str= "Scene %t|Restart %x0|Set Scene %x1|Set Camera %x2|Add OverlayScene %x3|Add BackgroundScene %x4|Remove Scene %x5|Suspend Scene %x6|Resume Scene %x7"; uiDefButS(block, MENU, B_REDR, str, xco+40, yco-24, (width-80), 19, &sca->type, 0.0, 0.0, 0, 0, ""); yco-= ysize; break; case ACT_GAME: { gma = act->data; if (gma->type == ACT_GAME_LOAD) { //ysize = 68; ysize = 48; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); uiDefBut(block, TEX, 1, "File: ", xco+10, yco-44,width-20,19, &(gma->filename), 0, 63, 0, 0, "Load this file"); // uiDefBut(block, TEX, 1, "Anim: ", xco+10, yco-64,width-20,19, &(gma->loadaniname), 0, 63, 0, 0, "Use this loadinganimation"); } /* else if (gma->type == ACT_GAME_START) { ysize = 68; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); uiDefBut(block, TEX, 1, "File: ", xco+10, yco-44,width-20,19, &(gma->filename), 0, 63, 0, 0, "Load this file"); uiDefBut(block, TEX, 1, "Anim: ", xco+10, yco-64,width-20,19, &(gma->loadaniname), 0, 63, 0, 0, "Use this loadinganimation"); } */ else if (gma->type == ACT_GAME_RESTART) { ysize = 28; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); } else if (gma->type == ACT_GAME_QUIT) { ysize = 28; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); } //str = "Scene %t|Load game%x0|Start loaded game%x1|Restart this game%x2|Quit this game %x3"; str = "Scene %t|Start new game%x0|Restart this game%x2|Quit this game %x3"; uiDefButS(block, MENU, B_REDR, str, xco+40, yco-24, (width-80), 19, &gma->type, 0.0, 0.0, 0, 0, ""); yco -= ysize; break; } case ACT_GROUP: ga= act->data; ysize= 52; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); str= "GroupKey types %t|Set Key %x6|Play %x0|Ping Pong %x1|Flipper %x2|Loop Stop %x3|Loop End %x4|Property %x5"; uiDefButS(block, MENU, 1, str, xco+20, yco-24, width-40, 19, &ga->type, 0, 0, 0, 0, ""); if(ga->type==ACT_GROUP_SET) { uiDefBut(block, TEX, 0, "Key: ", xco+20, yco-44, (width-10)/2, 19, ga->name, 0.0, 31.0, 0, 0, "This name defines groupkey to be set"); uiDefButS(block, NUM, 0, "Frame:", xco+20+(width-10)/2, yco-44, (width-70)/2, 19, &ga->sta, 0.0, 2500.0, 0, 0, "Set this frame"); } else if(ga->type==ACT_GROUP_FROM_PROP) { uiDefBut(block, TEX, 0, "Prop: ", xco+20, yco-44, width-40, 19, ga->name, 0.0, 31.0, 0, 0, "Use this property to define the Group position"); } else { uiDefButS(block, NUM, 0, "Sta", xco+20, yco-44, (width-40)/2, 19, &ga->sta, 0.0, 2500.0, 0, 0, "Start frame"); uiDefButS(block, NUM, 0, "End", xco+20+(width-40)/2, yco-44, (width-40)/2, 19, &ga->end, 0.0, 2500.0, 0, 0, "End frame"); } yco-= ysize; break; case ACT_VISIBILITY: ysize = 24; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); visAct = act->data; str= "Visibility %t|Visible %x0|Invisible %x1"; uiDefButI(block, MENU, B_REDR, str, xco + 10, yco - 24, width - 20, 19, &visAct->flag, 0.0, 0.0, 0, 0, "Make the object invisible or visible."); /* uiDefButI(block, TOG|BIT|ACT_VISIBILITY_INVISIBLE_BIT, 0, "Invisible", xco + 10, yco - 24, width - 20, 19, &visAct->flag, 0.0, 0.0, 0, 0, "Make the object invisible or visible."); */ yco-= ysize; break; case ACT_RANDOM: ysize = 69; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); randAct = act->data; /* 1. seed */ uiDefButI(block, NUM, 1, "Seed: ", (xco+10),yco-24, 0.4 *(width-20), 19, &randAct->seed, 0, 1000, 0, 0, "Initial seed of the random generator. Use Python for more freedom. " " (Choose 0 for not random)"); /* 2. distribution type */ /* One pick per distribution. These numbers MUST match the #defines */ /* in game.h !!! */ str= "Distribution %t|Bool Constant %x0|Bool Uniform %x1" "|Bool Bernoulli %x2|Int Constant %x3|Int Uniform %x4" "|Int Poisson %x5|Float Constant %x6|Float Uniform %x7" "|Float Normal %x8|Float Neg. Exp. %x9"; uiDefButI(block, MENU, B_REDR, str, (xco+10) + 0.4 * (width-20), yco-24, 0.6 * (width-20), 19, &randAct->distribution, 0.0, 0.0, 0, 0, "Choose the type of distribution"); /* 3. property */ uiDefBut(block, TEX, 1, "Property:", (xco+10), yco-44, (width-20), 19, &randAct->propname, 0, 31, 0, 0, "Assign the random value to this property"); /*4. and 5. arguments for the distribution*/ switch (randAct->distribution) { case ACT_RANDOM_BOOL_CONST: uiDefButI(block, TOG|BIT|0, 1, "Always true", (xco+10), yco-64, (width-20), 19, &randAct->int_arg_1, 2.0, 1, 0, 0, "Always false or always true"); break; case ACT_RANDOM_BOOL_UNIFORM: uiDefBut(block, LABEL, 0, " Do a 50-50 pick.", (xco+10), yco-64, (width-20), 19, NULL, 0, 0, 0, 0, "Choose between true and false, 50%% chance each."); break; case ACT_RANDOM_BOOL_BERNOUILLI: uiDefButF(block, NUM, 1, "Chance", (xco+10), yco-64, (width-20), 19, &randAct->float_arg_1, 0.0, 1.0, 0, 0, "Pick a number between 0 and 1. Success if you stay " "below this value"); break; case ACT_RANDOM_INT_CONST: uiDefButI(block, NUM, 1, "Value: ", (xco+10), yco-64, (width-20), 19, &randAct->int_arg_1, -1000, 1000, 0, 0, "Always return this number"); break; case ACT_RANDOM_INT_UNIFORM: uiDefButI(block, NUM, 1, "Min: ", (xco+10), yco-64, (width-20)/2, 19, &randAct->int_arg_1, -1000, 1000, 0, 0, "Choose a number from a range. " "Lower boundary of the range."); uiDefButI(block, NUM, 1, "Max: ", (xco+10) + (width-20)/2, yco-64, (width-20)/2, 19, &randAct->int_arg_2, -1000, 1000, 0, 0, "Choose a number from a range. " "Upper boundary of the range."); break; case ACT_RANDOM_INT_POISSON: uiDefButF(block, NUM, 1, "Mean: ", (xco+10), yco-64, (width-20), 19, &randAct->float_arg_1, 0.01, 100.0, 0, 0, "Expected mean value of the distribution."); break; case ACT_RANDOM_FLOAT_CONST: uiDefButF(block, NUM, 1, "Value: ", (xco+10), yco-64, (width-20), 19, &randAct->float_arg_1, 0.0, 1.0, 0, 0, "Always return this number"); break; case ACT_RANDOM_FLOAT_UNIFORM: uiDefButF(block, NUM, 1, "Min: ", (xco+10), yco-64, (width-20)/2, 19, &randAct->float_arg_1, -10000.0, 10000.0, 0, 0, "Choose a number from a range. " "Lower boundary of the range."); uiDefButF(block, NUM, 1, "Max: ", (xco+10) + (width-20)/2, yco-64, (width-20)/2, 19, &randAct->float_arg_2, -10000.0, 10000.0, 0, 0, "Choose a number from a range. " "Upper boundary of the range."); break; case ACT_RANDOM_FLOAT_NORMAL: uiDefButF(block, NUM, 1, "Mean: ", (xco+10), yco-64, (width-20)/2, 19, &randAct->float_arg_1, -10000.0, 10000.0, 0, 0, "A normal distribution. Mean of the distribution."); uiDefButF(block, NUM, 1, "SD: ", (xco+10) + (width-20)/2, yco-64, (width-20)/2, 19, &randAct->float_arg_2, 0.0, 10000.0, 0, 0, "A normal distribution. Standard deviation of the " "distribution."); break; case ACT_RANDOM_FLOAT_NEGATIVE_EXPONENTIAL: uiDefButF(block, NUM, 1, "Half-life time: ", (xco+10), yco-64, (width-20), 19, &randAct->float_arg_1, 0.001, 10000.0, 0, 0, "Negative exponential dropoff."); break; default: ; /* don't know what this distro is... can be useful for testing */ /* though :) */ } yco-= ysize; break; case ACT_MESSAGE: ma = act->data; #define MESSAGE_SENSOR_TO_FIELD_WORKS /* Really? Not really. Don't remove this ifdef yet */ #ifdef MESSAGE_SENSOR_TO_FIELD_WORKS ysize = 4 + (3 * 24); /* footer + number of lines * 24 pixels/line */ #else ysize = 4 + (2 * 24); /* footer + number of lines * 24 pixels/line */ #endif glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); myline=1; #ifdef MESSAGE_SENSOR_TO_FIELD_WORKS /* line 1: To */ uiDefBut(block, TEX, 1, "To: ", (xco+10), (yco-(myline++*24)), (width-20), 19, &ma->toPropName, 0, 31, 0, 0, "Optional send message to objects with this property only" ", or empty to broadcast"); #endif /* line 2: Message Subject */ uiDefBut(block, TEX, 1, "Subject: ", (xco+10), (yco-(myline++*24)), (width-20), 19, &ma->subject, 0, 31, 0, 0, "Optional message subject. This is what can be filtered on."); /* line 3: Text/Property */ uiDefButS(block, TOG|BIT|0, B_REDR, "T/P", (xco+10),(yco-(myline*24)), (0.20 * (width-20)), 19, &ma->bodyType, 0.0, 0.0, 0, 0, "Toggle message type: either Text or a PropertyName."); if (ma->bodyType == ACT_MESG_MESG) { /* line 3: Message Body */ uiDefBut(block, TEX, 1, "Body: ", (xco+10+(0.20*(width-20))),(yco-(myline++*24)),(0.8*(width-20)),19, &ma->body, 0, 31, 0, 0, "Optional message body Text"); } else { /* line 3: Property body (set by property) */ uiDefBut(block, TEX, 1, "Propname: ", (xco+10+(0.20*(width-20))),(yco-(myline++*24)),(0.8*(width-20)),19, &ma->body, 0, 31, 0, 0, "The message body will be set by the Property Value"); } yco -= ysize; break; default: ysize= 4; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); yco-= ysize; break; } uiBlockSetEmboss(block, UI_EMBOSSM); uiBlockSetCol(block, BUTGREY); return yco-4; } static void do_sensor_menu(void *arg, int event) { ID **idar; Object *ob; bSensor *sens; short count, a; idar= get_selected_and_linked_obs(&count, G.buts->scaflag); for(a=0; 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); allqueue(REDRAWBUTSGAME, 0); } static uiBlock *sensor_menu(void *arg_unused) { uiBlock *block; int yco=0; block= uiNewBlock(&curarea->uiblocks, "filemenu", UI_EMBOSSP, UI_HELV, curarea->win); uiBlockSetButmFunc(block, do_sensor_menu, NULL); uiDefBut(block, BUTM, 1, "Show Objects", 0, (short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 1, 0, ""); uiDefBut(block, BUTM, 1, "Hide Objects", 0, (short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 1, 1, ""); uiDefBut(block, SEPR, 0, "", 0, (short)(yco-=6), 160, 6, NULL, 0.0, 0.0, 0, 0, ""); uiDefBut(block, BUTM, 1, "Show Sensors", 0, (short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 1, 2, ""); uiDefBut(block, BUTM, 1, "Hide Sensors", 0, (short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 1, 3, ""); uiBlockSetDirection(block, UI_TOP); return block; } static void do_controller_menu(void *arg, int event) { ID **idar; Object *ob; bController *cont; short count, a; idar= get_selected_and_linked_obs(&count, G.buts->scaflag); for(a=0; 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); allqueue(REDRAWBUTSGAME, 0); } static uiBlock *controller_menu(void *arg_unused) { uiBlock *block; int yco=0; block= uiNewBlock(&curarea->uiblocks, "filemenu", UI_EMBOSSP, UI_HELV, curarea->win); uiBlockSetButmFunc(block, do_controller_menu, NULL); uiDefBut(block, BUTM, 1, "Show Objects", 0, (short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 1, 0, ""); uiDefBut(block, BUTM, 1, "Hide Objects", 0,(short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 1, 1, ""); uiDefBut(block, SEPR, 0, "", 0, (short)(yco-=6), 160, 6, NULL, 0.0, 0.0, 0, 0, ""); uiDefBut(block, BUTM, 1, "Show Controllers", 0, (short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 2, 2, ""); uiDefBut(block, BUTM, 1, "Hide Controllers", 0, (short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 3, 3, ""); uiBlockSetDirection(block, UI_TOP); return block; } static void do_actuator_menu(void *arg, int event) { ID **idar; Object *ob; bActuator *act; short count, a; idar= get_selected_and_linked_obs(&count, G.buts->scaflag); for(a=0; 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); allqueue(REDRAWBUTSGAME, 0); } static uiBlock *actuator_menu(void *arg_unused) { uiBlock *block; int xco=0; block= uiNewBlock(&curarea->uiblocks, "filemenu", UI_EMBOSSP, UI_HELV, curarea->win); uiBlockSetButmFunc(block, do_actuator_menu, NULL); uiDefBut(block, BUTM, 1, "Show Objects", 0, (short)(xco-=20), 160, 19, NULL, 0.0, 0.0, 1, 0, ""); uiDefBut(block, BUTM, 1, "Hide Objects", 0, (short)(xco-=20), 160, 19, NULL, 0.0, 0.0, 1, 1, ""); uiDefBut(block, SEPR, 0, "", 0, (short)(xco-=6), 160, 6, NULL, 0.0, 0.0, 0, 0, ""); uiDefBut(block, BUTM, 1, "Show Actuators", 0, (short)(xco-=20), 160, 19, NULL, 0.0, 0.0, 1, 2, ""); uiDefBut(block, BUTM, 1, "Hide Actuators", 0, (short)(xco-=20), 160, 19, NULL, 0.0, 0.0, 1, 3, ""); uiBlockSetDirection(block, UI_TOP); return block; } /* never used, see CVS 1.134 for the code */ /* static FreeCamera *new_freecamera(void) */ /* never used, see CVS 1.120 for the code */ /* static uiBlock *freecamera_menu(void) */ void gamebuts(void) { ID **idar; Object *ob; bProperty *prop; bSensor *sens; bController *cont; bActuator *act; uiBlock *block; uiBut *but; int a; short xco, yco, count, width, ycoo; char *pupstr, name[32]; int butreturn = 0; ob= OBACT; if(ob==0) return; uiSetButLock(ob->id.lib!=0, "Can't edit library data"); sprintf(name, "buttonswin %d", curarea->win); block= uiNewBlock(&curarea->uiblocks, name, UI_EMBOSSX, UI_HELV, curarea->win); uiBlockSetCol(block, BUTPURPLE); // uiDefButI(block, TOG|BIT|0, B_REDR, "X", // 15,205,10,19, &ob->gameflag2, 0, 0, 0, 0, // "Toggle to always ignore activity culling."); uiDefButI(block, TOG|BIT|2, B_REDR, "Actor", 25,205,60,19, &ob->gameflag, 0, 0, 0, 0, "Objects that are evaluated by the engine "); if(ob->gameflag & OB_ACTOR) { uiDefButI(block, TOG|BIT|9, B_REDR, "Ghost", 85,205,65,19, &ob->gameflag, 0, 0, 0, 0, "Objects that don't restitute collisions (like a ghost)"); uiDefButI(block, TOG|BIT|0, B_REDR, "Dynamic", 150,205,65,19, &ob->gameflag, 0, 0, 0, 0, "Motion defined by laws of physics"); if(ob->gameflag & OB_DYNAMIC) { uiDefButI(block, TOG|BIT|10, B_REDR, "Rigid Body", 215,205,135,19, &ob->gameflag, 0, 0, 0, 0, ""); uiDefButI(block, TOG|BIT|6, B_DIFF, "Do Fh", 10,185,50,19, &ob->gameflag, 0, 0, 0, 0, "Use Fh settings in Materials"); uiDefButI(block, TOG|BIT|7, B_DIFF, "Rot Fh", 60,185,50,19, &ob->gameflag, 0, 0, 0, 0, "Use face normal to rotate Object"); uiBlockSetCol(block, BUTGREY); uiDefButF(block, NUM, B_DIFF, "Mass:", 110, 185, 80, 19, &ob->mass, 0.01, 100.0, 10, 0, "The mass of the Object"); uiDefButF(block, NUM, REDRAWVIEW3D, "Size:", 190, 185, 80, 19, &ob->inertia, 0.01, 10.0, 10, 0, "Bounding sphere size"); uiDefButF(block, NUM, B_DIFF, "Form:", 270, 185, 80, 19, &ob->formfactor, 0.01, 100.0, 10, 0, "Form factor"); uiDefButF(block, NUM, B_DIFF, "Damp:", 10, 165, 100, 19, &ob->damping, 0.0, 1.0, 10, 0, "General movement damping"); uiDefButF(block, NUM, B_DIFF, "RotDamp:", 110, 165, 120, 19, &ob->rdamping, 0.0, 1.0, 10, 0, "General rotation damping"); uiDefButI(block, TOG|BIT|8, B_REDR, "Anisotropic", 230, 165, 120, 19, &ob->gameflag, 0.0, 1.0, 10, 0, "Enable anisotropic friction"); } } if (ob->gameflag & OB_ANISOTROPIC_FRICTION) { uiDefButF(block, NUM, B_DIFF, "x friction:", 10, 145, 114, 19, &ob->anisotropicFriction[0], 0.0, 1.0, 10, 0, "Relative friction coefficient in the x-direction."); uiDefButF(block, NUM, B_DIFF, "y friction:", 124, 145, 113, 19, &ob->anisotropicFriction[1], 0.0, 1.0, 10, 0, "Relative friction coefficient in the y-direction."); uiDefButF(block, NUM, B_DIFF, "z friction:", 237, 145, 113, 19, &ob->anisotropicFriction[2], 0.0, 1.0, 10, 0, "Relative friction coefficient in the z-direction."); } uiBlockSetCol(block, BUTSALMON); uiDefBut(block, BUT, B_ADD_PROP, "ADD property", 10, 110, 340, 24, NULL, 0.0, 100.0, 100, 0, ""); pupstr= "Types %t|Bool %x0|Int %x1|Float %x2|String %x3|Timer %x5"; a= 0; prop= ob->prop.first; while(prop) { uiBlockSetCol(block, BUTSALMON); but= uiDefBut(block, BUT, 1, "Del", 10, (short)(90-20*a), 40, 19, NULL, 0.0, 0.0, 1, (float)a, ""); uiButSetFunc(but, del_property, prop, NULL); uiBlockSetCol(block, BUTGREY); uiDefButS(block, MENU, B_CHANGE_PROP, pupstr, 50, (short)(90-20*a), 60, 19, &prop->type, 0, 0, 0, 0, ""); but= uiDefBut(block, TEX, 1, "Name:", 110, (short)(90-20*a), 105, 19, prop->name, 0, 31, 0, 0, ""); uiButSetFunc(but, make_unique_prop_names_cb, prop->name, (void*) 1); if (strcmp(prop->name, "Text") == 0) { butreturn = REDRAWVIEW3D; } else { butreturn = 0; } if(prop->type==PROP_BOOL) { uiBlockSetCol(block, BUTGREEN); uiDefButI(block, TOG|BIT|0, B_REDR, "True", 215, (short)(90-20*a), 55, 19, &prop->data, 0, 0, 0, 0, ""); uiDefButI(block, TOGN|BIT|0, B_REDR, "False", 270, (short)(90-20*a), 55, 19, &prop->data, 0, 0, 0, 0, ""); uiBlockSetCol(block, BUTGREY); } else if(prop->type==PROP_INT) uiDefButI(block, NUM, butreturn, "", 215, (short)(90-20*a), 110, 19, &prop->data, -10000, 10000, 0, 0, ""); else if(prop->type==PROP_FLOAT) uiDefButF(block, NUM, butreturn, "", 215, (short)(90-20*a), 110, 19, (float*) &prop->data, -10000, 10000, 100, 0, ""); else if(prop->type==PROP_STRING) uiDefBut(block, TEX, butreturn, "", 215, (short)(90-20*a), 110, 19, prop->poin, 0, 127, 0, 0, ""); else if(prop->type==PROP_TIME) uiDefButF(block, NUM, butreturn, "", 215, (short)(90-20*a), 110, 19, (float*) &prop->data, -10000, 10000, 0, 0, ""); uiDefButS(block, TOG|BIT|0, 0, "D", 325, (short)(90-20*a), 20, 19, &prop->flag, 0, 0, 0, 0, "Print Debug info"); a++; prop= prop->next; } uiClearButLock(); idar= get_selected_and_linked_obs(&count, G.buts->scaflag); /* ******************************* */ xco= 375; yco= 170; width= 230; uiBlockSetCol(block, BUTGREY); uiBlockSetEmboss(block, UI_EMBOSSM); uiDefBlockBut(block, sensor_menu, NULL, "Sensors", xco-10, yco+35, 80, 19, ""); uiBlockSetCol(block, BUTGREEN); uiBlockSetEmboss(block, UI_EMBOSSX); uiDefButS(block, TOG|BIT|0, B_REDR, "Sel", xco+110, yco+35, (width-100)/3, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show all selected Objects"); uiDefButS(block, TOG|BIT|1, B_REDR, "Act", xco+110+(width-100)/3, yco+35, (width-100)/3, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show active Object"); uiDefButS(block, TOG|BIT|2, B_REDR, "Link", xco+110+2*(width-100)/3, yco+35, (width-100)/3, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show linked Objects to Controller"); for(a=0; aid.lib!=0, "Can't edit library data"); if( (ob->scavisflag & OB_VIS_SENS) == 0) continue; /* presume it is only objects for now */ uiBlockSetEmboss(block, UI_EMBOSSX); uiBlockSetCol(block, BUTGREY); if(ob->sensors.first) uiSetCurFont(block, UI_HELVB); uiBlockSetCol(block, MIDGREY); uiDefButS(block, TOG|BIT|6, B_REDR, ob->id.name+2,(short)(xco-10), yco, (short)(width-30), 19, &ob->scaflag, 0, 31, 0, 0, "Object name, click to show/hide sensors"); if(ob->sensors.first) uiSetCurFont(block, UI_HELV); uiBlockSetCol(block, BUTSALMON); uiDefButS(block, TOG|BIT|8, B_ADD_SENS, "Add",(short)(xco+width-40), yco, 50, 19, &ob->scaflag, 0, 0, 0, 0, "Add a new Sensor"); yco-=20; if(ob->scaflag & OB_SHOWSENS) { sens= ob->sensors.first; while(sens) { uiBlockSetEmboss(block, UI_EMBOSSW); uiBlockSetCol(block, BUTSALMON); uiDefIconButS(block, TOG|BIT|1, B_DEL_SENS, ICON_X, xco, yco, 22, 19, &sens->flag, 0, 0, 0, 0, "Delete Sensor"); uiBlockSetCol(block, BUTGREY); uiDefIconButS(block, ICONTOG|BIT|0, B_REDR, ICON_RIGHTARROW, (short)(xco+width-22), yco, 22, 19, &sens->flag, 0, 0, 0, 0, "Sensor settings"); ycoo= yco; if(sens->flag & SENS_SHOW) { uiBlockSetCol(block, BUTYELLOW); uiDefButS(block, MENU, B_CHANGE_SENS, sensor_pup(), (short)(xco+22), yco, 100, 19, &sens->type, 0, 0, 0, 0, "Sensor type"); but= uiDefBut(block, TEX, 1, "", (short)(xco+122), yco, (short)(width-144), 19, sens->name, 0, 31, 0, 0, "Sensor name"); uiButSetFunc(but, make_unique_prop_names_cb, sens->name, (void*) 0); sens->otype= sens->type; uiBlockSetCol(block, BUTGREY); yco= draw_sensorbuttons(sens, block, xco, yco, width,ob->id.name); if(yco-6 < ycoo) ycoo= (yco+ycoo-20)/2; } else { set_col_sensor(sens->type, 1); glRecti(xco+22, yco, xco+width-22,yco+19); but= uiDefBut(block, LABEL, 0, sensor_name(sens->type), (short)(xco+22), yco, 100, 19, sens, 0, 0, 0, 0, ""); uiButSetFunc(but, sca_move_sensor, sens, NULL); but= uiDefBut(block, LABEL, 0, sens->name, (short)(xco+122), yco, (short)(width-144), 19, sens, 0, 31, 0, 0, ""); uiButSetFunc(but, sca_move_sensor, sens, NULL); } but= uiDefIconBut(block, LINK, 0, ICON_LINK, (short)(xco+width), ycoo, 19, 19, NULL, 0, 0, 0, 0, ""); uiSetButLink(but, NULL, (void ***)&(sens->links), &sens->totlinks, LINK_SENSOR, LINK_CONTROLLER); yco-=20; sens= sens->next; } yco-= 6; } } /* ******************************* */ xco= 675; yco= 170; width= 230; uiBlockSetCol(block, BUTGREY); uiBlockSetEmboss(block, UI_EMBOSSM); uiDefBlockBut(block, controller_menu, NULL, "Controllers", xco-10, yco+35, 100, 19, ""); uiBlockSetCol(block, BUTGREEN); uiBlockSetEmboss(block, UI_EMBOSSX); uiDefButS(block, TOG|BIT|3, B_REDR, "Sel", xco+110, yco+35, (width-100)/3, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show all selected Objects"); uiDefButS(block, TOG|BIT|4, B_REDR, "Act", xco+110+(width-100)/3, yco+35, (width-100)/3, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show active Object"); uiDefButS(block, TOG|BIT|5, B_REDR, "Link", xco+110+2*(width-100)/3, yco+35, (width-100)/3, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show linked Objects to Sensor/Actuator"); ob= OBACT; for(a=0; aid.lib!=0, "Can't edit library data"); if( (ob->scavisflag & OB_VIS_CONT) == 0) continue; /* presume it is only objects for now */ uiBlockSetEmboss(block, UI_EMBOSSX); uiBlockSetCol(block, BUTSALMON); uiDefButS(block, TOG|BIT|9, B_ADD_CONT, "Add",(short)(xco+width-40), yco, 50, 19, &ob->scaflag, 0, 0, 0, 0, "Add a new Controller"); uiBlockSetCol(block, MIDGREY); if(ob->controllers.first) uiSetCurFont(block, UI_HELVB); uiDefButS(block, TOG|BIT|11, B_REDR, ob->id.name+2,(short)(xco-10), yco, (short)(width-30), 19, &ob->scaflag, 0, 0, 0, 0, "Active Object name"); if(ob->controllers.first) uiSetCurFont(block, UI_HELV); yco-=20; if(ob->scaflag & OB_SHOWCONT) { cont= ob->controllers.first; while(cont) { uiBlockSetEmboss(block, UI_EMBOSSW); uiBlockSetCol(block, BUTSALMON); uiDefIconButS(block, TOG|BIT|1, B_DEL_CONT, ICON_X, xco, yco, 22, 19, &cont->flag, 0, 0, 0, 0, "Delete Controller"); uiBlockSetCol(block, BUTGREY); uiDefIconButS(block, ICONTOG|BIT|0, B_REDR, ICON_RIGHTARROW, (short)(xco+width-22), yco, 22, 19, &cont->flag, 0, 0, 0, 0, "Controller settings"); if(cont->flag & CONT_SHOW) { uiBlockSetCol(block, BUTYELLOW); cont->otype= cont->type; uiDefButS(block, MENU, B_CHANGE_CONT, controller_pup(),(short)(xco+22), yco, 100, 19, &cont->type, 0, 0, 0, 0, "Controller type"); but= uiDefBut(block, TEX, 1, "", (short)(xco+122), yco, (short)(width-144), 19, cont->name, 0, 31, 0, 0, "Controller name"); uiButSetFunc(but, make_unique_prop_names_cb, cont->name, (void*) 0); uiBlockSetCol(block, BUTGREY); ycoo= yco; yco= draw_controllerbuttons(cont, block, xco, yco, width); if(yco-6 < ycoo) ycoo= (yco+ycoo-20)/2; } else { cpack(0x999999); glRecti(xco+22, yco, xco+width-22,yco+19); but= uiDefBut(block, LABEL, 0, controller_name(cont->type), (short)(xco+22), yco, 100, 19, cont, 0, 0, 0, 0, "Controller type"); uiButSetFunc(but, sca_move_controller, cont, NULL); but= uiDefBut(block, LABEL, 0, cont->name,(short)(xco+122), yco,(short)(width-144), 19, cont, 0, 0, 0, 0, "Controller name"); uiButSetFunc(but, sca_move_controller, cont, NULL); ycoo= yco; } but= uiDefIconBut(block, LINK, 0, ICON_LINK, (short)(xco+width), ycoo, 19, 19, NULL, 0, 0, 0, 0, ""); uiSetButLink(but, NULL, (void ***)&(cont->links), &cont->totlinks, LINK_CONTROLLER, LINK_ACTUATOR); uiDefIconBut(block, INLINK, 0, ICON_INLINK,(short)(xco-19), ycoo, 19, 19, cont, LINK_CONTROLLER, 0, 0, 0, ""); yco-=20; cont= cont->next; } yco-= 6; } } /* ******************************* */ xco= 985; yco= 170; width= 280; uiBlockSetCol(block, BUTGREY); uiBlockSetEmboss(block, UI_EMBOSSM); uiDefBlockBut(block, actuator_menu, NULL, "Actuators", xco-10, yco+35, 100, 19, ""); uiBlockSetCol(block, BUTGREEN); uiBlockSetEmboss(block, UI_EMBOSSX); uiDefButS(block, TOG|BIT|6, B_REDR, "Sel", xco+110, yco+35, (width-110)/3, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show all selected Objects"); uiDefButS(block, TOG|BIT|7, B_REDR, "Act", xco+110+(width-110)/3, yco+35, (width-110)/3, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show active Object"); uiDefButS(block, TOG|BIT|8, B_REDR, "Link", xco+110+2*(width-110)/3, yco+35, (width-110)/3, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show linked Objects to Controller"); for(a=0; aid.lib!=0, "Can't edit library data"); if( (ob->scavisflag & OB_VIS_ACT) == 0) continue; /* presume it is only objects for now */ uiBlockSetEmboss(block, UI_EMBOSSX); uiBlockSetCol(block, BUTGREY); if(ob->actuators.first) uiSetCurFont(block, UI_HELVB); uiBlockSetCol(block, MIDGREY); uiDefButS(block, TOG|BIT|7, B_REDR, ob->id.name+2,(short)(xco-10), yco,(short)(width-30), 19, &ob->scaflag, 0, 31, 0, 0, "Object name, click to show/hide actuators"); if(ob->actuators.first) uiSetCurFont(block, UI_HELV); uiBlockSetCol(block, BUTSALMON); uiDefButS(block, TOG|BIT|10, B_ADD_ACT, "Add",(short)(xco+width-40), yco, 50, 19, &ob->scaflag, 0, 0, 0, 0, "Add a new Actuator"); yco-=20; if(ob->scaflag & OB_SHOWACT) { act= ob->actuators.first; while(act) { uiBlockSetEmboss(block, UI_EMBOSSW); uiBlockSetCol(block, BUTSALMON); uiDefIconButS(block, TOG|BIT|1, B_DEL_ACT, ICON_X, xco, yco, 22, 19, &act->flag, 0, 0, 0, 0, "Delete Actuator"); uiBlockSetCol(block, BUTGREY); uiDefIconButS(block, ICONTOG|BIT|0, B_REDR, ICON_RIGHTARROW, (short)(xco+width-22), yco, 22, 19, &act->flag, 0, 0, 0, 0, "Actuator settings"); if(act->flag & ACT_SHOW) { uiBlockSetCol(block, BUTYELLOW); act->otype= act->type; uiDefButS(block, MENU, B_CHANGE_ACT, actuator_pup(ob), (short)(xco+22), yco, 100, 19, &act->type, 0, 0, 0, 0, "Actuator type"); but= uiDefBut(block, TEX, 1, "", (short)(xco+122), yco, (short)(width-144), 19, act->name, 0, 31, 0, 0, "Actuator name"); uiButSetFunc(but, make_unique_prop_names_cb, act->name, (void*) 0); uiBlockSetCol(block, BUTGREY); ycoo= yco; yco= draw_actuatorbuttons(act, block, xco, yco, width); if(yco-6 < ycoo) ycoo= (yco+ycoo-20)/2; } else { set_col_actuator(act->type, 1); glRecti((short)(xco+22), yco, (short)(xco+width-22),(short)(yco+19)); but= uiDefBut(block, LABEL, 0, actuator_name(act->type), (short)(xco+22), yco, 100, 19, act, 0, 0, 0, 0, "Actuator type"); uiButSetFunc(but, sca_move_actuator, act, NULL); but= uiDefBut(block, LABEL, 0, act->name, (short)(xco+122), yco, (short)(width-144), 19, act, 0, 0, 0, 0, "Actuator name"); uiButSetFunc(but, sca_move_actuator, act, NULL); ycoo= yco; } uiDefIconBut(block, INLINK, 0, ICON_INLINK,(short)(xco-19), ycoo, 19, 19, act, LINK_ACTUATOR, 0, 0, 0, ""); yco-=20; act= act->next; } yco-= 6; } } uiComposeLinks(block); uiDrawBlock(block); if(idar) MEM_freeN(idar); }