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@ -2836,134 +2836,158 @@ void buttons_enji(uiBlock *block, Object *ob)
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void buttons_ketsji(uiBlock *block, Object *ob)
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{
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uiDefButBitI(block, TOG, OB_ACTOR, B_REDR, "Actor",
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10,205,55,19, &ob->gameflag, 0, 0, 0, 0,
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"Objects that are evaluated by the engine ");
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if(ob->gameflag & OB_ACTOR) {
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uiDefButBitI(block, TOG, OB_GHOST, B_REDR, "Ghost", 65,205,55,19,
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&ob->gameflag, 0, 0, 0, 0,
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"Objects that don't restitute collisions (like a ghost)");
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uiDefButBitI(block, TOG, OB_DYNAMIC, B_REDR, "Dynamic", 120,205,70,19,
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&ob->gameflag, 0, 0, 0, 0,
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"Motion defined by laws of physics");
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if(ob->gameflag & OB_DYNAMIC) {
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uiDefButBitI(block, TOG, OB_RIGID_BODY, B_REDR, "Rigid Body", 190,205,80,19,
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&ob->gameflag, 0, 0, 0, 0,
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"Enable rolling physics");
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uiDefButBitI(block, TOG, OB_COLLISION_RESPONSE, B_REDR, "No sleeping", 270,205,80,19,
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&ob->gameflag, 0, 0, 0, 0,
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"Disable auto (de)activation");
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uiDefButBitI(block, TOG, OB_DO_FH, B_DIFF, "Do Fh", 10,185,50,19,
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&ob->gameflag, 0, 0, 0, 0,
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"Use Fh settings in Materials");
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uiDefButBitI(block, TOG, OB_ROT_FH, B_DIFF, "Rot Fh", 60,185,50,19,
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&ob->gameflag, 0, 0, 0, 0,
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"Use face normal to rotate Object");
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uiDefButF(block, NUM, B_DIFF, "Mass:", 110, 185, 80, 19,
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&ob->mass, 0.01, 10000.0, 10, 0,
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"The mass of the Object");
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uiDefButF(block, NUM, REDRAWVIEW3D, "Radius:", 190, 185, 80, 19,
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&ob->inertia, 0.01, 10.0, 10, 0,
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"Bounding sphere radius");
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uiDefButF(block, NUM, B_DIFF, "Form:", 270, 185, 80, 19,
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&ob->formfactor, 0.01, 100.0, 10, 0,
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"Form factor");
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uiDefButF(block, NUM, B_DIFF, "Damp:", 10, 165, 100, 19,
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&ob->damping, 0.0, 1.0, 10, 0,
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"General movement damping");
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uiDefButF(block, NUM, B_DIFF, "RotDamp:", 110, 165, 120, 19,
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&ob->rdamping, 0.0, 1.0, 10, 0,
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"General rotation damping");
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uiDefButBitI(block, TOG, OB_ANISOTROPIC_FRICTION, B_REDR, "Anisotropic",
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230, 165, 120, 19,
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&ob->gameflag, 0.0, 1.0, 10, 0,
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"Enable anisotropic friction");
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}
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if (ob->gameflag & OB_ANISOTROPIC_FRICTION) {
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uiDefButF(block, NUM, B_DIFF, "x friction:", 10, 145, 114, 19,
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&ob->anisotropicFriction[0], 0.0, 1.0, 10, 0,
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"Relative friction coefficient in the x-direction.");
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uiDefButF(block, NUM, B_DIFF, "y friction:", 124, 145, 113, 19,
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&ob->anisotropicFriction[1], 0.0, 1.0, 10, 0,
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"Relative friction coefficient in the y-direction.");
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uiDefButF(block, NUM, B_DIFF, "z friction:", 237, 145, 113, 19,
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&ob->anisotropicFriction[2], 0.0, 1.0, 10, 0,
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"Relative friction coefficient in the z-direction.");
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}
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}
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if (!(ob->gameflag & OB_GHOST)) {
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uiDefButBitI(block, TOG, OB_PHYSICS, B_REDR, "Physics",
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10,205,70,19, &ob->gameflag, 0, 0, 0, 0,
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"Objects that have a physics representation");
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if (ob->gameflag & OB_PHYSICS) {
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uiBlockBeginAlign(block);
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uiDefButBitI(block, TOG, OB_BOUNDS, B_REDR, "Bounds", 10, 125, 75, 19,
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&ob->gameflag, 0, 0,0, 0,
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"Specify a bounds object for physics");
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if (ob->gameflag & OB_BOUNDS) {
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uiDefButS(block, MENU, REDRAWVIEW3D, "Boundary Display%t|Box%x0|Sphere%x1|Cylinder%x2|Cone%x3|Convex Hull Polytope%x5|Static TriangleMesh %x4",
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85, 125, 160, 19, &ob->boundtype, 0, 0, 0, 0, "Selects the collision type");
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uiDefButBitI(block, TOG, OB_CHILD, B_REDR, "Compound", 250,125,100,19,
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&ob->gameflag, 0, 0, 0, 0,
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"Add Children");
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uiDefButBitI(block, TOG, OB_ACTOR, B_REDR, "Actor",
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80,205,55,19, &ob->gameflag, 0, 0, 0, 0,
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"Objects that are evaluated by the engine ");
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if(ob->gameflag & OB_ACTOR) {
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uiDefButBitI(block, TOG, OB_GHOST, B_REDR, "Ghost", 135,205,55,19,
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&ob->gameflag, 0, 0, 0, 0,
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"Objects that don't restitute collisions (like a ghost)");
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uiDefButBitI(block, TOG, OB_DYNAMIC, B_REDR, "Dynamic", 190,205,75,19,
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&ob->gameflag, 0, 0, 0, 0,
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"Motion defined by laws of physics");
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if(ob->gameflag & OB_DYNAMIC) {
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uiDefButBitI(block, TOG, OB_RIGID_BODY, B_REDR, "Rigid Body", 265,205,85,19,
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&ob->gameflag, 0, 0, 0, 0,
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"Enable rolling physics");
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uiDefButF(block, NUM, B_DIFF, "Mass:", 10, 185, 130, 19,
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&ob->mass, 0.01, 10000.0, 10, 2,
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"The mass of the Object");
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uiDefButF(block, NUM, REDRAWVIEW3D, "Radius:", 140, 185, 130, 19,
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&ob->inertia, 0.01, 10.0, 10, 2,
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"Bounding sphere radius");
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uiDefButBitI(block, TOG, OB_COLLISION_RESPONSE, B_REDR, "No sleeping", 270,185,80,19,
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&ob->gameflag, 0, 0, 0, 0,
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"Disable auto (de)activation");
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uiDefButF(block, NUMSLI, B_DIFF, "Damp ", 10, 165, 150, 19,
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&ob->damping, 0.0, 1.0, 10, 0,
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"General movement damping");
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uiDefButF(block, NUMSLI, B_DIFF, "RotDamp ", 160, 165, 190, 19,
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&ob->rdamping, 0.0, 1.0, 10, 0,
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"General rotation damping");
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uiDefButBitI(block, TOG, OB_DO_FH, B_DIFF, "Do Fh", 10,145,50,19,
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&ob->gameflag, 0, 0, 0, 0,
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"Use Fh settings in Materials");
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uiDefButBitI(block, TOG, OB_ROT_FH, B_DIFF, "Rot Fh", 60,145,50,19,
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&ob->gameflag, 0, 0, 0, 0,
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"Use face normal to rotate Object");
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uiDefButF(block, NUM, B_DIFF, "Form:", 110, 145, 120, 19,
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&ob->formfactor, 0.01, 100.0, 10, 0,
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"Form factor");
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uiDefButBitI(block, TOG, OB_ANISOTROPIC_FRICTION, B_REDR, "Anisotropic",
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230, 145, 120, 19,
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&ob->gameflag, 0.0, 1.0, 10, 0,
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"Enable anisotropic friction");
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}
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if (ob->gameflag & OB_ANISOTROPIC_FRICTION) {
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uiDefButF(block, NUM, B_DIFF, "x friction:", 10, 125, 114, 19,
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&ob->anisotropicFriction[0], 0.0, 1.0, 10, 0,
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"Relative friction coefficient in the x-direction.");
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uiDefButF(block, NUM, B_DIFF, "y friction:", 124, 125, 113, 19,
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&ob->anisotropicFriction[1], 0.0, 1.0, 10, 0,
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"Relative friction coefficient in the y-direction.");
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uiDefButF(block, NUM, B_DIFF, "z friction:", 237, 125, 113, 19,
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&ob->anisotropicFriction[2], 0.0, 1.0, 10, 0,
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"Relative friction coefficient in the z-direction.");
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}
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}
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if (!(ob->gameflag & OB_GHOST)) {
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uiBlockBeginAlign(block);
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uiDefButBitI(block, TOG, OB_BOUNDS, B_REDR, "Bounds", 10, 105, 75, 19,
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&ob->gameflag, 0, 0,0, 0,
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"Specify a bounds object for physics");
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if (ob->gameflag & OB_BOUNDS) {
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uiDefButS(block, MENU, REDRAWVIEW3D, "Boundary Display%t|Box%x0|Sphere%x1|Cylinder%x2|Cone%x3|Convex Hull%x5|Static TriangleMesh %x4",
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85, 105, 160, 19, &ob->boundtype, 0, 0, 0, 0, "Selects the collision type");
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uiDefButBitI(block, TOG, OB_CHILD, B_REDR, "Compound", 250,105,100,19,
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&ob->gameflag, 0, 0, 0, 0,
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"Add Children");
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}
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uiBlockEndAlign(block);
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}
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uiBlockEndAlign(block);
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}
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}
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void buttons_bullet(uiBlock *block, Object *ob)
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{
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uiBlockBeginAlign(block);
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uiDefButBitI(block, TOG, OB_ACTOR, B_REDR, "Actor",
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10,205,55,19, &ob->gameflag, 0, 0, 0, 0,
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"Objects that are evaluated by the engine ");
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if(ob->gameflag & OB_ACTOR) {
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uiDefButBitI(block, TOG, OB_GHOST, B_REDR, "Ghost", 65,205,55,19,
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&ob->gameflag, 0, 0, 0, 0,
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"Objects that don't restitute collisions (like a ghost)");
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uiDefButBitI(block, TOG, OB_DYNAMIC, B_REDR, "Dynamic", 120,205,70,19,
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&ob->gameflag, 0, 0, 0, 0,
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"Motion defined by laws of physics");
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if(ob->gameflag & OB_DYNAMIC) {
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uiDefButBitI(block, TOG, OB_RIGID_BODY, B_REDR, "Rigid Body", 190,205,80,19,
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&ob->gameflag, 0, 0, 0, 0,
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"Enable rolling physics");
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uiDefButBitI(block, TOG, OB_COLLISION_RESPONSE, B_REDR, "No sleeping", 270,205,80,19,
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&ob->gameflag, 0, 0, 0, 0,
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"Disable auto (de)activation");
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uiDefButBitI(block, TOG, OB_PHYSICS, B_REDR, "Physics",
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10,205,70,19, &ob->gameflag, 0, 0, 0, 0,
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"Objects that have a physics representation");
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if (ob->gameflag & OB_PHYSICS) {
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uiBlockBeginAlign(block);
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uiDefButBitI(block, TOG, OB_ACTOR, B_REDR, "Actor",
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80,205,55,19, &ob->gameflag, 0, 0, 0, 0,
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"Objects that are detected by the Near and Radar sensor");
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if(ob->gameflag & OB_ACTOR) {
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uiDefButBitI(block, TOG, OB_GHOST, B_REDR, "Ghost", 135,205,55,19,
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&ob->gameflag, 0, 0, 0, 0,
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"Objects that don't restitute collisions (like a ghost)");
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uiDefButBitI(block, TOG, OB_DYNAMIC, B_REDR, "Dynamic", 190,205,75,19,
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&ob->gameflag, 0, 0, 0, 0,
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"Motion defined by laws of physics");
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if(ob->gameflag & OB_DYNAMIC) {
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uiDefButBitI(block, TOG, OB_RIGID_BODY, B_REDR, "Rigid Body", 265,205,85,19,
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&ob->gameflag, 0, 0, 0, 0,
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"Enable rolling physics");
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uiDefButF(block, NUM, B_DIFF, "Mass:", 10, 185, 170, 19,
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&ob->mass, 0.01, 10000.0, 10, 2,
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"The mass of the Object");
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uiDefButF(block, NUM, REDRAWVIEW3D, "Radius:", 180, 185, 170, 19,
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&ob->inertia, 0.01, 10.0, 10, 2,
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"Bounding sphere radius");
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uiDefButF(block, NUM, B_DIFF, "Mass:", 10, 185, 130, 19,
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&ob->mass, 0.01, 10000.0, 10, 2,
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"The mass of the Object");
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uiDefButF(block, NUM, REDRAWVIEW3D, "Radius:", 140, 185, 130, 19,
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&ob->inertia, 0.01, 10.0, 10, 2,
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"Bounding sphere radius, not used for other bounding shapes");
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uiDefButBitI(block, TOG, OB_COLLISION_RESPONSE, B_REDR, "No sleeping", 270,185,80,19,
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&ob->gameflag, 0, 0, 0, 0,
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"Disable auto (de)activation");
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uiDefButF(block, NUMSLI, B_DIFF, "Damp ", 10, 165, 150, 19,
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&ob->damping, 0.0, 1.0, 10, 0,
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"General movement damping");
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uiDefButF(block, NUMSLI, B_DIFF, "RotDamp ", 160, 165, 190, 19,
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&ob->rdamping, 0.0, 1.0, 10, 0,
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"General rotation damping");
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uiDefButF(block, NUMSLI, B_DIFF, "Damp ", 10, 165, 150, 19,
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&ob->damping, 0.0, 1.0, 10, 0,
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"General movement damping");
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uiDefButF(block, NUMSLI, B_DIFF, "RotDamp ", 160, 165, 190, 19,
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&ob->rdamping, 0.0, 1.0, 10, 0,
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"General rotation damping");
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}
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}
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}
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uiBlockEndAlign(block);
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uiBlockEndAlign(block);
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uiBlockBeginAlign(block);
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uiDefButBitI(block, TOG, OB_BOUNDS, B_REDR, "Bounds", 10, 125, 75, 19,
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&ob->gameflag, 0, 0,0, 0,
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"Specify a bounds object for physics");
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if (ob->gameflag & OB_BOUNDS) {
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uiDefButS(block, MENU, REDRAWVIEW3D, "Boundary Display%t|Box%x0|Sphere%x1|Cylinder%x2|Cone%x3|Convex Hull Polytope%x5|Static TriangleMesh %x4",
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//almost ready to enable this one: uiDefButS(block, MENU, REDRAWVIEW3D, "Boundary Display%t|Box%x0|Sphere%x1|Cylinder%x2|Cone%x3|Convex Hull Polytope%x5|Static TriangleMesh %x4|Dynamic Mesh %x5|",
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85, 125, 160, 19, &ob->boundtype, 0, 0, 0, 0, "Selects the collision type");
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uiDefButBitI(block, TOG, OB_CHILD, B_REDR, "Compound", 250,125,100,19,
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&ob->gameflag, 0, 0, 0, 0,
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"Add Children");
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uiBlockBeginAlign(block);
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if ((ob->gameflag & (OB_ACTOR|OB_DYNAMIC)) == (OB_ACTOR|OB_DYNAMIC)) {
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if (ob->margin < 0.001f)
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ob->margin = 0.06f;
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uiDefButF(block, NUM, B_DIFF, "Margin", 10, 105, 105, 19,
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&ob->margin, 0.001, 1.0, 1, 0,
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"Collision margin");
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|
} else {
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uiDefButF(block, NUM, B_DIFF, "Margin", 10, 105, 105, 19,
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&ob->margin, 0.0, 1.0, 1, 0,
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"Collision margin");
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}
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uiDefButBitI(block, TOG, OB_BOUNDS, B_REDR, "Bounds", 115, 105, 55, 19,
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&ob->gameflag, 0, 0,0, 0,
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"Specify a bounds object for physics");
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|
if (ob->gameflag & OB_BOUNDS) {
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|
uiDefButS(block, MENU, REDRAWVIEW3D, "Boundary Display%t|Box%x0|Sphere%x1|Cylinder%x2|Cone%x3|Convex Hull%x5|Static Mesh%x4",
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|
//almost ready to enable this one: uiDefButS(block, MENU, REDRAWVIEW3D, "Boundary Display%t|Box%x0|Sphere%x1|Cylinder%x2|Cone%x3|Convex Hull Polytope%x5|Static TriangleMesh %x4|Dynamic Mesh %x5|",
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170, 105, 105, 19, &ob->boundtype, 0, 0, 0, 0, "Selects the collision type");
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|
uiDefButBitI(block, TOG, OB_CHILD, B_REDR, "Compound", 275,105,75,19,
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&ob->gameflag, 0, 0, 0, 0,
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|
"Add Children");
|
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|
}
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|
uiBlockEndAlign(block);
|
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|
}
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uiBlockEndAlign(block);
|
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|
}
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static void check_object_state(void *arg1_but, void *arg2_mask)
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@ -3132,7 +3156,7 @@ void logic_buts(void)
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uiBlockSetCol(block, TH_AUTO);
|
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|
|
uiBlockBeginAlign(block);
|
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|
|
uiDefBut(block, BUT, B_ADD_PROP, "Add Property", 10, 90, 340, 24,
|
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|
uiDefBut(block, BUT, B_ADD_PROP, "Add Property", 10, 70, 340, 24,
|
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|
|
NULL, 0.0, 100.0, 100, 0,
|
|
|
|
|
"");
|
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|
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|
@ -3141,26 +3165,26 @@ void logic_buts(void)
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|
a= 0;
|
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|
|
|
prop= ob->prop.first;
|
|
|
|
|
while(prop) {
|
|
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|
|
but= uiDefBut(block, BUT, 1, "Del", 10, (short)(70-20*a), 40, 20, NULL, 0.0, 0.0, 1, (float)a, "");
|
|
|
|
|
but= uiDefBut(block, BUT, 1, "Del", 10, (short)(50-20*a), 40, 20, NULL, 0.0, 0.0, 1, (float)a, "");
|
|
|
|
|
uiButSetFunc(but, del_property, prop, NULL);
|
|
|
|
|
uiDefButS(block, MENU, B_CHANGE_PROP, pupstr, 50, (short)(70-20*a), 60, 20, &prop->type, 0, 0, 0, 0, "");
|
|
|
|
|
but= uiDefBut(block, TEX, 1, "Name:", 110, (short)(70-20*a), 110, 20, prop->name, 0, 31, 0, 0, "");
|
|
|
|
|
uiDefButS(block, MENU, B_CHANGE_PROP, pupstr, 50, (short)(50-20*a), 60, 20, &prop->type, 0, 0, 0, 0, "");
|
|
|
|
|
but= uiDefBut(block, TEX, 1, "Name:", 110, (short)(50-20*a), 110, 20, prop->name, 0, 31, 0, 0, "");
|
|
|
|
|
uiButSetFunc(but, make_unique_prop_names_cb, prop->name, (void*) 1);
|
|
|
|
|
|
|
|
|
|
if(prop->type==PROP_BOOL) {
|
|
|
|
|
uiDefButBitI(block, TOG, 1, B_REDR, "True", 220, (short)(70-20*a), 55, 20, &prop->data, 0, 0, 0, 0, "");
|
|
|
|
|
uiDefButBitI(block, TOGN, 1, B_REDR, "False", 270, (short)(70-20*a), 55, 20, &prop->data, 0, 0, 0, 0, "");
|
|
|
|
|
uiDefButBitI(block, TOG, 1, B_REDR, "True", 220, (short)(50-20*a), 55, 20, &prop->data, 0, 0, 0, 0, "");
|
|
|
|
|
uiDefButBitI(block, TOGN, 1, B_REDR, "False", 270, (short)(50-20*a), 55, 20, &prop->data, 0, 0, 0, 0, "");
|
|
|
|
|
}
|
|
|
|
|
else if(prop->type==PROP_INT)
|
|
|
|
|
uiDefButI(block, NUM, B_REDR, "", 220, (short)(70-20*a), 110, 20, &prop->data, -10000, 10000, 0, 0, "");
|
|
|
|
|
uiDefButI(block, NUM, B_REDR, "", 220, (short)(50-20*a), 110, 20, &prop->data, -10000, 10000, 0, 0, "");
|
|
|
|
|
else if(prop->type==PROP_FLOAT)
|
|
|
|
|
uiDefButF(block, NUM, B_REDR, "", 220, (short)(70-20*a), 110, 20, (float*) &prop->data, -10000, 10000, 100, 3, "");
|
|
|
|
|
uiDefButF(block, NUM, B_REDR, "", 220, (short)(50-20*a), 110, 20, (float*) &prop->data, -10000, 10000, 100, 3, "");
|
|
|
|
|
else if(prop->type==PROP_STRING)
|
|
|
|
|
uiDefBut(block, TEX, B_REDR, "", 220, (short)(70-20*a), 110, 20, prop->poin, 0, 127, 0, 0, "");
|
|
|
|
|
uiDefBut(block, TEX, B_REDR, "", 220, (short)(50-20*a), 110, 20, prop->poin, 0, 127, 0, 0, "");
|
|
|
|
|
else if(prop->type==PROP_TIME)
|
|
|
|
|
uiDefButF(block, NUM, B_REDR, "", 220, (short)(70-20*a), 110, 20, (float*) &prop->data, -10000, 10000, 100, 3, "");
|
|
|
|
|
uiDefButF(block, NUM, B_REDR, "", 220, (short)(50-20*a), 110, 20, (float*) &prop->data, -10000, 10000, 100, 3, "");
|
|
|
|
|
|
|
|
|
|
uiDefButBitS(block, TOG, PROP_DEBUG, B_REDR, "D", 330, (short)(70-20*a), 20, 20, &prop->flag, 0, 0, 0, 0, "Print Debug info");
|
|
|
|
|
uiDefButBitS(block, TOG, PROP_DEBUG, B_REDR, "D", 330, (short)(50-20*a), 20, 20, &prop->flag, 0, 0, 0, 0, "Print Debug info");
|
|
|
|
|
|
|
|
|
|
a++;
|
|
|
|
|
prop= prop->next;
|
|
|
|
|