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buttons_logic.c

/**
 * $Id: 
 *
 * ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version. The Blender
 * Foundation also sells licenses for use in proprietary software under
 * the Blender License.  See http://www.blender.org/BL/ for information
 * about this.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software Foundation,
 * Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 *
 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
 * All rights reserved.
 *
 * The Original Code is: all of this file.
 *
 * Contributor(s): none yet.
 *
 * ***** END GPL/BL DUAL LICENSE BLOCK *****
 */

#include <stdlib.h>
#include <math.h>
#include <string.h>

#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

#ifndef WIN32
#include <unistd.h>
#else
#include <io.h>
#include "BLI_winstuff.h"
#endif   

#include "MEM_guardedalloc.h"

#include "BLI_blenlib.h"
#include "BLI_arithb.h"

#include "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_userdef_types.h"
#include "DNA_view3d_types.h"
#include "DNA_mesh_types.h"
#include "DNA_world_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_butspace.h"
#include "BIF_screen.h"
#include "BIF_keyval.h"
#include "BIF_editsound.h"

#include "BDR_editcurve.h"
#include "BSE_buttons.h"
#include "BSE_headerbuttons.h"
#include "BSE_filesel.h"

#include "blendef.h"
#include "mydevice.h"
#include "nla.h"  /* For __NLA : Important, do not remove */
#include "butspace.h" // own module

/* 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;
      }
      BIF_undo_push("Delete property");
      allqueue(REDRAWBUTSLOGIC, 0);
      
}

static int vergname(const void *v1, const void *v2)
{
      char **x1, **x2;
      
      x1= (char **)v1;
      x2= (char **)v2;
      
      return strcmp(*x1, *x2);
}

void make_unique_prop_names(char *str)
{
      Object *ob;
      bProperty *prop;
      bSensor *sens;
      bController *cont;
      bActuator *act;
      ID **idar;
      short a, obcount, propcount=0, nr;
      char **names;
      
      /* this function is called by a Button, and gives the current
       * stringpointer as an argument, this is the one that can change
       */

      idar= get_selected_and_linked_obs(&obcount, BUTS_SENS_SEL|BUTS_SENS_ACT|BUTS_ACT_SEL|BUTS_ACT_ACT|BUTS_CONT_SEL|BUTS_CONT_ACT);
      
      /* for each object, make properties and sca names unique */
      
      /* count total names */
      for(a=0; a<obcount; a++) {
            ob= (Object *)idar[a];
            propcount+= BLI_countlist(&ob->prop);
            propcount+= BLI_countlist(&ob->sensors);
            propcount+= BLI_countlist(&ob->controllers);
            propcount+= BLI_countlist(&ob->actuators);
      }     
      if(propcount==0) {
            if(idar) MEM_freeN(idar);
            return;
      }
      
      /* make names array for sorting */
      names= MEM_callocN(propcount*sizeof(void *), "names");

      /* count total names */
      nr= 0;
      for(a=0; a<obcount; a++) {
            ob= (Object *)idar[a];
            prop= ob->prop.first;
            while(prop) {
                  names[nr++]= prop->name;
                  prop= prop->next;
            }
            sens= ob->sensors.first;
            while(sens) {
                  names[nr++]= sens->name;
                  sens= sens->next;
            }
            cont= ob->controllers.first;
            while(cont) {
                  names[nr++]= cont->name;
                  cont= cont->next;
            }
            act= ob->actuators.first;
            while(act) {
                  names[nr++]= act->name;
                  act= act->next;
            }
      }

      qsort(names, propcount, sizeof(void *), vergname);
      
      /* now we check for double names, and change them */
      
      for(nr=0; nr<propcount; nr++) {
            if(names[nr]!=str && strcmp( names[nr], str )==0 ) {
                  BLI_newname(str, +1);
            }
      }
      
      MEM_freeN(idar);
      MEM_freeN(names);
}

static void make_unique_prop_names_cb(void *strv, void *redraw_view3d_flagv)
{
      char *str= strv;
      int redraw_view3d_flag= (int) redraw_view3d_flagv;

      make_unique_prop_names(str);
      if (redraw_view3d_flag) allqueue(REDRAWVIEW3D, 0);
}

static void sca_move_sensor(void *datav, void *data2_unused)
{
      bSensor *sens_to_delete= datav;
      int val;
      Base *base;
      bSensor *sens;
      
      val= pupmenu("Move up%x1|Move down %x2");
      
      if(val>0) {
            /* now find out which object has this ... */
            base= FIRSTBASE;
            while(base) {
            
                  sens= base->object->sensors.first;
                  while(sens) {
                        if(sens == sens_to_delete) break;
                        sens= sens->next;
                  }
                  
                  if(sens) {
                        if( val==1 && sens->prev) {
                              BLI_remlink(&base->object->sensors, sens);
                              BLI_insertlinkbefore(&base->object->sensors, sens->prev, sens);
                        }
                        else if( val==2 && sens->next) {
                              BLI_remlink(&base->object->sensors, sens);
                              BLI_insertlink(&base->object->sensors, sens->next, sens);
                        }
                        BIF_undo_push("Move sensor");
                        allqueue(REDRAWBUTSLOGIC, 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);
                        }
                        BIF_undo_push("Move controller");
                        allqueue(REDRAWBUTSLOGIC, 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);
                        }
                        BIF_undo_push("Move actuator");
                        allqueue(REDRAWBUTSLOGIC, 0);
                        break;
                  }
                  
                  base= base->next;
            }
      }
}

void do_logic_buts(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_SETSECTOR:
            /* check for inconsistant types */
            ob->gameflag &= ~(OB_PROP|OB_MAINACTOR|OB_DYNAMIC|OB_ACTOR);
            ob->dtx |= OB_BOUNDBOX;
            allqueue(REDRAWBUTSGAME, 0);
            allqueue(REDRAWVIEW3D, 0);
            break;
            
      case B_SETPROP:
            /* check for inconsistant types */
            ob->gameflag &= ~(OB_SECTOR|OB_MAINACTOR|OB_DYNAMIC|OB_ACTOR);
            allqueue(REDRAWBUTSGAME, 0);
            allqueue(REDRAWVIEW3D, 0);
            break;

      case B_SETACTOR:
      case B_SETDYNA:
      case B_SETMAINACTOR:
            ob->gameflag &= ~(OB_SECTOR|OB_PROP);
            allqueue(REDRAWBUTSGAME, 0);
            allqueue(REDRAWVIEW3D, 0);
            break;


      case B_ADD_PROP:
            prop= new_property(PROP_FLOAT);
            make_unique_prop_names(prop->name);
            BLI_addtail(&ob->prop, prop);
            BIF_undo_push("Add property");
            allqueue(REDRAWBUTSLOGIC, 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(REDRAWBUTSLOGIC, 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;
            }
            
            BIF_undo_push("Add sensor");
            allqueue(REDRAWBUTSLOGIC, 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(REDRAWBUTSLOGIC, 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;
            }
            BIF_undo_push("Delete sensor");
            allqueue(REDRAWBUTSLOGIC, 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;
            }
            BIF_undo_push("Add controller");
            allqueue(REDRAWBUTSLOGIC, 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(REDRAWBUTSLOGIC, 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;
            }
            BIF_undo_push("Delete controller");
            allqueue(REDRAWBUTSLOGIC, 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;
            }
            BIF_undo_push("Add actuator");
            allqueue(REDRAWBUTSLOGIC, 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(REDRAWBUTSLOGIC, 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;
            }
            BIF_undo_push("Delete actuator");
            allqueue(REDRAWBUTSLOGIC, 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;

                                    if(sa->sndnr == -2) {
                                          activate_databrowse((ID *)G.main->sound.first, ID_SO, 0, B_SOUNDACT_BROWSE,
                                                                  &sa->sndnr, do_logic_buts);
                                          break;
                                    }

                                    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(REDRAWBUTSLOGIC, 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)
{
      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";
      }
}



static void set_sca_ob(Object *ob)
{
      bController *cont;
      bActuator *act;

      cont= ob->controllers.first;
      while(cont) {
            cont->mynew= (bController *)ob;
            cont= cont->next;
      }
      act= ob->actuators.first;
      while(act) {
            act->mynew= (bActuator *)ob;
            act= act->next;
      }
}

static ID **get_selected_and_linked_obs(short *count, short scavisflag)
{
      Base *base;
      Object *ob, *obt;
      ID **idar;
      bSensor *sens;
      bController *cont;
      unsigned int lay;
      int a, nr, doit;
      
      /* we need a sorted object list */
      /* set scavisflags flags in Objects to indicate these should be evaluated */
      /* also hide ob pointers in ->new entries of controllerss/actuators */
      
      *count= 0;
      
      if(G.scene==NULL) return NULL;
      
      ob= G.main->object.first;
      while(ob) {
            ob->scavisflag= 0;
            set_sca_ob(ob);
            ob= ob->id.next;
      }
      
      if(G.vd) lay= G.vd->lay;
      else lay= G.scene->lay;
      
      base= FIRSTBASE;
      while(base) {
            if(base->lay & lay) {
                  if(base->flag & SELECT) {
                        if(scavisflag & BUTS_SENS_SEL) base->object->scavisflag |= OB_VIS_SENS;
                        if(scavisflag & BUTS_CONT_SEL) base->object->scavisflag |= OB_VIS_CONT;
                        if(scavisflag & BUTS_ACT_SEL) base->object->scavisflag |= OB_VIS_ACT;
                  }
            }
            base= base->next;
      }

      if(OBACT) {
            if(scavisflag & BUTS_SENS_ACT) OBACT->scavisflag |= OB_VIS_SENS;
            if(scavisflag & BUTS_CONT_ACT) OBACT->scavisflag |= OB_VIS_CONT;
            if(scavisflag & BUTS_ACT_ACT) OBACT->scavisflag |= OB_VIS_ACT;
      }
      
      if(scavisflag & (BUTS_SENS_LINK|BUTS_CONT_LINK|BUTS_ACT_LINK)) {
            doit= 1;
            while(doit) {
                  doit= 0;
                  
                  ob= G.main->object.first;
                  while(ob) {
                  
                        /* 1st case: select sensor when controller selected */
                        if((scavisflag & BUTS_SENS_LINK) && (ob->scavisflag & OB_VIS_SENS)==0) {
                              sens= ob->sensors.first;
                              while(sens) {
                                    for(a=0; a<sens->totlinks; a++) {
                                          if(sens->links[a]) {
                                                obt= (Object *)sens->links[a]->mynew;
                                                if(obt && (obt->scavisflag & OB_VIS_CONT)) {
                                                      doit= 1;
                                                      ob->scavisflag |= OB_VIS_SENS;
                                                      break;
                                                }
                                          }
                                    }
                                    if(doit) break;
                                    sens= sens->next;
                              }
                        }
                        
                        /* 2nd case: select cont when act selected */
                        if((scavisflag & BUTS_CONT_LINK)  && (ob->scavisflag & OB_VIS_CONT)==0) {
                              cont= ob->controllers.first;
                              while(cont) {
                                    for(a=0; a<cont->totlinks; a++) {
                                          if(cont->links[a]) {
                                                obt= (Object *)cont->links[a]->mynew;
                                                if(obt && (obt->scavisflag & OB_VIS_ACT)) {
                                                      doit= 1;
                                                      ob->scavisflag |= OB_VIS_CONT;
                                                      break;
                                                }
                                          }
                                    }
                                    if(doit) break;
                                    cont= cont->next;
                              }
                        }
                        
                        /* 3rd case: select controller when sensor selected */
                        if((scavisflag & BUTS_CONT_LINK) && (ob->scavisflag & OB_VIS_SENS)) {
                              sens= ob->sensors.first;
                              while(sens) {
                                    for(a=0; a<sens->totlinks; a++) {
                                          if(sens->links[a]) {
                                                obt= (Object *)sens->links[a]->mynew;
                                                if(obt && (obt->scavisflag & OB_VIS_CONT)==0) {
                                                      doit= 1;
                                                      obt->scavisflag |= OB_VIS_CONT;
                                                }
                                          }
                                    }
                                    sens= sens->next;
                              }
                        }
                        
                        /* 4th case: select actuator when controller selected */
                        if( (scavisflag & BUTS_ACT_LINK)  && (ob->scavisflag & OB_VIS_CONT)) {
                              cont= ob->controllers.first;
                              while(cont) {
                                    for(a=0; a<cont->totlinks; a++) {
                                          if(cont->links[a]) {
                                                obt= (Object *)cont->links[a]->mynew;
                                                if(obt && (obt->scavisflag & OB_VIS_ACT)==0) {
                                                      doit= 1;
                                                      obt->scavisflag |= OB_VIS_ACT;
                                                }
                                          }
                                    }
                                    cont= cont->next;
                              }
                              
                        }
                        ob= ob->id.next;
                  }
            }
      } 
      
      /* now we count */
      ob= G.main->object.first;
      while(ob) {
            if( ob->scavisflag ) (*count)++;
            ob= ob->id.next;
      }

      if(*count==0) return NULL;
      if(*count>24) *count= 24;           /* temporal */
      
      idar= MEM_callocN( (*count)*sizeof(void *), "idar");
      
      ob= G.main->object.first;
      nr= 0;
      while(ob) {
            if( ob->scavisflag ) {
                  idar[nr]= (ID *)ob;
                  nr++;
            }
            if(nr>=24) break;
            ob= ob->id.next;
      }
      
      /* just to be sure... these were set in set_sca_done_ob() */
      clear_sca_new_poins();
      
      return idar;
}


static int get_col_sensor(int type)
{
      switch(type) {
      case SENS_ALWAYS:       return TH_BUT_ACTION;
      case SENS_TOUCH:        return TH_BUT_NEUTRAL;
      case SENS_COLLISION:    return TH_BUT_SETTING;
      case SENS_NEAR:               return TH_BUT_SETTING1; 
      case SENS_KEYBOARD:           return TH_BUT_SETTING2;
      case SENS_PROPERTY:           return TH_BUT_NUM;
      case SENS_MOUSE:        return TH_BUT_TEXTFIELD;
      case SENS_RADAR:        return TH_BUT_POPUP;
      case SENS_RANDOM:       return TH_BUT_NEUTRAL;
      case SENS_RAY:                return TH_BUT_SETTING1;
      case SENS_MESSAGE:            return TH_BUT_SETTING2;
      default:                      return TH_BUT_NEUTRAL;
      }
}
static void set_col_sensor(int type, int medium)
{
      int col= get_col_sensor(type);
      BIF_ThemeColorShade(col, medium?30:0);
}

/**
 * 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, 0.0, 0.0, 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_EMBOSSM);
      
      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, TH_BUT_SETTING2);
                  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 min 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|Wheel Up %x5|Wheel Down %x6|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, TH_AUTO);
      
      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_EMBOSSM);
      
      switch (cont->type) {
      case CONT_EXPRESSION:
            ysize= 28;

            BIF_ThemeColor(TH_BUT_SETTING);
            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_ThemeColor(TH_BUT_SETTING1);
            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_ThemeColor(TH_BUT_NEUTRAL);
            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, TH_AUTO);

      return yco;
}

static int get_col_actuator(int type)
{
      switch(type) {
      case ACT_ACTION:        return TH_BUT_ACTION;
      case ACT_OBJECT:        return TH_BUT_NEUTRAL;
      case ACT_IPO:                 return TH_BUT_SETTING;
      case ACT_PROPERTY:            return TH_BUT_SETTING1;
      case ACT_SOUND:               return TH_BUT_SETTING2;
      case ACT_CD:                  return TH_BUT_NUM;
      case ACT_CAMERA:        return TH_BUT_TEXTFIELD;
      case ACT_EDIT_OBJECT:   return TH_BUT_POPUP;
      case ACT_GROUP:               return TH_BUT_ACTION;
      case ACT_RANDOM:        return TH_BUT_NEUTRAL;
      case ACT_SCENE:               return TH_BUT_SETTING;
      case ACT_MESSAGE:       return TH_BUT_SETTING1;
      case ACT_GAME:                return TH_BUT_SETTING2;
      case ACT_VISIBILITY:    return TH_BUT_NUM;
      case ACT_CONSTRAINT:    return TH_BUT_ACTION;
      default:                      return TH_BUT_NEUTRAL;
      }
}
static void set_col_actuator(int item, int medium) 
{
      int col= get_col_actuator(item);
      BIF_ThemeColorShade(col, medium?30:10);
      
}

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_EMBOSSM);
      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);
                  
                  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, "");
                  
                  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");
                  
                  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");
                  
                  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;
                  
                  //          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, "");
                  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");
                  /* 
                  Key2key was disabled.... the settings below should not be reused without 
                  thought, because they interfere with other variables.
                  
                    if(ia->type==ACT_IPO_KEY2KEY) {
                    
                        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");
                        
                        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);
                  
                  if(G.main->sound.first) {
                        IDnames_to_pupstring(&str, "Sound files", NULL, &(G.main->sound), (ID *)sa->sound, &(sa->sndnr));
                        /* reset this value, it is for handling the event */
                        sa->sndnr = 0;
                        uiDefButS(block, MENU, B_SOUNDACT_BROWSE, str, xco+10,yco-22,20,19, &(sa->sndnr), 0, 0, 0, 0, "");    

                        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");
                        }
                        MEM_freeN(str);
                  } 
                  else {
                        uiDefBut(block, LABEL, 0, "Use Sound window (F10) to load samples", xco, yco-24, width, 19, NULL, 0, 0, 0, 0, "");
                  }
                              
                  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");
                  uiDefButS(block, TOG, 0, "3D",      xco+width-50, yco-44, 40, 19, &eoa->flag, 0.0, 0.0, 0, 0, "Enable 3D tracking");
            }
            
            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 name 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);

      return yco-4;
}

static void do_sensor_menu(void *arg, int event)
{     
      ID **idar;
      Object *ob;
      bSensor *sens;
      short count, a;
      
      idar= get_selected_and_linked_obs(&count, G.buts->scaflag);
      
      for(a=0; a<count; a++) {
            ob= (Object *)idar[a];
            if(event==0 || event==2) ob->scaflag |= OB_SHOWSENS;
            else if(event==1) ob->scaflag &= ~OB_SHOWSENS;
      }
            
      for(a=0; a<count; a++) {
            ob= (Object *)idar[a];
            sens= ob->sensors.first;
            while(sens) {
                  if(event==2) sens->flag |= SENS_SHOW;
                  else if(event==3) sens->flag &= ~SENS_SHOW;
                  sens= sens->next;
            }
      }

      if(idar) MEM_freeN(idar);
      allqueue(REDRAWBUTSLOGIC, 0);
}

static uiBlock *sensor_menu(void *arg_unused)
{
      uiBlock *block;
      int yco=0;
      
      block= uiNewBlock(&curarea->uiblocks, "filemenu", UI_EMBOSSP, UI_HELV, curarea->win);
      uiBlockSetButmFunc(block, do_sensor_menu, NULL);
      
      uiDefBut(block, BUTM, 1, "Show Objects",  0, (short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 1, 0, "");
      uiDefBut(block, BUTM, 1, "Hide Objects",  0, (short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 1, 1, "");
      uiDefBut(block, SEPR, 0, "",  0, (short)(yco-=6), 160, 6, NULL, 0.0, 0.0, 0, 0, "");
      uiDefBut(block, BUTM, 1, "Show Sensors",  0, (short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 1, 2, "");
      uiDefBut(block, BUTM, 1, "Hide Sensors",  0, (short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 1, 3, "");

      uiBlockSetDirection(block, UI_TOP);
      
      return block;
}

static void do_controller_menu(void *arg, int event)
{     
      ID **idar;
      Object *ob;
      bController *cont;
      short count, a;
      
      idar= get_selected_and_linked_obs(&count, G.buts->scaflag);
      
      for(a=0; a<count; a++) {
            ob= (Object *)idar[a];
            if(event==0 || event==2) ob->scaflag |= OB_SHOWCONT;
            else if(event==1) ob->scaflag &= ~OB_SHOWCONT;
      }

      for(a=0; a<count; a++) {
            ob= (Object *)idar[a];
            cont= ob->controllers.first;
            while(cont) {
                  if(event==2) cont->flag |= CONT_SHOW;
                  else if(event==3) cont->flag &= ~CONT_SHOW;
                  cont= cont->next;
            }
      }

      if(idar) MEM_freeN(idar);
      allqueue(REDRAWBUTSLOGIC, 0);
}

static uiBlock *controller_menu(void *arg_unused)
{
      uiBlock *block;
      int yco=0;
      
      block= uiNewBlock(&curarea->uiblocks, "filemenu", UI_EMBOSSP, UI_HELV, curarea->win);
      uiBlockSetButmFunc(block, do_controller_menu, NULL);
      
      uiDefBut(block, BUTM, 1, "Show Objects",  0, (short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 1, 0, "");
      uiDefBut(block, BUTM, 1, "Hide Objects",  0,(short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 1, 1, "");
      uiDefBut(block, SEPR, 0, "",                          0, (short)(yco-=6), 160, 6, NULL, 0.0, 0.0, 0, 0, "");
      uiDefBut(block, BUTM, 1, "Show Controllers",    0, (short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 2, 2, "");
      uiDefBut(block, BUTM, 1, "Hide Controllers",    0, (short)(yco-=20), 160, 19, NULL, 0.0, 0.0, 3, 3, "");

      uiBlockSetDirection(block, UI_TOP);
      
      return block;
}

static void do_actuator_menu(void *arg, int event)
{     
      ID **idar;
      Object *ob;
      bActuator *act;
      short count, a;
      
      idar= get_selected_and_linked_obs(&count, G.buts->scaflag);
      
      for(a=0; a<count; a++) {
            ob= (Object *)idar[a];
            if(event==0 || event==2) ob->scaflag |= OB_SHOWACT;
            else if(event==1) ob->scaflag &= ~OB_SHOWACT;
      }

      for(a=0; a<count; a++) {
            ob= (Object *)idar[a];
            act= ob->actuators.first;
            while(act) {
                  if(event==2) act->flag |= ACT_SHOW;
                  else if(event==3) act->flag &= ~ACT_SHOW;
                  act= act->next;
            }
      }

      if(idar) MEM_freeN(idar);
      allqueue(REDRAWBUTSLOGIC, 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;
}


void buttons_enji(uiBlock *block, Object *ob)
{
      uiDefBut(block, TOG|INT|BIT|13, B_SETSECTOR, "Sector",
                   10,205,65,19, &ob->gameflag, 0, 0, 0, 0, 
                   "All game elements should be in the Sector boundbox");
      uiDefBut(block, TOG|INT|BIT|14, B_SETPROP, "Prop",
                   75,205,65,19, &ob->gameflag, 0, 0, 0, 0, 
                   "An Object fixed within a sector");
      uiBlockSetCol(block, BUTPURPLE);
      uiDefBut(block, TOG|INT|BIT|2, B_SETACTOR, "Actor",
                   140,205,65,19, &ob->gameflag, 0, 0, 0, 0, 
                   "Objects that are evaluated by the engine ");
      if(ob->gameflag & OB_ACTOR) { 
            uiDefBut(block, TOG|INT|BIT|0, B_SETDYNA, "Dynamic",
                         205,205,75,19, &ob->gameflag, 0, 0, 0, 0, 
                         "Motion defined by laws of physics");
            uiDefBut(block, TOG|INT|BIT|15, B_SETMAINACTOR, "MainActor",
                         280,205,70,19, &ob->gameflag, 0, 0, 0, 0, "");
            
            if(ob->gameflag & OB_DYNAMIC) {
                  uiDefBut(block, TOG|INT|BIT|6, B_DIFF, "Do Fh",
                               10,185,50,19, &ob->gameflag, 0, 0, 0, 0, 
                               "Use Fh settings in Materials");
                  uiDefBut(block, TOG|INT|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);
                  uiDefBut(block, NUM|FLO, B_DIFF, "Mass:",
                               110, 185, 120, 19, &ob->mass, 0.01, 100.0, 10, 0, 
                               "The mass of the Object");
                  uiDefBut(block, NUM|FLO, REDRAWVIEW3D, "Size:",
                               230, 185, 120, 19, &ob->inertia, 0.01, 10.0, 10, 0, 
                               "Bounding sphere size");
                  uiDefBut(block, NUM|FLO, B_DIFF, "Damp:",
                               10, 165, 100, 19, &ob->damping, 0.0, 1.0, 10, 0, 
                               "General movement damping");
                  uiDefBut(block, NUM|FLO, B_DIFF, "RotDamp:",
                               110, 165, 120, 19, &ob->rdamping, 0.0, 1.0, 10, 0, 
                               "General rotation damping");
            }
      }

}

void buttons_ketsji(uiBlock *block, Object *ob)
{
      uiDefButI(block, TOG|BIT|2, B_REDR, "Actor",
                    10,205,75,19, &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, 
                                "Enable rolling physics");
                  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");
                  uiDefButF(block, NUM, B_DIFF, "Mass:", 110, 185, 80, 19, 
                                &ob->mass, 0.01, 10000.0, 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.");
            }
      }

      if (!(ob->gameflag & OB_GHOST)) {
            uiDefButI(block, TOG|BIT|11, B_REDR, "Bounds", 10, 125, 75, 19,
                        &ob->gameflag, 0, 0,0, 0,
                        "Specify a bounds object for physics");
            if (ob->gameflag & OB_BOUNDS) {
                  uiDefButS(block, MENU, REDRAWVIEW3D, "Boundary Display%t|Box%x0|Sphere%x1|Cylinder%x2|Cone%x3|Polyheder%x4|Polytope%x5",
                        85, 125, 100, 19, &ob->boundtype, 0, 0, 0, 0, "Selects the boundary display type");
            }
      }
}

/* 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 logic_buts(void)
{
      ID **idar;
      Object *ob;
      bProperty *prop;
      bSensor *sens;
      bController *cont;
      bActuator *act;
      uiBlock *block;
      uiBut *but;
      World *wrld;
      int a;
      short xco, yco, count, width, ycoo;
      char *pupstr, name[32];
      int butreturn = 0;

      wrld= G.scene->world;

      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_EMBOSS, UI_HELV, curarea->win);
      
      uiBlockSetCol(block, TH_BUT_SETTING2);

      if(wrld) {
            if (wrld->physicsEngine == 1) buttons_enji(block, ob);
            if ( (wrld->physicsEngine == 4) || (wrld->physicsEngine == 2) )
                  buttons_ketsji(block, ob);
      }
      else buttons_ketsji(block, ob);
      
      uiBlockSetCol(block, TH_AUTO);
      uiDefBut(block, BUT, B_ADD_PROP, "ADD property",            10, 90, 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) {
            
            but= uiDefBut(block, BUT, 1, "Del",       10, (short)(70-20*a), 40, 19, 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, 19, &prop->type, 0, 0, 0, 0, "");
            but= uiDefBut(block, TEX, 1, "Name:",                             110, (short)(70-20*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) {
                  uiDefButI(block, TOG|BIT|0, B_REDR, "True",           215, (short)(70-20*a), 55, 19, &prop->data, 0, 0, 0, 0, "");
                  uiDefButI(block, TOGN|BIT|0, B_REDR, "False",   270, (short)(70-20*a), 55, 19, &prop->data, 0, 0, 0, 0, "");
            }
            else if(prop->type==PROP_INT) 
                  uiDefButI(block, NUM, butreturn, "",                  215, (short)(70-20*a), 110, 19, &prop->data, -10000, 10000, 0, 0, "");
            else if(prop->type==PROP_FLOAT) 
                  uiDefButF(block, NUM, butreturn, "",                  215, (short)(70-20*a), 110, 19, (float*) &prop->data, -10000, 10000, 100, 3, "");
            else if(prop->type==PROP_STRING) 
                  uiDefBut(block, TEX, butreturn, "",                   215, (short)(70-20*a), 110, 19, prop->poin, 0, 127, 0, 0, "");
            else if(prop->type==PROP_TIME) 
                  uiDefButF(block, NUM, butreturn, "",                  215, (short)(70-20*a), 110, 19, (float*) &prop->data, -10000, 10000, 0, 0, "");
            
            uiDefButS(block, TOG|BIT|0, 0, "D",       325, (short)(70-20*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;

      uiBlockSetEmboss(block, UI_EMBOSSP);
      uiDefBlockBut(block, sensor_menu, NULL, "Sensors", xco-10, yco+35, 80, 19, "");
      uiBlockSetEmboss(block, UI_EMBOSS);
      uiDefButS(block, TOG|BIT|0, B_REDR, "Sel", xco+110, yco+35, (width-100)/3, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show all selected Objects");
      uiDefButS(block, TOG|BIT|1, B_REDR, "Act", xco+110+(width-100)/3, yco+35, (width-100)/3, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show active Object");
      uiDefButS(block, TOG|BIT|2, B_REDR, "Link", xco+110+2*(width-100)/3, yco+35, (width-100)/3, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show linked Objects to Controller");
      
      for(a=0; a<count; a++) {
            ob= (Object *)idar[a];
            uiClearButLock();
            uiSetButLock(ob->id.lib!=0, "Can't edit library data");
            
            if( (ob->scavisflag & OB_VIS_SENS) == 0) continue;
            
            /* presume it is only objects for now */
            uiBlockSetEmboss(block, UI_EMBOSS);
            if(ob->sensors.first) uiSetCurFont(block, UI_HELVB);
            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);
            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_EMBOSSM);
                        uiDefIconButS(block, TOG|BIT|1, B_DEL_SENS, ICON_X,   xco, yco, 22, 19, &sens->flag, 0, 0, 0, 0, "Delete Sensor");
                        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)
                        {
                              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;
                              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;

      uiBlockSetEmboss(block, UI_EMBOSSP);
      uiDefBlockBut(block, controller_menu, NULL, "Controllers", xco-10, yco+35, 100, 19, "");
      uiBlockSetEmboss(block, UI_EMBOSS);
      uiDefButS(block, TOG|BIT|3, B_REDR, "Sel", xco+110, yco+35, (width-100)/3, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show all selected Objects");
      uiDefButS(block, TOG|BIT|4, B_REDR, "Act", xco+110+(width-100)/3, yco+35, (width-100)/3, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show active Object");
      uiDefButS(block, TOG|BIT|5, B_REDR, "Link", xco+110+2*(width-100)/3, yco+35, (width-100)/3, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show linked Objects to Sensor/Actuator");
      
      ob= OBACT;
      
      for(a=0; a<count; a++) {
            ob= (Object *)idar[a];
            uiClearButLock();
            uiSetButLock(ob->id.lib!=0, "Can't edit library data");
            if( (ob->scavisflag & OB_VIS_CONT) == 0) continue;

            /* presume it is only objects for now */
            uiBlockSetEmboss(block, UI_EMBOSS);
            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");
            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_EMBOSSM);
                        uiDefIconButS(block, TOG|BIT|1, B_DEL_CONT, ICON_X,   xco, yco, 22, 19, &cont->flag, 0, 0, 0, 0, "Delete Controller");
                        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) {
                              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);
            
                              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;
      
      uiBlockSetEmboss(block, UI_EMBOSSP);
      uiDefBlockBut(block, actuator_menu, NULL, "Actuators", xco-10, yco+35, 100, 19, "");
      uiBlockSetEmboss(block, UI_EMBOSS);
      uiDefButS(block, TOG|BIT|6, B_REDR, "Sel", xco+110, yco+35, (width-110)/3, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show all selected Objects");
      uiDefButS(block, TOG|BIT|7, B_REDR, "Act", xco+110+(width-110)/3, yco+35, (width-110)/3, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show active Object");
      uiDefButS(block, TOG|BIT|8, B_REDR, "Link", xco+110+2*(width-110)/3, yco+35, (width-110)/3, 19, &G.buts->scaflag, 0, 0, 0, 0, "Show linked Objects to Controller");
      
      for(a=0; a<count; a++) {
            ob= (Object *)idar[a];
            uiClearButLock();
            uiSetButLock(ob->id.lib!=0, "Can't edit library data");
            if( (ob->scavisflag & OB_VIS_ACT) == 0) continue;

            /* presume it is only objects for now */
            uiBlockSetEmboss(block, UI_EMBOSS);
            if(ob->actuators.first) uiSetCurFont(block, UI_HELVB);
            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);
            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_EMBOSSM);
                        uiDefIconButS(block, TOG|BIT|1, B_DEL_ACT, ICON_X,    xco, yco, 22, 19, &act->flag, 0, 0, 0, 0, "Delete Actuator");
                        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) {
                              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);

                              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);
}


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