Partial fix for [#22574] Logic Panel missing buttons (when selecting multiple objects)
authorDalai Felinto <dfelinto@gmail.com>
Wed, 16 Jun 2010 06:20:56 +0000 (06:20 +0000)
committerDalai Felinto <dfelinto@gmail.com>
Wed, 16 Jun 2010 06:20:56 +0000 (06:20 +0000)
This commit allows you to see the Logic Bricks for multiple objects at once. It still will only add s/c/a for the active object.

@Matt,
currently "LOGIC_OT_controller_add" uses the active object. That's good for the operator to work in scripts, however for the UI we need something different.
Ideally I would like to pass the object as an (optional) parameter to the operator. Not sure if it's possible.

The solution in 2.49 looks too "2.50 incompatible". In there ob->scaflag is set to be retrieve later by "do_logic_buts". Smart but too hacky imho.

source/blender/editors/space_logic/logic_window.c

index a73902d6a2bf643f44a01de57038a3892eaba94f..226d326d68f3d287724109e91e9eded1e5e67d3c 100644 (file)
@@ -4393,38 +4393,6 @@ static void logic_buttons_new(bContext *C, ARegion *ar)
        uiItemR(row, &logic_ptr, "controllers_show_active_objects", 0, "Act", 0);
        uiItemR(row, &logic_ptr, "controllers_show_linked_controller", 0, "Link", 0);
 
-       RNA_pointer_create((ID *)ob, &RNA_GameObjectSettings, ob, &settings_ptr);
-
-       split= uiLayoutSplit(layout, 0.05, 0);
-       uiItemR(split, &settings_ptr, "show_state_panel", UI_ITEM_R_NO_BG, "", ICON_DISCLOSURE_TRI_RIGHT);
-
-       row = uiLayoutRow(split, 1);
-       uiDefButBitS(block, TOG, OB_SHOWCONT, B_REDR, ob->id.name+2,(short)(xco-10), yco, (short)(width-30), UI_UNIT_Y, &ob->scaflag, 0, 31, 0, 0, "Object name, click to show/hide controllers");
-       uiItemMenuEnumO(row, "LOGIC_OT_controller_add", "type", "Add Controller", 0);
-
-       if (RNA_boolean_get(&settings_ptr, "show_state_panel")) {
-
-               box= uiLayoutBox(layout);
-               uiLayoutSetAlignment(box, UI_LAYOUT_ALIGN_CENTER); //XXX doesn't seem to work
-               split= uiLayoutSplit(box, 0.2, 0);
-
-               col= uiLayoutColumn(split, 0);
-               uiItemL(col, "Visible", 0);
-               uiItemL(col, "Initial", 0);
-
-               subsplit= uiLayoutSplit(split, 0.85, 0);
-               col= uiLayoutColumn(subsplit, 0);
-               row= uiLayoutRow(col, 0);
-               uiLayoutSetActive(row, RNA_boolean_get(&settings_ptr, "all_states")==0);
-               uiTemplateLayers(row, &settings_ptr, "state", &settings_ptr, "used_state", 0);
-               row= uiLayoutRow(col, 0);
-               uiTemplateLayers(row, &settings_ptr, "initial_state", &settings_ptr, "used_state", 0);
-
-               col= uiLayoutColumn(subsplit, 0);
-               uiItemR(col, &settings_ptr, "all_states", UI_ITEM_R_TOGGLE, NULL, 0);
-               uiItemR(col, &settings_ptr, "debug_state", 0, "", 0); 
-       }
-
        for(a=0; a<count; a++) {
                bController *cont;
                PointerRNA ptr;
@@ -4432,9 +4400,45 @@ static void logic_buttons_new(bContext *C, ARegion *ar)
                int iact;
                
                ob= (Object *)idar[a];
-               
+       
+               /* Drawing the Controller Header common to all Selected Objects */
+
+               RNA_pointer_create((ID *)ob, &RNA_GameObjectSettings, ob, &settings_ptr);
+
+               split= uiLayoutSplit(layout, 0.05, 0);
+               uiItemR(split, &settings_ptr, "show_state_panel", UI_ITEM_R_NO_BG, "", ICON_DISCLOSURE_TRI_RIGHT);
+
+               row = uiLayoutRow(split, 1);
+               uiDefButBitS(block, TOG, OB_SHOWCONT, B_REDR, ob->id.name+2,(short)(xco-10), yco, (short)(width-30), UI_UNIT_Y, &ob->scaflag, 0, 31, 0, 0, "Object name, click to show/hide controllers");
+               uiItemMenuEnumO(row, "LOGIC_OT_controller_add", "type", "Add Controller", 0);
+
+               if (RNA_boolean_get(&settings_ptr, "show_state_panel")) {
+
+                       box= uiLayoutBox(layout);
+                       split= uiLayoutSplit(box, 0.2, 0);
+
+                       col= uiLayoutColumn(split, 0);
+                       uiItemL(col, "Visible", 0);
+                       uiItemL(col, "Initial", 0);
+
+                       subsplit= uiLayoutSplit(split, 0.85, 0);
+                       col= uiLayoutColumn(subsplit, 0);
+                       row= uiLayoutRow(col, 0);
+                       uiLayoutSetActive(row, RNA_boolean_get(&settings_ptr, "all_states")==0);
+                       uiTemplateLayers(row, &settings_ptr, "state", &settings_ptr, "used_state", 0);
+                       row= uiLayoutRow(col, 0);
+                       uiTemplateLayers(row, &settings_ptr, "initial_state", &settings_ptr, "used_state", 0);
+
+                       col= uiLayoutColumn(subsplit, 0);
+                       uiItemR(col, &settings_ptr, "all_states", UI_ITEM_R_TOGGLE, NULL, 0);
+                       uiItemR(col, &settings_ptr, "debug_state", 0, "", 0); 
+               }
+
+               /* End of Drawing the Controller Header common to all Selected Objects */
+
                if (!(ob->scavisflag & OB_VIS_CONT) || !(ob->scaflag & OB_SHOWCONT)) continue;
                
+
                uiItemS(layout);
                
                for(cont= ob->controllers.first; cont; cont=cont->next) {
@@ -4498,15 +4502,15 @@ static void logic_buttons_new(bContext *C, ARegion *ar)
        uiItemR(row, &logic_ptr, "sensors_show_linked_controller", 0, "Link", 0);
        uiItemR(row, &logic_ptr, "sensors_show_active_states", 0, "State", 0);
        
-       row = uiLayoutRow(layout, 1);
-       uiDefButBitS(block, TOG, OB_SHOWSENS, B_REDR, ob->id.name+2,(short)(xco-10), yco, (short)(width-30), UI_UNIT_Y, &ob->scaflag, 0, 31, 0, 0, "Object name, click to show/hide sensors");
-       uiItemMenuEnumO(row, "LOGIC_OT_sensor_add", "type", "Add Sensor", 0);
-       
        for(a=0; a<count; a++) {
                bSensor *sens;
                PointerRNA ptr;
                
                ob= (Object *)idar[a];
+
+               row = uiLayoutRow(layout, 1);
+               uiDefButBitS(block, TOG, OB_SHOWSENS, B_REDR, ob->id.name+2,(short)(xco-10), yco, (short)(width-30), UI_UNIT_Y, &ob->scaflag, 0, 31, 0, 0, "Object name, click to show/hide sensors");
+               uiItemMenuEnumO(row, "LOGIC_OT_sensor_add", "type", "Add Sensor", 0);
                
                if (!(ob->scavisflag & OB_VIS_SENS) || !(ob->scaflag & OB_SHOWSENS)) continue;
                
@@ -4557,16 +4561,16 @@ static void logic_buttons_new(bContext *C, ARegion *ar)
        uiItemR(row, &logic_ptr, "actuators_show_linked_controller", 0, "Link", 0);
        uiItemR(row, &logic_ptr, "actuators_show_active_states", 0, "State", 0);
        
-       row = uiLayoutRow(layout, 1);
-       uiDefButBitS(block, TOG, OB_SHOWACT, B_REDR, ob->id.name+2,(short)(xco-10), yco, (short)(width-30), UI_UNIT_Y, &ob->scaflag, 0, 31, 0, 0, "Object name, click to show/hide actuators");
-       uiItemMenuEnumO(row, "LOGIC_OT_actuator_add", "type", "Add Actuator", 0);
-       
        for(a=0; a<count; a++) {
                bActuator *act;
                PointerRNA ptr;
                
                ob= (Object *)idar[a];
-               
+
+               row = uiLayoutRow(layout, 1);
+               uiDefButBitS(block, TOG, OB_SHOWACT, B_REDR, ob->id.name+2,(short)(xco-10), yco, (short)(width-30), UI_UNIT_Y, &ob->scaflag, 0, 31, 0, 0, "Object name, click to show/hide actuators");
+               uiItemMenuEnumO(row, "LOGIC_OT_actuator_add", "type", "Add Actuator", 0);
+
                if (!(ob->scavisflag & OB_VIS_ACT) || !(ob->scaflag & OB_SHOWACT)) continue;
                
                uiItemS(layout);