[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [28602] trunk/blender/source/blender: Tweak for dfelinto, logic ui
Matt Ebb
matt at mke3.net
Thu May 6 03:38:20 CEST 2010
Revision: 28602
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=28602
Author: broken
Date: 2010-05-06 03:38:17 +0200 (Thu, 06 May 2010)
Log Message:
-----------
Tweak for dfelinto, logic ui
Modified Paths:
--------------
trunk/blender/source/blender/editors/space_logic/logic_window.c
trunk/blender/source/blender/editors/space_logic/space_logic.c
trunk/blender/source/blender/makesrna/intern/rna_object.c
Modified: trunk/blender/source/blender/editors/space_logic/logic_window.c
===================================================================
--- trunk/blender/source/blender/editors/space_logic/logic_window.c 2010-05-05 22:57:58 UTC (rev 28601)
+++ trunk/blender/source/blender/editors/space_logic/logic_window.c 2010-05-06 01:38:17 UTC (rev 28602)
@@ -3651,8 +3651,13 @@
static void draw_actuator_motion(uiLayout *layout, PointerRNA *ptr)
{
uiLayout *split, *row, *col, *subcol;
+ Object *ob = (Object *)ptr->id.data;
+ PointerRNA settings_ptr;
+
+ RNA_pointer_create((ID *)ob, &RNA_GameObjectSettings, ob, &settings_ptr);
+
uiItemR(layout, ptr, "mode", 0, NULL, 0);
-
+
switch (RNA_enum_get(ptr, "mode")) {
case ACT_OBJECT_NORMAL:
split = uiLayoutSplit(layout, 0.9, 0);
@@ -3662,11 +3667,10 @@
split = uiLayoutSplit(layout, 0.9, 0);
uiItemR(split, ptr, "rot", 0, NULL, 0);
uiItemR(split, ptr, "local_rotation", UI_ITEM_R_TOGGLE, NULL, 0);
-
- // Matt, how to check for ob->gameflag here? Do we need to pass the obj through the drawing function only for that?
-// if ((ob->gameflag & OB_DYNAMIC)==0)
-// break;
-
+
+ if (RNA_enum_get(&settings_ptr, "physics_type") != OB_BODY_TYPE_DYNAMIC)
+ break;
+
split = uiLayoutSplit(layout, 0.9, 0);
uiItemR(split, ptr, "force", 0, NULL, 0);
uiItemR(split, ptr, "local_force", UI_ITEM_R_TOGGLE, NULL, 0);
Modified: trunk/blender/source/blender/editors/space_logic/space_logic.c
===================================================================
--- trunk/blender/source/blender/editors/space_logic/space_logic.c 2010-05-05 22:57:58 UTC (rev 28601)
+++ trunk/blender/source/blender/editors/space_logic/space_logic.c 2010-05-06 01:38:17 UTC (rev 28602)
@@ -195,6 +195,9 @@
{
/* context changes */
switch(wmn->category) {
+ case NC_LOGIC:
+ ED_region_tag_redraw(ar);
+ break;
case NC_SCENE:
switch(wmn->data) {
case ND_FRAME:
Modified: trunk/blender/source/blender/makesrna/intern/rna_object.c
===================================================================
--- trunk/blender/source/blender/makesrna/intern/rna_object.c 2010-05-05 22:57:58 UTC (rev 28601)
+++ trunk/blender/source/blender/makesrna/intern/rna_object.c 2010-05-06 01:38:17 UTC (rev 28602)
@@ -1128,6 +1128,7 @@
RNA_def_property_enum_items(prop, body_type_items);
RNA_def_property_enum_funcs(prop, "rna_GameObjectSettings_physics_type_get", "rna_GameObjectSettings_physics_type_set", NULL);
RNA_def_property_ui_text(prop, "Physics Type", "Selects the type of physical representation");
+ RNA_def_property_update(prop, NC_LOGIC, NULL);
prop= RNA_def_property(srna, "actor", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "gameflag", OB_ACTOR);
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