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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