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authorCampbell Barton <ideasman42@gmail.com>2008-10-18 17:23:30 +0400
committerCampbell Barton <ideasman42@gmail.com>2008-10-18 17:23:30 +0400
commit03d5780b76f74f9468d3ec990f1135b6a6db3478 (patch)
treef06431bfc105df6efcab9bc5e59ed6c77dff9329
parent1be4da60a205953b1df9d03b69b3b99f57a150ee (diff)
Added joystick epydocs, only changed incorrect docstrings in SCA_JoystickSensor.cpp
patch [#17857] HotKeys Update by dfelinto - SmoothStroke and Anchored. Made own edits, removed videoscape and added curve and armature specials.
-rw-r--r--release/scripts/hotkeys.py44
-rw-r--r--source/gameengine/GameLogic/SCA_JoystickSensor.cpp8
-rw-r--r--source/gameengine/PyDoc/GameLogic.py61
-rw-r--r--source/gameengine/PyDoc/SCA_JoystickSensor.py106
4 files changed, 168 insertions, 51 deletions
diff --git a/release/scripts/hotkeys.py b/release/scripts/hotkeys.py
index d9c7101c982..187cba964bc 100644
--- a/release/scripts/hotkeys.py
+++ b/release/scripts/hotkeys.py
@@ -128,13 +128,13 @@ hotkeys={
['RMB hold down', 'Popup menu'],
['Alt-RMB', 'Object Mode :Select but in a displayed list of objects located under the mouse cursor'],
['Alt-RMB', 'Edit Mode: Select EDGES LOOP '],
-['Alt+Ctrl-RMB', 'Edit Mode: Select FACES LOOP'],
-['Alt+Ctrl-RMB', 'UV Image Editor: Select face'],
+['Alt-Ctrl-RMB', 'Edit Mode: Select FACES LOOP'],
+['Alt-Ctrl-RMB', 'UV Image Editor: Select face'],
['Shift-RMB', 'Add/subtract to/from selection'],
['Wheel', 'Zoom view'],
['Transformations:', ''],
['Drag+Ctrl', 'Step adjustment'],
-['Drag+Ctrl+Shift', 'Small step adjustment (Transform Widget : first select the axe or axes with LBM alone)'],
+['Drag+Ctrl-Shift', 'Small step adjustment (Transform Widget : first select the axe or axes with LBM alone)'],
['Drag+Shift', 'Fine adjustment (Transform Widget : first select the axe or axes with LBM alone)'],
['LMB', 'Confirm transformation'],
['MMB', 'Toggle optional transform feature'],
@@ -232,7 +232,7 @@ hotkeys={
['Home', 'OutLiner Windows, Show hierarchy'],
['PgUp', 'Edit Mode and Proportionnal Editing Tools, increase influence'],
['PgUp', 'Strip Editor, Move Down'],
-['PgUn', 'TimeLine: Jump to next marker'],
+['PgUp', 'TimeLine: Jump to next marker'],
['PgUp', 'IPO: Select next keyframe'],
['Ctrl-PgUp', 'IPO: Select and jump to next keyframe'],
['Ctrl-PgUn', 'TimeLine: Jump to next key'],
@@ -250,7 +250,6 @@ hotkeys={
['Alt-Up', 'Blender in Fullscreen mode'],
['Ctrl-Left', 'Previous screen'],
['Ctrl-Right', 'Next screen'],
-['Ctrl-Alt-C', 'Object Mode : Add Constraint'],
['Ctrl-Down', 'Maximize window toggle'],
['Ctrl-Up', 'Maximize window toggle'],
['Shift-Arrow', 'Toggle first frame/ last frame'],
@@ -271,6 +270,7 @@ hotkeys={
['Ctrl-ALT-A', '3D-View: Armature Edit mode, align selected bones to active bone'],
['Shift-A', 'Sequencer: Add menu'],
['Shift-A', '3D-View: Add menu'],
+['Shift-A', 'Sculpt Mode: Keep the brush center anchored to the initial location'],
['Shift-ALT-A', 'Play animation in all windows'],
['Shift-CTRL-A', 'Apply lattice / Make dupliverts real'],
['Shift-CTRL-A', 'Apply Deform '],
@@ -280,13 +280,13 @@ hotkeys={
"B":[
['B', 'Border select'],
['BB', 'Circle select'],
-['Alt+B', 'Object Mode: Select visible view section in 3D space'],
+['Alt-B', 'Object Mode: Select visible view section in 3D space'],
['Shift-B', 'Set render border (in active camera view)'],
-['Ctrl-Alt+B', 'Object Mode: in 3D view, Bake (on an image in the uv editor window) the selected Meshes'], #243
-['Ctrl-Alt+B', 'Object Mode: in 3D view, Bake Full render of selected Meshes'], #243
-['Ctrl-Alt+B', 'Object Mode: in 3D view, Bake Ambient Occlusion of selected Meshes'], #243
-['Ctrl-Alt+B', 'Object Mode: in 3D view, Bake Normals of the selected Meshes'], #243
-['Ctrl-Alt+B', 'Object Mode: in 3D view, Bake Texture Only of selected Meshes'], #243
+['Ctrl-Alt-B', 'Object Mode: in 3D view, Bake (on an image in the uv editor window) the selected Meshes'], #243
+['Ctrl-Alt-B', 'Object Mode: in 3D view, Bake Full render of selected Meshes'], #243
+['Ctrl-Alt-B', 'Object Mode: in 3D view, Bake Ambient Occlusion of selected Meshes'], #243
+['Ctrl-Alt-B', 'Object Mode: in 3D view, Bake Normals of the selected Meshes'], #243
+['Ctrl-Alt-B', 'Object Mode: in 3D view, Bake Texture Only of selected Meshes'], #243
['.', '...']
],
@@ -300,11 +300,12 @@ hotkeys={
['C', 'NODE window : Show cyclic referencies'], #243
['Alt-C', 'Object Mode: Convert menu'],
['Alt-C', 'Text Editor: Copy '],
+['Ctrl-Alt-C', 'Object Mode : Add Constraint'],
['Ctrl-Shift-C', 'Text Editor: Copy selection to clipboard'],
['Ctrl-C', 'Copy menu (Copy properties of active to selected objects)'],
['Ctrl-C', 'UV Image Editor: Stick UVs to mesh vertex'],
['Ctrl-C','ARMATURE : posemode, Copy pose attributes'],
-['Ctrl+Alt-C',' ARMATURE : posemode, add constraint to new empty object.'],
+['Ctrl-Alt-C',' ARMATURE : posemode, add constraint to new empty object.'],
['Shift-C', 'Center and zoom view on selected objects'],
['Shift-C', 'UV Image Editor: Stick local UVs to mesh vertex'],
['.', '...']
@@ -494,8 +495,8 @@ hotkeys={
"P":[
['P', 'Object Mode: Start realtime engine'],
['P', 'Edit mode: Seperate vertices to new object'],
-['shift-P', 'Edit mode: Push-Pull'],
-['shift-P', 'Object mode: Add a preview window in the D window'],
+['Shift-P', 'Edit mode: Push-Pull'],
+['Shift-P', 'Object mode: Add a preview window in the D window'],
['P', 'UV Image Editor: Pin selected vertices. Pinned vertices will stay in place on the UV editor when executing an LSCM unwrap.'],
['Alt-P', 'Clear parent relationship'],
['Alt-P', 'UV Image Editor: Unpin UVs'],
@@ -553,6 +554,7 @@ hotkeys={
['Alt-Shift-S,','Text editor : Select the line '],
['Ctrl-Alt-G', 'MANIPULATOR (transform widget): set in Size Mode'],
['Shift-S', 'Cursor/Grid snap menu'],
+['Shift-S', 'Sculpt Mode: Smooth Stroke.'],
['Shift-S+1', 'VIDEO SEQUENCE editor : jump to the current frame '],
['.', '...']
],
@@ -568,7 +570,7 @@ hotkeys={
['Alt-T', 'Clear tracking of object'],
['Ctrl-T', 'Make selected object track active object'],
['Ctrl-T', 'Edit Mode: Convert to triangles'],
-['Ctrl-ALT-T', 'Benchmark'],
+['Ctrl-Alt-T', 'Benchmark'],
['.', '...']
],
@@ -606,9 +608,18 @@ hotkeys={
"W":[
['W', 'Edit Mode: Specials menu'],
['W', 'Edit Mode: Specials menu, ARMATURE 1 Subdivide'],
-['W', 'Edit Mode: Specials menu, ARMATURE 2 Flip Left-Right Name'],
+['W', 'Edit Mode: Specials menu, ARMATURE 2 Subdivide Multi'],
+['W', 'Edit Mode: Specials menu, ARMATURE 3 Switch Direction'],
+['W', 'Edit Mode: Specials menu, ARMATURE 4 Flip Left-Right Name'],
+['W', 'Edit Mode: Specials menu, ARMATURE 5 AutoName Left-Right'],
+['W', 'Edit Mode: Specials menu, ARMATURE 6 AutoName Front-Back'],
+['W', 'Edit Mode: Specials menu, ARMATURE 7 AutoName Top-Bottom'],
['W', 'Edit Mode: Specials menu, CURVE 1 Subdivide'],
['W', 'Edit Mode: Specials menu, CURVE 2 Swich Direction'],
+['W', 'Edit Mode: Specials menu, CURVE 3 Set Goal Weight'],
+['W', 'Edit Mode: Specials menu, CURVE 4 Set Radius'],
+['W', 'Edit Mode: Specials menu, CURVE 5 Smooth'],
+['W', 'Edit Mode: Specials menu, CURVE 6 Smooth Radius'],
['W', 'Edit Mode: Specials menu, MESH 1 Subdivide'],
['W', 'Edit Mode: Specials menu, MESH 2 Subdivide Multi'],
['W', 'Edit Mode: Specials menu, MESH 3 Subdivide Multi Fractal'],
@@ -636,7 +647,6 @@ hotkeys={
['WY', 'UV Image Editor: Weld/Align Y axis'],
['Ctrl-W', 'Save current file'] ,
['Shift-W', 'Warp/bend selected vertices around cursor'],
-['alt-W', 'Export in videoscape format'],
['.', '...']
],
diff --git a/source/gameengine/GameLogic/SCA_JoystickSensor.cpp b/source/gameengine/GameLogic/SCA_JoystickSensor.cpp
index 3f95037d6e0..d0dc875da0b 100644
--- a/source/gameengine/GameLogic/SCA_JoystickSensor.cpp
+++ b/source/gameengine/GameLogic/SCA_JoystickSensor.cpp
@@ -355,7 +355,7 @@ PyObject* SCA_JoystickSensor::PySetIndex( PyObject* self, PyObject* value ) {
/* get axis ---------------------------------------------------------- */
const char SCA_JoystickSensor::GetAxis_doc[] =
"getAxis\n"
-"\tReturns the current state of the axis.\n";
+"\tReturns the current axis this sensor reacts to.\n";
PyObject* SCA_JoystickSensor::PyGetAxis( PyObject* self) {
return Py_BuildValue("[ii]",m_axis, m_axisf);
}
@@ -364,7 +364,7 @@ PyObject* SCA_JoystickSensor::PyGetAxis( PyObject* self) {
/* set axis ---------------------------------------------------------- */
const char SCA_JoystickSensor::SetAxis_doc[] =
"setAxis\n"
-"\tSets the current state of the axis.\n";
+"\tSets the current axis this sensor reacts to.\n";
PyObject* SCA_JoystickSensor::PySetAxis( PyObject* self, PyObject* args ) {
int axis,axisflag;
@@ -380,7 +380,7 @@ PyObject* SCA_JoystickSensor::PySetAxis( PyObject* self, PyObject* args ) {
/* get axis value ----------------------------------------------------- */
const char SCA_JoystickSensor::GetAxisValue_doc[] =
"getAxisValue\n"
-"\tReturns a list of the values for each axis .\n";
+"\tReturns a list of the values for the current state of each axis.\n";
PyObject* SCA_JoystickSensor::PyGetAxisValue( PyObject* self) {
SCA_Joystick *joy = m_pJoystickMgr->GetJoystickDevice(m_joyindex);
if(joy)
@@ -437,7 +437,7 @@ PyObject* SCA_JoystickSensor::PySetButton( PyObject* self, PyObject* value ) {
/* get button value -------------------------------------------------- */
const char SCA_JoystickSensor::GetButtonValue_doc[] =
"getButtonValue\n"
-"\tReturns a list containing the indicies of the currently pressed buttons.\n";
+"\tReturns a list containing the indicies of the current pressed state of each button.\n";
PyObject* SCA_JoystickSensor::PyGetButtonValue( PyObject* self) {
SCA_Joystick *joy = m_pJoystickMgr->GetJoystickDevice(m_joyindex);
PyObject *ls = PyList_New(0);
diff --git a/source/gameengine/PyDoc/GameLogic.py b/source/gameengine/PyDoc/GameLogic.py
index af3d2810553..9dab7db6081 100644
--- a/source/gameengine/PyDoc/GameLogic.py
+++ b/source/gameengine/PyDoc/GameLogic.py
@@ -13,10 +13,10 @@ Documentation for the GameLogic Module.
See L{WhatsNew} for updates, changes and new functionality in the Game Engine Python API.
Examples::
- # To get a controller:
+ # To get the controller thats running this python script:
co = GameLogic.getCurrentController() # GameLogic is automatically imported
- # To get the game object associated with this controller:
+ # To get the game object this controller is on:
obj = co.getOwner()
L{KX_GameObject} and L{KX_Camera} or L{KX_Light} methods are
available depending on the type of object::
@@ -31,17 +31,18 @@ Documentation for the GameLogic Module.
sensors = co.getSensors()
See the sensor's reference for available methods:
- - L{KX_NetworkMessageSensor}
- - L{KX_RaySensor}
- - L{KX_MouseFocusSensor}
- - L{KX_NearSensor}
- - L{KX_RadarSensor}
- - L{KX_TouchSensor}
- - L{SCA_KeyboardSensor}
- - L{SCA_MouseSensor}
- - L{SCA_PropertySensor}
- - L{SCA_RandomSensor}
- - L{SCA_DelaySensor}
+ - L{DelaySensor<SCA_DelaySensor.SCA_DelaySensor>}
+ - L{JoystickSensor<SCA_JoystickSensor.SCA_JoystickSensor>}
+ - L{KeyboardSensor<SCA_KeyboardSensor.SCA_KeyboardSensor>}
+ - L{MouseFocusSensor<KX_MouseFocusSensor.KX_MouseFocusSensor>}
+ - L{MouseSensor<SCA_MouseSensor.SCA_MouseSensor>}
+ - L{NearSensor<KX_NearSensor.KX_NearSensor>}
+ - L{NetworkMessageSensor<KX_NetworkMessageSensor.KX_NetworkMessageSensor>}
+ - L{PropertySensor<SCA_PropertySensor.SCA_PropertySensor>}
+ - L{RadarSensor<KX_RadarSensor.KX_RadarSensor>}
+ - L{RandomSensor<SCA_RandomSensor.SCA_RandomSensor>}
+ - L{RaySensor<KX_RaySensor.KX_RaySensor>}
+ - L{TouchSensor<KX_TouchSensor.KX_TouchSensor>}
You can also access actuators linked to the controller::
# To get an actuator attached to the controller:
@@ -54,23 +55,23 @@ Documentation for the GameLogic Module.
GameLogic.addActiveActuator(actuator, True)
See the actuator's reference for available methods:
- - L{BL_ActionActuator}
- - L{KX_CameraActuator}
- - L{KX_CDActuator}
- - L{KX_ConstraintActuator}
- - L{KX_GameActuator}
- - L{KX_IpoActuator}
- - L{KX_NetworkMessageActuator}
- - L{KX_ObjectActuator}
- - L{KX_SCA_AddObjectActuator}
- - L{KX_SCA_EndObjectActuator}
- - L{KX_SCA_ReplaceMeshActuator}
- - L{KX_SceneActuator}
- - L{KX_SoundActuator}
- - L{KX_TrackToActuator}
- - L{KX_VisibilityActuator}
- - L{SCA_PropertyActuator}
- - L{SCA_RandomActuator}
+ - L{ActionActuator<BL_ActionActuator.BL_ActionActuator>}
+ - L{AddObjectActuator<KX_SCA_AddObjectActuator.KX_SCA_AddObjectActuator>}
+ - L{CameraActuator<KX_CameraActuator.KX_CameraActuator>}
+ - L{CDActuator<KX_CDActuator.KX_CDActuator>}
+ - L{ConstraintActuator<KX_ConstraintActuator.KX_ConstraintActuator>}
+ - L{EndObjectActuator<KX_SCA_EndObjectActuator.KX_SCA_EndObjectActuator>}
+ - L{GameActuator<KX_GameActuator.KX_GameActuator>}
+ - L{IpoActuator<KX_IpoActuator.KX_IpoActuator>}
+ - L{NetworkMessageActuator<KX_NetworkMessageActuator.KX_NetworkMessageActuator>}
+ - L{ObjectActuator<KX_ObjectActuator.KX_ObjectActuator>}
+ - L{PropertyActuator<SCA_PropertyActuator.SCA_PropertyActuator>}
+ - L{RandomActuator<SCA_RandomActuator.SCA_RandomActuator>}
+ - L{ReplaceMeshActuator<KX_SCA_ReplaceMeshActuator.KX_SCA_ReplaceMeshActuator>}
+ - L{SceneActuator<KX_SceneActuator.KX_SceneActuator>}
+ - L{SoundActuator<KX_SoundActuator.KX_SoundActuator>}
+ - L{TrackToActuator<KX_TrackToActuator.KX_TrackToActuator>}
+ - L{VisibilityActuator<KX_VisibilityActuator.KX_VisibilityActuator>}
Most logic brick's methods are accessors for the properties available in the logic buttons.
Consult the logic bricks documentation for more information on how each logic brick works.
diff --git a/source/gameengine/PyDoc/SCA_JoystickSensor.py b/source/gameengine/PyDoc/SCA_JoystickSensor.py
new file mode 100644
index 00000000000..d1dab9afcaf
--- /dev/null
+++ b/source/gameengine/PyDoc/SCA_JoystickSensor.py
@@ -0,0 +1,106 @@
+# $Id: SCA_RandomSensor.py 15444 2008-07-05 17:05:05Z lukep $
+# Documentation for SCA_RandomSensor
+from SCA_ISensor import *
+
+class SCA_JoystickSensor(SCA_ISensor):
+ """
+ This sensor detects player joystick events.
+ """
+
+ def getIndex():
+ """
+ Returns the joystick index to use (from 1 to 8).
+ @rtype: integer
+ """
+ def setIndex(index):
+ """
+ Sets the joystick index to use.
+ @param index: The index of this joystick sensor, Clamped between 1 and 8.
+ @type index: integer
+ @note: This is only useful when you have more then 1 joystick connected to your computer - multiplayer games.
+ """
+ def getAxis():
+ """
+ Returns the current axis this sensor reacts to. See L{getAxisValue()<SCA_JoystickSensor.getAxisValue>} for the current axis state.
+ @rtype: list
+ @return: 2 values returned are [axisIndex, axisDirection] - see L{setAxis()<SCA_JoystickSensor.setAxis>} for their purpose.
+ @note: When the "All Events" toggle is set, this option has no effect.
+ """
+ def setAxis(axisIndex, axisDirection):
+ """
+ @param axisIndex: Set the axis index to use when detecting axis movement.
+ @type axisIndex: integer from 1 to 2
+ @param axisDirection: Set the axis direction used for detecting motion. 0:right, 1:up, 2:left, 3:down.
+ @type axisDirection: integer from 0 to 3
+ @note: When the "All Events" toggle is set, this option has no effect.
+ """
+ def getAxisValue():
+ """
+ Returns the state of the joysticks axis. See differs to L{getAxis()<SCA_JoystickSensor.getAxis>} returning the current state of the joystick.
+ @rtype: list
+ @return: 4 values, each spesifying the value of an axis between -32767 and 32767 depending on how far the axis is pushed, 0 for nothing.
+
+ The first 2 values are used by most joysticks and gamepads for directional control. 3rd and 4th values are only on some joysticks and can be used for arbitary controls.
+
+ left:[-32767, 0, ...], right:[32767, 0, ...], up:[0, -32767, ...], down:[0, 32767, ...]
+ @note: Some gamepads only set the axis on and off like a button.
+ """
+ def getThreshold():
+ """
+ Get the axis threshold. See L{setThreshold()<SCA_JoystickSensor.setThreshold>} for details.
+ @rtype: integer
+ """
+ def setThreshold(threshold):
+ """
+ Set the axis threshold.
+ @param threshold: Joystick axis motion below this threshold wont trigger an event. Use values between (0 and 32767), lower values are more sensitive.
+ @type threshold: integer
+ """
+ def getButton():
+ """
+ Returns the button index the sensor reacts to. See L{getButtonValue()<SCA_JoystickSensor.getButtonValue>} for a list of pressed buttons.
+ @rtype: integer
+ @note: When the "All Events" toggle is set, this option has no effect.
+ """
+ def setButton(index):
+ """
+ Sets the button index the sensor reacts to when the "All Events" option is not set.
+ @note: When the "All Events" toggle is set, this option has no effect.
+ """
+ def getButtonValue():
+ """
+ Returns a list containing the indicies of the currently pressed buttons.
+ @rtype: list
+ """
+ def getHat():
+ """
+ Returns the current hat direction this sensor is set to.
+ [hatNumber, hatDirection].
+ @rtype: list
+ @note: When the "All Events" toggle is set, this option has no effect.
+ """
+ def setHat(index):
+ """
+ Sets the hat index the sensor reacts to when the "All Events" option is not set.
+ @type index: integer
+ """
+ def getNumAxes():
+ """
+ Returns the number of axes for the joystick at this index.
+ @rtype: integer
+ """
+ def getNumButtons():
+ """
+ Returns the number of buttons for the joystick at this index.
+ @rtype: integer
+ """
+ def getNumHats():
+ """
+ Returns the number of hats for the joystick at this index.
+ @rtype: integer
+ """
+ def isConnected():
+ """
+ Returns True if a joystick is detected at this joysticks index.
+ @rtype: bool
+ """