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authorCampbell Barton <ideasman42@gmail.com>2009-04-02 09:38:05 +0400
committerCampbell Barton <ideasman42@gmail.com>2009-04-02 09:38:05 +0400
commitfcc23faa3a5ec3c697e85e9a6b604ac7db80a05b (patch)
tree83203f4bdf0f56d6de7b659449aade290fe0d90b /source/gameengine/Expressions/Value.h
parent48e4a4834092a8772141e6240e5e70d67110f126 (diff)
Added getitem/setitem access for KX_GameObject
ob.someProp = 10 can now be... ob["someProp"] = 10 For simple get/set test with an objects 10 properties, this is ~30% faster. Though I like the attribute access, its slower because it needs to lookup BGE attributes and methods (for parent classes as well as KX_GameObject class). This could also be an advantage if there are collisions between new attributes added for 2.49 and existing properties a game uses. Made some other small optimizations, - Getting and setting property can use const char* as well as STR_String (avoids making new STR_Strings just to do the lookup). - CValue::SetPropertiesModified() and CValue::SetPropertiesModified(), were looping through all items in the std::map, advancing from the beginning each time.
Diffstat (limited to 'source/gameengine/Expressions/Value.h')
-rw-r--r--source/gameengine/Expressions/Value.h6
1 files changed, 4 insertions, 2 deletions
diff --git a/source/gameengine/Expressions/Value.h b/source/gameengine/Expressions/Value.h
index caf1064dc32..4678ab1f0c2 100644
--- a/source/gameengine/Expressions/Value.h
+++ b/source/gameengine/Expressions/Value.h
@@ -283,10 +283,12 @@ public:
/// Property Management
virtual void SetProperty(const STR_String& name,CValue* ioProperty); // Set property <ioProperty>, overwrites and releases a previous property with the same name if needed
- virtual CValue* GetProperty(const STR_String & inName); // Get pointer to a property with name <inName>, returns NULL if there is no property named <inName>
+ virtual void SetProperty(const char* name,CValue* ioProperty);
+ virtual CValue* GetProperty(const char* inName); // Get pointer to a property with name <inName>, returns NULL if there is no property named <inName>
+ virtual CValue* GetProperty(const STR_String & inName);
STR_String GetPropertyText(const STR_String & inName,const STR_String& deftext=""); // Get text description of property with name <inName>, returns an empty string if there is no property named <inName>
float GetPropertyNumber(const STR_String& inName,float defnumber);
- virtual bool RemoveProperty(const STR_String & inName); // Remove the property named <inName>, returns true if the property was succesfully removed, false if property was not found or could not be removed
+ virtual bool RemoveProperty(const char *inName); // Remove the property named <inName>, returns true if the property was succesfully removed, false if property was not found or could not be removed
virtual vector<STR_String> GetPropertyNames();
virtual void ClearProperties(); // Clear all properties