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authorCampbell Barton <ideasman42@gmail.com>2010-07-26 12:49:16 +0400
committerCampbell Barton <ideasman42@gmail.com>2010-07-26 12:49:16 +0400
commited5d0bb62f01cad4f1190dd3830f868067bbc088 (patch)
tree6758b015c50e138dbc098963b73d9a6a00bdcddc /source/gameengine/GameLogic/SCA_PythonController.cpp
parente62c0ea835534acf2500ab0b4efcbb7b1eaa3cdd (diff)
patch from Mitchell Stokes with some changes.
BGE Py Controllers were effectively doing this... "a.b.c" --> "__import__('a').b.c()" This was annoying because it meant module 'a' would need to import 'b' explicitly. Now use import like this. "a.b.c" --> "__import__("a.b").c()" Note that this has the slight disadvantage that these need to be modules, where as before they could be collections of functions in a class instance for eg. So its possible this breaks existing files but dont think anyone used this since its a fairly obscure use case.
Diffstat (limited to 'source/gameengine/GameLogic/SCA_PythonController.cpp')
-rw-r--r--source/gameengine/GameLogic/SCA_PythonController.cpp56
1 files changed, 24 insertions, 32 deletions
diff --git a/source/gameengine/GameLogic/SCA_PythonController.cpp b/source/gameengine/GameLogic/SCA_PythonController.cpp
index 5914120d2c2..b6087d7af53 100644
--- a/source/gameengine/GameLogic/SCA_PythonController.cpp
+++ b/source/gameengine/GameLogic/SCA_PythonController.cpp
@@ -295,49 +295,41 @@ bool SCA_PythonController::Import()
{
//printf("py module modified '%s'\n", m_scriptName.Ptr());
m_bModified= false;
-
+
/* incase we re-import */
Py_XDECREF(m_function);
m_function= NULL;
- vector<STR_String> py_function_path = m_scriptText.Explode('.');
+ char mod_path[m_scriptText.Length()+1];
+ char *function_string;
+
+ strcpy(mod_path, m_scriptText.Ptr());
+ function_string= strrchr(mod_path, '.');
- if(py_function_path.size() < 2) {
+ if(function_string == NULL) {
printf("Python module name formatting error \"%s\":\n\texpected \"SomeModule.Func\", got \"%s\"\n", GetName().Ptr(), m_scriptText.Ptr());
return false;
}
-
- PyObject *mod = PyImport_ImportModule((char *)py_function_path[0].Ptr());
- /* Dont reload yet, do this within the loop so packages reload too */
-
- if(mod==NULL) {
+
+ *function_string= '\0';
+ function_string++;
+
+ // Import the module and print an error if it's not found
+ PyObject *mod = PyImport_ImportModule(mod_path);
+ if(mod && m_debug)
+ mod = PyImport_ReloadModule(mod);
+
+ if (mod == NULL) {
ErrorPrint("Python module not found");
return false;
}
- /* 'mod' will be DECREF'd as 'base'
- * 'm_function' will be left holding a reference that the controller owns */
-
- PyObject *base= mod;
-
- for(unsigned int i=1; i < py_function_path.size(); i++) {
- if(m_debug && PyModule_Check(base)) { /* base could be a class */
- Py_DECREF(base); /* getting a new one so dont hold a ref to the old one */
- base= PyImport_ReloadModule(base);
- if (base==NULL) {
- m_function= NULL;
- break;
- }
- }
-
- m_function = PyObject_GetAttrString(base, py_function_path[i].Ptr());
- Py_DECREF(base);
- base = m_function; /* for the next loop if there is on */
-
- if(m_function==NULL) {
- break;
- }
- }
-
+
+ // Get the function object
+ m_function = PyObject_GetAttrString(mod, function_string);
+
+ // DECREF the module as we don't need it anymore
+ Py_DECREF(mod);
+
if(m_function==NULL) {
if(PyErr_Occurred())
ErrorPrint("Python controller found the module but could not access the function");