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authorCampbell Barton <ideasman42@gmail.com>2009-06-28 15:22:26 +0400
committerCampbell Barton <ideasman42@gmail.com>2009-06-28 15:22:26 +0400
commit6b9f3b5f5c8d918585e01461a6202ae3df2df621 (patch)
tree655463247dee5167a8b7063bc6705eac84701bed /source/gameengine/GameLogic/SCA_RandomSensor.cpp
parent6998a0f47b673591f8561cda35d50e93979de32c (diff)
BGE Python API
Remove the last of the odd C++/python wrapper code from http://www.python.org/doc/PyCPP.html (~1998) * Use python subclasses rather then having fake subclassing through get/set attributes calling parent types. * PyObject getset arrays are created while initializing the types, converted from our own attribute arrays. This way python deals with subclasses and we dont have to define getattro or setattro functions for each type. * GameObjects and Scenes no longer have attribute access to properties. only dictionary style access - ob['prop'] * remove each class's get/set/dir functions. * remove isA() methods, can use PyObject_TypeCheck() in C and issubclass() in python. * remove Parents[] array for each C++ class, was only used for isA() and wasnt correct in quite a few cases. * remove PyTypeObject that was being passed as the last argument to each class (the parent classes too). TODO - * Light and VertexProxy need to be converted to using attributes. * memory for getset arrays is never freed, not that bad since its will only allocates once.
Diffstat (limited to 'source/gameengine/GameLogic/SCA_RandomSensor.cpp')
-rw-r--r--source/gameengine/GameLogic/SCA_RandomSensor.cpp39
1 files changed, 11 insertions, 28 deletions
diff --git a/source/gameengine/GameLogic/SCA_RandomSensor.cpp b/source/gameengine/GameLogic/SCA_RandomSensor.cpp
index d5cbeef01ae..8a6f42c9926 100644
--- a/source/gameengine/GameLogic/SCA_RandomSensor.cpp
+++ b/source/gameengine/GameLogic/SCA_RandomSensor.cpp
@@ -46,9 +46,8 @@
SCA_RandomSensor::SCA_RandomSensor(SCA_EventManager* eventmgr,
SCA_IObject* gameobj,
- int startseed,
- PyTypeObject* T)
- : SCA_ISensor(gameobj,eventmgr, T)
+ int startseed)
+ : SCA_ISensor(gameobj,eventmgr)
{
m_basegenerator = new SCA_RandomNumberGenerator(startseed);
Init();
@@ -148,18 +147,15 @@ PyTypeObject SCA_RandomSensor::Type = {
0,
py_base_repr,
0,0,0,0,0,0,
- py_base_getattro,
- py_base_setattro,
- 0,0,0,0,0,0,0,0,0,
- Methods
-};
-
-PyParentObject SCA_RandomSensor::Parents[] = {
- &SCA_RandomSensor::Type,
- &SCA_ISensor::Type,
- &SCA_ILogicBrick::Type,
- &CValue::Type,
- NULL
+ NULL, //py_base_getattro,
+ NULL, //py_base_setattro,
+ 0,
+ Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
+ 0,0,0,0,0,0,0,
+ Methods,
+ 0,
+ 0,
+ &SCA_ISensor::Type
};
PyMethodDef SCA_RandomSensor::Methods[] = {
@@ -177,19 +173,6 @@ PyAttributeDef SCA_RandomSensor::Attributes[] = {
{NULL} //Sentinel
};
-PyObject* SCA_RandomSensor::py_getattro(PyObject *attr) {
- py_getattro_up(SCA_ISensor);
-}
-
-PyObject* SCA_RandomSensor::py_getattro_dict() {
- py_getattro_dict_up(SCA_ISensor);
-}
-
-int SCA_RandomSensor::py_setattro(PyObject *attr, PyObject *value)
-{
- py_setattro_up(SCA_ISensor);
-}
-
/* 1. setSeed */
const char SCA_RandomSensor::SetSeed_doc[] =
"setSeed(seed)\n"