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author | Campbell Barton <ideasman42@gmail.com> | 2009-02-19 16:42:07 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2009-02-19 16:42:07 +0300 |
commit | cdec2b3d15ab0448e4df70496285ed95681e5972 (patch) | |
tree | f6d2d49a28c45d035c0c047c9488d687a75d459b /source/gameengine/GameLogic/SCA_RandomSensor.cpp | |
parent | c597863783e1001dca599e6dcbc28048f0ef4ce1 (diff) |
BGE Python API
Use 'const char *' rather then the C++ 'STR_String' type for the attribute identifier of python attributes.
Each attribute and method access from python was allocating and freeing the string.
A simple test with getting an attribute a loop shows this speeds up attribute lookups a bit over 2x.
Diffstat (limited to 'source/gameengine/GameLogic/SCA_RandomSensor.cpp')
-rw-r--r-- | source/gameengine/GameLogic/SCA_RandomSensor.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/source/gameengine/GameLogic/SCA_RandomSensor.cpp b/source/gameengine/GameLogic/SCA_RandomSensor.cpp index 8fae0bbeaba..5a1bd10e044 100644 --- a/source/gameengine/GameLogic/SCA_RandomSensor.cpp +++ b/source/gameengine/GameLogic/SCA_RandomSensor.cpp @@ -165,22 +165,22 @@ PyAttributeDef SCA_RandomSensor::Attributes[] = { {NULL} //Sentinel }; -PyObject* SCA_RandomSensor::_getattr(const STR_String& attr) { +PyObject* SCA_RandomSensor::_getattr(const char *attr) { PyObject* object = _getattr_self(Attributes, this, attr); if (object != NULL) return object; - if (attr == "seed") { + if (!strcmp(attr,"seed")) { return PyInt_FromLong(m_basegenerator->GetSeed()); } _getattr_up(SCA_ISensor); } -int SCA_RandomSensor::_setattr(const STR_String& attr, PyObject *value) +int SCA_RandomSensor::_setattr(const char *attr, PyObject *value) { int ret = _setattr_self(Attributes, this, attr, value); if (ret >= 0) return ret; - if (attr == "seed") { + if (!strcmp(attr,"seed")) { if (PyInt_Check(value)) { int ival = PyInt_AsLong(value); m_basegenerator->SetSeed(ival); |