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authorCampbell Barton <ideasman42@gmail.com>2012-10-21 11:58:38 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-10-21 11:58:38 +0400
commitd599b643b7a1882ea79851e334d7ed133f362bb3 (patch)
tree4e4640c1b2e7cc82d9db81dbd98a39777dcbce7c /source/gameengine/GameLogic
parentf3ece5a108db0bdbefb4663ef4ebd9a7e039e263 (diff)
style cleanup: bge, switch statements mostly.
also left bmesh decimator on in previous commit.
Diffstat (limited to 'source/gameengine/GameLogic')
-rw-r--r--source/gameengine/GameLogic/Joystick/SCA_JoystickEvents.cpp42
-rw-r--r--source/gameengine/GameLogic/SCA_JoystickSensor.cpp67
-rw-r--r--source/gameengine/GameLogic/SCA_KeyboardSensor.cpp52
-rw-r--r--source/gameengine/GameLogic/SCA_PythonController.cpp107
4 files changed, 133 insertions, 135 deletions
diff --git a/source/gameengine/GameLogic/Joystick/SCA_JoystickEvents.cpp b/source/gameengine/GameLogic/Joystick/SCA_JoystickEvents.cpp
index efe76c3eb46..21619d8c63f 100644
--- a/source/gameengine/GameLogic/Joystick/SCA_JoystickEvents.cpp
+++ b/source/gameengine/GameLogic/Joystick/SCA_JoystickEvents.cpp
@@ -89,8 +89,7 @@ void SCA_Joystick::HandleEvents(void)
SCA_Joystick::m_instance[i]->OnNothing(&sdl_event);
}
- while(SDL_PollEvent(&sdl_event))
- {
+ while (SDL_PollEvent(&sdl_event)) {
/* Note! m_instance[sdl_event.jaxis.which]
* will segfault if over JOYINDEX_MAX, not too nice but what are the chances? */
@@ -100,28 +99,27 @@ void SCA_Joystick::HandleEvents(void)
/* Note!, if you manage to press and release a button within 1 logic tick
* it wont work as it should */
- switch(sdl_event.type)
- {
- case SDL_JOYAXISMOTION:
- SCA_Joystick::m_instance[sdl_event.jaxis.which]->OnAxisMotion(&sdl_event);
- break;
- case SDL_JOYHATMOTION:
- SCA_Joystick::m_instance[sdl_event.jhat.which]->OnHatMotion(&sdl_event);
- break;
- case SDL_JOYBUTTONUP:
- SCA_Joystick::m_instance[sdl_event.jbutton.which]->OnButtonUp(&sdl_event);
- break;
- case SDL_JOYBUTTONDOWN:
- SCA_Joystick::m_instance[sdl_event.jbutton.which]->OnButtonDown(&sdl_event);
- break;
+ switch (sdl_event.type) {
+ case SDL_JOYAXISMOTION:
+ SCA_Joystick::m_instance[sdl_event.jaxis.which]->OnAxisMotion(&sdl_event);
+ break;
+ case SDL_JOYHATMOTION:
+ SCA_Joystick::m_instance[sdl_event.jhat.which]->OnHatMotion(&sdl_event);
+ break;
+ case SDL_JOYBUTTONUP:
+ SCA_Joystick::m_instance[sdl_event.jbutton.which]->OnButtonUp(&sdl_event);
+ break;
+ case SDL_JOYBUTTONDOWN:
+ SCA_Joystick::m_instance[sdl_event.jbutton.which]->OnButtonDown(&sdl_event);
+ break;
#if 0 /* Not used yet */
- case SDL_JOYBALLMOTION:
- SCA_Joystick::m_instance[sdl_event.jball.which]->OnBallMotion(&sdl_event);
- break;
+ case SDL_JOYBALLMOTION:
+ SCA_Joystick::m_instance[sdl_event.jball.which]->OnBallMotion(&sdl_event);
+ break;
#endif
- default:
- printf("SCA_Joystick::HandleEvents, Unknown SDL event, this should not happen\n");
- break;
+ default:
+ printf("SCA_Joystick::HandleEvents, Unknown SDL event, this should not happen\n");
+ break;
}
}
}
diff --git a/source/gameengine/GameLogic/SCA_JoystickSensor.cpp b/source/gameengine/GameLogic/SCA_JoystickSensor.cpp
index 7e9a4bc903c..b4e461a9c2b 100644
--- a/source/gameengine/GameLogic/SCA_JoystickSensor.cpp
+++ b/source/gameengine/GameLogic/SCA_JoystickSensor.cpp
@@ -113,21 +113,21 @@ bool SCA_JoystickSensor::Evaluate()
return false;
m_reset = false;
- switch(m_joymode)
- {
- case KX_JOYSENSORMODE_AXIS:
+
+ switch (m_joymode) {
+ case KX_JOYSENSORMODE_AXIS:
{
- /* what is what!
- m_axisf == JOYAXIS_RIGHT, JOYAXIS_UP, JOYAXIS_DOWN, JOYAXIS_LEFT
- m_axisf == 1 == up
- m_axisf == 2 == left
- m_axisf == 3 == down
-
- numberof== m_axis (1-4), range is half of JOYAXIS_MAX since
- it assumes the axis joysticks are axis parirs (0,1), (2,3), etc
- also note that this starts at 1 where functions its used
- with expect a zero index.
- */
+ /* what is what!
+ * m_axisf == JOYAXIS_RIGHT, JOYAXIS_UP, JOYAXIS_DOWN, JOYAXIS_LEFT
+ * m_axisf == 1 == up
+ * m_axisf == 2 == left
+ * m_axisf == 3 == down
+ *
+ * numberof== m_axis (1-4), range is half of JOYAXIS_MAX since
+ * it assumes the axis joysticks are axis parirs (0,1), (2,3), etc
+ * also note that this starts at 1 where functions its used
+ * with expect a zero index.
+ */
if (!js->IsTrigAxis() && !reset) /* No events from SDL? - don't bother */
return false;
@@ -159,7 +159,7 @@ bool SCA_JoystickSensor::Evaluate()
}
break;
}
- case KX_JOYSENSORMODE_AXIS_SINGLE:
+ case KX_JOYSENSORMODE_AXIS_SINGLE:
{
/* Like KX_JOYSENSORMODE_AXIS but don't pair up axis */
if (!js->IsTrigAxis() && !reset) /* No events from SDL? - don't bother */
@@ -179,12 +179,12 @@ bool SCA_JoystickSensor::Evaluate()
}
break;
}
-
- case KX_JOYSENSORMODE_BUTTON:
+
+ case KX_JOYSENSORMODE_BUTTON:
{
- /* what is what!
- m_button = the actual button in question
- */
+ /* what is what!
+ * m_button = the actual button in question
+ */
if (!js->IsTrigButton() && !reset) /* No events from SDL? - don't bother */
return false;
@@ -200,12 +200,12 @@ bool SCA_JoystickSensor::Evaluate()
}
break;
}
- case KX_JOYSENSORMODE_HAT:
+ case KX_JOYSENSORMODE_HAT:
{
- /* what is what!
- numberof = m_hat -- max 4
- direction= m_hatf -- max 12
- */
+ /* what is what!
+ * numberof = m_hat -- max 4
+ * direction= m_hatf -- max 12
+ */
if (!js->IsTrigHat() && !reset) /* No events from SDL? - don't bother */
return false;
@@ -222,18 +222,19 @@ bool SCA_JoystickSensor::Evaluate()
}
break;
}
- /* test for ball anyone ?*/
- default:
- printf("Error invalid switch statement\n");
- break;
+ /* test for ball anyone ?*/
+ default:
+ printf("Error invalid switch statement\n");
+ break;
}
- /* if not all events are enabled, only send a positive pulse when
+ /* if not all events are enabled, only send a positive pulse when
* the button state changes */
if (!m_bAllEvents) {
if (m_istrig_prev == m_istrig) {
result = false;
- } else {
+ }
+ else {
m_istrig_prev = m_istrig;
}
}
@@ -353,7 +354,7 @@ PyObject *SCA_JoystickSensor::pyattr_get_axis_values(void *self_v, const KX_PYAT
int axis_index= joy->GetNumberOfAxes();
PyObject *list= PyList_New(axis_index);
- while(axis_index--) {
+ while (axis_index--) {
PyList_SET_ITEM(list, axis_index, PyLong_FromSsize_t(joy->GetAxisPosition(axis_index)));
}
@@ -381,7 +382,7 @@ PyObject *SCA_JoystickSensor::pyattr_get_hat_values(void *self_v, const KX_PYATT
int hat_index= joy->GetNumberOfHats();
PyObject *list= PyList_New(hat_index);
- while(hat_index--) {
+ while (hat_index--) {
PyList_SET_ITEM(list, hat_index, PyLong_FromSsize_t(joy->GetHat(hat_index)));
}
diff --git a/source/gameengine/GameLogic/SCA_KeyboardSensor.cpp b/source/gameengine/GameLogic/SCA_KeyboardSensor.cpp
index 9a2dd9bdd57..64bcae9f6d7 100644
--- a/source/gameengine/GameLogic/SCA_KeyboardSensor.cpp
+++ b/source/gameengine/GameLogic/SCA_KeyboardSensor.cpp
@@ -225,37 +225,37 @@ bool SCA_KeyboardSensor::Evaluate()
*/
if (m_qual > 0) {
const SCA_InputEvent & qualevent = inputdev->GetEventValue((SCA_IInputDevice::KX_EnumInputs) m_qual);
- switch(qualevent.m_status) {
- case SCA_InputEvent::KX_NO_INPUTSTATUS:
- qual = false;
- break;
- case SCA_InputEvent::KX_JUSTRELEASED:
- qual_change = true;
- qual = false;
- break;
- case SCA_InputEvent::KX_JUSTACTIVATED:
- qual_change = true;
- case SCA_InputEvent::KX_ACTIVE:
- /* do nothing */
- break;
+ switch (qualevent.m_status) {
+ case SCA_InputEvent::KX_NO_INPUTSTATUS:
+ qual = false;
+ break;
+ case SCA_InputEvent::KX_JUSTRELEASED:
+ qual_change = true;
+ qual = false;
+ break;
+ case SCA_InputEvent::KX_JUSTACTIVATED:
+ qual_change = true;
+ case SCA_InputEvent::KX_ACTIVE:
+ /* do nothing */
+ break;
}
}
if (m_qual2 > 0 && qual==true) {
const SCA_InputEvent & qualevent = inputdev->GetEventValue((SCA_IInputDevice::KX_EnumInputs) m_qual2);
/* copy of above */
- switch(qualevent.m_status) {
- case SCA_InputEvent::KX_NO_INPUTSTATUS:
- qual = false;
- break;
- case SCA_InputEvent::KX_JUSTRELEASED:
- qual_change = true;
- qual = false;
- break;
- case SCA_InputEvent::KX_JUSTACTIVATED:
- qual_change = true;
- case SCA_InputEvent::KX_ACTIVE:
- /* do nothing */
- break;
+ switch (qualevent.m_status) {
+ case SCA_InputEvent::KX_NO_INPUTSTATUS:
+ qual = false;
+ break;
+ case SCA_InputEvent::KX_JUSTRELEASED:
+ qual_change = true;
+ qual = false;
+ break;
+ case SCA_InputEvent::KX_JUSTACTIVATED:
+ qual_change = true;
+ case SCA_InputEvent::KX_ACTIVE:
+ /* do nothing */
+ break;
}
}
/* done reading qualifiers */
diff --git a/source/gameengine/GameLogic/SCA_PythonController.cpp b/source/gameengine/GameLogic/SCA_PythonController.cpp
index 7dbbbb2a0d9..f857d59b121 100644
--- a/source/gameengine/GameLogic/SCA_PythonController.cpp
+++ b/source/gameengine/GameLogic/SCA_PythonController.cpp
@@ -376,64 +376,63 @@ void SCA_PythonController::Trigger(SCA_LogicManager* logicmgr)
PyObject *excdict= NULL;
PyObject *resultobj= NULL;
- switch(m_mode) {
- case SCA_PYEXEC_SCRIPT:
- {
- if (m_bModified)
- if (Compile()==false) // sets m_bModified to false
+ switch (m_mode) {
+ case SCA_PYEXEC_SCRIPT:
+ {
+ if (m_bModified)
+ if (Compile()==false) // sets m_bModified to false
+ return;
+ if (!m_bytecode)
return;
- if (!m_bytecode)
- return;
-
- /*
- * This part here with excdict is a temporary patch
- * to avoid python/gameengine crashes when python
- * inadvertently holds references to game objects
- * in global variables.
- *
- * The idea is always make a fresh dictionary, and
- * destroy it right after it is used to make sure
- * python won't hold any gameobject references.
- *
- * Note that the PyDict_Clear _is_ necessary before
- * the Py_DECREF() because it is possible for the
- * variables inside the dictionary to hold references
- * to the dictionary (ie. generate a cycle), so we
- * break it by hand, then DECREF (which in this case
- * should always ensure excdict is cleared).
- */
-
- excdict= PyDict_Copy(m_pythondictionary);
-
- resultobj = PyEval_EvalCode((PyObject *)m_bytecode, excdict, excdict);
-
- /* PyRun_SimpleString(m_scriptText.Ptr()); */
- break;
- }
- case SCA_PYEXEC_MODULE:
- {
- if (m_bModified || m_debug)
- if (Import()==false) // sets m_bModified to false
+
+ /*
+ * This part here with excdict is a temporary patch
+ * to avoid python/gameengine crashes when python
+ * inadvertently holds references to game objects
+ * in global variables.
+ *
+ * The idea is always make a fresh dictionary, and
+ * destroy it right after it is used to make sure
+ * python won't hold any gameobject references.
+ *
+ * Note that the PyDict_Clear _is_ necessary before
+ * the Py_DECREF() because it is possible for the
+ * variables inside the dictionary to hold references
+ * to the dictionary (ie. generate a cycle), so we
+ * break it by hand, then DECREF (which in this case
+ * should always ensure excdict is cleared).
+ */
+
+ excdict= PyDict_Copy(m_pythondictionary);
+
+ resultobj = PyEval_EvalCode((PyObject *)m_bytecode, excdict, excdict);
+
+ /* PyRun_SimpleString(m_scriptText.Ptr()); */
+ break;
+ }
+ case SCA_PYEXEC_MODULE:
+ {
+ if (m_bModified || m_debug)
+ if (Import()==false) // sets m_bModified to false
+ return;
+ if (!m_function)
return;
- if (!m_function)
- return;
-
- PyObject *args= NULL;
-
- if (m_function_argc==1) {
- args = PyTuple_New(1);
- PyTuple_SET_ITEM(args, 0, GetProxy());
+
+ PyObject *args= NULL;
+
+ if (m_function_argc==1) {
+ args = PyTuple_New(1);
+ PyTuple_SET_ITEM(args, 0, GetProxy());
+ }
+
+ resultobj = PyObject_CallObject(m_function, args);
+ Py_XDECREF(args);
+ break;
}
-
- resultobj = PyObject_CallObject(m_function, args);
- Py_XDECREF(args);
- break;
- }
-
+
} /* end switch */
-
-
-
+
+
/* Free the return value and print the error */
if (resultobj)
Py_DECREF(resultobj);