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authorCampbell Barton <ideasman42@gmail.com>2009-04-19 16:46:39 +0400
committerCampbell Barton <ideasman42@gmail.com>2009-04-19 16:46:39 +0400
commit8d2cb5bea44f4245dd17f2d82cbd0251d8090fd5 (patch)
treeb28e45f1edaf083c15d2176079836a4497685e57 /source/gameengine/Ketsji/KX_TouchSensor.cpp
parent92cea7c1b1540d11ed9729bacfabd23ccb7a79c7 (diff)
BGE Python API
This changes how the BGE classes and Python work together, which hasnt changed since blender went opensource. The main difference is PyObjectPlus - the base class for most game engine classes, no longer inherit from PyObject, and cannot be cast to a PyObject. This has the advantage that the BGE does not have to keep 2 reference counts valid for C++ and Python. Previously C++ classes would never be freed while python held a reference, however this reference could be problematic eg: a GameObject that isnt in a scene anymore should not be used by python, doing so could even crash blender in some cases. Instead PyObjectPlus has a member "PyObject *m_proxy" which is lazily initialized when python needs it. m_proxy reference counts are managed by python, though it should never be freed while the C++ class exists since it holds a reference to avoid making and freeing it all the time. When the C++ class is free'd it sets the m_proxy reference to NULL, If python accesses this variable it will raise a RuntimeError, (check the isValid attribute to see if its valid without raising an error). - This replaces the m_zombie bool and IsZombie() tests added recently. In python return values that used to be.. return value->AddRef(); Are now return value->GetProxy(); or... return value->NewProxy(true); // true means python owns this C++ value which will be deleted when the PyObject is freed
Diffstat (limited to 'source/gameengine/Ketsji/KX_TouchSensor.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_TouchSensor.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/gameengine/Ketsji/KX_TouchSensor.cpp b/source/gameengine/Ketsji/KX_TouchSensor.cpp
index 70fa6326c19..7265ade6789 100644
--- a/source/gameengine/Ketsji/KX_TouchSensor.cpp
+++ b/source/gameengine/Ketsji/KX_TouchSensor.cpp
@@ -342,7 +342,7 @@ PyObject* KX_TouchSensor::PyGetHitObject(PyObject* self)
/* otherwise, this leaks memory */
if (m_hitObject)
{
- return m_hitObject->AddRef();
+ return m_hitObject->GetProxy();
}
Py_RETURN_NONE;
}
@@ -356,7 +356,7 @@ PyObject* KX_TouchSensor::PyGetHitObjectList(PyObject* self)
ShowDeprecationWarning("getHitObjectList()", "the objectHitList property");
/* to do: do Py_IncRef if the object is already known in Python */
/* otherwise, this leaks memory */ /* Edit, this seems ok and not to leak memory - Campbell */
- return m_colliders->AddRef();
+ return m_colliders->GetProxy();
}
/*getTouchMaterial and setTouchMaterial were never added to the api,
@@ -400,7 +400,7 @@ PyObject* KX_TouchSensor::pyattr_get_object_hit(void *self_v, const KX_PYATTRIBU
KX_TouchSensor* self= static_cast<KX_TouchSensor*>(self_v);
if (self->m_hitObject)
- return self->m_hitObject->AddRef();
+ return self->m_hitObject->GetProxy();
else
Py_RETURN_NONE;
}
@@ -408,7 +408,7 @@ PyObject* KX_TouchSensor::pyattr_get_object_hit(void *self_v, const KX_PYATTRIBU
PyObject* KX_TouchSensor::pyattr_get_object_hit_list(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_TouchSensor* self= static_cast<KX_TouchSensor*>(self_v);
- return self->m_colliders->AddRef();
+ return self->m_colliders->GetProxy();
}