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-rw-r--r--source/gameengine/GameLogic/SCA_PythonController.cpp91
-rw-r--r--source/gameengine/GameLogic/SCA_PythonController.h4
-rw-r--r--source/gameengine/PyDoc/GameLogic.py2
-rw-r--r--source/gameengine/PyDoc/KX_Scene.py2
-rw-r--r--source/gameengine/PyDoc/SCA_PythonController.py12
5 files changed, 86 insertions, 25 deletions
diff --git a/source/gameengine/GameLogic/SCA_PythonController.cpp b/source/gameengine/GameLogic/SCA_PythonController.cpp
index 5ab8db2986d..92852ee03cb 100644
--- a/source/gameengine/GameLogic/SCA_PythonController.cpp
+++ b/source/gameengine/GameLogic/SCA_PythonController.cpp
@@ -157,8 +157,40 @@ static const char* sPyGetCurrentController__doc__;
PyObject* SCA_PythonController::sPyGetCurrentController(PyObject* self)
{
- m_sCurrentController->AddRef();
- return m_sCurrentController;
+ return m_sCurrentController->AddRef();
+}
+
+SCA_IActuator* SCA_PythonController::LinkedActuatorFromPy(PyObject *value)
+{
+ // for safety, todo: only allow for registered actuators (pointertable)
+ // we don't want to crash gameengine/blender by python scripts
+ std::vector<SCA_IActuator*> lacts = m_sCurrentController->GetLinkedActuators();
+ std::vector<SCA_IActuator*>::iterator it;
+
+ if (PyString_Check(value)) {
+ /* get the actuator from the name */
+ char *name= PyString_AsString(value);
+ for(it = lacts.begin(); it!= lacts.end(); it++) {
+ if( name == (*it)->GetName() ) {
+ return *it;
+ }
+ }
+ }
+ else {
+ /* Expecting an actuator type */
+ for(it = lacts.begin(); it!= lacts.end(); it++) {
+ if( static_cast<SCA_IActuator*>(value) == (*it) ) {
+ return *it;
+ }
+ }
+ }
+
+ /* set the exception */
+ PyObject *value_str = PyObject_Repr(value); /* new ref */
+ PyErr_Format(PyExc_ValueError, "'%s' not in this controllers actuator list", PyString_AsString(value_str));
+ Py_DECREF(value_str);
+
+ return false;
}
#if 0
@@ -175,26 +207,14 @@ PyObject* SCA_PythonController::sPyAddActiveActuator(
int activate;
if (!PyArg_ParseTuple(args, "Oi", &ob1,&activate))
return NULL;
-
- // for safety, todo: only allow for registered actuators (pointertable)
- // we don't want to crash gameengine/blender by python scripts
- std::vector<SCA_IActuator*> lacts = m_sCurrentController->GetLinkedActuators();
- std::vector<SCA_IActuator*>::iterator it;
- bool found = false;
- CValue* act = (CValue*)ob1;
-
- for(it = lacts.begin(); it!= lacts.end(); it++) {
- if( static_cast<SCA_IActuator*>(act) == (*it) ) {
- found=true;
- break;
- }
- }
- if(found){
- CValue* boolval = new CBoolValue(activate!=0);
- m_sCurrentLogicManager->AddActiveActuator((SCA_IActuator*)act,boolval);
- boolval->Release();
- }
+ SCA_IActuator* actu = LinkedActuatorFromPy(ob1);
+ if(actu==NULL)
+ return NULL;
+
+ CValue* boolval = new CBoolValue(activate!=0);
+ m_sCurrentLogicManager->AddActiveActuator((SCA_IActuator*)actu,boolval);
+ boolval->Release();
Py_RETURN_NONE;
}
@@ -229,6 +249,9 @@ PyParentObject SCA_PythonController::Parents[] = {
NULL
};
PyMethodDef SCA_PythonController::Methods[] = {
+ {"activate", (PyCFunction) SCA_PythonController::sPyActivate, METH_O},
+ {"deactivate", (PyCFunction) SCA_PythonController::sPyDeActivate, METH_O},
+
{"getActuators", (PyCFunction) SCA_PythonController::sPyGetActuators, METH_NOARGS, (PY_METHODCHAR)SCA_PythonController::GetActuators_doc},
{"getActuator", (PyCFunction) SCA_PythonController::sPyGetActuator, METH_O, (PY_METHODCHAR)SCA_PythonController::GetActuator_doc},
{"getSensors", (PyCFunction) SCA_PythonController::sPyGetSensors, METH_NOARGS, (PY_METHODCHAR)SCA_PythonController::GetSensors_doc},
@@ -380,6 +403,29 @@ int SCA_PythonController::_setattr(const char *attr, PyObject *value)
return SCA_IController::_setattr(attr, value);
}
+PyObject* SCA_PythonController::PyActivate(PyObject* self, PyObject *value)
+{
+ SCA_IActuator* actu = LinkedActuatorFromPy(value);
+ if(actu==NULL)
+ return NULL;
+
+ CValue* boolval = new CBoolValue(true);
+ m_sCurrentLogicManager->AddActiveActuator((SCA_IActuator*)actu, boolval);
+ boolval->Release();
+ Py_RETURN_NONE;
+}
+
+PyObject* SCA_PythonController::PyDeActivate(PyObject* self, PyObject *value)
+{
+ SCA_IActuator* actu = LinkedActuatorFromPy(value);
+ if(actu==NULL)
+ return NULL;
+
+ CValue* boolval = new CBoolValue(false);
+ m_sCurrentLogicManager->AddActiveActuator((SCA_IActuator*)actu, boolval);
+ boolval->Release();
+ Py_RETURN_NONE;
+}
PyObject* SCA_PythonController::PyGetActuators(PyObject* self)
{
@@ -437,8 +483,7 @@ SCA_PythonController::PyGetActuator(PyObject* self, PyObject* value)
for (unsigned int index=0;index<m_linkedactuators.size();index++)
{
SCA_IActuator* actua = m_linkedactuators[index];
- STR_String realname = actua->GetName();
- if (realname == scriptArg)
+ if (actua->GetName() == scriptArg)
{
return actua->AddRef();
}
diff --git a/source/gameengine/GameLogic/SCA_PythonController.h b/source/gameengine/GameLogic/SCA_PythonController.h
index 046ef1f7aed..4ec18f32c23 100644
--- a/source/gameengine/GameLogic/SCA_PythonController.h
+++ b/source/gameengine/GameLogic/SCA_PythonController.h
@@ -77,9 +77,13 @@ class SCA_PythonController : public SCA_IController
static const char* sPyAddActiveActuator__doc__;
static PyObject* sPyAddActiveActuator(PyObject* self,
PyObject* args);
+ static SCA_IActuator* LinkedActuatorFromPy(PyObject *value);
virtual PyObject* _getattr(const char *attr);
virtual int _setattr(const char *attr, PyObject *value);
+
+ KX_PYMETHOD_O(SCA_PythonController,Activate);
+ KX_PYMETHOD_O(SCA_PythonController,DeActivate);
KX_PYMETHOD_DOC_NOARGS(SCA_PythonController,GetSensors);
KX_PYMETHOD_DOC_NOARGS(SCA_PythonController,GetActuators);
KX_PYMETHOD_DOC_O(SCA_PythonController,GetSensor);
diff --git a/source/gameengine/PyDoc/GameLogic.py b/source/gameengine/PyDoc/GameLogic.py
index 9dab7db6081..f743acf06fe 100644
--- a/source/gameengine/PyDoc/GameLogic.py
+++ b/source/gameengine/PyDoc/GameLogic.py
@@ -159,7 +159,7 @@ def addActiveActuator(actuator, activate):
"""
Activates the given actuator.
- @type actuator: L{SCA_IActuator}
+ @type actuator: L{SCA_IActuator} or the actuator name as a string.
@type activate: boolean
@param activate: whether to activate or deactivate the given actuator.
"""
diff --git a/source/gameengine/PyDoc/KX_Scene.py b/source/gameengine/PyDoc/KX_Scene.py
index 4a0a7a9556d..24b81bbf55e 100644
--- a/source/gameengine/PyDoc/KX_Scene.py
+++ b/source/gameengine/PyDoc/KX_Scene.py
@@ -39,6 +39,8 @@ class KX_Scene:
@ivar name: The scene's name
@type name: string
+ @type objects: A list of objects in the scene.
+ @type objects: list [L{KX_GameObject}]
@ivar active_camera: The current active camera
@type active_camera: L{KX_Camera}
@ivar suspended: True if the scene is suspended.
diff --git a/source/gameengine/PyDoc/SCA_PythonController.py b/source/gameengine/PyDoc/SCA_PythonController.py
index 06f2b7e9d1d..9684b41d481 100644
--- a/source/gameengine/PyDoc/SCA_PythonController.py
+++ b/source/gameengine/PyDoc/SCA_PythonController.py
@@ -15,7 +15,17 @@ class SCA_PythonController(SCA_IController):
This can be used with the GameObject's state to test if the controller is active.
@type state: integer
"""
-
+ def activate(actuator):
+ """
+ Activates an actuator attached to this controller.
+ @type actuator: actuator or the actuator name as a string
+ """
+ def deactivate(actuator):
+ """
+ Deactivates an actuator attached to this controller.
+ @type actuator: actuator or the actuator name as a string
+ """
+
def getSensors():
"""
Gets a list of all sensors attached to this controller.