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Diffstat (limited to 'doc/python_api/rst/bge_types/bge.types.CListValue.rst')
-rw-r--r-- | doc/python_api/rst/bge_types/bge.types.CListValue.rst | 69 |
1 files changed, 0 insertions, 69 deletions
diff --git a/doc/python_api/rst/bge_types/bge.types.CListValue.rst b/doc/python_api/rst/bge_types/bge.types.CListValue.rst deleted file mode 100644 index e47cf351f60..00000000000 --- a/doc/python_api/rst/bge_types/bge.types.CListValue.rst +++ /dev/null @@ -1,69 +0,0 @@ -CListValue(CPropValue) -====================== - -base class --- :class:`CPropValue` - -.. class:: CListValue(CPropValue) - - This is a list like object used in the game engine internally that behaves similar to a python list in most ways. - - As well as the normal index lookup (``val= clist[i]``), CListValue supports string lookups (``val= scene.objects["Cube"]``) - - Other operations such as ``len(clist)``, ``list(clist)``, ``clist[0:10]`` are also supported. - - .. method:: append(val) - - Add an item to the list (like pythons append) - - .. warning:: - - Appending values to the list can cause crashes when the list is used internally by the game engine. - - .. method:: count(val) - - Count the number of instances of a value in the list. - - :return: number of instances - :rtype: integer - - .. method:: index(val) - - Return the index of a value in the list. - - :return: The index of the value in the list. - :rtype: integer - - .. method:: reverse() - - Reverse the order of the list. - - .. method:: get(key, default=None) - - Return the value matching key, or the default value if its not found. - - :return: The key value or a default. - - .. method:: from_id(id) - - This is a funtion especially for the game engine to return a value with a spesific id. - - Since object names are not always unique, the id of an object can be used to get an object from the CValueList. - - Example: - - .. code-block:: python - - myObID=id(gameObject) - ob= scene.objects.from_id(myObID) - - Where ``myObID`` is an int or long from the id function. - - This has the advantage that you can store the id in places you could not store a gameObject. - - .. warning:: - - The id is derived from a memory location and will be different each time the game engine starts. - - .. warning:: - - The id can't be stored as an integer in game object properties, as those only have a limited range that the id may not be contained in. Instead an id can be stored as a string game property and converted back to an integer for use in from_id lookups. |