diff options
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 | 72 |
1 files changed, 72 insertions, 0 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 new file mode 100644 index 00000000000..ca4cdc44bf5 --- /dev/null +++ b/doc/python_api/rst/bge_types/bge.types.CListValue.rst @@ -0,0 +1,72 @@ +CListValue(CPropValue) +====================== + +.. module:: bge.types + +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. + |