diff options
Diffstat (limited to 'source/gameengine/Converter/KX_ConvertProperties.cpp')
-rw-r--r-- | source/gameengine/Converter/KX_ConvertProperties.cpp | 134 |
1 files changed, 134 insertions, 0 deletions
diff --git a/source/gameengine/Converter/KX_ConvertProperties.cpp b/source/gameengine/Converter/KX_ConvertProperties.cpp new file mode 100644 index 00000000000..e3cbadc5808 --- /dev/null +++ b/source/gameengine/Converter/KX_ConvertProperties.cpp @@ -0,0 +1,134 @@ +/** + * $Id$ + * ***** BEGIN GPL/BL DUAL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. The Blender + * Foundation also sells licenses for use in proprietary software under + * the Blender License. See http://www.blender.org/BL/ for information + * about this. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + * + * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. + * All rights reserved. + * + * The Original Code is: all of this file. + * + * Contributor(s): none yet. + * + * ***** END GPL/BL DUAL LICENSE BLOCK ***** + */ + +#include "KX_ConvertProperties.h" + + +/* This little block needed for linking to Blender... */ +#ifdef WIN32 +#include "BLI_winstuff.h" +#endif + +#include "DNA_object_types.h" +#include "DNA_property_types.h" +/* end of blender include block */ + +#include "Value.h" +#include "VectorValue.h" +#include "BoolValue.h" +#include "StringValue.h" +#include "FloatValue.h" +#include "KX_GameObject.h" +//#include "ListValue.h" +#include "IntValue.h" +#include "SCA_TimeEventManager.h" +#include "SCA_IScene.h" + + +void BL_ConvertProperties(Object* object,KX_GameObject* gameobj,SCA_TimeEventManager* timemgr,SCA_IScene* scene, bool isInActiveLayer) +{ + + bProperty* prop = (bProperty*)object->prop.first; + CValue* propval; + bool show_debug_info; + while(prop) + { + + propval = NULL; + show_debug_info = bool (prop->flag & PROP_DEBUG); + + switch(prop->type) { + case PROP_BOOL: + { + propval = new CBoolValue((bool)(prop->data != 0)); + gameobj->SetProperty(prop->name,propval); + //promp->poin= &prop->data; + break; + } + case PROP_INT: + { + propval = new CIntValue((int)prop->data); + gameobj->SetProperty(prop->name,propval); + break; + } + case PROP_FLOAT: + { + //prop->poin= &prop->data; + float floatprop = *((float*)&prop->data); + propval = new CFloatValue(floatprop); + gameobj->SetProperty(prop->name,propval); + } + break; + case PROP_STRING: + { + //prop->poin= callocN(MAX_PROPSTRING, "property string"); + propval = new CStringValue((char*)prop->poin,""); + gameobj->SetProperty(prop->name,propval); + break; + } + case PROP_TIME: + { + float floatprop = *((float*)&prop->data); + + CValue* timeval = new CFloatValue(floatprop); + // set a subproperty called 'timer' so that + // we can register the replica of this property + // at the time a game object is replicated (AddObjectActuator triggers this) + + timeval->SetProperty("timer",new CBoolValue(true)); + if (isInActiveLayer) + { + timemgr->AddTimeProperty(timeval); + } + + propval = timeval; + gameobj->SetProperty(prop->name,timeval); + + } + default: + { + // todo make an assert etc. + } + } + + if (propval) + { + if (show_debug_info) + { + scene->AddDebugProperty(gameobj,STR_String(prop->name)); + } + } + + prop = prop->next; + } + + +} |