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Diffstat (limited to 'source/gameengine/Converter/KX_ConvertProperties.cpp')
-rw-r--r-- | source/gameengine/Converter/KX_ConvertProperties.cpp | 243 |
1 files changed, 0 insertions, 243 deletions
diff --git a/source/gameengine/Converter/KX_ConvertProperties.cpp b/source/gameengine/Converter/KX_ConvertProperties.cpp deleted file mode 100644 index 2cb61207fb5..00000000000 --- a/source/gameengine/Converter/KX_ConvertProperties.cpp +++ /dev/null @@ -1,243 +0,0 @@ -/* - * ***** BEGIN GPL 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. - * - * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 LICENSE BLOCK ***** - */ - -/** \file gameengine/Converter/KX_ConvertProperties.cpp - * \ingroup bgeconv - */ - - -#include "KX_ConvertProperties.h" - - -#include "DNA_object_types.h" -#include "DNA_property_types.h" -/* end of blender include block */ - - -#include "EXP_Value.h" -#include "EXP_VectorValue.h" -#include "EXP_BoolValue.h" -#include "EXP_StringValue.h" -#include "EXP_FloatValue.h" -#include "KX_GameObject.h" -#include "EXP_IntValue.h" -#include "SCA_TimeEventManager.h" -#include "SCA_IScene.h" - -#include "KX_FontObject.h" -#include "DNA_curve_types.h" - -/* This little block needed for linking to Blender... */ -#ifdef WIN32 -#include "BLI_winstuff.h" -#endif - -extern "C" { - #include "BKE_property.h" -} - -/* prototype */ -void BL_ConvertTextProperty(Object* object, KX_FontObject* fontobj,SCA_TimeEventManager* timemgr,SCA_IScene* scene, bool isInActiveLayer); - -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 GPROP_BOOL: - { - propval = new CBoolValue((bool)(prop->data != 0)); - gameobj->SetProperty(prop->name,propval); - //promp->poin= &prop->data; - break; - } - case GPROP_INT: - { - propval = new CIntValue((int)prop->data); - gameobj->SetProperty(prop->name,propval); - break; - } - case GPROP_FLOAT: - { - //prop->poin= &prop->data; - float floatprop = *((float*)&prop->data); - propval = new CFloatValue(floatprop); - gameobj->SetProperty(prop->name,propval); - } - break; - case GPROP_STRING: - { - //prop->poin= callocN(MAX_PROPSTRING, "property string"); - propval = new CStringValue((char*)prop->poin,""); - gameobj->SetProperty(prop->name,propval); - break; - } - case GPROP_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) - CValue *bval = new CBoolValue(true); - timeval->SetProperty("timer",bval); - bval->Release(); - if (isInActiveLayer) - { - timemgr->AddTimeProperty(timeval); - } - - propval = timeval; - gameobj->SetProperty(prop->name,timeval); - - } - default: - { - // todo make an assert etc. - } - } - - if (propval) - { - if (show_debug_info && isInActiveLayer) - { - scene->AddDebugProperty(gameobj,STR_String(prop->name)); - } - // done with propval, release it - propval->Release(); - } - -#ifdef WITH_PYTHON - /* Warn if we double up on attributes, this isn't quite right since it wont find inherited attributes however there arnt many */ - for (PyAttributeDef *attrdef = KX_GameObject::Attributes; attrdef->m_name; attrdef++) { - if (strcmp(prop->name, attrdef->m_name)==0) { - printf("Warning! user defined property name \"%s\" is also a python attribute for object \"%s\"\n\tUse ob[\"%s\"] syntax to avoid conflict\n", prop->name, object->id.name+2, prop->name); - break; - } - } - for (PyMethodDef *methdef = KX_GameObject::Methods; methdef->ml_name; methdef++) { - if (strcmp(prop->name, methdef->ml_name)==0) { - printf("Warning! user defined property name \"%s\" is also a python method for object \"%s\"\n\tUse ob[\"%s\"] syntax to avoid conflict\n", prop->name, object->id.name+2, prop->name); - break; - } - } - /* end warning check */ -#endif // WITH_PYTHON - - prop = prop->next; - } - // check if state needs to be debugged - if (object->scaflag & OB_DEBUGSTATE && isInActiveLayer) - { - // reserve name for object state - scene->AddDebugProperty(gameobj,STR_String("__state__")); - } - - /* Font Objects need to 'copy' the Font Object data body to ["Text"] */ - if (object->type == OB_FONT) - { - BL_ConvertTextProperty(object, (KX_FontObject *)gameobj, timemgr, scene, isInActiveLayer); - } -} - -void BL_ConvertTextProperty(Object* object, KX_FontObject* fontobj,SCA_TimeEventManager* timemgr,SCA_IScene* scene, bool isInActiveLayer) -{ - CValue* tprop = fontobj->GetProperty("Text"); - if (!tprop) return; - bProperty* prop = BKE_bproperty_object_get(object, "Text"); - if (!prop) return; - - Curve *curve = static_cast<Curve *>(object->data); - STR_String str = curve->str; - CValue* propval = NULL; - - switch (prop->type) { - case GPROP_BOOL: - { - int value = atoi(str); - propval = new CBoolValue((bool)(value != 0)); - tprop->SetValue(propval); - break; - } - case GPROP_INT: - { - int value = atoi(str); - propval = new CIntValue(value); - tprop->SetValue(propval); - break; - } - case GPROP_FLOAT: - { - float floatprop = (float)atof(str); - propval = new CFloatValue(floatprop); - tprop->SetValue(propval); - break; - } - case GPROP_STRING: - { - propval = new CStringValue(str, ""); - tprop->SetValue(propval); - break; - } - case GPROP_TIME: - { - float floatprop = (float)atof(str); - - 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) - CValue *bval = new CBoolValue(true); - timeval->SetProperty("timer",bval); - bval->Release(); - if (isInActiveLayer) - { - timemgr->AddTimeProperty(timeval); - } - - propval = timeval; - tprop->SetValue(timeval); - } - default: - { - // todo make an assert etc. - } - } - - if (propval) { - propval->Release(); - } -} - |