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Diffstat (limited to 'source/gameengine/Converter/KX_ConvertProperties.cpp')
-rw-r--r--source/gameengine/Converter/KX_ConvertProperties.cpp243
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 5dd7d0e4066..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();
- }
-}
-