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Diffstat (limited to 'source/gameengine/Converter/KX_ConvertProperties.cpp')
-rw-r--r--source/gameengine/Converter/KX_ConvertProperties.cpp134
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;
+ }
+
+
+}