blender/source/gameengine/Ketsji/KX_VisibilityActuator.cpp
Kent Mein 209a2ede2c Last of the config.h mods...
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

added to these files.

Kent
--
mein@cs.umn.edu
2002-11-25 15:29:57 +00:00

166 lines
3.6 KiB
C++

/*
* $Id$
*
* ***** 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 *****
* Actuator to toggle visibility/invisibility of objects
*/
#include "KX_VisibilityActuator.h"
#include "KX_GameObject.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
KX_VisibilityActuator::KX_VisibilityActuator(
SCA_IObject* gameobj,
bool visible,
PyTypeObject* T
)
: SCA_IActuator(gameobj,T),
m_visible(visible)
{
// intentionally empty
}
KX_VisibilityActuator::~KX_VisibilityActuator(
void
)
{
// intentionally empty
}
CValue*
KX_VisibilityActuator::GetReplica(
void
)
{
KX_VisibilityActuator* replica = new KX_VisibilityActuator(*this);
replica->ProcessReplica();
// this will copy properties and so on...
CValue::AddDataToReplica(replica);
return replica;
}
bool
KX_VisibilityActuator::Update(
double curtime,
double deltatime
)
{
bool bNegativeEvent = IsNegativeEvent();
RemoveAllEvents();
if (bNegativeEvent) return false;
KX_GameObject *obj = (KX_GameObject*) GetParent();
obj->SetVisible(m_visible);
obj->MarkVisible();
return true;
}
/* ------------------------------------------------------------------------- */
/* Python functions */
/* ------------------------------------------------------------------------- */
/* Integration hooks ------------------------------------------------------- */
PyTypeObject
KX_VisibilityActuator::Type = {
PyObject_HEAD_INIT(&PyType_Type)
0,
"KX_VisibilityActuator",
sizeof(KX_VisibilityActuator),
0,
PyDestructor,
0,
__getattr,
__setattr,
0, //&MyPyCompare,
__repr,
0, //&cvalue_as_number,
0,
0,
0,
0
};
PyParentObject
KX_VisibilityActuator::Parents[] = {
&KX_VisibilityActuator::Type,
&SCA_IActuator::Type,
&SCA_ILogicBrick::Type,
&CValue::Type,
NULL
};
PyMethodDef
KX_VisibilityActuator::Methods[] = {
{"set", (PyCFunction) KX_VisibilityActuator::sPySetVisible,
METH_VARARGS, SetVisible_doc},
{NULL,NULL} //Sentinel
};
PyObject*
KX_VisibilityActuator::_getattr(
char* attr
)
{
_getattr_up(SCA_IActuator);
};
/* set visibility ---------------------------------------------------------- */
char
KX_VisibilityActuator::SetVisible_doc[] =
"setVisible(visible?)\n"
"\t - visible? : Make the object visible? (KX_TRUE, KX_FALSE)"
"\tSet the properties of the actuator.\n";
PyObject*
KX_VisibilityActuator::PySetVisible(PyObject* self,
PyObject* args,
PyObject* kwds) {
int vis;
if(!PyArg_ParseTuple(args, "i", &vis)) {
return NULL;
}
m_visible = PyArgToBool(vis);
Py_Return;
}