blender/source/gameengine/Ketsji/KX_StateActuator.cpp
Campbell Barton 9a7ea9664e BGE PyAPI support for subclassing any BGE game type from python, scripters define extra functions on gameObjects.
Adding a UI to set the type on startup can be added easily.

# ----
class myPlayer(GameTypes.KX_GameObject):
  def die(self):
    # ... do stuff ...
    self.endObject()

# make an instance
player = myPlayer(gameOb) # gameOb is made invalid now.
player.die()

# ----

One limitation (which could also be an advantage), is making the subclass instance will return that subclass everywhere, you cant have 2 different subclasses of the same BGE data at once.
2009-06-29 12:06:46 +00:00

231 lines
5.7 KiB
C++

/*
* $Id$
*
* ***** 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., 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 LICENSE BLOCK *****
* Actuator to toggle visibility/invisibility of objects
*/
#include "KX_StateActuator.h"
#include "KX_GameObject.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
KX_StateActuator::KX_StateActuator(
SCA_IObject* gameobj,
int operation,
unsigned int mask
)
: SCA_IActuator(gameobj),
m_operation(operation),
m_mask(mask)
{
// intentionally empty
}
KX_StateActuator::~KX_StateActuator(
void
)
{
// intentionally empty
}
// used to put state actuator to be executed before any other actuators
SG_QList KX_StateActuator::m_stateActuatorHead;
CValue*
KX_StateActuator::GetReplica(
void
)
{
KX_StateActuator* replica = new KX_StateActuator(*this);
replica->ProcessReplica();
return replica;
}
bool
KX_StateActuator::Update()
{
bool bNegativeEvent = IsNegativeEvent();
unsigned int objMask;
// execution of state actuator means that we are in the execution phase, reset this pointer
// because all the active actuator of this object will be removed for sure.
m_gameobj->m_firstState = NULL;
RemoveAllEvents();
if (bNegativeEvent) return false;
KX_GameObject *obj = (KX_GameObject*) GetParent();
objMask = obj->GetState();
switch (m_operation)
{
case OP_CPY:
objMask = m_mask;
break;
case OP_SET:
objMask |= m_mask;
break;
case OP_CLR:
objMask &= ~m_mask;
break;
case OP_NEG:
objMask ^= m_mask;
break;
default:
// unsupported operation, no nothing
return false;
}
obj->SetState(objMask);
return false;
}
// this function is only used to deactivate actuators outside the logic loop
// e.g. when an object is deleted.
void KX_StateActuator::Deactivate()
{
if (QDelink())
{
// the actuator was in the active list
if (m_stateActuatorHead.QEmpty())
// no more state object active
m_stateActuatorHead.Delink();
}
}
void KX_StateActuator::Activate(SG_DList& head)
{
// sort the state actuators per object on the global list
if (QEmpty())
{
InsertSelfActiveQList(m_stateActuatorHead, &m_gameobj->m_firstState);
// add front to make sure it runs before other actuators
head.AddFront(&m_stateActuatorHead);
}
}
/* ------------------------------------------------------------------------- */
/* Python functions */
/* ------------------------------------------------------------------------- */
/* Integration hooks ------------------------------------------------------- */
PyTypeObject KX_StateActuator::Type = {
#if (PY_VERSION_HEX >= 0x02060000)
PyVarObject_HEAD_INIT(NULL, 0)
#else
/* python 2.5 and below */
PyObject_HEAD_INIT( NULL ) /* required py macro */
0, /* ob_size */
#endif
"KX_StateActuator",
sizeof(PyObjectPlus_Proxy),
0,
py_base_dealloc,
0,
0,
0,
0,
py_base_repr,
0,0,0,0,0,0,0,0,0,
Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
0,0,0,0,0,0,0,
Methods,
0,
0,
&SCA_IActuator::Type,
0,0,0,0,0,0,
py_base_new
};
PyMethodDef KX_StateActuator::Methods[] = {
// deprecated -->
{"setOperation", (PyCFunction) KX_StateActuator::sPySetOperation,
METH_VARARGS, (PY_METHODCHAR)SetOperation_doc},
{"setMask", (PyCFunction) KX_StateActuator::sPySetMask,
METH_VARARGS, (PY_METHODCHAR)SetMask_doc},
// <--
{NULL,NULL} //Sentinel
};
PyAttributeDef KX_StateActuator::Attributes[] = {
KX_PYATTRIBUTE_INT_RW("operation",KX_StateActuator::OP_NOP+1,KX_StateActuator::OP_COUNT-1,false,KX_StateActuator,m_operation),
KX_PYATTRIBUTE_INT_RW("mask",0,0x3FFFFFFF,false,KX_StateActuator,m_mask),
{ NULL } //Sentinel
};
/* set operation ---------------------------------------------------------- */
const char
KX_StateActuator::SetOperation_doc[] =
"setOperation(op)\n"
"\t - op : bit operation (0=Copy, 1=Set, 2=Clear, 3=Negate)"
"\tSet the type of bit operation to be applied on object state mask.\n"
"\tUse setMask() to specify the bits that will be modified.\n";
PyObject*
KX_StateActuator::PySetOperation(PyObject* args) {
ShowDeprecationWarning("setOperation()", "the operation property");
int oper;
if(!PyArg_ParseTuple(args, "i:setOperation", &oper)) {
return NULL;
}
m_operation = oper;
Py_RETURN_NONE;
}
/* set mask ---------------------------------------------------------- */
const char
KX_StateActuator::SetMask_doc[] =
"setMask(mask)\n"
"\t - mask : bits that will be modified"
"\tSet the value that defines the bits that will be modified by the operation.\n"
"\tThe bits that are 1 in the value will be updated in the object state,\n"
"\tthe bits that are 0 are will be left unmodified expect for the Copy operation\n"
"\twhich copies the value to the object state.\n";
PyObject*
KX_StateActuator::PySetMask(PyObject* args) {
ShowDeprecationWarning("setMask()", "the mask property");
int mask;
if(!PyArg_ParseTuple(args, "i:setMask", &mask)) {
return NULL;
}
m_mask = mask;
Py_RETURN_NONE;
}