blender/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageSensor.h
Campbell Barton 6b9f3b5f5c BGE Python API
Remove the last of the odd C++/python wrapper code from http://www.python.org/doc/PyCPP.html (~1998)

* Use python subclasses rather then having fake subclassing through get/set attributes calling parent types.
* PyObject getset arrays are created while initializing the types, converted from our own attribute arrays. This way python deals with subclasses and we dont have to define getattro or setattro functions for each type.
* GameObjects and Scenes no longer have attribute access to properties. only dictionary style access - ob['prop']
* remove each class's get/set/dir functions.
* remove isA() methods, can use PyObject_TypeCheck() in C and issubclass() in python.
* remove Parents[] array for each C++ class, was only used for isA() and wasnt correct in quite a few cases.
* remove PyTypeObject that was being passed as the last argument to each class (the parent classes too).

TODO -
* Light and VertexProxy need to be converted to using attributes.
* memory for getset arrays is never freed, not that bad since its will only allocates once.
2009-06-28 11:22:26 +00:00

90 lines
2.8 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 *****
* Ketsji Logic Extenstion: Network Message Sensor class
*/
#ifndef __KX_NETWORKMESSAGE_SENSOR_H
#define __KX_NETWORKMESSAGE_SENSOR_H
#include "SCA_ISensor.h"
class KX_NetworkEventManager;
class NG_NetworkScene;
class KX_NetworkMessageSensor : public SCA_ISensor
{
// note: Py_Header MUST BE the first listed here
Py_Header;
KX_NetworkEventManager *m_Networkeventmgr;
NG_NetworkScene *m_NetworkScene;
// The subject we filter on.
STR_String m_subject;
// The number of messages caught since the last frame.
int m_frame_message_count;
bool m_IsUp;
class CListValue* m_BodyList;
class CListValue* m_SubjectList;
public:
KX_NetworkMessageSensor(
KX_NetworkEventManager* eventmgr, // our eventmanager
NG_NetworkScene *NetworkScene, // our scene
SCA_IObject* gameobj, // the sensor controlling object
const STR_String &subject
);
virtual ~KX_NetworkMessageSensor();
virtual CValue* GetReplica();
virtual bool Evaluate();
virtual bool IsPositiveTrigger();
virtual void Init();
void EndFrame();
/* ------------------------------------------------------------- */
/* Python interface -------------------------------------------- */
/* ------------------------------------------------------------- */
// Deprecated ----->
KX_PYMETHOD_DOC_O(KX_NetworkMessageSensor, SetSubjectFilterText);
KX_PYMETHOD_DOC_NOARGS(KX_NetworkMessageSensor, GetFrameMessageCount);
KX_PYMETHOD_DOC_NOARGS(KX_NetworkMessageSensor, GetBodies);
KX_PYMETHOD_DOC_NOARGS(KX_NetworkMessageSensor, GetSubject);
KX_PYMETHOD_DOC_NOARGS(KX_NetworkMessageSensor, GetSubjects);
// <-----
/* attributes */
static PyObject* pyattr_get_bodies(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_subjects(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
};
#endif //__KX_NETWORKMESSAGE_SENSOR_H