forked from bartvdbraak/blender
209a2ede2c
#ifdef HAVE_CONFIG_H #include <config.h> #endif added to these files. Kent -- mein@cs.umn.edu
166 lines
3.6 KiB
C++
166 lines
3.6 KiB
C++
/*
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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* Actuator to toggle visibility/invisibility of objects
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*/
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#include "KX_VisibilityActuator.h"
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#include "KX_GameObject.h"
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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KX_VisibilityActuator::KX_VisibilityActuator(
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SCA_IObject* gameobj,
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bool visible,
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PyTypeObject* T
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)
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: SCA_IActuator(gameobj,T),
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m_visible(visible)
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{
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// intentionally empty
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}
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KX_VisibilityActuator::~KX_VisibilityActuator(
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void
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)
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{
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// intentionally empty
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}
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CValue*
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KX_VisibilityActuator::GetReplica(
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void
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)
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{
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KX_VisibilityActuator* replica = new KX_VisibilityActuator(*this);
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replica->ProcessReplica();
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// this will copy properties and so on...
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CValue::AddDataToReplica(replica);
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return replica;
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}
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bool
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KX_VisibilityActuator::Update(
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double curtime,
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double deltatime
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)
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{
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bool bNegativeEvent = IsNegativeEvent();
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RemoveAllEvents();
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if (bNegativeEvent) return false;
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KX_GameObject *obj = (KX_GameObject*) GetParent();
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obj->SetVisible(m_visible);
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obj->MarkVisible();
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return true;
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}
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/* ------------------------------------------------------------------------- */
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/* Python functions */
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/* ------------------------------------------------------------------------- */
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/* Integration hooks ------------------------------------------------------- */
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PyTypeObject
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KX_VisibilityActuator::Type = {
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PyObject_HEAD_INIT(&PyType_Type)
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0,
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"KX_VisibilityActuator",
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sizeof(KX_VisibilityActuator),
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0,
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PyDestructor,
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0,
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__getattr,
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__setattr,
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0, //&MyPyCompare,
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__repr,
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0, //&cvalue_as_number,
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0,
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0,
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0,
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0
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};
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PyParentObject
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KX_VisibilityActuator::Parents[] = {
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&KX_VisibilityActuator::Type,
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&SCA_IActuator::Type,
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&SCA_ILogicBrick::Type,
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&CValue::Type,
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NULL
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};
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PyMethodDef
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KX_VisibilityActuator::Methods[] = {
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{"set", (PyCFunction) KX_VisibilityActuator::sPySetVisible,
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METH_VARARGS, SetVisible_doc},
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{NULL,NULL} //Sentinel
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};
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PyObject*
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KX_VisibilityActuator::_getattr(
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char* attr
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)
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{
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_getattr_up(SCA_IActuator);
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};
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/* set visibility ---------------------------------------------------------- */
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char
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KX_VisibilityActuator::SetVisible_doc[] =
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"setVisible(visible?)\n"
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"\t - visible? : Make the object visible? (KX_TRUE, KX_FALSE)"
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"\tSet the properties of the actuator.\n";
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PyObject*
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KX_VisibilityActuator::PySetVisible(PyObject* self,
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PyObject* args,
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PyObject* kwds) {
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int vis;
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if(!PyArg_ParseTuple(args, "i", &vis)) {
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return NULL;
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}
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m_visible = PyArgToBool(vis);
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Py_Return;
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}
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