blender/source/gameengine/GameLogic/SCA_PythonController.h

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/*
* ***** BEGIN GPL LICENSE BLOCK *****
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*
* 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.
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*
* 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,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
* 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 *****
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*/
/** \file SCA_PythonController.h
* \ingroup gamelogic
* \brief Execute Python scripts
*/
#ifndef __SCA_PYTHONCONTROLLER_H__
#define __SCA_PYTHONCONTROLLER_H__
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#include "SCA_IController.h"
#include "SCA_LogicManager.h"
#include "BoolValue.h"
#include <vector>
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class SCA_IObject;
class SCA_PythonController : public SCA_IController
{
Py_Header
#ifdef WITH_PYTHON
struct _object * m_bytecode; /* SCA_PYEXEC_SCRIPT only */
PyObject* m_function; /* SCA_PYEXEC_MODULE only */
#endif
int m_function_argc;
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bool m_bModified;
bool m_debug; /* use with SCA_PYEXEC_MODULE for reloading every logic run */
int m_mode;
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protected:
STR_String m_scriptText;
STR_String m_scriptName;
#ifdef WITH_PYTHON
PyObject* m_pythondictionary; /* for SCA_PYEXEC_SCRIPT only */
PyObject* m_pythonfunction; /* for SCA_PYEXEC_MODULE only */
#endif
std::vector<class SCA_ISensor*> m_triggeredSensors;
public:
enum SCA_PyExecMode
{
SCA_PYEXEC_SCRIPT = 0,
SCA_PYEXEC_MODULE,
SCA_PYEXEC_MAX
};
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static SCA_PythonController* m_sCurrentController; // protected !!!
//for debugging
//virtual CValue* AddRef();
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//virtual int Release(); // Release a reference to this value (when reference count reaches 0, the value is removed from the heap)
SCA_PythonController(SCA_IObject* gameobj, int mode);
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virtual ~SCA_PythonController();
virtual CValue* GetReplica();
virtual void Trigger(class SCA_LogicManager* logicmgr);
void SetScriptText(const STR_String& text);
void SetScriptName(const STR_String& name);
#ifdef WITH_PYTHON
void SetNamespace(PyObject* pythondictionary);
#endif
void SetDebug(bool debug) { m_debug = debug; }
void AddTriggeredSensor(class SCA_ISensor* sensor)
{ m_triggeredSensors.push_back(sensor); }
bool IsTriggered(class SCA_ISensor* sensor);
bool Compile();
bool Import();
void ErrorPrint(const char *error_msg);
#ifdef WITH_PYTHON
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static const char *sPyGetCurrentController__doc__;
static PyObject *sPyGetCurrentController(PyObject *self);
static const char *sPyAddActiveActuator__doc__;
static PyObject *sPyAddActiveActuator(PyObject *self,
PyObject *args);
static SCA_IActuator* LinkedActuatorFromPy(PyObject *value);
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KX_PYMETHOD_O(SCA_PythonController,Activate);
KX_PYMETHOD_O(SCA_PythonController,DeActivate);
KX_PYMETHOD_O(SCA_PythonController,SetScript);
KX_PYMETHOD_NOARGS(SCA_PythonController,GetScript);
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static PyObject* pyattr_get_script(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_script(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
#endif
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};
#endif /* __SCA_PYTHONCONTROLLER_H__ */