BGE Py API

- setting the scene attributes would always add to the scenes custom dictionary.
- new CListValue method from_id(id)

so you can store a Game Objects id and use it to get the game object back.

 ob_id = id(gameOb)
 ...
 gameOb = scene.objects.from_id(ob_id)
 
This is useful because names are not always unique.
This commit is contained in:
Campbell Barton 2009-04-11 20:58:09 +00:00
parent 37e53b2e1f
commit 4cd088b105
6 changed files with 81 additions and 13 deletions

@ -233,6 +233,7 @@ PyMethodDef CListValue::Methods[] = {
{"reverse", (PyCFunction)CListValue::sPyreverse,METH_NOARGS},
{"index", (PyCFunction)CListValue::sPyindex,METH_O},
{"count", (PyCFunction)CListValue::sPycount,METH_O},
{"from_id", (PyCFunction)CListValue::sPyfrom_id,METH_O},
{NULL,NULL} //Sentinel
};
@ -502,6 +503,34 @@ PyObject* CListValue::Pycount(PyObject* self, PyObject* value)
PyObject* CListValue::Pyfrom_id(PyObject* self, PyObject* value)
{
#if SIZEOF_VOID_P <= SIZEOF_LONG
#define BGE_ID_TYPE unsigned long
BGE_ID_TYPE id= PyLong_AsUnsignedLong(value);
#else
#define BGE_ID_TYPE unsigned long long
BGE_ID_TYPE id= PyLong_FromUnsignedLongLong(value);
#endif
if (id==-1 && PyErr_Occurred())
return NULL;
int numelem = GetCount();
for (int i=0;i<numelem;i++)
{
if (reinterpret_cast<BGE_ID_TYPE>(static_cast<PyObject*>(m_pValueArray[i])) == id)
return GetValue(i);
}
PyErr_SetString(PyExc_IndexError, "from_id(#), id not found in CValueList");
return NULL;
}
#undef BGE_ID_TYPE
/* ---------------------------------------------------------------------
* Some stuff taken from the header
* --------------------------------------------------------------------- */

@ -71,6 +71,7 @@ public:
KX_PYMETHOD_NOARGS(CListValue,reverse);
KX_PYMETHOD_O(CListValue,index);
KX_PYMETHOD_O(CListValue,count);
KX_PYMETHOD_O(CListValue,from_id);
private:

@ -404,9 +404,9 @@ public:
// }; // decref method
virtual PyObject *py_getattro(PyObject *attr); // py_getattro method
static PyObject *py_base_getattro(PyObject * PyObj, PyObject *attr) // This should be the entry in Type.
static PyObject *py_base_getattro(PyObject * self, PyObject *attr) // This should be the entry in Type.
{
return ((PyObjectPlus*) PyObj)->py_getattro(attr);
return ((PyObjectPlus*) self)->py_getattro(attr);
}
static PyObject* py_get_attrdef(void *self, const PyAttributeDef *attrdef);
@ -419,13 +419,12 @@ public:
virtual int py_delattro(PyObject *attr);
virtual int py_setattro(PyObject *attr, PyObject *value); // py_setattro method
static int py_base_setattro(PyObject *PyObj, // This should be the entry in Type.
PyObject *attr,
PyObject *value)
{
static int py_base_setattro(PyObject *self, PyObject *attr, PyObject *value) // the PyType should reference this
{
if (value==NULL)
return ((PyObjectPlus*) PyObj)->py_delattro(attr);
return ((PyObjectPlus*) PyObj)->py_setattro(attr, value);
return ((PyObjectPlus*) self)->py_delattro(attr);
return ((PyObjectPlus*) self)->py_setattro(attr, value);
}
virtual PyObject *py_repr(void); // py_repr method

@ -1588,7 +1588,7 @@ PyTypeObject KX_Scene::Type = {
py_base_repr,
0,0,0,0,0,0,
py_base_getattro,
py_base_setattro,
py_base_setattro_scene, /* unlike almost all other types we need out own because user attributes are supported */
0,0,0,0,0,0,0,0,0,
Methods
};
@ -1669,11 +1669,9 @@ int KX_Scene::py_delattro(PyObject *attr)
return 0;
}
/* py_base_setattro_scene deals with setting the dict, it will run if this returns an error */
int KX_Scene::py_setattro(PyObject *attr, PyObject *pyvalue)
{
if (!PyDict_SetItem(m_attrlist, attr, pyvalue))
return 0;
return PyObjectPlus::py_setattro(attr, pyvalue);
}

@ -590,6 +590,27 @@ public:
/* for dir(), python3 uses __dir__() */
static PyObject* pyattr_get_dir_dict(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int py_base_setattro_scene(PyObject * self, PyObject *attr, PyObject *value)
{
if (value==NULL)
return ((PyObjectPlus*) self)->py_delattro(attr);
int ret= ((PyObjectPlus*) self)->py_setattro(attr, value);
if (ret) {
if (!PyDict_SetItem(((KX_Scene *) self)->m_attrlist, attr, value)) {
PyErr_Clear();
ret= 0;
}
else {
ret= -1;
}
}
return ret;
}
virtual PyObject* py_getattro(PyObject *attr); /* name, active_camera, gravity, suspended, viewport, framing, activity_culling, activity_culling_radius */
virtual int py_setattro(PyObject *attr, PyObject *pyvalue);

@ -33,7 +33,27 @@ class CListValue: # (PyObjectPlus)
@rtype: integer
@return: The index of the value in the list.
"""
def reverse(val):
def reverse():
"""
Reverse the order of the list.
"""
def from_id(id):
"""
This is a funtion especially for the game engine to return a value with a spesific id.
Since object names are not always unique, the id of an object can be used to get an object from the CValueList.
Example.
C{myObID = id(gameObject)}
C{...}
C{ob= scene.objects.from_id(myObID)}
Where myObID is an int or long from the id function.
This has the advantage that you can store the id in places you could not store a gameObject.
Warning: the id is derived from a memory location and will be different each time the game engine starts.
"""