BGE Animations: Some updates to the Python api:

* Adding methods KX_GameObject.stopAction() and KX_GameObject.isPlayingAction().
  * Made all layer arguments optional. This means I had to change setActionFrame(layer, frame) to setActionFrame(frame, layer=0). This seems a little backwards to me, but I guess that's what you get with optional arguments. Also, this will break existing scripts.
  * Made sure to check user supplied layer values on all action methods. Previously this was only done for playAction().
  * Fixed a few newline issues.
This commit is contained in:
Mitchell Stokes 2011-07-16 05:25:15 +00:00
parent 04e028a0c5
commit c9c51776ee
2 changed files with 59 additions and 15 deletions

@ -1561,8 +1561,10 @@ PyMethodDef KX_GameObject::Methods[] = {
KX_PYMETHODTABLE(KX_GameObject, sendMessage),
KX_PYMETHODTABLE_KEYWORDS(KX_GameObject, playAction),
KX_PYMETHODTABLE(KX_GameObject, stopAction),
KX_PYMETHODTABLE(KX_GameObject, getActionFrame),
KX_PYMETHODTABLE(KX_GameObject, setActionFrame),
KX_PYMETHODTABLE(KX_GameObject, isPlayingAction),
// dict style access for props
{"get",(PyCFunction) KX_GameObject::sPyget, METH_VARARGS},
@ -3041,9 +3043,18 @@ KX_PYMETHODDEF_DOC_VARARGS(KX_GameObject, sendMessage,
Py_RETURN_NONE;
}
static void layer_check(short &layer, const char *method_name)
{
if (layer < 0 || layer > MAX_ACTION_LAYERS)
{
printf("KX_GameObject.%s(): given layer (%d) is out of range (0 - %d), setting to 0.\n", method_name, layer, MAX_ACTION_LAYERS-1);
layer = 0;
}
}
KX_PYMETHODDEF_DOC(KX_GameObject, playAction,
"playAction(name, start_frame, end_frame, layer=0, priority=0 blendin=0, play_mode=ACT_MODE_PLAY, layer_weight=0.0, ipo_flags=0, speed=1.0)\n"
"plays an action\n")
"Plays an action\n")
{
const char* name;
float start, end, blendin=0.f, speed=1.f, layer_weight=0.f;
@ -3057,11 +3068,7 @@ KX_PYMETHODDEF_DOC(KX_GameObject, playAction,
&name, &start, &end, &layer, &priority, &blendin, &play_mode, &layer_weight, &ipo_flags, &speed))
return NULL;
if (layer < 0 || layer > MAX_ACTION_LAYERS)
{
printf("KX_GameObject.playAction(): given layer (%d) is out of range (0 - %d), setting to 0", layer, MAX_ACTION_LAYERS-1);
layer = 0;
}
layer_check(layer, "playAction");
if (play_mode < 0 || play_mode > BL_Action::ACT_MODE_MAX)
{
@ -3080,33 +3087,68 @@ KX_PYMETHODDEF_DOC(KX_GameObject, playAction,
Py_RETURN_NONE;
}
KX_PYMETHODDEF_DOC(KX_GameObject, getActionFrame,
"getActionFrame(layer)\n"
"Gets the current frame of the action playing in the supplied layer")
KX_PYMETHODDEF_DOC(KX_GameObject, stopAction,
"stopAction(layer=0)\n"
"Stop playing the action on the given layer\n")
{
short layer;
short layer=0;
if (!PyArg_ParseTuple(args, "h:getActionFrame", &layer))
if (!PyArg_ParseTuple(args, "|h:stopAction", &layer))
return NULL;
layer_check(layer, "stopAction");
StopAction(layer);
Py_RETURN_NONE;
}
KX_PYMETHODDEF_DOC(KX_GameObject, getActionFrame,
"getActionFrame(layer=0)\n"
"Gets the current frame of the action playing in the supplied layer\n")
{
short layer=0;
if (!PyArg_ParseTuple(args, "|h:getActionFrame", &layer))
return NULL;
layer_check(layer, "getActionFrame");
return PyLong_FromLong(GetActionFrame(layer));
}
KX_PYMETHODDEF_DOC(KX_GameObject, setActionFrame,
"setActionFrame(layer, frame)\n"
"Set the current frame of the action playing in the supplied layer")
"setActionFrame(frame, layer=0)\n"
"Set the current frame of the action playing in the supplied layer\n")
{
short layer;
short layer=0;
float frame;
if (!PyArg_ParseTuple(args, "hf:setActionFrame", &layer, &frame))
if (!PyArg_ParseTuple(args, "f|h:setActionFrame", &frame, &layer))
return NULL;
layer_check(layer, "setActionFrame");
SetActionFrame(layer, frame);
Py_RETURN_NONE;
}
KX_PYMETHODDEF_DOC(KX_GameObject, isPlayingAction,
"isPlayingAction(layer=0)\n"
"Checks to see if there is an action playing in the given layer\n")
{
short layer=0;
if (!PyArg_ParseTuple(args, "|h:isPlayingAction", &layer))
return NULL;
layer_check(layer, "isPlayingAction");
return PyBool_FromLong(!IsActionDone(layer));
}
/* dict style access */

@ -914,8 +914,10 @@ public:
KX_PYMETHOD_VARARGS(KX_GameObject, ReinstancePhysicsMesh);
KX_PYMETHOD_DOC(KX_GameObject, playAction);
KX_PYMETHOD_DOC(KX_GameObject, stopAction);
KX_PYMETHOD_DOC(KX_GameObject, getActionFrame);
KX_PYMETHOD_DOC(KX_GameObject, setActionFrame);
KX_PYMETHOD_DOC(KX_GameObject, isPlayingAction);
/* Dict access */
KX_PYMETHOD_VARARGS(KX_GameObject,get);