blender/source/gameengine/GameLogic/SCA_AlwaysSensor.cpp
Campbell Barton 9a7ea9664e BGE PyAPI support for subclassing any BGE game type from python, scripters define extra functions on gameObjects.
Adding a UI to set the type on startup can be added easily.

# ----
class myPlayer(GameTypes.KX_GameObject):
  def die(self):
    # ... do stuff ...
    self.endObject()

# make an instance
player = myPlayer(gameOb) # gameOb is made invalid now.
player.die()

# ----

One limitation (which could also be an advantage), is making the subclass instance will return that subclass everywhere, you cant have 2 different subclasses of the same BGE data at once.
2009-06-29 12:06:46 +00:00

143 lines
3.3 KiB
C++

/**
* Always trigger
*
* $Id$
*
* ***** 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 *****
*/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#ifdef WIN32
// This warning tells us about truncation of __long__ stl-generated names.
// It can occasionally cause DevStudio to have internal compiler warnings.
#pragma warning( disable : 4786 )
#endif
#include "SCA_AlwaysSensor.h"
#include "SCA_LogicManager.h"
#include "SCA_EventManager.h"
/* ------------------------------------------------------------------------- */
/* Native functions */
/* ------------------------------------------------------------------------- */
SCA_AlwaysSensor::SCA_AlwaysSensor(class SCA_EventManager* eventmgr,
SCA_IObject* gameobj)
: SCA_ISensor(gameobj,eventmgr)
{
//SetDrawColor(255,0,0);
Init();
}
void SCA_AlwaysSensor::Init()
{
m_alwaysresult = true;
}
SCA_AlwaysSensor::~SCA_AlwaysSensor()
{
/* intentionally empty */
}
CValue* SCA_AlwaysSensor::GetReplica()
{
CValue* replica = new SCA_AlwaysSensor(*this);//m_float,GetName());
// this will copy properties and so on...
replica->ProcessReplica();
return replica;
}
bool SCA_AlwaysSensor::IsPositiveTrigger()
{
return (m_invert ? false : true);
}
bool SCA_AlwaysSensor::Evaluate()
{
/* Nice! :) */
//return true;
/* even nicer ;) */
//return false;
/* nicest ! */
bool result = m_alwaysresult;
m_alwaysresult = false;
return result;
}
/* ------------------------------------------------------------------------- */
/* Python functions */
/* ------------------------------------------------------------------------- */
/* Integration hooks ------------------------------------------------------- */
PyTypeObject SCA_AlwaysSensor::Type = {
#if (PY_VERSION_HEX >= 0x02060000)
PyVarObject_HEAD_INIT(NULL, 0)
#else
/* python 2.5 and below */
PyObject_HEAD_INIT( NULL ) /* required py macro */
0, /* ob_size */
#endif
"SCA_AlwaysSensor",
sizeof(PyObjectPlus_Proxy),
0,
py_base_dealloc,
0,
0,
0,
0,
py_base_repr,
0,0,0,0,0,0,0,0,0,
Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
0,0,0,0,0,0,0,
Methods,
0,
0,
&SCA_ISensor::Type,
0,0,0,0,0,0,
py_base_new
};
PyMethodDef SCA_AlwaysSensor::Methods[] = {
{NULL,NULL} //Sentinel
};
PyAttributeDef SCA_AlwaysSensor::Attributes[] = {
{ NULL } //Sentinel
};
/* eof */