blender/source/gameengine/Converter/KX_ConvertProperties.cpp
Mitchell Stokes 83e9f32382 BGE: Committing patch #32422 "Debug properties for added objects" by HG1.
This patch allows debug properties from objects added to the scene at runtime to be displayed under the Debug Properties in the overhead display.
2013-07-09 20:06:36 +00:00

244 lines
6.4 KiB
C++

/*
* ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 *****
*/
/** \file gameengine/Converter/KX_ConvertProperties.cpp
* \ingroup bgeconv
*/
#include "KX_ConvertProperties.h"
#include "DNA_object_types.h"
#include "DNA_property_types.h"
/* end of blender include block */
#include "Value.h"
#include "VectorValue.h"
#include "BoolValue.h"
#include "StringValue.h"
#include "FloatValue.h"
#include "KX_GameObject.h"
#include "IntValue.h"
#include "SCA_TimeEventManager.h"
#include "SCA_IScene.h"
#include "KX_FontObject.h"
#include "DNA_curve_types.h"
/* This little block needed for linking to Blender... */
#ifdef WIN32
#include "BLI_winstuff.h"
#endif
extern "C" {
#include "BKE_property.h"
}
/* prototype */
void BL_ConvertTextProperty(Object* object, KX_FontObject* fontobj,SCA_TimeEventManager* timemgr,SCA_IScene* scene, bool isInActiveLayer);
void BL_ConvertProperties(Object* object,KX_GameObject* gameobj,SCA_TimeEventManager* timemgr,SCA_IScene* scene, bool isInActiveLayer)
{
bProperty* prop = (bProperty*)object->prop.first;
CValue* propval;
bool show_debug_info;
while (prop) {
propval = NULL;
show_debug_info = bool (prop->flag & PROP_DEBUG);
switch (prop->type) {
case GPROP_BOOL:
{
propval = new CBoolValue((bool)(prop->data != 0));
gameobj->SetProperty(prop->name,propval);
//promp->poin= &prop->data;
break;
}
case GPROP_INT:
{
propval = new CIntValue((int)prop->data);
gameobj->SetProperty(prop->name,propval);
break;
}
case GPROP_FLOAT:
{
//prop->poin= &prop->data;
float floatprop = *((float*)&prop->data);
propval = new CFloatValue(floatprop);
gameobj->SetProperty(prop->name,propval);
}
break;
case GPROP_STRING:
{
//prop->poin= callocN(MAX_PROPSTRING, "property string");
propval = new CStringValue((char*)prop->poin,"");
gameobj->SetProperty(prop->name,propval);
break;
}
case GPROP_TIME:
{
float floatprop = *((float*)&prop->data);
CValue* timeval = new CFloatValue(floatprop);
// set a subproperty called 'timer' so that
// we can register the replica of this property
// at the time a game object is replicated (AddObjectActuator triggers this)
CValue *bval = new CBoolValue(true);
timeval->SetProperty("timer",bval);
bval->Release();
if (isInActiveLayer)
{
timemgr->AddTimeProperty(timeval);
}
propval = timeval;
gameobj->SetProperty(prop->name,timeval);
}
default:
{
// todo make an assert etc.
}
}
if (propval)
{
if (show_debug_info && isInActiveLayer)
{
scene->AddDebugProperty(gameobj,STR_String(prop->name));
}
// done with propval, release it
propval->Release();
}
#ifdef WITH_PYTHON
/* Warn if we double up on attributes, this isn't quite right since it wont find inherited attributes however there arnt many */
for (PyAttributeDef *attrdef = KX_GameObject::Attributes; attrdef->m_name; attrdef++) {
if (strcmp(prop->name, attrdef->m_name)==0) {
printf("Warning! user defined property name \"%s\" is also a python attribute for object \"%s\"\n\tUse ob[\"%s\"] syntax to avoid conflict\n", prop->name, object->id.name+2, prop->name);
break;
}
}
for (PyMethodDef *methdef = KX_GameObject::Methods; methdef->ml_name; methdef++) {
if (strcmp(prop->name, methdef->ml_name)==0) {
printf("Warning! user defined property name \"%s\" is also a python method for object \"%s\"\n\tUse ob[\"%s\"] syntax to avoid conflict\n", prop->name, object->id.name+2, prop->name);
break;
}
}
/* end warning check */
#endif // WITH_PYTHON
prop = prop->next;
}
// check if state needs to be debugged
if (object->scaflag & OB_DEBUGSTATE && isInActiveLayer)
{
// reserve name for object state
scene->AddDebugProperty(gameobj,STR_String("__state__"));
}
/* Font Objects need to 'copy' the Font Object data body to ["Text"] */
if (object->type == OB_FONT)
{
BL_ConvertTextProperty(object, (KX_FontObject *)gameobj, timemgr, scene, isInActiveLayer);
}
}
void BL_ConvertTextProperty(Object* object, KX_FontObject* fontobj,SCA_TimeEventManager* timemgr,SCA_IScene* scene, bool isInActiveLayer)
{
CValue* tprop = fontobj->GetProperty("Text");
if (!tprop) return;
bProperty* prop = BKE_bproperty_object_get(object, "Text");
if (!prop) return;
Curve *curve = static_cast<Curve *>(object->data);
STR_String str = curve->str;
CValue* propval = NULL;
switch (prop->type) {
case GPROP_BOOL:
{
int value = atoi(str);
propval = new CBoolValue((bool)(value != 0));
tprop->SetValue(propval);
break;
}
case GPROP_INT:
{
int value = atoi(str);
propval = new CIntValue(value);
tprop->SetValue(propval);
break;
}
case GPROP_FLOAT:
{
float floatprop = (float)atof(str);
propval = new CFloatValue(floatprop);
tprop->SetValue(propval);
break;
}
case GPROP_STRING:
{
propval = new CStringValue(str, "");
tprop->SetValue(propval);
break;
}
case GPROP_TIME:
{
float floatprop = (float)atof(str);
CValue* timeval = new CFloatValue(floatprop);
// set a subproperty called 'timer' so that
// we can register the replica of this property
// at the time a game object is replicated (AddObjectActuator triggers this)
CValue *bval = new CBoolValue(true);
timeval->SetProperty("timer",bval);
bval->Release();
if (isInActiveLayer)
{
timemgr->AddTimeProperty(timeval);
}
propval = timeval;
tprop->SetValue(timeval);
}
default:
{
// todo make an assert etc.
}
}
if (propval) {
propval->Release();
}
}