[#19258] [patch] Adding drawing capabilities to BGE Python
patch from Mitchell Stokes (moguri) simple use case scene.post_draw = [pyOpenGLFunc] this only needs to be set once, then the funcion runs each redraw. note, this patch also changes how python scripts run (not modules): Dont clear the namespace after running a script, since functions still use the namespace, BGE API is now better when dealing with stale data. made some changes to this patch. - assigning a list didnt decrement the existing list. - initialize as NULL rather then a blank list - dont use string comparisons for the callbacks, pass the python list to use instead. - dont check the list items are callable. python will display an error if they are not. - use python list macros that dont do any type checking sine blender does this when assigning the list ---- from tracker, edited since an updated patch changes some things. Here is a patch to be able to draw to the screen with BGE Python. This will be very handy for GUI stuff. This patch works by having the user register a callback in the scene. Two options are available KX_Scene.pre_draw and KX_Scene.post_draw. The difference between these is when Python draws to the screen (before or after the BGE). Each can take a list of functions. Here is an example that draws a blue semi-transparent
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@@ -465,7 +465,8 @@ void SCA_PythonController::Trigger(SCA_LogicManager* logicmgr)
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{
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/* clear after PyErrPrint - seems it can be using
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* something in this dictionary and crash? */
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PyDict_Clear(excdict);
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// This doesn't appear to be needed anymore
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//PyDict_Clear(excdict);
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Py_DECREF(excdict);
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}
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