Commit Graph

303 Commits

Author SHA1 Message Date
785b784e09 BGE Python API
improved how attribute errors are set so each classes py_getattro function dosnt need to set an error if the attribute doesn't exist.
Now py_base_getattro sets an error on a NULL return value when no errors are set to avoid setting errors at multiple levels.
2009-04-22 09:47:57 +00:00
720f7a8b69 use PyList_SET_ITEM instead of PyList_SetItem,
PyList_SetItem does error checking and decref's existing values, PyList_SET_ITEM is a macro for direct assignment, only for use on new lists.
2009-04-20 23:27:53 +00:00
217bbb7800 BGE Python API
Separate getting a normal attribute and getting __dict__, was having to do too a check for __dict__ on each class (multiple times per getattro call from python) when its not used that often.
2009-04-20 23:17:52 +00:00
874c29cea8 2.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19323:HEAD
Notes:
* blenderbuttons and ICON_SNAP_PEEL_OBJECT were not merged.
2009-04-20 15:06:46 +00:00
f5fc4ebdd8 BGE Python API
- More verbose error messages.
- BL_Shader wasnt setting error messages on some errors
- FilterNormal depth attribute was checking for float which is bad because scripts often expect ints assigned to float attributes.
- Added a check to PyVecTo for a tuple rather then always using a generic python sequence. On my system this is over 2x faster with an optmized build.
2009-04-19 21:01:12 +00:00
6bc162e679 BGE Python API
removed redundant (PyObject *self) argument from python functions that are not exposed to python directly.
2009-04-19 17:29:07 +00:00
fe08da3b4c BGE: fix Pyfrom_id to work on w64. 2009-04-19 17:26:03 +00:00
7dbc9dc719 BGE Python API cleanup - no functionality changes
- comments to PyObjectPlus.h
- remove unused/commented junk.
- renamed PyDestructor to py_base_dealloc for consistency
- all the PyTypeObject's were still using the sizeof() their class, can use sizeof(PyObjectPlus_Proxy) now which is smaller too.
2009-04-19 14:57:52 +00:00
8d2cb5bea4 BGE Python API
This changes how the BGE classes and Python work together, which hasnt changed since blender went opensource.
The main difference is PyObjectPlus - the base class for most game engine classes, no longer inherit from PyObject, and cannot be cast to a PyObject.

This has the advantage that the BGE does not have to keep 2 reference counts valid for C++ and Python.

Previously C++ classes would never be freed while python held a reference, however this reference could be problematic eg: a GameObject that isnt in a scene anymore should not be used by python, doing so could even crash blender in some cases.

Instead PyObjectPlus has a member "PyObject *m_proxy" which is lazily initialized when python needs it. m_proxy reference counts are managed by python, though it should never be freed while the C++ class exists since it holds a reference to avoid making and freeing it all the time.
When the C++ class is free'd it sets the m_proxy reference to NULL, If python accesses this variable it will raise a RuntimeError, (check the isValid attribute to see if its valid without raising an error).
- This replaces the m_zombie bool and IsZombie() tests added recently.

In python return values that used to be..
 return value->AddRef();
Are now
 return value->GetProxy();
or...
 return value->NewProxy(true); // true means python owns this C++ value which will be deleted when the PyObject is freed
2009-04-19 12:46:39 +00:00
92cea7c1b1 KX_MeshProxy "numPolygons" and "numMaterials" attributes were using the "materials" attribute function, error made recently when converting attributes. 2009-04-19 06:48:27 +00:00
df8cf26404 Added m_zombie to the base python class (PyObjectPlus), when this is set all the subclasses will raise an error on access to their members.
Other small changes...
- KX_Camera and KX_Light didnt have get/setitem access in their PyType definition.
- CList.from_id() error checking for a long was checking for -1 against an unsigned value (own fault)
- CValue::SpecialRelease was incrementing an int for no reason.
- renamed m_attrlist to m_attr_dict since its a PyDict type.
- removed custom getattro/setattro functions for KX_Scene and KX_GameObject, use py_base_getattro, py_base_setattro for all subclasses of PyObjectPlus.
- lowercase windows.h in VideoBase.cpp for cross compiling.
2009-04-17 20:06:06 +00:00
066098dfec this should fix building with mingw 2009-04-12 22:05:09 +00:00
332032fb99 BGE Python API
Support for assigning any Type to a KX_GameObject

so you can do...
 gameOb.follow = otherGameOb
 gameOb[otherGameOb] = distanceTo
 gameOb["path"] = [(x,y,x), (x,y,x)]
 del gameOb[mesh]


* types that cannot be converted into CValue types are written into the KX_GameObject dict
* the KX_GameObject dict is only initialized when needed
* Python properties in this dict cannot be accessed by logic bricks
* dir(ob) and ob.getPropertyNames() return items from both CValue and Py dictionary properties.

Also found that CType was converting python lists to CType Lists but very buggy, would crash after printing the list most times.
Use python lists instead since logic bricks dont deal with lists.
2009-04-12 14:22:51 +00:00
ee24c829b5 need strtoll defined as _strtoi64 to build on windows 2009-04-12 10:56:36 +00:00
5b306b7541 BGE Python API
added defines PY_SET_ATTR_FAIL, PY_SET_ATTR_MISSING and PY_SET_ATTR_SUCCESS

This is useful when objects that have user defined attributes (GameObject and Scene)
When calling setattr on the parent, a return value of PY_SET_ATTR_FAIL means the attribute exists but failed to be set, so don't set the custom attribute.
2009-04-12 09:56:30 +00:00
33170295c8 use long long rather then int for storing game logic properties.
There were also some problems with int to python conversion
- assigning a PyLong to a KX_GameObject from python would raise an error
- PyLong were coerced into floats when used with internal CValue arithmetic

Changes...
- PyLong is converted into CIntValue for coercing and assigning from python
- CValue's generic GetNumber() function returns a double rather then a float.
- Print an error when a PyType cant be coerced into a CValue

Tested with python, expressions and property sensor.
2009-04-12 06:41:01 +00:00
4cd088b105 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.
2009-04-11 20:58:09 +00:00
2fff90bbb4 Added function name to many of the PyArg_ParseTuple calls in gameengine
This way python raises more useful messages.
2009-04-10 16:45:19 +00:00
4669fa48a8 Added GameKeys.EventToCharacter(event, is_shift) so you can get the character that would be types when pressing a key.
Last commit was made in the pydocs folder only, so this includes changes mentioned in rev 19620.
2009-04-09 16:00:45 +00:00
eacf5b5d6d BGE Text
- multi-line strings for bitmap text 
- keyboard sensor now logs return and pad enter as "\n"

BGE std::vector use in Value.cpp and RAS_MaterialBucket.cpp
The size of a new list is known before making them, reduce re-allocs, though probably not a noticeable speedup.
2009-04-09 09:50:17 +00:00
18511c56d3 BGE Python API (small changes)
- Make BGE's ListValue types convert to python lists for printing since the CValue GetText() function didnt work well- printing lists as [,,,,,] for scene objects and mesh materials for eg.
- Check attributes are descriptor types before casting.
- py_getattr_dict use the Type dict rather then Method and Attribute array.
2009-04-07 16:00:32 +00:00
5d64dd019e BGE Python API
Use each types dictionary to store attributes PyAttributeDef's so it uses pythons hash lookup (which it was already doing for methods) rather then doing a string lookup on the array each time.

This also means attributes can be found in the type without having to do a dir() on the instance.
2009-04-07 11:06:35 +00:00
3dacfbb231 BGE Python API
- action attribute wasnt checking for NULL (own fault)
- KX_Scene getCamera wasnt checking for NULL
- CListValue had asserts for not yet implimented functionality, this would close blender. Better to print an error if the user manages to run this functions (I managed to by CListValue.count([1,2,3]))
2009-04-05 14:55:50 +00:00
b6114be5e3 include PyObjectPlus method in __dict__ 2009-04-04 09:54:05 +00:00
a35a8f7a38 - should fix compiling with older python versions (<2.5)
- made the isA() function accept python types as well as strings.
- renamed _getattr_dict to py_getattr_dict
2009-04-04 08:20:52 +00:00
fd2b115678 Python BGE API
- Initialize python types with PyType_Ready, which adds methods to the type dictionary.
- use Pythons get/setattro (uses a python string for the attribute rather then char*). Using basic C strings seems nice but internally python converts them to python strings and discards them for most functions that accept char arrays.
- Method lookups use the PyTypes dictionary (should be faster then Py_FindMethod)
- Renamed __getattr -> py_base_getattro, _getattr -> py_getattro, __repr -> py_base_repr, py_delattro, py_getattro_self etc.

From here is possible to put all the parent classes methods into each python types dictionary to avoid nested lookups (api has 4 levels of lookups in some places), tested this but its not ready yet.

Simple tests for getting a method within a loop show this to be between 0.5 and 3.2x faster then using Py_FindMethod()
2009-04-03 14:51:06 +00:00
d573e9c539 BGE Python api
Added the method into the PyType so python knows about the methods (its supposed to work this way).
This means in the future the api can use PyType_Ready() to store the methods in the types dictionary.
Python3 removes Py_FindMethod and we should not be using it anyway since its not that efficient.
2009-04-03 04:12:20 +00:00
b22705f169 BGE Python
- Bugfix for running dir() on all BGE python objects. was not getting the immediate methods and attributes for each class.
- Use attributes for KX_Scene (so they are included with dir())
- Override __dict__ attributes for KX_Scene and KX_GameObject so custom properties are included with a dir()
2009-04-03 02:16:56 +00:00
fcc23faa3a Added getitem/setitem access for KX_GameObject
ob.someProp = 10
can now be...
ob["someProp"] = 10

For simple get/set test with an objects 10 properties, this is ~30% faster.

Though I like the attribute access, its slower because it needs to lookup BGE attributes and methods (for parent classes as well as KX_GameObject class).

This could also be an advantage if there are collisions between new attributes added for 2.49 and existing properties a game uses.

Made some other small optimizations,
- Getting and setting property can use const char* as well as STR_String (avoids making new STR_Strings just to do the lookup).
- CValue::SetPropertiesModified() and CValue::SetPropertiesModified(), were looping through all items in the std::map, advancing from the beginning each time.
2009-04-02 05:38:05 +00:00
c78b460fce Use Benoits attributes in KX_GameObject.
Deprecated..
getPosition, setPosition, getOrientation, setOrientation, getState, setState, getParent, getVisible, getMass

* swapped set/get to get/set in KX_PYATTRIBUTE_RW_FUNCTION macro to match pythons getsetattrs.
* deprecation warnings in the api and notes in epydocs.
* added 'state' attribute
* gameob.mass = 10 # now works because its not checking only for float values.
* dir(gameob) # includes attributes now
2009-03-24 19:37:17 +00:00
e3d0dfc9eb BGE API cleanup: add support for attribute set/get through functions only. 2009-03-22 21:36:48 +00:00
d52400bfbd 2.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r18677:19317
Notes:
* Sequence transform strip uses G.scene global, this is commented
  out now, should be fixed.
* Etch-a-ton code was most difficult to merge. The files already in
  2.5 got merged, but no new files were added. Calls to these files
  are commented out with "XXX etch-a-ton". editarmature.c and
  transform_snap.c were complex to merge. Martin, please check?
* Game engine compiles and links again here for scons/make/cmake
  (player still fails to link).
2009-03-17 21:44:58 +00:00
a37cec2802 BGE patch 18368: Modulus (ie %) expression controller in BGE. Implement a cache for the expression for better performance. 2009-03-11 22:11:52 +00:00
c785532bec Py BGE API
Python dir(ob) for game types now includes attributes names,
* Use "__dict__" rather then "__methods__" attribute to be Python 3.0 compatible
* Added _getattr_dict() for getting the method and attribute names from a PyObject, rather then building it in the macro.
* Added place holder *::Attribute array, needed for the _getattr_up macro.
2009-02-26 09:04:06 +00:00
2eb85c01f3 remove warnings for the BGE
- variables that shadow vers declared earlier
- Py_Fatal print an error to the stderr
- gcc was complaining about the order of initialized vars (for classes)
- const return values for ints and bools didnt do anything.
- braces for ambiguous if  statements
2009-02-25 03:26:02 +00:00
5488175d0b BGE Python API
* fixed segfaults in CListValue.index(val) and CListValue.count(val) when the pyTypes could not be converted into a CValue.
* added scene.objects to replace scene.getObjectList()
* added function names to PyArg_ParseTuple() so errors will include the function names 
* removed cases of PyArg_ParseTuple(args,"O",&pyobj) where METH_O ensures a single argument.
* Made PyObjectFrom use ugly python api rather then Py_BuildValue(), approx %40 speedup for functions that return Python vector and matrix types like ob.orientation.
2009-02-23 06:41:10 +00:00
570b48aae6 BGE Py API
print filename:line with ShowDeprecationWarning().
Typo in scripttemplate_gamelogic.py
removed 2 unneeded typedefs
2009-02-22 10:22:49 +00:00
9d5c2af1d1 * removed typedefs that were not used (from anonymous enums and structs)
* Missed some cases of using a 'char *' as an attribute
* replace BGE's Py_Return macro with Pythons Py_RETURN_NONE
* other minor warnings removed
2009-02-21 12:43:24 +00:00
d3e7b37fff BGE API Cleanup: distinction between array and list of values in KX_PYATTRIBUTE macros. Fix compilation problem under Windows with strcasecmp: define it as stricmp 2009-02-19 23:13:41 +00:00
cdec2b3d15 BGE Python API
Use 'const char *' rather then the C++ 'STR_String' type for the attribute identifier of python attributes.

Each attribute and method access from python was allocating and freeing the string.
A simple test with getting an attribute a loop shows this speeds up attribute lookups a bit over 2x.
2009-02-19 13:42:07 +00:00
92d4ef0939 Accept negative indices's for ListValues
scene.getObjectList()[-1] works like a python sequence.

removed some STR_String creation that was only used to do comparisons, in a simple expressions benchmark this made logic use 4% less overall.
2009-02-19 07:01:49 +00:00
Nathan Letwory
c3d74547be SCons:
* giving compileflags, cc_compileflags and cxx_compileflags to BlenderLib() now actually overrides any other setting (so there's no unclarity when ie. conflicting options are being specified in REL_CFLAGS et al). These are set after either release or debug flags, but before any *_WARN flags (so those stay maintained).
* add cxx_compileflags for GE parts on win32-vc to have better performance.
* NOTE: if platform maintainers (OSX and Linux) could check and do the same for their systems. Not vital, but probably very, very much welcomed by GE users.
2009-02-15 23:26:00 +00:00
8762737400 2.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r17853:HEAD 2009-01-26 08:34:40 +00:00
cc569504d0 BGE API Cleanup: update the python attribute definition framework.
* Value clamping to min/max is now supported as an option for integer, float 
  and string attribute (for string clamping=trim to max length)
* Post check function now take PyAttributeDef parameter so that more 
  generic function can be written.
* Definition of SCA_ILogicBrick::CheckProperty() function to check that
  a string attribute contains a valid property name of the parent game object.
* Definition of enum attribute vi KX_PYATTRIBUTE_ENUM... macros. 
  Enum are handled just like integer but to be totally paranoid, the sizeof()
  of the enum member is check at run time to match integer size.
* More bricks updated to use the framework.
2009-01-02 17:43:56 +00:00
2dfd34994f BGE API cleanup: introduction of a generic framework to link Python attributes to logic brick class member. See KX_PYATTRIBUTE macros in PyObjectPlus.h. 2008-12-31 20:35:20 +00:00
1c663bbc7e First batch of GE API cleanup.
The principle is to replace most get/set methods of logic bricks by direct property access. 
To make porting of game code easier, the properties have usually the same type and use than
the return values/parameters of the get/set methods. 
More details on http://wiki.blender.org/index.php/GameEngineDev/Python_API_Clean_Up

Old methods are still available but will produce deprecation warnings on the console: 

"<method> is deprecated, use the <property> property instead"

You can avoid these messages by turning on the "Ignore deprecation warnings" option in Game menu.

PyDoc is updated to include the new properties and display a deprecation warning
for the get/set methods that are being deprecated.
2008-12-29 16:36:58 +00:00
Nathan Letwory
0d7027ecab 2.5 / SCons / BGE
* this should bring back BGE with scons building. Tested on scons/msvc, will test scons/gcc in a bit
  NOTE: this is not WITH_BF_PLAYER yet.
2008-12-24 21:33:51 +00:00
bdfe7d89e2 Merge of trunk into blender 2.5:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r12987:17416

Issues:
* GHOST/X11 had conflicting changes. Some code was added in 2.5, which was
  later added in trunk also, but reverted partially, specifically revision
  16683. I have left out this reversion in the 2.5 branch since I think it is
  needed there.
  http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16683
* Scons had various conflicting changes, I decided to go with trunk version
  for everything except priorities and some library renaming.
* In creator.c, there were various fixes and fixes for fixes related to the -w
  -W and -p options. In 2.5 -w and -W is not coded yet, and -p is done
  differently. Since this is changed so much, and I don't think those fixes
  would be needed in 2.5, I've left them out.
* Also in creator.c: there was code for a python bugfix where the screen was not
  initialized when running with -P. The code that initializes the screen there
  I had to disable, that can't work in 2.5 anymore but left it commented as a
  reminder.

Further I had to disable some new function calls. using src/ and python/, as
was done already in this branch, disabled function calls:
* bpath.c: error reporting
* BME_conversions.c: editmesh conversion functions.
* SHD_dynamic: disabled almost completely, there is no python/.
* KX_PythonInit.cpp and Ketsji/ build files: Mathutils is not there, disabled.
* text.c: clipboard copy call.
* object.c: OB_SUPPORT_MATERIAL.
* DerivedMesh.c and subsurf_ccg, stipple_quarttone.

Still to be done:
* Go over files and functions that were moved to a different location but could
  still use changes that were done in trunk.
2008-11-12 21:16:53 +00:00
3ec4f674d0 Python 2.4 should build with the game engine now, no thanks to python for switching from char to const char 2008-10-02 00:22:28 +00:00
f510057fef [#17600] char* -> const char*
Thanks to Sean Bartell (wtachi), was causing many many warnings which distracted from the real problems.
2008-09-20 11:08:35 +00:00