- remove redundant check in new prop operator which is covered by operators poll func. - use get_ob_property to get the object prop in BL_ConvertTextProperty() rather then looping for it.
		
			
				
	
	
		
			245 lines
		
	
	
		
			6.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			245 lines
		
	
	
		
			6.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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|  * ***** BEGIN GPL LICENSE BLOCK *****
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|  *
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|  * This program is free software; you can redistribute it and/or
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|  * modify it under the terms of the GNU General Public License
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|  * as published by the Free Software Foundation; either version 2
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|  * of the License, or (at your option) any later version.
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|  *
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|  * This program is distributed in the hope that it will be useful,
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|  * but WITHOUT ANY WARRANTY; without even the implied warranty of
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|  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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|  * GNU General Public License for more details.
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|  *
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|  * You should have received a copy of the GNU General Public License
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|  * along with this program; if not, write to the Free Software Foundation,
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|  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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|  *
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|  * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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|  * All rights reserved.
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|  *
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|  * The Original Code is: all of this file.
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|  *
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|  * Contributor(s): none yet.
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|  *
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|  * ***** END GPL LICENSE BLOCK *****
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|  */
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| 
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| /** \file gameengine/Converter/KX_ConvertProperties.cpp
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|  *  \ingroup bgeconv
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|  */
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| 
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| 
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| #include "KX_ConvertProperties.h"
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| 
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| 
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| #include "DNA_object_types.h"
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| #include "DNA_property_types.h"
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| /* end of blender include block */
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| 
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| 
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| #include "Value.h"
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| #include "VectorValue.h"
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| #include "BoolValue.h"
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| #include "StringValue.h"
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| #include "FloatValue.h"
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| #include "KX_GameObject.h"
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| #include "IntValue.h"
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| #include "SCA_TimeEventManager.h"
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| #include "SCA_IScene.h"
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| 
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| #include "KX_FontObject.h"
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| #include "DNA_curve_types.h"
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| 
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| /* This little block needed for linking to Blender... */
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| #ifdef WIN32
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| #include "BLI_winstuff.h"
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| #endif
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| 
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| extern "C" {
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| 	#include "BKE_property.h"
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| }
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| 
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| /* prototype */
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| void BL_ConvertTextProperty(Object* object, KX_FontObject* fontobj,SCA_TimeEventManager* timemgr,SCA_IScene* scene, bool isInActiveLayer);
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| 
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| void BL_ConvertProperties(Object* object,KX_GameObject* gameobj,SCA_TimeEventManager* timemgr,SCA_IScene* scene, bool isInActiveLayer)
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| {
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| 	
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| 	bProperty* prop = (bProperty*)object->prop.first;
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| 	CValue* propval;	
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| 	bool show_debug_info;
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| 	while(prop)
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| 	{
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| 	
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| 		propval = NULL;
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| 		show_debug_info = bool (prop->flag & PROP_DEBUG);
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| 
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| 		switch(prop->type) {
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| 			case GPROP_BOOL:
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| 			{
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| 				propval = new CBoolValue((bool)(prop->data != 0));
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| 				gameobj->SetProperty(prop->name,propval);
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| 				//promp->poin= &prop->data;
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| 				break;
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| 			}
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| 			case GPROP_INT:
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| 			{
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| 				propval = new CIntValue((int)prop->data);
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| 				gameobj->SetProperty(prop->name,propval);
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| 				break;
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| 			}
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| 			case GPROP_FLOAT:
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| 			{
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| 				//prop->poin= &prop->data;
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| 				float floatprop = *((float*)&prop->data);
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| 				propval = new CFloatValue(floatprop);
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| 				gameobj->SetProperty(prop->name,propval);
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| 			}
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| 			break;
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| 			case GPROP_STRING:
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| 			{
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| 				//prop->poin= callocN(MAX_PROPSTRING, "property string");
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| 				propval = new CStringValue((char*)prop->poin,"");
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| 				gameobj->SetProperty(prop->name,propval);
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| 				break;
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| 			}
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| 			case GPROP_TIME:
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| 			{
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| 				float floatprop = *((float*)&prop->data);
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| 
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| 				CValue* timeval = new CFloatValue(floatprop);
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| 				// set a subproperty called 'timer' so that 
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| 				// we can register the replica of this property 
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| 				// at the time a game object is replicated (AddObjectActuator triggers this)
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| 				CValue *bval = new CBoolValue(true);
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| 				timeval->SetProperty("timer",bval);
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| 				bval->Release();
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| 				if (isInActiveLayer)
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| 				{
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| 					timemgr->AddTimeProperty(timeval);
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| 				}
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| 				
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| 				propval = timeval;
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| 				gameobj->SetProperty(prop->name,timeval);
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| 
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| 			}
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| 			default:
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| 			{
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| 				// todo make an assert etc.
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| 			}
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| 		}
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| 		
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| 		if (propval)
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| 		{
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| 			if (show_debug_info)
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| 			{
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| 				scene->AddDebugProperty(gameobj,STR_String(prop->name));
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| 			}
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| 			// done with propval, release it
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| 			propval->Release();
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| 		}
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| 		
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| #ifdef WITH_PYTHON
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| 		/* Warn if we double up on attributes, this isnt quite right since it wont find inherited attributes however there arnt many */
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| 		for(PyAttributeDef *attrdef = KX_GameObject::Attributes; attrdef->m_name; attrdef++) {
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| 			if(strcmp(prop->name, attrdef->m_name)==0) {
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| 				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);
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| 				break;
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| 			}
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| 		}
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| 		for(PyMethodDef *methdef = KX_GameObject::Methods; methdef->ml_name; methdef++) {
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| 			if(strcmp(prop->name, methdef->ml_name)==0) {
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| 				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);
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| 				break;
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| 			}
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| 		}
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| 		/* end warning check */
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| #endif // WITH_PYTHON
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| 
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| 		prop = prop->next;
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| 	}
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| 	// check if state needs to be debugged
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| 	if (object->scaflag & OB_DEBUGSTATE)
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| 	{
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| 		//  reserve name for object state
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| 		scene->AddDebugProperty(gameobj,STR_String("__state__"));
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| 	}
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| 
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| 	/* Font Objects need to 'copy' the Font Object data body to ["Text"] */
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| 	if (object->type == OB_FONT)
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| 	{
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| 		BL_ConvertTextProperty(object, (KX_FontObject *)gameobj, timemgr, scene, isInActiveLayer);
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| 	}
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| }
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| 
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| void BL_ConvertTextProperty(Object* object, KX_FontObject* fontobj,SCA_TimeEventManager* timemgr,SCA_IScene* scene, bool isInActiveLayer)
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| {
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| 	CValue* tprop = fontobj->GetProperty("Text");
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| 	if(!tprop) return;
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| 	bProperty* prop = get_ob_property(object, "Text");
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| 	if(!prop) return;
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| 
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| 	Curve *curve = static_cast<Curve *>(object->data);
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| 	STR_String str = curve->str;
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| 	CValue* propval = NULL;
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| 
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| 	switch(prop->type) {
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| 		case GPROP_BOOL:
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| 		{
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| 			int value = atoi(str);
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| 			propval = new CBoolValue((bool)(value != 0));
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| 			tprop->SetValue(propval);
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| 			break;
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| 		}
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| 		case GPROP_INT:
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| 		{
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| 			int value = atoi(str);
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| 			propval = new CIntValue(value);
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| 			tprop->SetValue(propval);
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| 			break;
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| 		}
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| 		case GPROP_FLOAT:
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| 		{
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| 			float floatprop = atof(str);
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| 			propval = new CFloatValue(floatprop);
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| 			tprop->SetValue(propval);
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| 			break;
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| 		}
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| 		case GPROP_STRING:
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| 		{
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| 			propval = new CStringValue(str, "");
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| 			tprop->SetValue(propval);
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| 			break;
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| 		}
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| 		case GPROP_TIME:
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| 		{
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| 			float floatprop = atof(str);
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| 
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| 			CValue* timeval = new CFloatValue(floatprop);
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| 			// set a subproperty called 'timer' so that
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| 			// we can register the replica of this property
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| 			// at the time a game object is replicated (AddObjectActuator triggers this)
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| 			CValue *bval = new CBoolValue(true);
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| 			timeval->SetProperty("timer",bval);
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| 			bval->Release();
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| 			if (isInActiveLayer)
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| 			{
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| 				timemgr->AddTimeProperty(timeval);
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| 			}
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| 
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| 			propval = timeval;
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| 			tprop->SetValue(timeval);
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| 		}
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| 		default:
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| 		{
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| 			// todo make an assert etc.
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| 		}
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| 	}
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| 
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| 	if (propval) {
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| 		propval->Release();
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| 	}
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| }
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| 
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