Commit Graph

169 Commits

Author SHA1 Message Date
Campbell Barton
e8f5c75005 patch from Mitchell Stokes, comments only - KX_PYATTRIBUTE_TODO for missing attributes 2009-04-23 00:47:45 +00:00
Benoit Bolsee
f6d27e73ee BGE: some more cleanup, remove useless ReplicaSetName(), move code to ProcessReplica. 2009-04-22 16:58:04 +00:00
Campbell Barton
5553d2c014 BGE C++ API
PyObjectPlus::ProcessReplica() is now called when any of its subclasses are replicated.

This is important because PyObjectPlus::ProcessReplica() NULL's the 'm_proxy' python pointer I added recently.
Without this a replicated subclass of PyObjectPlus could have an invalid pointer (crashing the BGE).

This change also means CValue::AddDataToReplica() can be moved into CValue::ProcessReplica() since ProcessReplica is always called.
2009-04-22 14:42:00 +00:00
Campbell Barton
0145a93f24 Patch from Mitchell Stokes for KX_Light to use attrdef's
Added type access to the SCA_PropertyActuator, added missing function in library docs.
2009-04-21 23:15:18 +00:00
Campbell Barton
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
Campbell Barton
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
Campbell Barton
dee32d0b3f BGE Python API
- initialize pythons sys.argv in the blenderplayer
- ignore all arguments after a single " - " in the blenderplayer (like in blender), so args can be passed to the game.
- add a utility function PyOrientationTo() - to take a Py euler, quat or 3x3 matrix and convert into a C++ MT_Matrix3x3.
- add utility function ConvertPythonToMesh to get a RAS_MeshObject from a KX_MeshProxy or a name.
- Added error prefix arguments to ConvertPythonToGameObject, ConvertPythonToMesh and PyOrientationTo so the error messages can include what function they came from.
- deprecated brick.getOwner() for the "owner" attribute.
2009-04-20 09:13:59 +00:00
Campbell Barton
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
Campbell Barton
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
Campbell Barton
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
Campbell Barton
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
Campbell Barton
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
Ton Roosendaal
1dd980768d Missing <stdlib.h> for abs() made this file not compile for me. 2009-04-17 10:24:44 +00:00
Campbell Barton
efb7dd86ff Fix for own recent reference count error.
- The armature weakref list was  being incref'd twice then decrefed twice (incref and decref were used incorrectly), now only once. My 'fix' broke this.
- In bpy_pydriver_create_dict the 2 refs added from running PyDict_SetItemString twice were undone when clearing the dictionary (added comment)
- changed Py_XDECREF to Py_DECREF int BPY_pyconstraint_update and BPY_pyconstraint_target, Py_XDECREF checs for NULL value which would have crashed blender before it got to Py_XDECREF anyway.
- after every error is reported (PyErr_Print), remove sys.last_traceback and clear the error, I found this fixed certain crashes (usually when starting the game engine or exiting blender), so best do this all the time.

- header_text.c, CcdPhysicsEnvironment.cpp, KX_CameraActuator.cpp - remove some warnings.
2009-04-15 04:34:27 +00:00
Campbell Barton
17f35293ee PropertyActuator toggle option didnt run when the Value field was empty. 2009-04-12 16:10:43 +00:00
Campbell Barton
55d2b184ec added "toggle" an option for the property actuator.
much less hassle then setting up a property sensor and 2 assignment actuators, or through python.
2009-04-12 07:24:04 +00:00
Campbell Barton
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
Andre Susano Pinto
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
Campbell Barton
ac45472a17 BGE Bugfix
The End key didn't work work at all for the keyboard sensor.
Removed getEventList() since it was added since 2.48a release.
2009-04-09 22:15:26 +00:00
Campbell Barton
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
Campbell Barton
65f65a729a key logging didnt work for alphanum keys -=_+ and |\ since revision 2 and nobody noticed! 2009-04-09 10:28:14 +00:00
Campbell Barton
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
Benoit Bolsee
5b0d75e831 BGE API cleanup: 2DFilterActuator. 2009-04-08 21:40:55 +00:00
Campbell Barton
d012a222a2 Some users have odd joysticks with more then 8 axises, increased to 16 (so 4 joysticks)
Ideally there would be no limit but I dont think its worth the effort.
Also had a bug in last commit for the pytyhon api's "axisSingle" attribute, UI index starts at 1 not zero.
2009-04-07 19:21:48 +00:00
Campbell Barton
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
Campbell Barton
885fa49aa4 BGE Joystick Sensor
- Raised limit of 2 axis to 4 axis pairs (4==8 joysticks axis pairs)
- Added a new Joystick Sensor type "Single Axis", so you can detect horizontal or vertical movement, rather then just Up/Down/Left/Right
- added Python attribute "axisSingle" so you can get the value from the selected axis (rather then getting it out of the axis list)
- renamed Py attribute "axisPosition" to "axisValues" (was never in a release)

If we need to increase the axis limit again just change JOYAXIS_MAX and the button limits.
2009-04-07 06:23:45 +00:00
Campbell Barton
46a440c7a5 BGE Python API
- added a module for the BGE - GameTypes, only contains types.
- added KX_PYATTRIBUTE_DUMMY attributes for KX_Light, KX_PolyProxy, KX_VertexProxy, so all types should give correct results from a dir().
- added a script to check for missing methods in the epydocs - bge_api_validate_py.txt
2009-04-06 13:27:28 +00:00
Campbell Barton
6be6921184 moved more attributes from getattr into PyAttributeDef's 2009-04-04 02:57:35 +00:00
Benoit Bolsee
07930c0b09 BGE API cleanup: RandomActuator. 2009-04-03 19:09:52 +00:00
Campbell Barton
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
Campbell Barton
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
Nathan Letwory
1e1b88c118 BGE
* getting state of RMB was impossible due to wrong check.
2009-03-15 23:40:59 +00:00
Benoit Bolsee
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
Campbell Barton
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
Campbell Barton
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
Campbell Barton
6c7c38a4e4 BGE Py API
* Made GameLogic.addActiveActuator(actu, bool) to raise an error if the actuator is not in the list. Before it would allow any value as the actuator and fail silently (makes debugging scripts more difficult).

* Allow the actuator to be a string which is convenient if you dont want to change the settings of the actuator.
* Added activate/deactivate functions to the controller, this is more logical since the GameLogic.addActiveActuator() function is running through the controller anyway.

GameLogic.addActiveActuator(controller.getActuator("SomeAct"), True)
...can be replaced with...
controller.activate("SomeAct")
2009-02-24 05:50:45 +00:00
Campbell Barton
394d893e13 compile scripts when converting controllers to give more predictable performance and print syntax errors early on rather then when the script is first executed. 2009-02-24 03:29:31 +00:00
Campbell Barton
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
Benoit Bolsee
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
Campbell Barton
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
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
Benoit Bolsee
9ce30005de BGE bug #18070 fixed: 2dFilter actuator is always pulsed. 2009-01-02 22:15:05 +00:00
Benoit Bolsee
10702bf93f BGE API cleanup: more bricks converted to attributes. 2009-01-02 22:09:57 +00:00
Benoit Bolsee
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
Benoit Bolsee
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
Benoit Bolsee
cbceb6c8b2 BGE API cleanup: more consistent type check on set attribute (mouse and keyboard so far). Check type after name so that the user get a type error when assigning a wrong type to a built-in attribute. 2008-12-30 16:44:34 +00:00
Benoit Bolsee
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
Campbell Barton
3c9ae035fb Typo was making actuator.getExecutePriority() crash 2008-12-19 03:26:41 +00:00
Campbell Barton
483136c8e4 Adjusted scons files so disabling quicktime, python and sdl also removes their includes when building.
writefile.c had usless include.
2008-11-11 14:14:22 +00:00
Campbell Barton
69c6bd604c make sure BPY_Err_Handle clears python errors, even if the exception cant be printed. Added PyErr_Clear() incase there are other references to exception data (sys.exc_info() from python) 2008-10-22 07:09:15 +00:00