svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD

Notes:
* Game and sequencer RNA, and sequencer header are now out of date
  a bit after changes in trunk.
* I didn't know how to port these bugfixes, most likely they are
  not needed anymore.
  * Fix "duplicate strip" always increase the user count for ipo.
  * IPO pinning on sequencer strips was lost during Undo.
This commit is contained in:
Brecht Van Lommel
2009-06-08 20:08:19 +00:00
594 changed files with 28292 additions and 13753 deletions

View File

@@ -76,6 +76,7 @@ LinkControllerToActuators(
// Iterate through the actuators of the game blender
// controller and find the corresponding ketsji actuator.
game_controller->ReserveActuator(bcontr->totlinks);
for (int i=0;i<bcontr->totlinks;i++)
{
bActuator* bact = (bActuator*) bcontr->links[i];
@@ -92,14 +93,22 @@ void BL_ConvertControllers(
class KX_GameObject* gameobj,
SCA_LogicManager* logicmgr,
PyObject* pythondictionary,
int &executePriority,
int activeLayerBitInfo,
bool isInActiveLayer,
KX_BlenderSceneConverter* converter
) {
int uniqueint=0;
int count = 0;
int executePriority=0;
bController* bcontr = (bController*)blenderobject->controllers.first;
while (bcontr)
{
bcontr = bcontr->next;
count++;
}
gameobj->ReserveController(count);
bcontr = (bController*)blenderobject->controllers.first;
while (bcontr)
{
SCA_IController* gamecontroller = NULL;
switch(bcontr->type)
@@ -107,37 +116,31 @@ void BL_ConvertControllers(
case CONT_LOGIC_AND:
{
gamecontroller = new SCA_ANDController(gameobj);
LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter);
break;
}
case CONT_LOGIC_OR:
{
gamecontroller = new SCA_ORController(gameobj);
LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter);
break;
}
case CONT_LOGIC_NAND:
{
gamecontroller = new SCA_NANDController(gameobj);
LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter);
break;
}
case CONT_LOGIC_NOR:
{
gamecontroller = new SCA_NORController(gameobj);
LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter);
break;
}
case CONT_LOGIC_XOR:
{
gamecontroller = new SCA_XORController(gameobj);
LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter);
break;
}
case CONT_LOGIC_XNOR:
{
gamecontroller = new SCA_XNORController(gameobj);
LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter);
break;
}
case CONT_EXPRESSION:
@@ -147,37 +150,43 @@ void BL_ConvertControllers(
if (expressiontext.Length() > 0)
{
gamecontroller = new SCA_ExpressionController(gameobj,expressiontext);
LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter);
}
break;
}
case CONT_PYTHON:
{
// we should create a Python controller here
SCA_PythonController* pyctrl = new SCA_PythonController(gameobj);
gamecontroller = pyctrl;
bPythonCont* pycont = (bPythonCont*) bcontr->data;
SCA_PythonController* pyctrl = new SCA_PythonController(gameobj, pycont->mode);
gamecontroller = pyctrl;
pyctrl->SetDictionary(pythondictionary);
if (pycont->text)
{
char *buf;
// this is some blender specific code
buf= txt_to_buf(pycont->text);
if (buf)
if(pycont->mode==SCA_PythonController::SCA_PYEXEC_SCRIPT) {
if (pycont->text)
{
pyctrl->SetScriptText(STR_String(buf));
pyctrl->SetScriptName(pycont->text->id.name+2);
MEM_freeN(buf);
char *buf;
// this is some blender specific code
buf= txt_to_buf(pycont->text);
if (buf)
{
pyctrl->SetScriptText(STR_String(buf));
pyctrl->SetScriptName(pycont->text->id.name+2);
MEM_freeN(buf);
}
}
}
LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter);
else {
/* let the controller print any warnings here when importing */
pyctrl->SetScriptText(STR_String(pycont->module));
pyctrl->SetScriptName(pycont->module); /* will be something like module.func so using it as the name is OK */
}
if(pycont->flag & CONT_PY_DEBUG) {
printf("\nDebuging \"%s\", module for object %s\n\texpect worse performance.\n", pycont->module, blenderobject->id.name+2);
pyctrl->SetDebug(true);
}
break;
}
default:
@@ -188,7 +197,9 @@ void BL_ConvertControllers(
if (gamecontroller)
{
LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter);
gamecontroller->SetExecutePriority(executePriority++);
gamecontroller->SetBookmark((bcontr->flag & CONT_PRIO) != 0);
gamecontroller->SetState(bcontr->state_mask);
STR_String uniquename = bcontr->name;
uniquename += "#CONTR#";
@@ -202,9 +213,18 @@ void BL_ConvertControllers(
converter->RegisterGameController(gamecontroller, bcontr);
if (bcontr->type==CONT_PYTHON) {
SCA_PythonController *pyctrl= static_cast<SCA_PythonController*>(gamecontroller);
/* not strictly needed but gives syntax errors early on and
* gives more pradictable performance for larger scripts */
(static_cast<SCA_PythonController*>(gamecontroller))->Compile();
if(pyctrl->m_mode==SCA_PythonController::SCA_PYEXEC_SCRIPT)
pyctrl->Compile();
else {
/* We cant do this because importing runs the script which could end up accessing
* internal BGE functions, this is unstable while we're converting the scene.
* This is a pitty because its useful to see errors at startup but cant help it */
// pyctrl->Import();
}
}
//done with gamecontroller