Files
blender/source/gameengine/GameLogic/SCA_AlwaysSensor.cpp
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

144 lines
3.3 KiB
C++

/**
* Always trigger
*
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#ifdef WIN32
// This warning tells us about truncation of __long__ stl-generated names.
// It can occasionally cause DevStudio to have internal compiler warnings.
#pragma warning( disable : 4786 )
#endif
#include "SCA_AlwaysSensor.h"
#include "SCA_LogicManager.h"
#include "SCA_EventManager.h"
/* ------------------------------------------------------------------------- */
/* Native functions */
/* ------------------------------------------------------------------------- */
SCA_AlwaysSensor::SCA_AlwaysSensor(class SCA_EventManager* eventmgr,
SCA_IObject* gameobj,
PyTypeObject* T)
: SCA_ISensor(gameobj,eventmgr, T)
{
//SetDrawColor(255,0,0);
Init();
}
void SCA_AlwaysSensor::Init()
{
m_alwaysresult = true;
}
SCA_AlwaysSensor::~SCA_AlwaysSensor()
{
/* intentionally empty */
}
CValue* SCA_AlwaysSensor::GetReplica()
{
CValue* replica = new SCA_AlwaysSensor(*this);//m_float,GetName());
// this will copy properties and so on...
CValue::AddDataToReplica(replica);
return replica;
}
bool SCA_AlwaysSensor::IsPositiveTrigger()
{
return (m_invert ? false : true);
}
bool SCA_AlwaysSensor::Evaluate(CValue* event)
{
/* Nice! :) */
//return true;
/* even nicer ;) */
//return false;
/* nicest ! */
bool result = m_alwaysresult;
m_alwaysresult = false;
return result;
}
/* ------------------------------------------------------------------------- */
/* Python functions */
/* ------------------------------------------------------------------------- */
/* Integration hooks ------------------------------------------------------- */
PyTypeObject SCA_AlwaysSensor::Type = {
PyObject_HEAD_INIT(&PyType_Type)
0,
"SCA_AlwaysSensor",
sizeof(SCA_AlwaysSensor),
0,
PyDestructor,
0,
__getattr,
__setattr,
0, //&MyPyCompare,
__repr,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
Methods
};
PyParentObject SCA_AlwaysSensor::Parents[] = {
&SCA_AlwaysSensor::Type,
&SCA_ISensor::Type,
&SCA_ILogicBrick::Type,
&CValue::Type,
NULL
};
PyMethodDef SCA_AlwaysSensor::Methods[] = {
{NULL,NULL} //Sentinel
};
PyAttributeDef SCA_AlwaysSensor::Attributes[] = {
{ NULL } //Sentinel
};
PyObject* SCA_AlwaysSensor::_getattr(const char *attr) {
_getattr_up(SCA_ISensor);
}
/* eof */