Files
blender/source/gameengine/GameLogic/SCA_PythonController.h
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

100 lines
3.1 KiB
C++

/**
* Execute Python scripts
*
* $Id$
*
* ***** 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 *****
*/
#ifndef KX_PYTHONCONTROLLER_H
#define KX_PYTHONCONTROLLER_H
#include "SCA_IController.h"
#include "SCA_LogicManager.h"
#include "BoolValue.h"
#include <vector>
class SCA_IObject;
class SCA_PythonController : public SCA_IController
{
Py_Header;
struct _object * m_bytecode;
bool m_bModified;
protected:
STR_String m_scriptText;
STR_String m_scriptName;
PyObject* m_pythondictionary;
std::vector<class SCA_ISensor*> m_triggeredSensors;
public:
static SCA_PythonController* m_sCurrentController; // protected !!!
//for debugging
//virtual CValue* AddRef();
//virtual int Release(); // Release a reference to this value (when reference count reaches 0, the value is removed from the heap)
SCA_PythonController(SCA_IObject* gameobj,PyTypeObject* T = &Type);
virtual ~SCA_PythonController();
virtual CValue* GetReplica();
virtual void Trigger(class SCA_LogicManager* logicmgr);
void SetScriptText(const STR_String& text);
void SetScriptName(const STR_String& name);
void SetDictionary(PyObject* pythondictionary);
void AddTriggeredSensor(class SCA_ISensor* sensor)
{ m_triggeredSensors.push_back(sensor); }
int IsTriggered(class SCA_ISensor* sensor);
bool Compile();
static const char* sPyGetCurrentController__doc__;
static PyObject* sPyGetCurrentController(PyObject* self);
static const char* sPyAddActiveActuator__doc__;
static PyObject* sPyAddActiveActuator(PyObject* self,
PyObject* args);
static SCA_IActuator* LinkedActuatorFromPy(PyObject *value);
virtual PyObject* py_getattro(PyObject *attr);
virtual int py_setattro(PyObject *attr, PyObject *value);
KX_PYMETHOD_O(SCA_PythonController,Activate);
KX_PYMETHOD_O(SCA_PythonController,DeActivate);
KX_PYMETHOD_DOC_NOARGS(SCA_PythonController,GetSensors);
KX_PYMETHOD_DOC_NOARGS(SCA_PythonController,GetActuators);
KX_PYMETHOD_DOC_O(SCA_PythonController,GetSensor);
KX_PYMETHOD_DOC_O(SCA_PythonController,GetActuator);
KX_PYMETHOD_O(SCA_PythonController,SetScript);
KX_PYMETHOD_NOARGS(SCA_PythonController,GetScript);
KX_PYMETHOD_NOARGS(SCA_PythonController,GetState);
};
#endif //KX_PYTHONCONTROLLER_H