[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [19920] trunk/blender/source/gameengine: BGE API - small changes
Campbell Barton
ideasman42 at gmail.com
Fri Apr 24 22:27:05 CEST 2009
Revision: 19920
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=19920
Author: campbellbarton
Date: 2009-04-24 22:27:04 +0200 (Fri, 24 Apr 2009)
Log Message:
-----------
BGE API - small changes
- print CListValue errors only once.
- bge_api_validate_py.txt now validates modules as well as types.
- added missing functions and consts for epydoc modules. some of these in GameLogic.py still need sorting.
Modified Paths:
--------------
trunk/blender/source/gameengine/Expressions/ListValue.cpp
trunk/blender/source/gameengine/Ketsji/KX_PythonInit.cpp
trunk/blender/source/gameengine/PyDoc/GameKeys.py
trunk/blender/source/gameengine/PyDoc/GameLogic.py
trunk/blender/source/gameengine/PyDoc/Rasterizer.py
trunk/blender/source/gameengine/PyDoc/bge_api_validate_py.txt
Modified: trunk/blender/source/gameengine/Expressions/ListValue.cpp
===================================================================
--- trunk/blender/source/gameengine/Expressions/ListValue.cpp 2009-04-24 20:17:42 UTC (rev 19919)
+++ trunk/blender/source/gameengine/Expressions/ListValue.cpp 2009-04-24 20:27:04 UTC (rev 19920)
@@ -530,7 +530,7 @@
{
int numfound = 0;
- CValue* checkobj = ConvertPythonToValue(value, "cList.count(val): CValueList, ");
+ CValue* checkobj = ConvertPythonToValue(value, ""); /* error ignored */
if (checkobj==NULL) { /* in this case just return that there are no items in the list */
PyErr_Clear();
@@ -578,18 +578,24 @@
CValue* CListValue::Calc(VALUE_OPERATOR op,CValue *val)
{
//assert(false); // todo: implement me!
- fprintf(stderr, "CValueList::Calc not yet implimented\n");
+ static int error_printed = 0;
+ if (error_printed==0) {
+ fprintf(stderr, "CValueList::Calc not yet implimented\n");
+ error_printed = 1;
+ }
return NULL;
}
-
-
CValue* CListValue::CalcFinal(VALUE_DATA_TYPE dtype,
VALUE_OPERATOR op,
CValue* val)
{
//assert(false); // todo: implement me!
- fprintf(stderr, "CValueList::CalcFinal not yet implimented\n");
+ static int error_printed = 0;
+ if (error_printed==0) {
+ fprintf(stderr, "CValueList::CalcFinal not yet implimented\n");
+ error_printed = 1;
+ }
return NULL;
}
Modified: trunk/blender/source/gameengine/Ketsji/KX_PythonInit.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_PythonInit.cpp 2009-04-24 20:17:42 UTC (rev 19919)
+++ trunk/blender/source/gameengine/Ketsji/KX_PythonInit.cpp 2009-04-24 20:27:04 UTC (rev 19920)
@@ -836,7 +836,7 @@
Py_RETURN_NONE;
}
-static PyObject* gPyEnableMotionBlur(PyObject*, PyObject* args)
+static PyObject* gPyEnableMotionBlur(PyObject*)
{
float motionblurvalue;
if (!PyArg_ParseTuple(args,"f:enableMotionBlur",&motionblurvalue))
@@ -1043,7 +1043,7 @@
{"setMistStart",(PyCFunction)gPySetMistStart,METH_VARARGS,"set Mist Start(rgb)"},
{"setMistEnd",(PyCFunction)gPySetMistEnd,METH_VARARGS,"set Mist End(rgb)"},
{"enableMotionBlur",(PyCFunction)gPyEnableMotionBlur,METH_VARARGS,"enable motion blur"},
- {"disableMotionBlur",(PyCFunction)gPyDisableMotionBlur,METH_VARARGS,"disable motion blur"},
+ {"disableMotionBlur",(PyCFunction)gPyDisableMotionBlur,METH_NOARGS,"disable motion blur"},
{"setEyeSeparation", (PyCFunction) gPySetEyeSeparation, METH_VARARGS, "set the eye separation for stereo mode"},
Modified: trunk/blender/source/gameengine/PyDoc/GameKeys.py
===================================================================
--- trunk/blender/source/gameengine/PyDoc/GameKeys.py 2009-04-24 20:17:42 UTC (rev 19919)
+++ trunk/blender/source/gameengine/PyDoc/GameKeys.py 2009-04-24 20:27:04 UTC (rev 19920)
@@ -5,127 +5,7 @@
This module holds key constants for the SCA_KeyboardSensor.
-Alphabet keys
--------------
- - AKEY
- - BKEY
- - CKEY
- - DKEY
- - EKEY
- - FKEY
- - GKEY
- - HKEY
- - IKEY
- - JKEY
- - KKEY
- - LKEY
- - MKEY
- - NKEY
- - OKEY
- - PKEY
- - QKEY
- - RKEY
- - SKEY
- - TKEY
- - UKEY
- - VKEY
- - WKEY
- - XKEY
- - YKEY
- - ZKEY
-Number keys
------------
- - ZEROKEY
- - ONEKEY
- - TWOKEY
- - THREEKEY
- - FOURKEY
- - FIVEKEY
- - SIXKEY
- - SEVENKEY
- - EIGHTKEY
- - NINEKEY
-
-Shift Modifiers
----------------
- - CAPSLOCKKEY
-
- - LEFTCTRLKEY
- - LEFTALTKEY
- - RIGHTALTKEY
- - RIGHTCTRLKEY
- - RIGHTSHIFTKEY
- - LEFTSHIFTKEY
-
-Arrow Keys
-----------
- - LEFTARROWKEY
- - DOWNARROWKEY
- - RIGHTARROWKEY
- - UPARROWKEY
-
-Numberpad Keys
---------------
- - PAD0
- - PAD1
- - PAD2
- - PAD3
- - PAD4
- - PAD5
- - PAD6
- - PAD7
- - PAD8
- - PAD9
- - PADPERIOD
- - PADSLASHKEY
- - PADASTERKEY
- - PADMINUS
- - PADENTER
- - PADPLUSKEY
-
-Function Keys
--------------
- - F1KEY
- - F2KEY
- - F3KEY
- - F4KEY
- - F5KEY
- - F6KEY
- - F7KEY
- - F8KEY
- - F9KEY
- - F10KEY
- - F11KEY
- - F12KEY
-
-Other Keys
-----------
- - ACCENTGRAVEKEY
- - BACKSLASHKEY
- - BACKSPACEKEY
- - COMMAKEY
- - DELKEY
- - ENDKEY
- - EQUALKEY
- - ESCKEY
- - HOMEKEY
- - INSERTKEY
- - LEFTBRACKETKEY
- - LINEFEEDKEY
- - MINUSKEY
- - PAGEDOWNKEY
- - PAGEUPKEY
- - PAUSEKEY
- - PERIODKEY
- - QUOTEKEY
- - RIGHTBRACKETKEY
- - RETKEY
- - SEMICOLONKEY
- - SLASHKEY
- - SPACEKEY
- - TABKEY
-
Example::
# Set a connected keyboard sensor to accept F1
import GameLogic
@@ -156,7 +36,120 @@
# Activate Left!
if key[0] == GameKeys.DKEY:
# Activate Right!
-
+
+ at group Alphabet keys: AKEY, BKEY, CKEY, DKEY, EKEY, FKEY, GKEY, HKEY, IKEY, JKEY, KKEY, LKEY, MKEY, NKEY, OKEY, PKEY, QKEY, RKEY, SKEY, TKEY, UKEY, VKEY, WKEY, XKEY, YKEY, ZKEY
+ at var AKEY:
+ at var BKEY:
+ at var CKEY:
+ at var DKEY:
+ at var EKEY:
+ at var FKEY:
+ at var GKEY:
+ at var HKEY:
+ at var IKEY:
+ at var JKEY:
+ at var KKEY:
+ at var LKEY:
+ at var MKEY:
+ at var NKEY:
+ at var OKEY:
+ at var PKEY:
+ at var QKEY:
+ at var RKEY:
+ at var SKEY:
+ at var TKEY:
+ at var UKEY:
+ at var VKEY:
+ at var WKEY:
+ at var XKEY:
+ at var YKEY:
+ at var ZKEY:
+
+ at group Number keys: ZEROKEY, ONEKEY, TWOKEY, THREEKEY, FOURKEY, FIVEKEY, SIXKEY, SEVENKEY, EIGHTKEY, NINEKEY
+ at var ZEROKEY:
+ at var ONEKEY:
+ at var TWOKEY:
+ at var THREEKEY:
+ at var FOURKEY:
+ at var FIVEKEY:
+ at var SIXKEY:
+ at var SEVENKEY:
+ at var EIGHTKEY:
+ at var NINEKEY:
+
+ at group Modifiers: CAPSLOCKKEY, LEFTCTRLKEY, LEFTALTKEY, RIGHTALTKEY, RIGHTCTRLKEY, RIGHTSHIFTKEY, LEFTSHIFTKEY
+ at var CAPSLOCKKEY:
+ at var LEFTCTRLKEY:
+ at var LEFTALTKEY:
+ at var RIGHTALTKEY:
+ at var RIGHTCTRLKEY:
+ at var RIGHTSHIFTKEY:
+ at var LEFTSHIFTKEY:
+
+ at group Arrow Keys: LEFTARROWKEY, DOWNARROWKEY, RIGHTARROWKEY, UPARROWKEY
+ at var LEFTARROWKEY:
+ at var DOWNARROWKEY:
+ at var RIGHTARROWKEY:
+ at var UPARROWKEY:
+
+ at group Numberpad Keys: PAD0, PAD1, PAD2, PAD3, PAD4, PAD5, PAD6, PAD7, PAD8, PAD9, PADPERIOD, PADSLASHKEY, PADASTERKEY, PADMINUS, PADENTER, PADPLUSKEY
+ at var PAD0:
+ at var PAD1:
+ at var PAD2:
+ at var PAD3:
+ at var PAD4:
+ at var PAD5:
+ at var PAD6:
+ at var PAD7:
+ at var PAD8:
+ at var PAD9:
+ at var PADPERIOD:
+ at var PADSLASHKEY:
+ at var PADASTERKEY:
+ at var PADMINUS:
+ at var PADENTER:
+ at var PADPLUSKEY:
+
+ at group Function Keys: F1KEY, F2KEY, F3KEY, F4KEY, F5KEY, F6KEY, F7KEY, F8KEY, F9KEY, F10KEY, F11KEY, F12KEY
+ at var F1KEY:
+ at var F2KEY:
+ at var F3KEY:
+ at var F4KEY:
+ at var F5KEY:
+ at var F6KEY:
+ at var F7KEY:
+ at var F8KEY:
+ at var F9KEY:
+ at var F10KEY:
+ at var F11KEY:
+ at var F12KEY:
+
+ at group Other Keys: ACCENTGRAVEKEY, BACKSLASHKEY, BACKSPACEKEY, COMMAKEY, DELKEY, ENDKEY, EQUALKEY, ESCKEY, HOMEKEY, INSERTKEY, LEFTBRACKETKEY, LINEFEEDKEY, MINUSKEY, PAGEDOWNKEY, PAGEUPKEY, PAUSEKEY, PERIODKEY, QUOTEKEY, RIGHTBRACKETKEY, RETKEY, SEMICOLONKEY, SLASHKEY, SPACEKEY, TABKEY
+ at var ACCENTGRAVEKEY:
+ at var BACKSLASHKEY:
+ at var BACKSPACEKEY:
+ at var COMMAKEY:
+ at var DELKEY:
+ at var ENDKEY:
+ at var EQUALKEY:
+ at var ESCKEY:
+ at var HOMEKEY:
+ at var INSERTKEY:
+ at var LEFTBRACKETKEY:
+ at var LINEFEEDKEY:
+ at var MINUSKEY:
+ at var PAGEDOWNKEY:
+ at var PAGEUPKEY:
+ at var PAUSEKEY:
+ at var PERIODKEY:
+ at var QUOTEKEY:
+ at var RIGHTBRACKETKEY:
+ at var RETKEY:
+ at var SEMICOLONKEY:
+ at var SLASHKEY:
+ at var SPACEKEY:
+ at var TABKEY:
+
"""
def EventToString(event):
Modified: trunk/blender/source/gameengine/PyDoc/GameLogic.py
===================================================================
--- trunk/blender/source/gameengine/PyDoc/GameLogic.py 2009-04-24 20:17:42 UTC (rev 19919)
+++ trunk/blender/source/gameengine/PyDoc/GameLogic.py 2009-04-24 20:27:04 UTC (rev 19920)
@@ -62,25 +62,29 @@
GameLogic.addActiveActuator(actuator, True)
See the actuator's reference for available methods:
+ - L{2DFilterActuator<SCA_2DFilterActuator.SCA_2DFilterActuator>}
- L{ActionActuator<BL_ActionActuator.BL_ActionActuator>}
- L{AddObjectActuator<KX_SCA_AddObjectActuator.KX_SCA_AddObjectActuator>}
- L{CameraActuator<KX_CameraActuator.KX_CameraActuator>}
- L{CDActuator<KX_CDActuator.KX_CDActuator>}
- L{ConstraintActuator<KX_ConstraintActuator.KX_ConstraintActuator>}
+ - L{DynamicActuator<KX_SCA_DynamicActuator.KX_SCA_DynamicActuator>}
- L{EndObjectActuator<KX_SCA_EndObjectActuator.KX_SCA_EndObjectActuator>}
- L{GameActuator<KX_GameActuator.KX_GameActuator>}
- L{IpoActuator<KX_IpoActuator.KX_IpoActuator>}
- L{NetworkMessageActuator<KX_NetworkMessageActuator.KX_NetworkMessageActuator>}
- L{ObjectActuator<KX_ObjectActuator.KX_ObjectActuator>}
+ - L{ParentActuator<KX_ParentActuator.KX_ParentActuator>}
- L{PropertyActuator<SCA_PropertyActuator.SCA_PropertyActuator>}
- L{RandomActuator<SCA_RandomActuator.SCA_RandomActuator>}
- L{ReplaceMeshActuator<KX_SCA_ReplaceMeshActuator.KX_SCA_ReplaceMeshActuator>}
- L{SceneActuator<KX_SceneActuator.KX_SceneActuator>}
+ - L{ShapeActionActuator<BL_ShapeActionActuator.BL_ShapeActionActuator>}
- L{SoundActuator<KX_SoundActuator.KX_SoundActuator>}
+ - L{StateActuator<KX_StateActuator.KX_StateActuator>}
- L{TrackToActuator<KX_TrackToActuator.KX_TrackToActuator>}
- L{VisibilityActuator<KX_VisibilityActuator.KX_VisibilityActuator>}
- - L{DynamicActuator<KX_SCA_DynamicActuator.KX_SCA_DynamicActuator>}
-
+
Most logic brick's methods are accessors for the properties available in the logic buttons.
Consult the logic bricks documentation for more information on how each logic brick works.
@@ -107,20 +111,31 @@
@var KX_PROPSENSOR_CHANGED: Activate when the property changes
@var KX_PROPSENSOR_EXPRESSION: Activate when the expression matches
- at group Constraint Actuator: KX_CONSTRAINTACT_LOCX, KX_CONSTRAINTACT_LOCY, KX_CONSTRAINTACT_LOCZ, KX_CONSTRAINTACT_ROTX, KX_CONSTRAINTACT_ROTY, KX_CONSTRAINTACT_ROTZ
+
+
+
+ at group Constraint Actuator: KX_CONSTRAINTACT_LOCX, KX_CONSTRAINTACT_LOCY, KX_CONSTRAINTACT_LOCZ, KX_CONSTRAINTACT_ROTX, KX_CONSTRAINTACT_ROTY, KX_CONSTRAINTACT_ROTZ, KX_CONSTRAINTACT_DIRNX, KX_CONSTRAINTACT_DIRNY, KX_CONSTRAINTACT_DIRPX, KX_CONSTRAINTACT_DIRPY, KX_CONSTRAINTACT_ORIX, KX_CONSTRAINTACT_ORIY, KX_CONSTRAINTACT_ORIZ
@var KX_CONSTRAINTACT_LOCX: See L{KX_ConstraintActuator}
@var KX_CONSTRAINTACT_LOCY: See L{KX_ConstraintActuator}
@var KX_CONSTRAINTACT_LOCZ: See L{KX_ConstraintActuator}
@var KX_CONSTRAINTACT_ROTX: See L{KX_ConstraintActuator}
@var KX_CONSTRAINTACT_ROTY: See L{KX_ConstraintActuator}
@var KX_CONSTRAINTACT_ROTZ: See L{KX_ConstraintActuator}
+ at var KX_CONSTRAINTACT_DIRNX: See L{KX_ConstraintActuator}
+ at var KX_CONSTRAINTACT_DIRNY: See L{KX_ConstraintActuator}
+ at var KX_CONSTRAINTACT_DIRPX: See L{KX_ConstraintActuator}
+ at var KX_CONSTRAINTACT_DIRPY: See L{KX_ConstraintActuator}
+ at var KX_CONSTRAINTACT_ORIX: See L{KX_ConstraintActuator}
+ at var KX_CONSTRAINTACT_ORIY: See L{KX_ConstraintActuator}
@@ Diff output truncated at 10240 characters. @@
More information about the Bf-blender-cvs
mailing list