[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [20210] trunk/blender/source/gameengine: Name attributes added since 2.48a more consistently.

Campbell Barton ideasman42 at gmail.com
Fri May 15 05:26:53 CEST 2009


Revision: 20210
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=20210
Author:   campbellbarton
Date:     2009-05-15 05:26:53 +0200 (Fri, 15 May 2009)

Log Message:
-----------
Name attributes added since 2.48a more consistently.

BL_ActionActuator::blendin -> blendIn
BL_ActionActuator::end -> frameEnd
BL_ActionActuator::property -> propName
BL_ActionActuator::start -> frameStart
BL_ActionActuator::type -> mode
BL_ShapeActionActuator::blendin -> blendIn
BL_ShapeActionActuator::end -> frameEnd
BL_ShapeActionActuator::frameProperty -> framePropName
BL_ShapeActionActuator::property -> propName
BL_ShapeActionActuator::start -> frameStart
BL_ShapeActionActuator::type -> mode
KX_CameraActuator::xy -> useXY
KX_ConstraintActuator::property -> propName
KX_GameActuator::file -> fileName
KX_GameObject::localScaling -> localScaling
KX_GameObject::worldScaling -> worldScaling
KX_IpoActuator::endFrame -> frameEnd
KX_IpoActuator::startFrame -> frameStart
KX_IpoActuator::type -> mode
KX_RaySensor::property -> propName
KX_SCA_DynamicActuator::operation -> mode
KX_Scene::objects_inactive -> objectsInactive
KX_SoundActuator::filename -> fileName
KX_SoundActuator::type -> mode
KX_TouchSensor::objectHit -> hitObject
KX_TouchSensor::objectHitList -> hitObjectList
KX_TouchSensor::property -> propName
KX_TouchSensor::pulseCollisions -> usePulseCollision
KX_VisibilityActuator::occlusion -> useOcclusion
KX_VisibilityActuator::recursion -> useRecursion
SCA_2DFilterActuator::passNb -> passNumber
SCA_PropertyActuator::property -> propName
SCA_PropertyActuator::type -> mode
SCA_PropertySensor::property -> propName
SCA_PropertySensor::type -> mode
SCA_RandomActuator::property -> propName

Modified Paths:
--------------
    trunk/blender/source/gameengine/Converter/BL_ActionActuator.cpp
    trunk/blender/source/gameengine/Converter/BL_ShapeActionActuator.cpp
    trunk/blender/source/gameengine/GameLogic/SCA_2DFilterActuator.cpp
    trunk/blender/source/gameengine/GameLogic/SCA_PropertyActuator.cpp
    trunk/blender/source/gameengine/GameLogic/SCA_PropertySensor.cpp
    trunk/blender/source/gameengine/GameLogic/SCA_RandomActuator.cpp
    trunk/blender/source/gameengine/Ketsji/KX_CameraActuator.cpp
    trunk/blender/source/gameengine/Ketsji/KX_ConstraintActuator.cpp
    trunk/blender/source/gameengine/Ketsji/KX_GameActuator.cpp
    trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp
    trunk/blender/source/gameengine/Ketsji/KX_IpoActuator.cpp
    trunk/blender/source/gameengine/Ketsji/KX_RaySensor.cpp
    trunk/blender/source/gameengine/Ketsji/KX_SCA_DynamicActuator.cpp
    trunk/blender/source/gameengine/Ketsji/KX_Scene.cpp
    trunk/blender/source/gameengine/Ketsji/KX_SoundActuator.cpp
    trunk/blender/source/gameengine/Ketsji/KX_TouchSensor.cpp
    trunk/blender/source/gameengine/Ketsji/KX_VisibilityActuator.cpp
    trunk/blender/source/gameengine/PyDoc/GameLogic.py
    trunk/blender/source/gameengine/PyDoc/GameTypes.py
    trunk/blender/source/gameengine/PyDoc/bge_api_validate_py.txt

Modified: trunk/blender/source/gameengine/Converter/BL_ActionActuator.cpp
===================================================================
--- trunk/blender/source/gameengine/Converter/BL_ActionActuator.cpp	2009-05-15 02:03:27 UTC (rev 20209)
+++ trunk/blender/source/gameengine/Converter/BL_ActionActuator.cpp	2009-05-15 03:26:53 UTC (rev 20210)
@@ -997,17 +997,17 @@
 };
 
 PyAttributeDef BL_ActionActuator::Attributes[] = {
-	KX_PYATTRIBUTE_FLOAT_RW("start", 0, MAXFRAMEF, BL_ActionActuator, m_startframe),
-	KX_PYATTRIBUTE_FLOAT_RW("end", 0, MAXFRAMEF, BL_ActionActuator, m_endframe),
-	KX_PYATTRIBUTE_FLOAT_RW("blendin", 0, MAXFRAMEF, BL_ActionActuator, m_blendin),
+	KX_PYATTRIBUTE_FLOAT_RW("frameStart", 0, MAXFRAMEF, BL_ActionActuator, m_startframe),
+	KX_PYATTRIBUTE_FLOAT_RW("frameEnd", 0, MAXFRAMEF, BL_ActionActuator, m_endframe),
+	KX_PYATTRIBUTE_FLOAT_RW("blendIn", 0, MAXFRAMEF, BL_ActionActuator, m_blendin),
 	KX_PYATTRIBUTE_RW_FUNCTION("action", BL_ActionActuator, pyattr_get_action, pyattr_set_action),
 	KX_PYATTRIBUTE_SHORT_RW("priority", 0, 100, false, BL_ActionActuator, m_priority),
 	KX_PYATTRIBUTE_FLOAT_RW_CHECK("frame", 0, MAXFRAMEF, BL_ActionActuator, m_localtime, CheckFrame),
-	KX_PYATTRIBUTE_STRING_RW("property", 0, 31, false, BL_ActionActuator, m_propname),
-	KX_PYATTRIBUTE_STRING_RW("frameProperty", 0, 31, false, BL_ActionActuator, m_framepropname),
+	KX_PYATTRIBUTE_STRING_RW("propName", 0, 31, false, BL_ActionActuator, m_propname),
+	KX_PYATTRIBUTE_STRING_RW("framePropName", 0, 31, false, BL_ActionActuator, m_framepropname),
 	KX_PYATTRIBUTE_BOOL_RW("useContinue", BL_ActionActuator, m_end_reset),
 	KX_PYATTRIBUTE_FLOAT_RW_CHECK("blendTime", 0, MAXFRAMEF, BL_ActionActuator, m_blendframe, CheckBlendTime),
-	KX_PYATTRIBUTE_SHORT_RW_CHECK("type",0,100,false,BL_ActionActuator,m_playtype,CheckType),
+	KX_PYATTRIBUTE_SHORT_RW_CHECK("mode",0,100,false,BL_ActionActuator,m_playtype,CheckType),
 	{ NULL }	//Sentinel
 };
 

Modified: trunk/blender/source/gameengine/Converter/BL_ShapeActionActuator.cpp
===================================================================
--- trunk/blender/source/gameengine/Converter/BL_ShapeActionActuator.cpp	2009-05-15 02:03:27 UTC (rev 20209)
+++ trunk/blender/source/gameengine/Converter/BL_ShapeActionActuator.cpp	2009-05-15 03:26:53 UTC (rev 20210)
@@ -467,16 +467,16 @@
 };
 
 PyAttributeDef BL_ShapeActionActuator::Attributes[] = {
-	KX_PYATTRIBUTE_FLOAT_RW("start", 0, MAXFRAMEF, BL_ShapeActionActuator, m_startframe),
-	KX_PYATTRIBUTE_FLOAT_RW("end", 0, MAXFRAMEF, BL_ShapeActionActuator, m_endframe),
-	KX_PYATTRIBUTE_FLOAT_RW("blendin", 0, MAXFRAMEF, BL_ShapeActionActuator, m_blendin),
+	KX_PYATTRIBUTE_FLOAT_RW("frameStart", 0, MAXFRAMEF, BL_ShapeActionActuator, m_startframe),
+	KX_PYATTRIBUTE_FLOAT_RW("frameEnd", 0, MAXFRAMEF, BL_ShapeActionActuator, m_endframe),
+	KX_PYATTRIBUTE_FLOAT_RW("blendIn", 0, MAXFRAMEF, BL_ShapeActionActuator, m_blendin),
 	KX_PYATTRIBUTE_RW_FUNCTION("action", BL_ShapeActionActuator, pyattr_get_action, pyattr_set_action),
 	KX_PYATTRIBUTE_SHORT_RW("priority", 0, 100, false, BL_ShapeActionActuator, m_priority),
 	KX_PYATTRIBUTE_FLOAT_RW_CHECK("frame", 0, MAXFRAMEF, BL_ShapeActionActuator, m_localtime, CheckFrame),
-	KX_PYATTRIBUTE_STRING_RW("property", 0, 31, false, BL_ShapeActionActuator, m_propname),
-	KX_PYATTRIBUTE_STRING_RW("frameProperty", 0, 31, false, BL_ShapeActionActuator, m_framepropname),
+	KX_PYATTRIBUTE_STRING_RW("propName", 0, 31, false, BL_ShapeActionActuator, m_propname),
+	KX_PYATTRIBUTE_STRING_RW("framePropName", 0, 31, false, BL_ShapeActionActuator, m_framepropname),
 	KX_PYATTRIBUTE_FLOAT_RW_CHECK("blendTime", 0, MAXFRAMEF, BL_ShapeActionActuator, m_blendframe, CheckBlendTime),
-	KX_PYATTRIBUTE_SHORT_RW_CHECK("type",0,100,false,BL_ShapeActionActuator,m_playtype,CheckType),
+	KX_PYATTRIBUTE_SHORT_RW_CHECK("mode",0,100,false,BL_ShapeActionActuator,m_playtype,CheckType),
 	{ NULL }	//Sentinel
 };
 

Modified: trunk/blender/source/gameengine/GameLogic/SCA_2DFilterActuator.cpp
===================================================================
--- trunk/blender/source/gameengine/GameLogic/SCA_2DFilterActuator.cpp	2009-05-15 02:03:27 UTC (rev 20209)
+++ trunk/blender/source/gameengine/GameLogic/SCA_2DFilterActuator.cpp	2009-05-15 03:26:53 UTC (rev 20210)
@@ -149,8 +149,8 @@
 PyAttributeDef SCA_2DFilterActuator::Attributes[] = {
 	KX_PYATTRIBUTE_STRING_RW("shaderText", 0, 64000, false, SCA_2DFilterActuator, m_shaderText),
 	KX_PYATTRIBUTE_SHORT_RW("disableMotionBlur", 0, 1, true, SCA_2DFilterActuator, m_disableMotionBlur),
-	KX_PYATTRIBUTE_ENUM_RW("type",RAS_2DFilterManager::RAS_2DFILTER_ENABLED,RAS_2DFilterManager::RAS_2DFILTER_NUMBER_OF_FILTERS,false,SCA_2DFilterActuator,m_type),
-	KX_PYATTRIBUTE_INT_RW("passNb", 0, 100, true, SCA_2DFilterActuator, m_int_arg),
+	KX_PYATTRIBUTE_ENUM_RW("mode",RAS_2DFilterManager::RAS_2DFILTER_ENABLED,RAS_2DFilterManager::RAS_2DFILTER_NUMBER_OF_FILTERS,false,SCA_2DFilterActuator,m_type),
+	KX_PYATTRIBUTE_INT_RW("passNumber", 0, 100, true, SCA_2DFilterActuator, m_int_arg),
 	KX_PYATTRIBUTE_FLOAT_RW("value", 0.0, 100.0, SCA_2DFilterActuator, m_float_arg),
 	{ NULL }	//Sentinel
 };

Modified: trunk/blender/source/gameengine/GameLogic/SCA_PropertyActuator.cpp
===================================================================
--- trunk/blender/source/gameengine/GameLogic/SCA_PropertyActuator.cpp	2009-05-15 02:03:27 UTC (rev 20209)
+++ trunk/blender/source/gameengine/GameLogic/SCA_PropertyActuator.cpp	2009-05-15 03:26:53 UTC (rev 20210)
@@ -270,9 +270,9 @@
 };
 
 PyAttributeDef SCA_PropertyActuator::Attributes[] = {
-	KX_PYATTRIBUTE_STRING_RW_CHECK("property",0,100,false,SCA_PropertyActuator,m_propname,CheckProperty),
+	KX_PYATTRIBUTE_STRING_RW_CHECK("propName",0,100,false,SCA_PropertyActuator,m_propname,CheckProperty),
 	KX_PYATTRIBUTE_STRING_RW("value",0,100,false,SCA_PropertyActuator,m_exprtxt),
-	KX_PYATTRIBUTE_INT_RW("type", KX_ACT_PROP_NODEF+1, KX_ACT_PROP_MAX-1, false, SCA_PropertyActuator, m_type), /* ATTR_TODO add constents to game logic dict */
+	KX_PYATTRIBUTE_INT_RW("mode", KX_ACT_PROP_NODEF+1, KX_ACT_PROP_MAX-1, false, SCA_PropertyActuator, m_type), /* ATTR_TODO add constents to game logic dict */
 	{ NULL }	//Sentinel
 };
 
@@ -296,7 +296,7 @@
 "\tof this name, the call is ignored.\n";
 PyObject* SCA_PropertyActuator::PySetProperty(PyObject* args, PyObject* kwds)
 {
-	ShowDeprecationWarning("setProperty()", "the 'property' property");
+	ShowDeprecationWarning("setProperty()", "the 'propName' property");
 	/* Check whether the name exists first ! */
 	char *nameArg;
 	if (!PyArg_ParseTuple(args, "s:setProperty", &nameArg)) {
@@ -321,7 +321,7 @@
 "\tReturn the property on which the actuator operates.\n";
 PyObject* SCA_PropertyActuator::PyGetProperty(PyObject* args, PyObject* kwds)
 {
-	ShowDeprecationWarning("getProperty()", "the 'property' property");
+	ShowDeprecationWarning("getProperty()", "the 'propName' property");
 	return PyString_FromString(m_propname);
 }
 

Modified: trunk/blender/source/gameengine/GameLogic/SCA_PropertySensor.cpp
===================================================================
--- trunk/blender/source/gameengine/GameLogic/SCA_PropertySensor.cpp	2009-05-15 02:03:27 UTC (rev 20209)
+++ trunk/blender/source/gameengine/GameLogic/SCA_PropertySensor.cpp	2009-05-15 03:26:53 UTC (rev 20210)
@@ -347,8 +347,8 @@
 };
 
 PyAttributeDef SCA_PropertySensor::Attributes[] = {
-	KX_PYATTRIBUTE_INT_RW("type",KX_PROPSENSOR_NODEF,KX_PROPSENSOR_MAX-1,false,SCA_PropertySensor,m_checktype),
-	KX_PYATTRIBUTE_STRING_RW_CHECK("property",0,100,false,SCA_PropertySensor,m_checkpropname,CheckProperty),
+	KX_PYATTRIBUTE_INT_RW("mode",KX_PROPSENSOR_NODEF,KX_PROPSENSOR_MAX-1,false,SCA_PropertySensor,m_checktype),
+	KX_PYATTRIBUTE_STRING_RW_CHECK("propName",0,100,false,SCA_PropertySensor,m_checkpropname,CheckProperty),
 	KX_PYATTRIBUTE_STRING_RW_CHECK("value",0,100,false,SCA_PropertySensor,m_checkpropval,validValueForProperty),
 	{ NULL }	//Sentinel
 };
@@ -372,7 +372,7 @@
 "\tReturns the type of check this sensor performs.\n";
 PyObject* SCA_PropertySensor::PyGetType()
 {
-	ShowDeprecationWarning("getType()", "the type property");
+	ShowDeprecationWarning("getType()", "the mode property");
 	return PyInt_FromLong(m_checktype);
 }
 
@@ -385,7 +385,7 @@
 "\tSet the type of check to perform.\n";
 PyObject* SCA_PropertySensor::PySetType(PyObject* args) 
 {
-	ShowDeprecationWarning("setType()", "the type property");
+	ShowDeprecationWarning("setType()", "the mode property");
 	int typeArg;
 	
 	if (!PyArg_ParseTuple(args, "i:setType", &typeArg)) {
@@ -406,7 +406,7 @@
 "\tReturn the property with which the sensor operates.\n";
 PyObject* SCA_PropertySensor::PyGetProperty() 
 {
-	ShowDeprecationWarning("getProperty()", "the 'property' property");
+	ShowDeprecationWarning("getProperty()", "the 'propName' property");
 	return PyString_FromString(m_checkpropname);
 }
 
@@ -418,7 +418,7 @@
 "\tof this name, the call is ignored.\n";
 PyObject* SCA_PropertySensor::PySetProperty(PyObject* args) 
 {
-	ShowDeprecationWarning("setProperty()", "the 'property' property");
+	ShowDeprecationWarning("setProperty()", "the 'propName' property");
 	/* We should query whether the name exists. Or should we create a prop   */
 	/* on the fly?                                                           */
 	char *propNameArg = NULL;

Modified: trunk/blender/source/gameengine/GameLogic/SCA_RandomActuator.cpp
===================================================================
--- trunk/blender/source/gameengine/GameLogic/SCA_RandomActuator.cpp	2009-05-15 02:03:27 UTC (rev 20209)
+++ trunk/blender/source/gameengine/GameLogic/SCA_RandomActuator.cpp	2009-05-15 03:26:53 UTC (rev 20210)
@@ -370,7 +370,7 @@
 	KX_PYATTRIBUTE_FLOAT_RO("para1",SCA_RandomActuator,m_parameter1),
 	KX_PYATTRIBUTE_FLOAT_RO("para2",SCA_RandomActuator,m_parameter2),
 	KX_PYATTRIBUTE_ENUM_RO("distribution",SCA_RandomActuator,m_distribution),
-	KX_PYATTRIBUTE_STRING_RW_CHECK("property",0,100,false,SCA_RandomActuator,m_propname,CheckProperty),
+	KX_PYATTRIBUTE_STRING_RW_CHECK("propName",0,100,false,SCA_RandomActuator,m_propname,CheckProperty),
 	KX_PYATTRIBUTE_RW_FUNCTION("seed",SCA_RandomActuator,pyattr_get_seed,pyattr_set_seed),
 	{ NULL }	//Sentinel
 };	
@@ -477,7 +477,7 @@
 "\tSet the property to which the random value is assigned. If the \n"

@@ Diff output truncated at 10240 characters. @@




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