[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [28796] trunk/blender/source/gameengine/ PyDoc: convert GameTypes from epydoc into sphinx compatible markup, also removed deprecated functions

Campbell Barton ideasman42 at gmail.com
Mon May 17 00:57:23 CEST 2010


Revision: 28796
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=28796
Author:   campbellbarton
Date:     2010-05-17 00:57:22 +0200 (Mon, 17 May 2010)

Log Message:
-----------
convert GameTypes from epydoc into sphinx compatible markup, also removed deprecated functions

Added Paths:
-----------
    trunk/blender/source/gameengine/PyDoc/bge.types.rst

Removed Paths:
-------------
    trunk/blender/source/gameengine/PyDoc/GameTypes.py

Deleted: trunk/blender/source/gameengine/PyDoc/GameTypes.py
===================================================================
--- trunk/blender/source/gameengine/PyDoc/GameTypes.py	2010-05-16 20:52:53 UTC (rev 28795)
+++ trunk/blender/source/gameengine/PyDoc/GameTypes.py	2010-05-16 22:57:22 UTC (rev 28796)
@@ -1,6184 +0,0 @@
-"""
-Documentation for the GameTypes Module.
-=======================================
-
- at group Base: PyObjectPlus, CValue, CPropValue, SCA_ILogicBrick, SCA_IObject, SCA_ISensor, SCA_IController, SCA_IActuator
-
- at group Object: KX_GameObject, KX_LightObject, KX_Camera, BL_ArmatureObject
-
- at group Animation: BL_ArmatureConstraint
-
- at group Mesh: KX_MeshProxy, KX_PolyProxy, KX_VertexProxy
-
- at group Shading: KX_PolygonMaterial, KX_BlenderMaterial, BL_Shader
-
- at group Sensors: SCA_ActuatorSensor, SCA_AlwaysSensor, SCA_DelaySensor, SCA_JoystickSensor, SCA_KeyboardSensor, KX_MouseFocusSensor, SCA_MouseSensor, KX_NearSensor, KX_NetworkMessageSensor, SCA_PropertySensor, KX_RadarSensor, SCA_RandomSensor, KX_RaySensor, KX_TouchSensor, KX_ArmatureSensor
-
- at group Actuators: SCA_2DFilterActuator, BL_ActionActuator, BL_ArmatureActuator, KX_SCA_AddObjectActuator, KX_CameraActuator, KX_ConstraintActuator, KX_SCA_DynamicActuator, KX_SCA_EndObjectActuator, KX_GameActuator, KX_IpoActuator, KX_NetworkMessageActuator, KX_ObjectActuator, KX_ParentActuator, SCA_PropertyActuator, SCA_RandomActuator, KX_SCA_ReplaceMeshActuator, KX_SceneActuator, BL_ShapeActionActuator, KX_SoundActuator, KX_StateActuator, KX_TrackToActuator, KX_VisibilityActuator
-
- at group Controllers: SCA_ANDController, SCA_NANDController, SCA_NORController, SCA_ORController, SCA_PythonController, SCA_XNORController, SCA_XORController
-"""
-import GameLogic
-
-class PyObjectPlus:
-	"""
-	PyObjectPlus base class of most other types in the Game Engine.
-	
-	@ivar invalid:	Test if the object has been freed by the game engine and is no longer valid.
-					
-					Normally this is not a problem but when storing game engine data in the GameLogic module,
-					KX_Scenes or other KX_GameObjects its possible to hold a reference to invalid data.
-					Calling an attribute or method on an invalid object will raise a SystemError.
-					
-					The invalid attribute allows testing for this case without exception handling.
-	@type invalid:	bool
-	"""
-	
-	def isA(game_type):
-		"""
-		Check if this is a type or a subtype game_type.
-
-		@param game_type: the name of the type or the type its self from the L{GameTypes} module.
-		@type game_type: string or type
-		@return: True if this object is a type or a subtype of game_type.
-		@rtype: bool
-		"""
-
-class CValue(PyObjectPlus):
-	"""
-	This class is a basis for other classes.
-	@ivar name: The name of this CValue derived object (read-only).
-	@type name: string
-	@group Deprecated: getName
-	"""
-	def getName():
-		"""
-		Returns the name of the CValue.
-		
-		@deprecated: Use the L{name} attribute instead.
-		@note: in most cases the CValue's subclasses will override this function.
-		@rtype: string
-		"""
-
-class CPropValue(CValue):
-	"""
-	This class has no python functions
-	"""
-	pass
-
-class SCA_ILogicBrick(CValue):
-	"""
-	Base class for all logic bricks.
-	
-	@ivar executePriority: This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first).
-	@type executePriority: int
-	@ivar owner: The game object this logic brick is attached to (read-only).
-	@type owner: L{KX_GameObject} or None in exceptional cases.
-	@ivar name: The name of this logic brick (read-only).
-	@type name: string
-	"""
-
-#{ Deprecated
-	def getOwner():
-		"""
-		Gets the game object associated with this logic brick.
-		
-		@deprecated: Use the L{owner} attribute instead.
-		@rtype: L{KX_GameObject}
-		"""
-	
-	def setExecutePriority(priority):
-		"""
-		Sets the priority of this logic brick.
-		
-		This determines the order controllers are evaluated, and actuators are activated.
-		Bricks with lower priority will be executed first.
-		
-		@deprecated: Use the L{executePriority} attribute instead.
-		@type priority: integer
-		@param priority: the priority of this logic brick.
-		"""
-	def getExecutePriority():
-		"""
-		Gets the execution priority of this logic brick.
-		
-		@deprecated: Use the L{executePriority} attribute instead.
-		@rtype: integer
-		@return: this logic bricks current priority.
-		"""
-#}
-
-class SCA_PythonKeyboard(PyObjectPlus):
-	"""
-	The current keyboard.	
-	@ivar events: a list of pressed keys that have either been pressed, or just released, or are active this frame. (read-only).
-
-			- 'keycode' matches the values in L{GameKeys}.
-			- 'status' uses...
-				- L{GameLogic.KX_INPUT_NONE}
-				- L{GameLogic.KX_INPUT_JUST_ACTIVATED}
-				- L{GameLogic.KX_INPUT_ACTIVE}
-				- L{GameLogic.KX_INPUT_JUST_RELEASED}
-			
-	@type events: list [[keycode, status], ...]
-	"""
-	pass
-	
-class SCA_PythonMouse(PyObjectPlus):
-	"""
-	The current mouse.
-	
-	@ivar events: a list of pressed buttons that have either been pressed, or just released, or are active this frame. (read-only).
-
-			- 'keycode' matches the values in L{GameKeys}.
-			- 'status' uses...
-				- L{GameLogic.KX_INPUT_NONE}
-				- L{GameLogic.KX_INPUT_JUST_ACTIVATED}
-				- L{GameLogic.KX_INPUT_ACTIVE}
-				- L{GameLogic.KX_INPUT_JUST_RELEASED}
-			
-	@type events: list [[keycode, status], ...]
-	@ivar position: The normalized x and y position of the mouse cursor.
-	@type position: list [x, y]
-	@ivar visible: The visibility of the mouse cursor
-	@type visible: boolean
-	"""
-	pass
-
-class SCA_IObject(CValue):
-	"""
-	This class has no python functions
-	"""
-	pass
-
-class SCA_ISensor(SCA_ILogicBrick):
-	"""
-	Base class for all sensor logic bricks.
-	
-	@ivar usePosPulseMode: Flag to turn positive pulse mode on and off.
-	@type usePosPulseMode: boolean
-	@ivar useNegPulseMode: Flag to turn negative pulse mode on and off.
-	@type useNegPulseMode: boolean
-	@ivar frequency: The frequency for pulse mode sensors.
-	@type frequency: int
-	@ivar level: Option whether to detect level or edge transition when entering a state.
-					It makes a difference only in case of logic state transition (state actuator).
-					A level detector will immediately generate a pulse, negative or positive
-					depending on the sensor condition, as soon as the state is activated.
-					A edge detector will wait for a state change before generating a pulse.
-					note: mutually exclusive with L{tap}, enabling will disable L{tap}.
-	@type level: boolean
-	@ivar tap: When enabled only sensors that are just activated will send a positive event,
-					after this they will be detected as negative by the controllers.
-					This will make a key thats held act as if its only tapped for an instant.
-					note: mutually exclusive with L{level}, enabling will disable L{level}.
-	@type tap: boolean
-	@ivar invert: Flag to set if this sensor activates on positive or negative events.
-	@type invert: boolean
-	@ivar triggered: True if this sensor brick is in a positive state. (read-only)
-	@type triggered: boolean
-	@ivar positive: True if this sensor brick is in a positive state. (read-only)
-	@type positive: boolean
-	@ivar status: The status of the sensor. (read-only)
-		KX_SENSOR_INACTIVE, KX_SENSOR_JUST_ACTIVATED, 
-		KX_SENSOR_ACTIVE, KX_SENSOR_JUST_DEACTIVATED
-		Note: this convenient attribute combines the values of triggered and positive attributes
-	@type status: int from 0-3.
-	"""
-	
-	def reset():
-		"""
-		Reset sensor internal state, effect depends on the type of sensor and settings.
-		
-		The sensor is put in its initial state as if it was just activated.
-		"""
-#{ Deprecated
-	def isPositive():
-		"""
-		True if this sensor brick is in a positive state.
-		
-		@deprecated: use L{positive}
-		"""
-	
-	def isTriggered():
-		"""
-		True if this sensor brick has triggered the current controller.
-		
-		@deprecated: use L{triggered}
-		"""
-	
-	def getUsePosPulseMode():
-		"""
-		True if the sensor is in positive pulse mode.
-		
-		@deprecated: use L{usePosPulseMode}
-		"""
-	def setUsePosPulseMode(pulse):
-		"""
-		Sets positive pulse mode.
-		
-		@type pulse: boolean
-		@param pulse: If True, will activate positive pulse mode for this sensor.
-		@deprecated: use L{usePosPulseMode}
-		"""
-	def getFrequency():
-		"""
-		The frequency for pulse mode sensors.
-		
-		@rtype: integer
-		@return: the pulse frequency in 1/50 sec.
-		@deprecated: use L{frequency}
-		"""
-	def setFrequency(freq):
-		"""
-		Sets the frequency for pulse mode sensors.
-		
-		@type freq: integer
-		@return: the pulse frequency in 1/50 sec.
-		@deprecated: use L{frequency}
-		"""
-	def getUseNegPulseMode():
-		"""
-		True if the sensor is in negative pulse mode.
-		
-		@deprecated: use L{useNegPulseMode}
-		"""
-	def setUseNegPulseMode(pulse):
-		"""
-		Sets negative pulse mode.
-		
-		@type pulse: boolean
-		@param pulse: If True, will activate negative pulse mode for this sensor.
-		@deprecated: use L{useNegPulseMode}
-		"""
-	def getInvert():
-		"""
-		True if this sensor activates on negative events.
-		
-		@deprecated: use L{invert}
-		"""
-	def setInvert(invert):
-		"""
-		Sets if this sensor activates on positive or negative events.
-		
-		@type invert: boolean
-		@param invert: true if activates on negative events; false if activates on positive events.
-		@deprecated: use L{invert}
-		"""
-	def getLevel():
-		"""
-		Returns whether this sensor is a level detector or a edge detector.
-		It makes a difference only in case of logic state transition (state actuator).
-		A level detector will immediately generate a pulse, negative or positive
-		depending on the sensor condition, as soon as the state is activated.
-		A edge detector will wait for a state change before generating a pulse.
-		
-		@rtype: boolean
-		@return: true if sensor is level sensitive, false if it is edge sensitive
-		@deprecated: use L{level}
-		"""
-	def setLevel(level):
-		"""
-		Set whether to detect level or edge transition when entering a state.
-		
-		@param level: Detect level instead of edge? (KX_TRUE, KX_FALSE)
-		@type level: boolean
-		@deprecated: use L{level}
-		"""
-#}
-
-class SCA_IController(SCA_ILogicBrick):
-	"""
-	Base class for all controller logic bricks.
-	
-	@ivar state: the controllers state bitmask.
-	             This can be used with the GameObject's state to test if the controller is active.
-	@type state: int bitmask

@@ Diff output truncated at 10240 characters. @@




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