CValue* SCA_PythonController::GetReplica() { SCA_PythonController* replica = new SCA_PythonController(*this); #ifdef WITH_PYTHON /* why is this needed at all??? - m_bytecode is NULL'd below so this doesnt make sense * but removing it crashes blender (with YoFrankie). so leave in for now - Campbell */ Py_XINCREF(replica->m_bytecode); Py_XINCREF(replica->m_function); // this is ok since its not set to NULL replica->m_bModified = replica->m_bytecode == NULL; // The replica->m_pythondictionary is stolen - replace with a copy. if (m_pythondictionary) replica->m_pythondictionary = PyDict_Copy(m_pythondictionary); #if 0 // The other option is to incref the replica->m_pythondictionary - // the replica objects can then share data. if (m_pythondictionary) Py_INCREF(replica->m_pythondictionary); #endif #endif /* WITH_PYTHON */ // this will copy properties and so on... replica->ProcessReplica(); return replica; }
void SCA_LogicManager::AddTriggeredController(SCA_IController* controller, SCA_ISensor* sensor) { controller->Activate(m_triggeredControllerSet); #ifdef WITH_PYTHON // so that the controller knows which sensor has activited it // only needed for python controller // Note that this is safe even if the controller is subclassed. if (controller->GetType() == &SCA_PythonController::Type) { SCA_PythonController* pythonController = (SCA_PythonController*)controller; pythonController->AddTriggeredSensor(sensor); } #endif }
int SCA_PythonController::pyattr_set_script(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value) { SCA_PythonController* self = static_cast<SCA_PythonController*>(self_v); const char *scriptArg = _PyUnicode_AsString(value); if (scriptArg==NULL) { PyErr_SetString(PyExc_TypeError, "controller.script = string: Python Controller, expected a string script text"); return PY_SET_ATTR_FAIL; } /* set scripttext sets m_bModified to true, * so next time the script is needed, a reparse into byte code is done */ self->SetScriptText(scriptArg); return PY_SET_ATTR_SUCCESS; }
void BL_ConvertControllers( struct Object* blenderobject, class KX_GameObject* gameobj, SCA_LogicManager* logicmgr, int activeLayerBitInfo, bool isInActiveLayer, KX_BlenderSceneConverter* converter ) { int uniqueint=0; int count = 0; int executePriority=0; bController* bcontr = (bController*)blenderobject->controllers.first; while (bcontr) { bcontr = bcontr->next; count++; } gameobj->ReserveController(count); bcontr = (bController*)blenderobject->controllers.first; while (bcontr) { SCA_IController* gamecontroller = NULL; switch(bcontr->type) { case CONT_LOGIC_AND: { gamecontroller = new SCA_ANDController(gameobj); break; } case CONT_LOGIC_OR: { gamecontroller = new SCA_ORController(gameobj); break; } case CONT_LOGIC_NAND: { gamecontroller = new SCA_NANDController(gameobj); break; } case CONT_LOGIC_NOR: { gamecontroller = new SCA_NORController(gameobj); break; } case CONT_LOGIC_XOR: { gamecontroller = new SCA_XORController(gameobj); break; } case CONT_LOGIC_XNOR: { gamecontroller = new SCA_XNORController(gameobj); break; } case CONT_EXPRESSION: { bExpressionCont* bexpcont = (bExpressionCont*) bcontr->data; STR_String expressiontext = STR_String(bexpcont->str); if (expressiontext.Length() > 0) { gamecontroller = new SCA_ExpressionController(gameobj,expressiontext); } break; } case CONT_PYTHON: { bPythonCont* pycont = (bPythonCont*) bcontr->data; SCA_PythonController* pyctrl = new SCA_PythonController(gameobj, pycont->mode); gamecontroller = pyctrl; #ifdef WITH_PYTHON pyctrl->SetNamespace(converter->GetPyNamespace()); if(pycont->mode==SCA_PythonController::SCA_PYEXEC_SCRIPT) { if (pycont->text) { char *buf; // this is some blender specific code buf= txt_to_buf(pycont->text); if (buf) { pyctrl->SetScriptText(STR_String(buf)); pyctrl->SetScriptName(pycont->text->id.name+2); MEM_freeN(buf); } } } else { /* let the controller print any warnings here when importing */ pyctrl->SetScriptText(STR_String(pycont->module)); pyctrl->SetScriptName(pycont->module); /* will be something like module.func so using it as the name is OK */ if(pycont->flag & CONT_PY_DEBUG) { printf("\nDebuging \"%s\", module for object %s\n\texpect worse performance.\n", pycont->module, blenderobject->id.name+2); pyctrl->SetDebug(true); } } #endif // WITH_PYTHON break; } default: { } } if (gamecontroller) { LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter); gamecontroller->SetExecutePriority(executePriority++); gamecontroller->SetBookmark((bcontr->flag & CONT_PRIO) != 0); gamecontroller->SetState(bcontr->state_mask); STR_String uniquename = bcontr->name; uniquename += "#CONTR#"; uniqueint++; CIntValue* uniqueval = new CIntValue(uniqueint); uniquename += uniqueval->GetText(); uniqueval->Release(); //unique name was never implemented for sensors and actuators, only for controllers //and it's producing difference in the keys for the lists: obj.controllers/sensors/actuators //at some point it should either be implemented globally (and saved as a separate var) or removed. //gamecontroller->SetName(uniquename); gamecontroller->SetName(bcontr->name); gameobj->AddController(gamecontroller); converter->RegisterGameController(gamecontroller, bcontr); #ifdef WITH_PYTHON if (bcontr->type==CONT_PYTHON) { SCA_PythonController *pyctrl= static_cast<SCA_PythonController*>(gamecontroller); /* not strictly needed but gives syntax errors early on and * gives more predictable performance for larger scripts */ if(pyctrl->m_mode==SCA_PythonController::SCA_PYEXEC_SCRIPT) pyctrl->Compile(); else { /* We cant do this because importing runs the script which could end up accessing * internal BGE functions, this is unstable while we're converting the scene. * This is a pitty because its useful to see errors at startup but cant help it */ // pyctrl->Import(); } } #endif // WITH_PYTHON //done with gamecontroller gamecontroller->Release(); } bcontr = bcontr->next; } }