Warning Fixes - const correctness in unicode encoding, unused variables in blenlib...
[blender.git] / source / gameengine / Converter / KX_ConvertProperties.cpp
index 5e8d6f3cbf0f5da6feca4d9e78ee18b464660e98..faa7780bac03d612e5d0999af760110535ec11ce 100644 (file)
@@ -1,5 +1,4 @@
-/**
- * $Id$
+/*
  * ***** BEGIN GPL LICENSE BLOCK *****
  *
  * This program is free software; you can redistribute it and/or
@@ -14,7 +13,7 @@
  *
  * 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.
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
  *
  * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
  * All rights reserved.
  * ***** END GPL LICENSE BLOCK *****
  */
 
-#include "KX_ConvertProperties.h"
+/** \file gameengine/Converter/KX_ConvertProperties.cpp
+ *  \ingroup bgeconv
+ */
 
-#ifdef HAVE_CONFIG_H
-#include <config.h>
-#endif
 
-/* This little block needed for linking to Blender... */
-#ifdef WIN32
-#include "BLI_winstuff.h"
-#endif
+#include "KX_ConvertProperties.h"
+
 
 #include "DNA_object_types.h"
 #include "DNA_property_types.h"
 /* end of blender include block */
 
+
 #include "Value.h"
 #include "VectorValue.h"
 #include "BoolValue.h"
 #include "StringValue.h"
 #include "FloatValue.h"
 #include "KX_GameObject.h"
-//#include "ListValue.h"
 #include "IntValue.h"
 #include "SCA_TimeEventManager.h"
 #include "SCA_IScene.h"
 
+#include "KX_FontObject.h"
+#include "DNA_curve_types.h"
+
+/* This little block needed for linking to Blender... */
+#ifdef WIN32
+#include "BLI_winstuff.h"
+#endif
+
+extern "C" {
+       #include "BKE_property.h"
+}
+
+/* prototype */
+void BL_ConvertTextProperty(Object* object, KX_FontObject* fontobj,SCA_TimeEventManager* timemgr,SCA_IScene* scene, bool isInActiveLayer);
 
 void BL_ConvertProperties(Object* object,KX_GameObject* gameobj,SCA_TimeEventManager* timemgr,SCA_IScene* scene, bool isInActiveLayer)
 {
@@ -130,21 +140,22 @@ void BL_ConvertProperties(Object* object,KX_GameObject* gameobj,SCA_TimeEventMan
                        propval->Release();
                }
                
-               
-               /* Warn if we double up on attributes, this isnt quite right since it wont find inherited attributes however there arnt many */
-               for(PyAttributeDef *attrdef = KX_GameObject::Attributes; attrdef->m_name; attrdef++) {
-                       if(strcmp(prop->name, attrdef->m_name)==0) {
+#ifdef WITH_PYTHON
+               /* Warn if we double up on attributes, this isn't quite right since it wont find inherited attributes however there arnt many */
+               for (PyAttributeDef *attrdef = KX_GameObject::Attributes; attrdef->m_name; attrdef++) {
+                       if (strcmp(prop->name, attrdef->m_name)==0) {
                                printf("Warning! user defined property name \"%s\" is also a python attribute for object \"%s\"\n\tUse ob[\"%s\"] syntax to avoid conflict\n", prop->name, object->id.name+2, prop->name);
                                break;
                        }
                }
-               for(PyMethodDef *methdef = KX_GameObject::Methods; methdef->ml_name; methdef++) {
-                       if(strcmp(prop->name, methdef->ml_name)==0) {
+               for (PyMethodDef *methdef = KX_GameObject::Methods; methdef->ml_name; methdef++) {
+                       if (strcmp(prop->name, methdef->ml_name)==0) {
                                printf("Warning! user defined property name \"%s\" is also a python method for object \"%s\"\n\tUse ob[\"%s\"] syntax to avoid conflict\n", prop->name, object->id.name+2, prop->name);
                                break;
                        }
                }
                /* end warning check */
+#endif // WITH_PYTHON
 
                prop = prop->next;
        }
@@ -154,4 +165,80 @@ void BL_ConvertProperties(Object* object,KX_GameObject* gameobj,SCA_TimeEventMan
                //  reserve name for object state
                scene->AddDebugProperty(gameobj,STR_String("__state__"));
        }
+
+       /* Font Objects need to 'copy' the Font Object data body to ["Text"] */
+       if (object->type == OB_FONT)
+       {
+               BL_ConvertTextProperty(object, (KX_FontObject *)gameobj, timemgr, scene, isInActiveLayer);
+       }
 }
+
+void BL_ConvertTextProperty(Object* object, KX_FontObject* fontobj,SCA_TimeEventManager* timemgr,SCA_IScene* scene, bool isInActiveLayer)
+{
+       CValue* tprop = fontobj->GetProperty("Text");
+       if (!tprop) return;
+       bProperty* prop = get_ob_property(object, "Text");
+       if (!prop) return;
+
+       Curve *curve = static_cast<Curve *>(object->data);
+       STR_String str = curve->str;
+       CValue* propval = NULL;
+
+       switch(prop->type) {
+               case GPROP_BOOL:
+               {
+                       int value = atoi(str);
+                       propval = new CBoolValue((bool)(value != 0));
+                       tprop->SetValue(propval);
+                       break;
+               }
+               case GPROP_INT:
+               {
+                       int value = atoi(str);
+                       propval = new CIntValue(value);
+                       tprop->SetValue(propval);
+                       break;
+               }
+               case GPROP_FLOAT:
+               {
+                       float floatprop = (float)atof(str);
+                       propval = new CFloatValue(floatprop);
+                       tprop->SetValue(propval);
+                       break;
+               }
+               case GPROP_STRING:
+               {
+                       propval = new CStringValue(str, "");
+                       tprop->SetValue(propval);
+                       break;
+               }
+               case GPROP_TIME:
+               {
+                       float floatprop = (float)atof(str);
+
+                       CValue* timeval = new CFloatValue(floatprop);
+                       // set a subproperty called 'timer' so that
+                       // we can register the replica of this property
+                       // at the time a game object is replicated (AddObjectActuator triggers this)
+                       CValue *bval = new CBoolValue(true);
+                       timeval->SetProperty("timer",bval);
+                       bval->Release();
+                       if (isInActiveLayer)
+                       {
+                               timemgr->AddTimeProperty(timeval);
+                       }
+
+                       propval = timeval;
+                       tprop->SetValue(timeval);
+               }
+               default:
+               {
+                       // todo make an assert etc.
+               }
+       }
+
+       if (propval) {
+               propval->Release();
+       }
+}
+