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!
-               
+
+...@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
+...@var AKEY:
+...@var BKEY:
+...@var CKEY:
+...@var DKEY:
+...@var EKEY:
+...@var FKEY:
+...@var GKEY:
+...@var HKEY:
+...@var IKEY:
+...@var JKEY:
+...@var KKEY:
+...@var LKEY:
+...@var MKEY:
+...@var NKEY:
+...@var OKEY:
+...@var PKEY:
+...@var QKEY:
+...@var RKEY:
+...@var SKEY:
+...@var TKEY:
+...@var UKEY:
+...@var VKEY:
+...@var WKEY:
+...@var XKEY:
+...@var YKEY:
+...@var ZKEY:
+
+...@group Number keys: ZEROKEY, ONEKEY, TWOKEY, THREEKEY, FOURKEY, FIVEKEY, 
SIXKEY, SEVENKEY, EIGHTKEY, NINEKEY
+...@var ZEROKEY:
+...@var ONEKEY:
+...@var TWOKEY:
+...@var THREEKEY:
+...@var FOURKEY:
+...@var FIVEKEY:
+...@var SIXKEY:
+...@var SEVENKEY:
+...@var EIGHTKEY:
+...@var NINEKEY:
+
+...@group Modifiers: CAPSLOCKKEY, LEFTCTRLKEY, LEFTALTKEY, RIGHTALTKEY, 
RIGHTCTRLKEY, RIGHTSHIFTKEY, LEFTSHIFTKEY
+...@var CAPSLOCKKEY:
+...@var LEFTCTRLKEY:
+...@var LEFTALTKEY:
+...@var RIGHTALTKEY:
+...@var RIGHTCTRLKEY:
+...@var RIGHTSHIFTKEY:
+...@var LEFTSHIFTKEY:
+
+...@group Arrow Keys: LEFTARROWKEY, DOWNARROWKEY, RIGHTARROWKEY, UPARROWKEY
+...@var LEFTARROWKEY:
+...@var DOWNARROWKEY:
+...@var RIGHTARROWKEY:
+...@var UPARROWKEY:
+
+...@group Numberpad Keys: PAD0, PAD1, PAD2, PAD3, PAD4, PAD5, PAD6, PAD7, 
PAD8, PAD9, PADPERIOD, PADSLASHKEY, PADASTERKEY, PADMINUS, PADENTER, PADPLUSKEY
+...@var PAD0:
+...@var PAD1:
+...@var PAD2:
+...@var PAD3:
+...@var PAD4:
+...@var PAD5:
+...@var PAD6:
+...@var PAD7:
+...@var PAD8:
+...@var PAD9:
+...@var PADPERIOD:
+...@var PADSLASHKEY:
+...@var PADASTERKEY:
+...@var PADMINUS:
+...@var PADENTER:
+...@var PADPLUSKEY:
+
+...@group Function Keys: F1KEY, F2KEY, F3KEY, F4KEY, F5KEY, F6KEY, F7KEY, 
F8KEY, F9KEY, F10KEY, F11KEY, F12KEY
+...@var F1KEY:
+...@var F2KEY:
+...@var F3KEY:
+...@var F4KEY:
+...@var F5KEY:
+...@var F6KEY:
+...@var F7KEY:
+...@var F8KEY:
+...@var F9KEY:
+...@var F10KEY:
+...@var F11KEY:
+...@var F12KEY:
+
+...@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
+...@var ACCENTGRAVEKEY:
+...@var BACKSLASHKEY:
+...@var BACKSPACEKEY:
+...@var COMMAKEY:
+...@var DELKEY:
+...@var ENDKEY:
+...@var EQUALKEY:
+...@var ESCKEY:
+...@var HOMEKEY:
+...@var INSERTKEY:
+...@var LEFTBRACKETKEY:
+...@var LINEFEEDKEY:
+...@var MINUSKEY:
+...@var PAGEDOWNKEY:
+...@var PAGEUPKEY:
+...@var PAUSEKEY:
+...@var PERIODKEY:
+...@var QUOTEKEY:
+...@var RIGHTBRACKETKEY:
+...@var RETKEY:
+...@var SEMICOLONKEY:
+...@var SLASHKEY:
+...@var SPACEKEY:
+...@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
 
-...@group Constraint Actuator: KX_CONSTRAINTACT_LOCX, KX_CONSTRAINTACT_LOCY, 
KX_CONSTRAINTACT_LOCZ, KX_CONSTRAINTACT_ROTX, KX_CONSTRAINTACT_ROTY, 
KX_CONSTRAINTACT_ROTZ
+
+
+
+...@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}
+...@var KX_CONSTRAINTACT_DIRNX: See L{KX_ConstraintActuator}
+...@var KX_CONSTRAINTACT_DIRNY: See L{KX_ConstraintActuator}
+...@var KX_CONSTRAINTACT_DIRPX: See L{KX_ConstraintActuator}
+...@var KX_CONSTRAINTACT_DIRPY: See L{KX_ConstraintActuator}
+...@var KX_CONSTRAINTACT_ORIX: See L{KX_ConstraintActuator}
+...@var KX_CONSTRAINTACT_ORIY: See L{KX_ConstraintActuator}

@@ Diff output truncated at 10240 characters. @@

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