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Copy pathPyCharacter.cpp
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493 lines (358 loc) · 9.66 KB
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// Copyright 20Tab S.r.l.
#include "PyCharacter.h"
#include "UEPyModule.h"
#include "Components/InputComponent.h"
APyCharacter::APyCharacter()
{
PrimaryActorTick.bCanEverTick = true;
PythonTickForceDisabled = false;
PythonDisableAutoBinding = false;
}
// Called when the game starts
void APyCharacter::PreInitializeComponents()
{
Super::PreInitializeComponents();
// ...
if (PythonModule.IsEmpty())
return;
FScopePythonGIL gil;
py_uobject = ue_get_python_uobject(this);
if (!py_uobject)
{
unreal_engine_py_log_error();
return;
}
PyObject *py_character_module = PyImport_ImportModule(TCHAR_TO_UTF8(*PythonModule));
if (!py_character_module)
{
unreal_engine_py_log_error();
return;
}
#if WITH_EDITOR
// todo implement autoreload with a dictionary of module timestamps
py_character_module = PyImport_ReloadModule(py_character_module);
if (!py_character_module)
{
unreal_engine_py_log_error();
return;
}
#endif
if (PythonClass.IsEmpty())
return;
PyObject *py_character_module_dict = PyModule_GetDict(py_character_module);
PyObject *py_character_class = PyDict_GetItemString(py_character_module_dict, TCHAR_TO_UTF8(*PythonClass));
if (!py_character_class)
{
UE_LOG(LogPython, Error, TEXT("Unable to find class %s in module %s"), *PythonClass, *PythonModule);
return;
}
py_character_instance = PyObject_CallObject(py_character_class, NULL);
if (!py_character_instance)
{
unreal_engine_py_log_error();
return;
}
py_uobject->py_proxy = py_character_instance;
PyObject_SetAttrString(py_character_instance, (char *)"uobject", (PyObject *)py_uobject);
// disable ticking if no tick method is exposed
if (!PyObject_HasAttrString(py_character_instance, (char *)"tick") || PythonTickForceDisabled)
{
SetActorTickEnabled(false);
}
if (!PythonDisableAutoBinding)
ue_autobind_events_for_pyclass(py_uobject, py_character_instance);
ue_bind_events_for_py_class_by_attribute(this, py_character_instance);
if (!PyObject_HasAttrString(py_character_instance, (char *)"pre_initialize_components"))
{
return;
}
PyObject *pic_ret = PyObject_CallMethod(py_character_instance, (char *)"pre_initialize_components", NULL);
if (!pic_ret)
{
unreal_engine_py_log_error();
return;
}
Py_DECREF(pic_ret);
}
void APyCharacter::PostInitializeComponents()
{
Super::PostInitializeComponents();
if (!py_character_instance)
return;
FScopePythonGIL gil;
if (!PyObject_HasAttrString(py_character_instance, (char *)"post_initialize_components"))
return;
PyObject *pic_ret = PyObject_CallMethod(py_character_instance, (char *)"post_initialize_components", NULL);
if (!pic_ret)
{
unreal_engine_py_log_error();
return;
}
Py_DECREF(pic_ret);
}
// Called when the game starts
void APyCharacter::BeginPlay()
{
Super::BeginPlay();
if (!py_character_instance)
return;
FScopePythonGIL gil;
if (!PyObject_HasAttrString(py_character_instance, (char *)"begin_play"))
return;
PyObject *bp_ret = PyObject_CallMethod(py_character_instance, (char *)"begin_play", NULL);
if (!bp_ret)
{
unreal_engine_py_log_error();
return;
}
Py_DECREF(bp_ret);
}
// Called every frame
void APyCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
if (!py_character_instance)
return;
FScopePythonGIL gil;
// no need to check for method availability, we did it in begin_play
PyObject *ret = PyObject_CallMethod(py_character_instance, (char *)"tick", (char *)"f", DeltaTime);
if (!ret)
{
unreal_engine_py_log_error();
return;
}
Py_DECREF(ret);
}
void APyCharacter::CallPyCharacterMethod(FString method_name, FString args)
{
if (!py_character_instance)
return;
FScopePythonGIL gil;
PyObject *ret = nullptr;
if (args.IsEmpty())
{
ret = PyObject_CallMethod(py_character_instance, TCHAR_TO_UTF8(*method_name), NULL);
}
else
{
ret = PyObject_CallMethod(py_character_instance, TCHAR_TO_UTF8(*method_name), (char *)"s", TCHAR_TO_UTF8(*args));
}
if (!ret)
{
unreal_engine_py_log_error();
return;
}
Py_DECREF(ret);
}
void APyCharacter::SetPythonAttrObject(FString attr, UObject *object)
{
if (!py_character_instance)
return;
FScopePythonGIL gil;
ue_PyUObject *py_obj = ue_get_python_uobject(object);
if (!py_obj)
{
PyErr_Format(PyExc_Exception, "PyUObject is in invalid state");
unreal_engine_py_log_error();
return;
}
if (PyObject_SetAttrString(py_character_instance, TCHAR_TO_UTF8(*attr), (PyObject *)py_obj) < 0)
{
UE_LOG(LogPython, Error, TEXT("Unable to set attribute %s"), *attr);
}
}
void APyCharacter::SetPythonAttrString(FString attr, FString s)
{
if (!py_character_instance)
return;
FScopePythonGIL gil;
if (PyObject_SetAttrString(py_character_instance, TCHAR_TO_UTF8(*attr), PyUnicode_FromString(TCHAR_TO_UTF8(*s))) < 0)
{
UE_LOG(LogPython, Error, TEXT("Unable to set attribute %s"), *attr);
}
}
void APyCharacter::SetPythonAttrFloat(FString attr, float f)
{
if (!py_character_instance)
return;
FScopePythonGIL gil;
if (PyObject_SetAttrString(py_character_instance, TCHAR_TO_UTF8(*attr), PyFloat_FromDouble(f)) < 0)
{
UE_LOG(LogPython, Error, TEXT("Unable to set attribute %s"), *attr);
}
}
void APyCharacter::SetPythonAttrInt(FString attr, int n)
{
if (!py_character_instance)
return;
FScopePythonGIL gil;
if (PyObject_SetAttrString(py_character_instance, TCHAR_TO_UTF8(*attr), PyLong_FromLong(n)) < 0)
{
UE_LOG(LogPython, Error, TEXT("Unable to set attribute %s"), *attr);
}
}
void APyCharacter::SetPythonAttrVector(FString attr, FVector vec)
{
if (!py_character_instance)
return;
FScopePythonGIL gil;
if (PyObject_SetAttrString(py_character_instance, TCHAR_TO_UTF8(*attr), py_ue_new_fvector(vec)) < 0)
{
UE_LOG(LogPython, Error, TEXT("Unable to set attribute %s"), *attr);
}
}
void APyCharacter::SetPythonAttrRotator(FString attr, FRotator rot)
{
if (!py_character_instance)
return;
FScopePythonGIL gil;
if (PyObject_SetAttrString(py_character_instance, TCHAR_TO_UTF8(*attr), py_ue_new_frotator(rot)) < 0)
{
UE_LOG(LogPython, Error, TEXT("Unable to set attribute %s"), *attr);
}
}
void APyCharacter::SetPythonAttrBool(FString attr, bool b)
{
if (!py_character_instance)
return;
FScopePythonGIL gil;
PyObject *py_bool = Py_False;
if (b)
{
py_bool = Py_True;
}
if (PyObject_SetAttrString(py_character_instance, TCHAR_TO_UTF8(*attr), py_bool) < 0)
{
UE_LOG(LogPython, Error, TEXT("Unable to set attribute %s"), *attr);
}
}
bool APyCharacter::CallPyCharacterMethodBool(FString method_name, FString args)
{
if (!py_character_instance)
return false;
FScopePythonGIL gil;
PyObject *ret = nullptr;
if (args.IsEmpty())
{
ret = PyObject_CallMethod(py_character_instance, TCHAR_TO_UTF8(*method_name), NULL);
}
else
{
ret = PyObject_CallMethod(py_character_instance, TCHAR_TO_UTF8(*method_name), (char *)"s", TCHAR_TO_UTF8(*args));
}
if (!ret)
{
unreal_engine_py_log_error();
return false;
}
if (PyObject_IsTrue(ret))
{
Py_DECREF(ret);
return true;
}
Py_DECREF(ret);
return false;
}
float APyCharacter::CallPyCharacterMethodFloat(FString method_name, FString args)
{
if (!py_character_instance)
return false;
FScopePythonGIL gil;
PyObject *ret = nullptr;
if (args.IsEmpty())
{
ret = PyObject_CallMethod(py_character_instance, TCHAR_TO_UTF8(*method_name), NULL);
}
else
{
ret = PyObject_CallMethod(py_character_instance, TCHAR_TO_UTF8(*method_name), (char *)"s", TCHAR_TO_UTF8(*args));
}
if (!ret)
{
unreal_engine_py_log_error();
return false;
}
float value = 0;
if (PyNumber_Check(ret))
{
PyObject *py_value = PyNumber_Float(ret);
value = PyFloat_AsDouble(py_value);
Py_DECREF(py_value);
}
Py_DECREF(ret);
return value;
}
FString APyCharacter::CallPyCharacterMethodString(FString method_name, FString args)
{
if (!py_character_instance)
return FString();
FScopePythonGIL gil;
PyObject *ret = nullptr;
if (args.IsEmpty())
{
ret = PyObject_CallMethod(py_character_instance, TCHAR_TO_UTF8(*method_name), NULL);
}
else
{
ret = PyObject_CallMethod(py_character_instance, TCHAR_TO_UTF8(*method_name), (char *)"s", TCHAR_TO_UTF8(*args));
}
if (!ret)
{
unreal_engine_py_log_error();
return FString();
}
PyObject *py_str = PyObject_Str(ret);
if (!py_str)
{
Py_DECREF(ret);
return FString();
}
char *str_ret = PyUnicode_AsUTF8(py_str);
FString ret_fstring = FString(UTF8_TO_TCHAR(str_ret));
Py_DECREF(py_str);
return ret_fstring;
}
// Called to bind functionality to input
void APyCharacter::SetupPlayerInputComponent(class UInputComponent* input)
{
Super::SetupPlayerInputComponent(input);
if (!py_character_instance)
return;
FScopePythonGIL gil;
// no need to check for method availability, we did it in begin_play
PyObject *ret = PyObject_CallMethod(py_character_instance, (char *)"setup_player_input_component", (char *)"O", ue_get_python_uobject(input));
if (!ret)
{
unreal_engine_py_log_error();
return;
}
Py_DECREF(ret);
}
void APyCharacter::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
if (!py_character_instance)
return;
FScopePythonGIL gil;
if (PyObject_HasAttrString(py_character_instance, (char *)"end_play"))
{
PyObject *ep_ret = PyObject_CallMethod(py_character_instance, (char *)"end_play", (char*)"i", (int)EndPlayReason);
if (!ep_ret)
{
unreal_engine_py_log_error();
}
Py_XDECREF(ep_ret);
}
Super::EndPlay(EndPlayReason);
// ...
}
APyCharacter::~APyCharacter()
{
FScopePythonGIL gil;
Py_XDECREF(py_character_instance);
#if defined(UEPY_MEMORY_DEBUG)
UE_LOG(LogPython, Warning, TEXT("Python ACharacter (mapped to %p) wrapper XDECREF'ed"), py_uobject ? py_uobject->py_proxy : nullptr);
#endif
// this could trigger the distruction of the python/uobject mapper
Py_XDECREF(py_uobject);
FUnrealEnginePythonHouseKeeper::Get()->UnregisterPyUObject(this);
}