""" This contains constants related with obj handling. """ # index for obj data structure OBJ_UID = 0 OBJ_NP = 1 OBJ_DEF = 2 OBJ_MODEL = 3 OBJ_ANIM = 4 OBJ_PROP = 5 OBJ_RGBA = 6 # supported UI types PROP_UI_ENTRY = '_PropUIEntry' PROP_UI_COMBO = '_PropUIComboBox' PROP_UI_RADIO = '_PropUIRadio' PROP_UI_CHECK = '_PropUICheckBox' PROP_UI_SLIDE = '_PropUISlider' PROP_UI_SPIN = '_PropUISpinner' PROP_UI_BLIND = '_PropUIBlind' PROP_UI_COMBO_DYNAMIC = '_PropUIComboBoxDynamic' PROP_UI_TIME = '_PropUITime' # index for property definition PROP_TYPE = 0 PROP_DATATYPE = 1 PROP_FUNC = 2 PROP_DEFAULT = 3 PROP_RANGE = 4 PROP_DYNAMIC_KEY = 5 # key value constant for dynamic props PROP_MODEL = '_PropModel' # index for slider UI RANGE_MIN = 0 RANGE_MAX = 1 RANGE_RATE = 2 # index for create/update function declaration FUNC_NAME = 0 FUNC_ARGS = 1 # data type of property value PROP_INT = 0 # int type value PROP_BOOL = 1 # bool type value PROP_FLOAT = 2 # float type value PROP_STR = 3 # string type value PROP_BLIND = 4 # blind type value TYPE_CONV = {PROP_INT: int, PROP_BOOL: bool, PROP_FLOAT: float, PROP_STR: str} # these dynamic args should be used in create / update function declaration ARG_NAME = '_arg_name' ARG_VAL = '_arg_val' # value from UI ARG_OBJ = '_arg_object' # obj information data structure ARG_NOLOADING = '_arg_noloading' # to indicate this call is not from loading a scene ARG_PARENT = '_arg_parent' # parent object to be passed