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+1. HDK API Reference .3
+
+1.1 HdkApi.Core.Collections .3
+
+1.1.1 HdkApi.Core.Collections.HdkDictionary .3
+
+1.2 HdkApi.Core.Communication .5
+
+1.2.1 HdkApi.Core.Communication.Target .6
+
+1.2.2 HdkApi.Core.Communication.TargetException .9
+
+1.2.3 HdkApi.Core.Communication.TargetManager.9
+
+1.2.4 HdkApi.Core.Communication.TargetResult. 12
+
+1.3 HdkApi.Core.Debug . 12
+
+1.3.1 HdkApi.Core. Debug. Logger . 13
+
+1.4 HdkApi.Core.Maths . 14
+
+1.4.1 HdkApi.Core.Maths.Converters . 14
+
+1.4.2 HdkApi.Core.Maths.Vector3 . 15
+
+1.5 HdkApi.Core.Utilities . 16
+
+1.5.1 HdkApi.Core.Utilities.PathUtilities . 17
+
+1.6 HdkApi.Data.AgeRating . 17
+
+1.6.1 HdkApi.Data.AgeRating.AgeRatingltem . 18
+
+1.7 HdkApi.Data.Collect .24
+
+1.7.1 HdkApi.Data.Collect.Collect .24
+
+1.8 HdkApi.Data.Object .25
+
+1.8.1 HdkApi.Data.Object.ComponentTypes .26
+
+1.8.2 HdkApi.Data.Object.HomeObject .27
+
+1.8.3 HdkApi.Data.Object.Localisationltem .30
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+1.8.4 HdkApi.Data.Object.ObjectComponent .30
+
+1.8.5 HdkApi.Data.Object.ObjectManager .33
+
+1.8.6 HdkApi.Data.Object.ObjectResource .35
+
+1.8.7 HdkApi.Data.Object.TerritoryTypes .36
+
+1.8.8 HdkApi.Data.Object.Uuid .37
+
+1.9 HdkApi.Data.Object.Components .38
+
+1.9.1 HdkApi.Data.Object.Components.ClothingComponent .39
+
+1.9.2 HdkApi.Data.Object.Components.FurnitureComponent .40
+
+1.9.3 HdkApi.Data.Object.Components.GameLaunchComponent .41
+
+1.9.4 HdkApi.Data.Object.Components.HeaderComponent .42
+
+1.10 HdkApi.Data.Packager .45
+
+1.10.1 HdkApi.Data.Packager.Packager .45
+
+1.11 HdkApi.Data.Reporting .45
+
+1.11.1 HdkApi.Data.Reporting.MessageType .46
+
+1.12 HdkApi.Data.Scene .46
+
+1.12.1 HdkApi. Data.Scene.GameObject .47
+
+1.12.2 HdkApi.Data.Scene.GameObjectFolder .48
+
+1.12.3 HdkApi.Data.Scene.GameObjectTypes .49
+
+1.12.4 HdkApi.Data.Scene.HomeScene .50
+
+1.12.5 HdkApi.Data.Scene.SceneConverter .51
+
+1.12.6 HdkApi.Data.Scene.SceneTypes .52
+
+1.13 HdkApi.Data.Scene.GameObjects .53
+
+1.13.1 HdkApi.Data.Scene.GameObjects.GameObjectGroup .53
+
+1.14 HdkApi.Data.Validator .54
+
+1.14.1 HdkApi.Data. Validator. Validator .55
+
+1.15 HdkApi.ObjectEditor .55
+
+1.15.1 HdkApi.ObjectEditor.ObjectEditor .55
+
+1.16 HdkApi.ObjectEditor.Userlnterface .57
+
+1.16.1 HdkApi.ObjectEditor.Userlnterface.Menu .58
+
+1.16.2 HdkApi.ObjectEditor.Userlnterface.Menultem .59
+
+1.16.3 HdkApi.ObjectEditor.Userlnterface.MenuManager .61
+
+1.17 HdkApi.RepertoireEditor .62
+
+1.17.1 HdkApi.RepertoireEditor.Action .65
+
+1.17.2 HdkApi.RepertoireEditor.Behaviour.66
+
+1.17.3 HdkApi.RepertoireEditor.BooleanRegister .69
+
+1.17.4 HdkApi.RepertoireEditor.EaseCurve .69
+
+1.17.5 HdkApi.RepertoireEditor.EaseCurveType .70
+
+1.17.6 HdkApi.RepertoireEditor.IntegerRegister .71
+
+1.17.7 HdkApi.RepertoireEditor.Locomotion .71
+
+1.17.8 HdkApi.RepertoireEditor.LocomotionState .72
+
+1.17.9 HdkApi.RepertoireEditor.NumberRegister.73
+
+1.17.10 HdkApi.RepertoireEditor.Repertoire .73
+
+1.17.11 HdkApi.RepertoireEditor.RepertoireEditor.75
+
+1.17.12 HdkApi.RepertoireEditor.RepertoireEvent .77
+
+1.17.13 HdkApi.RepertoireEditor.RepertoireRegister.78
+
+1.17.14 HdkApi.RepertoireEditor.RepertoireTargetRig .78
+
+1.17.15 HdkApi.RepertoireEditor.State .78
+
+1.17.16 HdkApi.RepertoireEditor.StringRegister .79
+
+1.17.17 HdkApi.RepertoireEditor.Transition .80
+
+1.18 HdkApi.RepertoireEditor.Animation .81
+
+1.18.1 HdkApi.RepertoireEditor.Animation.BlendNode .82
+
+1.18.2 HdkApi.RepertoireEditor.Animation.BlendTree .83
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+1.18.3 HdkApi.RepertoireEditor.Animation.BlendTreeAnimation .84
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+1.18.4 HdkApi.RepertoireEditor.Animation.SkeletalAnimation .84
+
+1.19 HdkApi.RepertoireEditor.Conditions .85
+
+1.19.1 HdkApi.RepertoireEditor.Conditions.And .86
+
+1.19.2 HdkApi.RepertoireEditor.Conditions.CompareCurrentBehaviour .87
+
+1.19.3 HdkApi.RepertoireEditor.Conditions.CompareCurrentNetworkAge .88
+
+1.19.4 HdkApi.RepertoireEditor.Conditions.CompareNetworkAge .88
+
+1.19.5 HdkApi.RepertoireEditor.Conditions.ComparePreviousBehaviour .89
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+1.19.6 HdkApi.RepertoireEditor.Conditions.ComparePreviousState .89
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+1.19.7 HdkApi.RepertoireEditor.Conditions.CompareRegister.90
+
+1.19.8 HdkApi.RepertoireEditor.Conditions.CompareStateAge .90
+
+1.19.9 HdkApi.RepertoireEditor.Conditions.ComparisonType .91
+
+1.19.10 HdkApi.RepertoireEditor.Conditions.Condition .91
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+1.19.11 HdkApi.RepertoireEditor.Conditions.Or .92
+
+1.19.12 HdkApi.RepertoireEditor.Conditions.RandomValue .93
+
+1.20 HdkApi.RepertoireEditor.Emotes .93
+
+1.20.1 HdkApi.RepertoireEditor.Emotes.ActionEmote .94
+
+1.20.2 HdkApi.RepertoireEditor.Emotes.BehaviourEmote .95
+
+1.20.3 HdkApi.RepertoireEditor.Emotes.EmoteContext .97
+
+1.20.4 HdkApi.RepertoireEditor.Emotes.EmoteGroup .98
+
+1.20.5 HdkApi.RepertoireEditor.Emotes.GlobalEmotes . 100
+
+1.20.6 HdkApi.RepertoireEditor.Emotes.RegionalEmotes . 101
+
+1.21 HdkApi.RepertoireEditor.Outputs . 103
+
+1.21.1 HdkApi.RepertoireEditor.Outputs.ClearRegister . 104
+
+1.21.2 HdkApi.RepertoireEditor.Outputs.Output . 105
+
+1.21.3 HdkApi.RepertoireEditor.Outputs.OutputType . 106
+
+1.21.4 HdkApi.RepertoireEditor.Outputs.SetNextBehaviour . 107
+
+1.21.5 HdkApi.RepertoireEditor.Outputs.SetRegister . 108
+
+1.21.6 HdkApi.RepertoireEditor.Outputs.SpawnAction . 109
+
+1.21.7 HdkApi.RepertoireEditor.Outputs.TriggerEvent. 110
+
+1.22 HdkApi.RepertoireEditor.Userlnterface . Ill
+
+1.22.1 HdkApi.RepertoireEditor.Userlnterface.Menu . 112
+
+1.22.2 HdkApi.RepertoireEditor.Userlnterface.Menultem . 114
+
+1.22.3 HdkApi.RepertoireEditor.Userlnterface.MenuManager . 117
+
+1.23 HdkApi.SceneEditor . 119
+
+1.23.1 HdkApi.SceneEditor.SceneEditor . 119
+
+1.24 HdkApi.SceneEditor.Camera . 122
+
+1.24.1 HdkApi.SceneEditor.Camera.Camera . 122
+
+1.24.2 HdkApi.SceneEditor.Camera.CameraManager. 123
+
+1.24.3 HdkApi.SceneEditor.Camera.SceneCamera. 124
+
+1.25 HdkApi.SceneEditor.Selection . 125
+
+1.25.1 HdkApi.SceneEditor.Selection.SelectionManager. 125
+
+1.26 HdkApi.SceneEditor.Userlnterface . 126
+
+1.26.1 HdkApi.SceneEditor.Userlnterface.Menu . 127
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+1.26.2 HdkApi.SceneEditor.Userlnterface.Menultem . 128
+
+1.26.3 HdkApi.SceneEditor.Userlnterface.MenuManager . 130
+
+1.27 HdkApi.SceneEditor.Utilities . 131
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+1.27.1 HdkApi.SceneEditor.Utilities.SynchronizationObject . 132
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+
+HDK API Reference
+
+
+HDK API is the full HDK scripting cookbook which allows you to add extra functionality to your tools using IronPython.
+Collapse all
+
+Expand all Collapse all
+
+
+HdkApi.Core.Collections
+
+Summary
+
+Type
+
+Description
+
+Assembly
+
+HdkDictionary
+
+HdkDictionary is a light wrapper around a .NET Dictionary, it provides all the standard functionality of the .NET Dictionary.
+Home.Core.Scripting
+
+
+HdkApi.Core.Collections.HdkDictionary
+
+HdkDictionary
+
+HdkDictionary is a light wrapper around a .NET Dictionary, it provides all the standard functionality of the .NET Dictionary.
+
+Namespace: HdkApi.Core.Collections
+Assembly: Home.Core.Scripting.dll
+
+Constructors
+
+HdkDictionary()
+
+HdkDictionary( resizable, dictionary)
+
+HdkDictionary( equalityComparer)
+
+HdkDictionary( size)
+
+HdkDictionary( resizable, dictionary, equalityComparer)
+
+HdkDictionary( size, equalityComparer)
+
+Methods
+
+Add( key, value)
+
+System.Boolean ContainsKey( key )
+
+System.Boolean Remove( key )
+
+
+
+
+
+
+
+
+
+System.Boolean TryGetValue( key, value )
+
+Add( item )
+
+Clear()
+
+System.Boolean Contains( item )
+
+CopyTo( array, array Index )
+
+System.Boolean Remove( item )
+
+System.Collections.Generic.IEnumerator[System.Collections.Generic.KeyValuePair[T1 ,T2]] GetEnumerator()
+
+Properties
+
+Keys
+
+Values
+
+[key]
+
+Count
+
+IsReadOnly
+
+Example
+
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.60.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# The HdkDictionary class must be imported from Collections before it is used
+from HdkApi.Core.Collections import HdkDictionary
+
+class HdkDictionaryExample():
+def _init_(self) :
+
+# Create a new HdkDictionary mapping int to string
+dictionary = HdkDictionary[int, str] ()
+
+# Add some new entries into the dictionary
+dictionary.Add(1, "red")
+
+dictionary.Add(2, "two")
+
+# Edit the value of an entry
+dictionary[1] = "one"
+
+# Entries can also be added by trying to edit a key which does not yet exist
+dictionary[3] = "three"
+
+dictionary[4] = "four"
+
+# Check that the dictionary contains a specific key
+if dictionary.ContainsKey(1):
+
+# Get the value associated with that key
+print dictionary[1]
+
+# Remove the entry with the key '1'
+dictionary.Remove(1)
+
+# Iterate through all the keys in the dictionary
+for key in dictionary.Keys:
+
+# Get each value
+print dictionary[key]
+
+
+HdkApi.Core.Communication
+
+Summary
+
+Type
+
+Description
+
+Assembly
+
+Target
+
+Provides information about a PS3 target obtained from the TargetManager class. Once connected allows communications such as sending of
+messages.
+
+Home.Core.Scripting
+
+
+
+
+
+
+
+
+
+
+
+
+
+TargetException
+
+
+Exception which provides a Result Code for a failed communications operation
+
+Home.Core.Scripting
+
+TargetManager
+
+TargetManager is used to manage and connect to PS3 targets
+
+Home.Core.Scripting
+
+TargetResult
+
+Result codes for operations with the Target Manager, can be accessed through the TargetException's ResultCode
+Home.Core.Scripting
+
+HdkApi.Core.Communication.Target
+
+Target
+
+Provides information about a PS3 target obtained from the TargetManager class. Once connected allows communications such as sending of
+messages.
+
+Namespace: HdkApi.Core.Communication
+Assembly: Home.Core.Scripting.dll
+
+Methods
+
+Connect()
+
+ConnectAsync( connectCompleted)
+
+Disconnect)
+
+Send( command )
+
+RegisterChannelOutput( channel)
+
+UnregisterChannelOutput( channel)
+
+Properties
+
+Name
+
+Ip
+
+Port
+
+Status
+
+IsConnected
+
+Events
+
+ReceivedResponse
+
+OnConnectionStatusChanged
+
+
+
+
+
+
+
+
+Delegates
+
+Response
+
+ConnectCompleted
+
+ConnectionStatus
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.55.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the Communication classes
+
+from HdkApi.Core.Communication import TargetManager, Target, TargetException, TargetResult
+
+# Example of connecting to a target
+class TargetManagerExample():
+
+def _init_(self) :
+
+# Before using the TargetManager API you must call Initialize
+
+# Initialize automatically connects to the first Target it finds which already has a
+'connected' status
+
+# If there are no targets with a 'connected' status the TargetManager API will remain
+disconnected
+
+TargetManager.Initialize()
+
+# Check whether the TargetManager is connected to a target
+if TargetManager.ConnectedTarget == None:
+
+try:
+
+# Connect to the first available target
+
+# This function blocks until the connect is completed
+TargetManager.ConnectToDefault ()
+
+except TargetException, e:
+
+# Catch any exceptions thrown by the connect
+
+print "TargetManagerExample failed to connect to default target:
+
+{0}".format(e.ResultCode)
+
+return
+
+# Send a command enabling rendering of sound volumes in the client
+exampleCmd = "enableAudioRender3d 1"
+
+TargetManager.ConnectedTarget.Send(exampleCmd)
+
+# Send a lua command activating the editor camera in the client
+exampleLuaCmd = "lc Editor.ActivateEditorCamera()"
+
+TargetManager.ConnectedTarget.Send(exampleLuaCmd)
+
+# Example of asynchronously connecting to a target
+class TargetManagerAsyncExample():
+
+def _init_(self) :
+
+# Before using the TargetManager API you must call Initialize
+TargetManager.Initialize()
+
+# Check whether the TargetManager is connected to a target
+if TargetManager.ConnectedTarget == None:
+
+try:
+
+# Connect to the first available target asynchronously
+
+# The ConnectCallback function will be called when the connect has completed
+TargetManager.ConnectToDefaultAsync(ConnectCallback)
+
+except TargetException, e:
+
+# Catch any exceptions thrown before the asynchronous connect begins
+
+
+
+
+
+
+# Any exceptions thrown will cause the connect to be aborted so the ConnectCallback
+will never be called
+
+print "TargetManagerAsyncExample failed to connect to default target:
+
+{0}".format(e.ResultCode)
+
+return
+
+else:
+
+# If the target is already connected proceed with sending the commands
+self.SendCommands()
+
+def SendCommands(self):
+
+# Send a command enabling rendering of sound volumes in the client
+exampleCmd = "enableAudioRender3d 1"
+
+TargetManager.ConnectedTarget.Send(exampleCmd)
+
+# Send a lua command activating the editor camera in the client
+exampleLuaCmd = "lc Editor.ActivateEditorCamera()"
+
+TargetManager.ConnectedTarget.Send(exampleLuaCmd)
+
+def ConnectCallback(self, target, result):
+
+
+
+
+# Example of a callback function triggered by a completed asynchronous connect
+if result == TargetResult.SUCCEEDED:
+self.SendCommands()
+
+
+HdkApi.Core.Communication.TargetException
+
+TargetException
+
+
+Exception which provides a Result Code for a failed communications operation
+
+Namespace: HdkApi.Core.Communication
+Assembly: Home.Core.Scripting.dll
+
+Properties
+
+ResultCode
+
+Message
+
+HdkApi.Core.Communication.TargetManager
+
+TargetManager
+
+
+TargetManager is used to manage and connect to PS3 targets
+
+Namespace: HdkApi.Core.Communication
+Assembly: Home.Core.Scripting.dll
+
+
+Remarks
+
+
+Before attempting to connect to a target TargetManager must be initialised by calling TargetManager.lnitialize()
+
+If multiple targets are connected to through the SN Target Manager, only the first connected target will be connected to in the HdkApi
+TargetManager
+
+TargetManager only supports connecting and communicating with one target at a time
+
+
+Methods
+
+TargetManager.lnitialize()
+
+System.Collections.Generic.Dictionary[System.String,HdkApi.Core.Communication.Target] TargetManager.ListTargets])
+TargetManager.DisplayTargetsForm] connectCompleted )
+
+TargetManager.ConnectToDefault])
+
+TargetManager.ConnectToDefaultAsync] connectCompleted)
+
+
+Properties
+
+ConnectedTarget
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+
+
+
+
+
+
+
+
+# Home Development Kit (HDK) 1.55.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the Communication classes
+
+from HdkApi.Core.Communication import TargetManager, Target, TargetException, TargetResult
+
+# Example of connecting to a target
+class TargetManagerExample():
+
+def _init_(self) :
+
+# Before using the TargetManager API you must call Initialize
+
+# Initialize automatically connects to the first Target it finds which already has a
+'connected' status
+
+# If there are no targets with a 'connected' status the TargetManager API will remain
+disconnected
+
+TargetManager.Initialize()
+
+# Check whether the TargetManager is connected to a target
+if TargetManager.ConnectedTarget == None:
+
+try:
+
+# Connect to the first available target
+
+# This function blocks until the connect is completed
+TargetManager.ConnectToDefault ()
+
+except TargetException, e:
+
+# Catch any exceptions thrown by the connect
+
+print "TargetManagerExample failed to connect to default target:
+
+{0}".format(e.ResultCode)
+
+return
+
+# Send a command enabling rendering of sound volumes in the client
+exampleCmd = "enableAudioRender3d 1"
+
+TargetManager.ConnectedTarget.Send(exampleCmd)
+
+# Send a lua command activating the editor camera in the client
+exampleLuaCmd = "lc Editor.ActivateEditorCamera()"
+
+TargetManager.ConnectedTarget.Send(exampleLuaCmd)
+
+# Example of asynchronously connecting to a target
+class TargetManagerAsyncExample():
+
+def _init_(self) :
+
+# Before using the TargetManager API you must call Initialize
+TargetManager.Initialize()
+
+# Check whether the TargetManager is connected to a target
+if TargetManager.ConnectedTarget == None:
+
+try:
+
+# Connect to the first available target asynchronously
+
+# The ConnectCallback function will be called when the connect has completed
+TargetManager.ConnectToDefaultAsync(ConnectCallback)
+
+except TargetException, e:
+
+# Catch any exceptions thrown before the asynchronous connect begins
+
+# Any exceptions thrown will cause the connect to be aborted so the ConnectCallback
+will never be called
+
+print "TargetManagerAsyncExample failed to connect to default target:
+
+{0}".format(e.ResultCode)
+
+return
+
+else:
+
+# If the target is already connected proceed with sending the commands
+self.SendCommands()
+
+def SendCommands(self) :
+
+# Send a command enabling rendering of sound volumes in the client
+exampleCmd = "enableAudioRender3d 1"
+
+TargetManager.ConnectedTarget.Send(exampleCmd)
+
+
+# Send a lua command activating the editor camera in the client
+
+
+
+
+
+exampleLuaCmd = "lc Editor.ActivateEditorCamera()
+TargetManager.ConnectedTarget.Send(exampleLuaCmd)
+
+
+def ConnectCallback(self, target, result):
+
+
+
+
+# Example of a callback function triggered by a completed asynchronous connect
+if result == TargetResult.SUCCEEDED:
+self.SendCommands()
+
+
+HdkApi.Core.Communication.TargetResult
+
+TargetResult
+
+
+Result codes for operations with the Target Manager, can be accessed through the TargetException's ResultCode
+
+Namespace: HdkApi.Core.Communication
+Assembly: Home.Core.Scripting.dll
+
+Fields
+
+SUCCEEDED
+
+TM_FAILED_TO_START
+
+TARGET_COMMS_ERROR
+
+TARGETJNJJSE
+
+TM_NO_TARGETS
+
+TARGET_NOT_FOUND
+
+TARGET_NOT_CONNECTED
+
+TM_NOT_INITIALIZED
+
+FAILED
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.55.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the Communication classes
+
+from HdkApi.Core.Communication import TargetManager, Target, TargetException, TargetResult
+
+# Example of using Target Result
+class TargetResultExample() :
+
+def _init_(self) :
+
+try:
+
+TargetManager.Initialise()
+except TargetException, e:
+
+# Print the Target Result for the exception
+print e.ResultCode
+
+# Check for a specific Target Result
+
+if e.ResultCode == TargetResult.TM_FAILED_TO_START:
+print "Target Manager failed to start"
+
+# Run some fallback code
+
+
+
+
+
+
+
+
+
+
+HdkApi.Core.Debug
+
+
+Summary
+
+Type
+
+Description
+
+Assembly
+
+Logger
+
+Provides simple file logging functionality, allowing output from a program to be written to a log file.
+Home.Core.Scripting
+
+
+HdkApi.Core.Debug. Logger
+
+Logger
+
+Provides simple file logging functionality, allowing output from a program to be written to a log file.
+
+Namespace: HdkApi.Core.Debug
+Assembly: Home.Core.Scripting.dll
+
+Constructors
+
+Logger( logFilePath)
+
+Methods
+
+ClearLog()
+
+Loglnfo( info )
+
+LogWarning( warning )
+
+LogError( error)
+
+Log Fatal (fatal)
+
+
+Example
+
+
+
+
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.60.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# The Logger class must be imported from Debug before it is used
+from HdkApi.Core.Debug import Logger
+
+class LoggerExample():
+def _init_(self) :
+
+# Create a new logger which writes to the file C:/MyLog.txt
+logger = Logger("C:/MyLog.txt")
+
+# Write an information message to the log
+logger.Loglnfo("Example started")
+
+# Write a warning message to the log
+logger.LogWarning("Example warning")
+
+# Write an error message to the log
+logger.LogError(("Example error"))
+
+try:
+
+raise Exception("Example fatal error")
+except Exception as e:
+
+# Write a fatal error message to the log
+logger.LogFatal(str(e))
+
+
+HdkApi.Core.Maths
+
+Summary
+
+Type
+
+Description
+
+Assembly
+
+Converters
+
+Provides helper functions for performing various mathematical conversions such as converting radian values to degrees.
+Home.Core.Scripting
+
+Vector3
+
+A simple vector structure containing 3 float components.
+
+Home.Core.Scripting
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+HdkApi.Core.Maths.Converters
+
+
+Converters
+
+Provides helper functions for performing various mathematical conversions such as converting radian values to degrees.
+
+Namespace: HdkApi.Core.Maths
+Assembly: Home.Core.Scripting.dll
+
+Methods
+
+System.Double Converters.RadToDeg( radians )
+
+System.Double Converters.DegToRad( degrees )
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.60.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# The Converters class must be imported from Maths before it is used
+from HdkApi.Core.Maths import Converters
+
+class ConvertersExample():
+def _init_(self) :
+
+anglelnDegrees = 180
+
+# Convert our angle in degrees to radians
+anglelnRadians = Converters.DegToRad(anglelnDegrees)
+print anglelnRadians
+
+# Convert our angle in radians to degrees
+anglelnDegrees = Converters.RadToDeg(anglelnRadians)
+print anglelnDegrees
+
+
+HdkApi.Core.Maths.Vector3
+
+Vector3
+
+A simple vector structure containing 3 float components.
+
+Namespace: HdkApi.Core.Maths
+Assembly: Home.Core.Scripting.dll
+
+Constructors
+
+Vector3( x, y, z )
+
+Methods
+
+System.String ToString( format, formatProvider)
+
+
+Properties
+
+
+
+
+
+
+
+X
+
+
+Y
+
+Z
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.55.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the Vector3 class from Maths
+from HdkApi.Core.Maths import Vector3
+
+class Vector3Example():
+def _init_(self) :
+
+# Example of creating Vector3 objects
+vecA = Vector3(1.0, 1.0, 1.0)
+
+vecB = Vector3(1.0, 1.0, 1.0)
+
+# Various arithmetic operations can be performed on the Vector3 objects
+vecC = vecA + vecB
+
+vecD = vecA - vecB
+vecE = vecA * vecB
+vecF = vecA * 5
+vecG = vecA / vecB
+vecH = vecA / 2
+
+# Comparison operations can also be performed
+if vecA == vecB:
+
+print "Vectors are equal"
+
+if vecA != vecB:
+
+print "Vectors are not equal"
+
+# The X, Y and Z components of a Vector3 can be accessed through properties
+print vecC.X
+
+print vecC.Y
+print vecC.Z
+
+
+HdkApi.Core.Utilities
+
+Summary
+
+
+Type
+
+
+Description
+
+
+Assembly
+
+
+Pathlltilities
+
+
+Pathlltilities can be used to get the current Project path and the HDK install root. These paths are useful for referring to scripts or other files
+relative from your project or HDK install.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Home.Core.Scripting
+
+
+HdkApi.Core.Utilities.PathUtilities
+
+PathUtilities
+
+
+PathUtilities can be used to get the current Project path and the HDK install root. These paths are useful for referring to scripts or other files
+relative from your project or HDK install.
+
+Namespace: HdkApi.Core.Utilities
+Assembly: Home.Core.Scripting.dll
+
+Properties
+
+ProjectPath
+
+HdklnstallRoot
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.55.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# The PathUtilities class must be imported from Utilities before it is used
+from HdkApi.Core.Utilities import PathUtilities
+
+class PathUtilitiesExample():
+def _init_(self) :
+
+# Get the current project path
+projectPath = PathUtilities.ProjectPath
+
+textFilePath = System.10.Path.Combine(projectPath, "myFile.txt")
+print(textFilePath)
+
+# Get the current hdk install root
+hdklnstallRoot = PathUtilities.HdklnstallRoot
+
+iconPath = System.10.Path.Combine(hdklnstallRoot, "dev/scripts/SceneEditor/icons/myFile.png")
+print(iconPath)
+
+
+HdkApi. Data. AgeRating
+
+Summary
+
+Type
+
+Description
+
+Assembly
+
+
+
+
+
+
+
+
+
+
+
+AgeRatingltem
+
+
+Provides information about an age rating item
+
+
+Home.Data.Scripting
+
+
+HdkApi. Data. AgeRating. AgeRatingltem
+
+AgeRatingltem
+
+
+Provides information about an age rating item
+
+Namespace: HdkApi.Data.AgeRating
+Assembly: Home.Data.Scripting.dll
+
+Additional Information
+
+
+Country
+
+Code
+
+Region
+
+Rating System
+
+United States
+
+US
+
+SCEA
+
+ESRB
+
+Canada
+
+CA
+
+SCEA
+
+ESRB
+
+United Kingdom
+
+GB
+
+SCEE
+
+PEGI BBFC
+
+Ireland
+
+IE
+
+SCEE
+
+PEGI
+
+Belgium
+
+BE
+
+SCEE
+
+PEGI
+
+Luxembourg
+
+LU
+
+SCEE
+
+PEGI
+
+Netherlands
+
+NL
+
+SCEE
+
+PEGI
+
+France
+
+FR
+
+SCEE
+
+PEGI
+
+Germany
+
+DE
+
+SCEE
+
+USK
+
+Austria
+
+AT
+
+SCEE
+
+PEGI
+
+Switzerland
+
+CH
+
+SCEE
+
+PEGI
+
+Italy
+
+IT
+
+SCEE
+
+PEGI
+
+Portugal
+
+PT
+
+SCEE
+
+PEGI
+
+Denmark
+
+DK
+
+SCEE
+
+PEGI
+
+Finland
+
+FI
+
+SCEE
+
+PEGI
+
+Norway
+
+NO
+
+SCEE
+
+PEGI
+
+Sweden
+
+SE
+
+SCEE
+
+PEGI
+
+Australia
+
+AU
+
+SCEE
+
+ACB
+
+New Zealand
+
+NZ
+
+SCEE
+
+OFLCNZACB
+
+Spain
+
+ES
+
+SCEE
+
+PEGI
+
+Russia
+
+RU
+
+SCEE
+
+PEGI
+
+UAE
+
+AE
+
+SCEE
+
+PEGI
+
+South Africa
+
+ZA
+
+SCEE
+
+PEGI
+
+Czech Republic
+
+CZ
+
+SCEE
+
+PEGI
+
+Saudi Arabia
+
+SA
+
+SCEE
+
+PEGI
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Poland
+
+PL
+
+SCEE
+
+PEGI
+
+Greece
+
+GR
+
+SCEE
+
+PEGI
+
+Hong Kong
+
+HK
+
+SCEAsia
+
+
+Taiwan
+
+TW
+
+SCEAsia
+
+CGSRR
+
+Singapore
+
+SG
+
+SCEAsia
+
+
+Malaysia
+
+MY
+
+SCEAsia
+
+
+Thailand
+
+TH
+
+SCEAsia
+
+
+Indonesia
+
+ID
+
+SCEAsia
+
+
+Korea
+
+KR
+
+SCEK
+
+GRB
+
+Japan
+
+JP
+
+SCEJ
+
+SCEJ
+
+
+Rating System
+
+Rating Code
+
+Description
+
+Descriptor
+
+ESRB
+
+EC
+
+Early Childhood
+
+Alcohol Reference
+
+
+E
+
+Everyone
+
+Animated Blood
+
+
+E10+
+
+Everyone 10+
+
+Blood
+
+
+T
+
+Teen
+
+Blood and Gore
+
+
+M
+
+Mature
+
+Cartoon Violence
+
+
+AO
+
+Adults Only
+
+Comic Mischief
+
+
+RP
+
+Rating Pending
+
+Crude Humour
+
+Drug Reference
+
+Edutainment
+
+Fantasy Violence
+
+Informational
+
+Intense Violence
+
+Language
+
+Lyrics
+
+Mature Humour
+
+Mild Blood
+
+Mild Cartoon Violence
+
+Mild Fantasy Violence
+
+Mild Language
+
+Mild Lyrics
+
+Mild Violence
+
+Mild Suggestive Themes
+
+Nudity
+
+Partial Nudity
+
+Real Gambling
+
+Sexual Themes
+
+Sexual Violence
+
+Simulated Gambling
+
+Some Assistance May Be Needed
+
+Strong Language
+
+Strong Lyrics
+
+Strong Sexual Content
+
+Suggestive Themes
+
+Tobacco References
+
+Use of Alcohol
+
+Use of Drugs
+
+Use of Tobacco
+
+Violence
+
+Online Interactions Not Rated by the ESRB
+
+Visit www.esrb.org for rating information.
+
+May contain content inappropriate for children.
+
+PEGI
+
+OK
+
+PEGI OK
+
+Bad Language
+
+
+3+
+
+PEGI3+
+
+Discrimination
+
+
+4+
+
+PEGI4+
+
+Drugs
+
+
+6+
+
+PEGI6+
+
+Fear
+
+
+7+
+
+PEGI 7+
+
+Sexual Content
+
+
+12+
+
+PEGI12+
+
+Violence
+
+
+16+
+
+PEGI16+
+
+Gambling
+
+
+18+
+
+PEGI18+
+
+Online
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+BBFC
+
+Uc
+
+U
+
+PG
+
+12A
+
+15
+
+18
+
+R18
+
+Universal Children
+Universal
+
+Parental Guidance
+
+12 Advisory
+
+15
+
+18
+
+Restricted 18
+
+
+USK
+
+0
+
+0
+
+
+
+6
+
+6
+
+
+
+12
+
+12
+
+
+
+16
+
+16
+
+
+
+18
+
+18
+
+
+ACB
+
+CTC
+
+Check The Classification
+
+Blood and Gore
+
+
+G
+
+
+Content May Change When Played Online
+
+
+PG
+
+General
+
+Crude Humor
+
+
+M
+
+ParentalGuidance
+
+Dangerous Stunts
+
+
+MAI 5+
+
+Mature
+
+Mild Battle Violence
+
+
+
+Mature Restricted
+
+Mild Coarse Language
+
+
+Mild Drug References
+Mild Fantasy Violence
+Mild Gambling References
+Mild Florror Theme
+Mild Nudity
+
+Mild Science Fiction Violence
+Mild Sex Scene
+Mild Sex Scenes
+Mild Sexual Reference
+Mild Sexual References
+Mild Themes
+Mild Violence
+Moderate Battle Violence
+Moderate Coarse Language
+Moderate Drug References
+Moderate Drug Use
+Moderate Fantasy Violence
+Moderate Florror Themes
+Moderate Florror Violence
+Moderate Nudity
+
+Moderate Science Fiction Violence
+Moderate Sex Scene
+Moderate Sex Scenes
+Moderate Sexual Reference
+Moderate Sexual References
+Moderate Themes
+Moderate Violence
+Scary Scenes
+Strong Battle Violence
+Strong Coarse Language
+Strong Drug References
+Strong Drug Use
+Strong Fantasy Violence
+Strong Graphic Violence
+Strong Horror Themes
+Strong Horror Violence
+Strong Nudity
+
+Strong Science Fiction Violence
+Strong Sex Scene
+Strong Sex Scenes
+Strong Sexual Reference
+Strong Sexual References
+Strong Sexual Violence
+Strong Themes
+Strong Violence
+
+
+
+
+
+General Adult Themes
+
+ParentalGuidance Anti-Social Behaviour
+
+Mature Battle Violence
+
+Restricted 13 Brutal Violence
+
+Restricted 15 Content That May Disturb
+
+Restricted 16 Content That May Offend
+
+Restricted 18 Could Have a Negative Effect on Children
+
+Restricted Cruelty
+
+Depicts Graphic And Realistic War Scenes
+
+Disturbing Content
+
+Drug Use
+
+Explicit Language
+
+Explicit Sex Scenes
+
+Extra Material May Offend or Disturb
+
+Graphic Animal Cruelty
+
+Graphic Violence
+
+Horror Scenes
+
+Irresponsible Behaviour Associated With Alcohol
+Nudity
+
+Offensive Language
+
+Other Content That May Offend
+
+Realistic Horror
+
+Sadistic Cruelty
+
+Sadistic Violence
+
+Sex Scenes
+
+Sexual Abuse
+
+Sexual Abuse Themes
+
+Sexual Coercion
+
+Sexual Content That May Offend
+
+Sexual Material
+
+Sexual References
+
+Sexual Themes
+
+Sexual Violence
+
+Strong Offensive Language
+
+Suicide
+
+Torture
+
+Use of Menstrual Blood
+Violence
+
+
+GRB
+
+ALL
+
+12
+
+15
+
+18
+
+ALL
+
+12
+
+15
+
+18
+
+Violence
+
+Sexual
+
+Horror
+
+Language
+
+Drug
+
+Crime
+
+Gamble
+
+SCEJ
+
+B
+
+12+
+
+Love
+
+
+C
+
+15+
+
+Sexual Content
+
+
+D
+
+17+
+
+Violence
+
+
+Z
+
+18+
+
+Horror
+
+
+Gambling
+
+Crime
+
+Use of alcohol or tobacco
+Use of drugs
+Language
+
+CGSRR All Ages All Ages
+
+6 and above 6 and above
+12 and above 12 and above
+18 and above
+
+18 and above
+
+
+Methods
+
+HdkApi.Data.AgeRating.AgeRatingltem AgeRatingltem.Create( rating )
+
+Properties
+
+
+OFLCNZ G
+
+PG
+M
+
+R13
+
+R15
+
+R16
+
+R18
+
+R
+
+
+Rating
+
+
+
+
+MinimumAge
+
+ParentalControlLevel
+
+ContentDescriptors
+
+AdditionalData
+
+Example
+
+
+#
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+#
+
+# Import the Object classes
+
+from HdkApi.Data.Object import ObjectManager, Uuid, ComponentTypes
+
+# Import the AgeRatingltem class
+
+from HdkApi.Data.AgeRating import AgeRatingltem
+
+class AgeRatingsExample():
+def _init_(self) :
+
+uuid = Uuid.Create("00000000-00000000-00000000-00000018")
+loadedObject = None
+
+try:
+
+# First load the object whose age rating data we wish to edit
+loadedObject = ObjectManager.LoadByUuid(uuid)
+
+except Exception, e:
+
+print "Failed to load object '{0}': {1}".format(uuid, e)
+return
+
+if not loadedObject:
+
+print "Object '{0}’ was not found".format(uuid)
+return
+
+# An object's age ratings are accessed through its header component
+header = loadedObject.Components[ComponentTypes.Header]
+
+# The age ratings are returned as a HdkDictionary keyed by the country which each rating
+belongs to
+
+for ageRating in header.AgeRatings:
+
+print "{0} - {1}".format(ageRating.Key, ageRating.Value.Rating)
+
+# To create a new age rating use the AgeRatingltem.Create method
+
+# This method takes in a string containing the rating system and rating
+pegiltem = AgeRatingltem.Create ("PEGI__12 + ")
+
+# To set the Parental Control Level use the ParentalControlLevel property
+pegiltem.ParentalControlLevel = 8
+
+# To set the Minimum Age use the MinimumAge property
+pegiltem.MinimumAge = 12
+
+# To set a particular content descriptor use the ContentDescriptors property
+
+# This property returns a HdkDictionary of descriptors to booleans
+
+# By default all descriptors are set to False
+pegiltem.ContentDescriptors["Violence"] = True
+
+# Once the age rating has been setup it can be assigned to a country
+
+# If the country does not support the age rating's rating system an exception is thrown
+
+
+
+
+
+
+header.AgeRatings["GB"] = pegiltem
+
+
+# The same age rating can be assigned to multiple countries
+header.AgeRatings["FR"] = pegiltem
+
+# An age rating can also be assigned to all countries which use a particular rating system
+header.AgeRatings["ALL-PEGI"] = pegiltem
+
+# To remove an age rating use the Remove method of the HdkDictionary
+header.AgeRatings.Remove("ALL-PEGI")
+
+
+
+
+# To write the changed age ratings to disc use the HomeObject Save method
+loadedObject.Save()
+
+
+HdkApi.Data.Collect
+
+Summary
+
+Type
+
+Description
+
+Assembly
+
+Collect
+
+A utility class used to collect dependencies of objects or scenes.
+Home.Data.Scripting
+
+
+HdkApi.Data.Collect.Collect
+
+Collect
+
+A utility class used to collect dependencies of objects or scenes.
+
+Namespace: HdkApi.Data.Collect
+Assembly: Home.Data.Scripting.dll
+
+Methods
+
+System.Stringj] Collect.DependenciesForObject( obj)
+
+System.Stringj] Collect.DependenciesForObjects( objs )
+
+System.Stringj] Collect.DependenciesForScene( scene )
+System.Stringj] Collect.DependenciesForScenes( scenes )
+
+
+Example
+
+
+
+
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.70.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+from HdkApi.Data.Object import ObjectManager
+from HdkApi.Data.Collect import Collect
+import zipfile
+
+
+class CollectExample():
+
+def _init_(self) :
+
+components = ["network"]
+
+foundObjects = ObjectManager.SearchByComponents(components)
+dependentFiles = Collect.DependenciesForObjects(foundObjects)
+
+f = zipfile.ZipFile('d:\\collect_test.zip', 'w’)
+
+for dependentFile in dependentFiles:
+
+f.write(dependentFile)
+f.close ()
+
+collectExample = CollectExample()
+
+
+Associated Types
+
+• HdkApi.Data.Object.Uuid
+
+HdkApi.Data.Object
+
+Summary
+
+Type
+
+Description
+
+Assembly
+
+ObjectComponent
+
+Provides information about an object component
+
+Home.Data.Scripting
+
+ComponentTypes
+
+Lists all of the object component types
+
+Home.Data.Scripting
+
+HomeObject
+
+Provides information about an object loaded through the ObjectManager class. Allows an object's data to be viewed and edited.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Home.Data.Scripting
+
+Localisationltem
+
+Home.Data.Scripting
+ObjectManager
+
+ObjectManager is used to load objects for viewing and editing
+
+Home.Data.Scripting
+
+ObjectResource
+
+Provides information about a resource on disk which may be associated with an object and used by a component
+
+Home.Data.Scripting
+
+TerritoryTypes
+
+Lists ail of the territory types
+
+Home.Data.Scripting
+
+Uuid
+
+Uuid object used to identify an object. To create a new Uuid use Uuid.Createj)
+
+Home.Data.Scripting
+
+HdkApi.Data.Object.ComponentTypes
+
+ComponentTypes
+
+Lists all of the object component types
+
+Namespace: HdkApi.Data.Object
+Assembly: Home.Data.Scripting.dll
+
+Remarks
+
+Each type is used to look up a specific component in the Components dictionary accessed through an Object's Components property
+
+Constructors
+
+ComponentTypesj)
+
+Fields
+
+
+Active
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ArcadeGame
+
+
+Clothing
+
+EmbeddedObject
+
+Furniture
+
+GameLaunch
+
+Fleader
+
+MiniGame
+
+Portable
+
+Targetable
+
+LuaEnvironment
+
+Entity
+
+Particles
+
+Network
+
+EventTimer
+
+Osd
+
+Pad
+
+Renderer
+
+Screen
+
+Camera
+
+System
+
+GameLaunchProperties
+
+Light
+
+Repertoire
+
+GameSpawner
+
+RealTimeGame
+
+GroupDoor
+
+ResourcePack
+
+MemorySlots
+
+SceneTransition
+
+Associated Types
+
+• FHdkApi. Data. Object. PlomeObject
+
+• FHdkApi. Data. Object. ObjectComponent
+
+HdkApi.Data.Object.HomeObject
+
+HomeObject
+
+Provides information about an object loaded through the ObjectManager class. Allows an object's data to be viewed and edited.
+Namespace: FHdkApi.Data.Object
+
+
+Assembly: Home.Data.Scripting.dll
+
+
+Methods
+
+System.Boolean Validate( validatorOutput)
+
+System.Boolean Package( validatorOutput, packagerOutput)
+
+Save()
+
+System.Collections.Generic.List[HdkApi.Data.Object.ObjectResource] GetResources()
+System.Collections.Generic.ListjHdkApi.Data.Object.ObjectResource] GetResources( type )
+HdkApi.Data.Object.ObjectResource AddResource( name, type, filepath )
+
+RemoveResourcef resource)
+
+System.Collections.Generic. ListjHdkApi. Data.Object.Localisation Item] GetLocalisationltemsj)
+HdkApi.Data.Object.Localisationltem GetLocalisationltemj key)
+
+HdkApi.Data.Object.Localisationltem AddLocalisationltem( reference )
+RemoveLocalisationltemj item)
+
+Properties
+
+Uuid
+
+Name
+
+Components
+
+Entitlementld
+
+Categoryld
+
+Productld
+
+Dependencies
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.55.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the Object classes
+
+from HdkApi.Data.Object import ObjectManager, HomeObject, ObjectComponent, Uuid, ComponentTypes,
+TerritoryTypes
+
+# Import the MessageType class as we need this for the object validation and packaging output
+from HdkApi.Data.Reporting import MessageType
+
+# Also import PathUtilities as we use it to get the project path
+from HdkApi.Core.Utilities import PathUtilities
+
+class ObjectManagerExample():
+
+def _init_(self) :
+
+try:
+
+# Load an object by its uuid
+
+uuid = Uuid.Create("00000000-00000000-00000000-00000018")
+loadedObject = ObjectManager.LoadByUuid(uuid)
+
+
+
+
+
+
+
+# Load an object by its object.xml path
+objectPath = PathUtilities.ProjectPath +
+
+/build/objects/00000000-00000000-00000000-00000018/object.xml"
+
+loadedObject = ObjectManager.LoadByFilename(objectPath)
+
+except Exception, e:
+
+print "Failed to load object {0}: {1}".format(uuid, e)
+
+# Get the Uuids of all objects which contain either a 'furniture' or an 'active' component
+components = ["furniture", "active"]
+
+foundObjects = ObjectManager.SearchByComponents(components)
+
+# Get the Uuids of all objects which contain a resource with the path 'resourcePath'
+resourcePath = "objects/00000000-00000000-00000000-00000018/main.lua"
+foundObjects = ObjectManager.SearchByResource(resourcePath)
+
+# Print the entitlement_id for the territory 'SCEA'
+print loadedObject.Entitlementld[TerritoryTypes.SCEA]
+
+# Set the entitlement_id for the territory 'SCEE'
+loadedObject.Entitlementld[TerritoryTypes.SCEE] = "LUA_REWARD"
+
+# Print the name of each component which loadedObject contains
+for component in loadedObject.Components.Keys:
+
+print component
+
+# Try to access the furniture component and set the furniture metadata item
+if loadedObject.Components.ContainsKey(ComponentTypes.Furniture):
+
+loadedObject.Components[ComponentTypes.Furniture].Furniture = "Chair"
+
+# Validate an object
+
+if loadedObject.Validate(self.Output):
+
+print "{0} - {1} passed validations\n".format(loadedObject.Name, loadedObject.Uuid)
+
+# Validate and package an object
+
+# The first passed in callback is triggered for validation output
+
+# The second callback is triggered for packager output
+if loadedObject.Package(self.Output, self.Output):
+
+print "{0} - {1} succesfully packaged\n".format(loadedObject.Name, loadedObject.Uuid)
+
+# Example function for handling object validation and packager output
+def Output(self, msg, msgType):
+
+if (msgType == MessageType.INFO):
+print "INFO: {0}\n".format(msg)
+
+elif (msgType == MessageType.WARNING):
+print "WARNING: {0}\n".format(msg)
+
+elif (msgType == MessageType.ERROR):
+print "ERROR: {0}\n".format(msg)
+
+
+elif (msgType == MessageType.FATAL):
+
+
+
+
+
+print "FATAL: {0}\n".format(msg)
+
+
+objectManagerExample = ObjectManagerExample()
+
+
+Associated Types
+
+• HdkApi.Data.Object.ObjectManager
+
+• HdkApi. Data. Object. ObjectComponent
+
+HdkApi.Data.Object.Localisationltem
+
+Localisationltem
+
+
+Namespace: HdkApi.Data.Object
+Assembly: Home.Data.Scripting.dll
+
+Methods
+
+System.Boolean HasLanguage( language )
+
+System.String GetPhrase( language )
+
+SetPhrase( language, phrase)
+
+HdkApi.Core.Collections.HdkDictionaryjSystem.String,System.String] GetPhrases])
+
+Properties
+
+Key
+
+SupportedLanguages
+
+Associated Types
+
+• HdkApi. Data.Object.ObjectManager
+
+• HdkApi. Data. Object. HomeObject
+
+HdkApi. Data.Object.ObjectComponent
+
+ObjectComponent
+
+Provides information about an object component
+
+Namespace: HdkApi.Data.Object
+Assembly: Home.Data.Scripting.dll
+
+Properties
+
+Type
+
+
+Example
+
+
+
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.55.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the Object classes
+
+from HdkApi.Data.Object import ObjectManager, HomeObject, ObjectComponent, Uuid, ComponentTypes,
+TerritoryTypes
+
+# Import the MessageType class as we need this for the object validation and packaging output
+from HdkApi.Data.Reporting import MessageType
+
+# Also import PathUtilities as we use it to get the project path
+from HdkApi.Core.Utilities import PathUtilities
+
+class ObjectManagerExample():
+
+def _init_(self) :
+
+try:
+
+# Load an object by its uuid
+
+uuid = Uuid.Create("00000000-00000000-00000000-00000018")
+loadedObject = ObjectManager.LoadByUuid(uuid)
+
+# Load an object by its object.xml path
+objectPath = PathUtilities.ProjectPath +
+
+"/build/objects/00000000-00000000-00000000-00000018/object.xml"
+
+loadedObject = ObjectManager.LoadByFilename(objectPath)
+
+except Exception, e:
+
+print "Failed to load object {0}: {1}".format(uuid, e)
+
+# Get the Uuids of all objects which contain either a 'furniture' or an 'active' component
+components = ["furniture", "active"]
+
+foundObjects = ObjectManager.SearchByComponents(components)
+
+# Get the Uuids of all objects which contain a resource with the path 'resourcePath'
+resourcePath = "objects/00000000-00000000-00000000-00000018/main.lua"
+foundObjects = ObjectManager.SearchByResource(resourcePath)
+
+# Print the entitlement_id for the territory 'SCEA'
+print loadedObject.Entitlementld[TerritoryTypes.SCEA]
+
+# Set the entitlement_id for the territory 'SCEE'
+loadedObject.Entitlementld[TerritoryTypes.SCEE] = "LUA_REWARD"
+
+# Print the name of each component which loadedObject contains
+for component in loadedObject.Components.Keys:
+
+print component
+
+# Try to access the furniture component and set the furniture metadata item
+if loadedObject.Components.ContainsKey(ComponentTypes.Furniture):
+
+loadedObject.Components[ComponentTypes.Furniture].Furniture = "Chair"
+
+# Validate an object
+
+if loadedObject.Validate(self.Output):
+
+print "{0} - {1} passed validations\n".format(loadedObject.Name, loadedObject.Uuid)
+
+# Validate and package an object
+
+# The first passed in callback is triggered for validation output
+
+# The second callback is triggered for packager output
+if loadedObject.Package(self.Output, self.Output):
+
+print "{0} - {1} succesfully packaged\n".format(loadedObject.Name, loadedObject.Uuid)
+
+# Example function for handling object validation and packager output
+def Output(self, msg, msgType):
+
+if (msgType == MessageType.INFO):
+print "INFO: {0}\n".format(msg)
+
+
+
+
+
+
+
+elif (msgType == MessageType.WARNING):
+print "WARNING: {0}\n".format(msg)
+
+elif (msgType == MessageType.ERROR):
+print "ERROR: {0}\n".format(msg)
+
+elif (msgType == MessageType.FATAL):
+
+
+
+
+print "FATAL: {0}\n".format(msg)
+
+
+objectManagerExample = ObjectManagerExample()
+
+
+Associated Types
+
+• HdkApi. Data. Object. HomeObject
+
+HdkApi. Data. Object. ObjectManager
+
+ObjectManager
+
+ObjectManager is used to load objects for viewing and editing
+
+Namespace: HdkApi.Data.Object
+Assembly: Home.Data.Scripting.dll
+
+Methods
+
+HdkApi.Data.Object.HomeObject ObjectManager.LoadByFilenamef objectFilename )
+
+HdkApi.Data.Object.HomeObject ObjectManager.LoadBylluid( uuidToLoad )
+
+System.Collections.Generic. IEnumerable[HdkApi. Data.Object.Uuid] ObjectManager.SearchByComponents] components )
+System.Collections.Generic.IEnumerable[HdkApi.Data.Object.Uuid] ObjectManager.SearchByResourcef resourcePath )
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.55.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the Object classes
+
+from HdkApi.Data.Object import ObjectManager, HomeObject, ObjectComponent, Uuid, ComponentTypes,
+TerritoryTypes
+
+# Import the MessageType class as we need this for the object validation and packaging output
+from HdkApi.Data.Reporting import MessageType
+
+# Also import PathUtilities as we use it to get the project path
+from HdkApi.Core.Utilities import PathUtilities
+
+class ObjectManagerExample():
+
+def _init_(self) :
+
+try:
+
+# Load an object by its uuid
+
+uuid = Uuid.Create("00000000-00000000-00000000-00000018")
+loadedObject = ObjectManager.LoadByUuid(uuid)
+
+# Load an object by its object.xml path
+objectPath = PathUtilities.ProjectPath +
+
+"/build/objects/00000000-00000000-00000000-00000018/object.xml"
+
+loadedObject = ObjectManager.LoadByFilename(objectPath)
+
+
+except Exception, e:
+
+
+
+
+
+
+
+
+
+
+print "Failed to load object {0}: {1}".format(uuid, e)
+
+
+# Get the Uuids of all objects which contain either a 'furniture' or an 'active' component
+components = ["furniture", "active"]
+
+foundObjects = ObjectManager.SearchByComponents(components)
+
+# Get the Uuids of all objects which contain a resource with the path 'resourcePath'
+resourcePath = "objects/00000000-00000000-00000000-00000018/main.lua"
+foundObjects = ObjectManager.SearchByResource(resourcePath)
+
+# Print the entitlement_id for the territory 'SCEA'
+print loadedObject.Entitlementld[TerritoryTypes.SCEA]
+
+# Set the entitlement_id for the territory 'SCEE'
+
+loadedObject.Entitlementld[TerritoryTypes.SCEE] = "LUA_REWARD"
+
+# Print the name of each component which loadedObject contains
+for component in loadedObject.Components.Keys:
+
+print component
+
+# Try to access the furniture component and set the furniture metadata item
+if loadedObject.Components.ContainsKey(ComponentTypes.Furniture):
+
+loadedObject.Components[ComponentTypes.Furniture].Furniture = "Chair"
+
+# Validate an object
+
+if loadedObject.Validate(self.Output):
+
+print "{0} - {1} passed validations\n".format(loadedObject.Name, loadedObject.Uuid)
+
+# Validate and package an object
+
+# The first passed in callback is triggered for validation output
+
+# The second callback is triggered for packager output
+if loadedObject.Package(self.Output, self.Output):
+
+print "{0} - {1} succesfully packaged\n".format(loadedObject.Name, loadedObject.Uuid)
+
+# Example function for handling object validation and packager output
+def Output(self, msg, msgType):
+
+if (msgType == MessageType.INFO):
+print "INFO: {0}\n".format(msg)
+
+elif (msgType == MessageType.WARNING):
+print "WARNING: {0}\n".format(msg)
+
+elif (msgType == MessageType.ERROR):
+print "ERROR: {0}\n".format(msg)
+
+
+elif (msgType == MessageType.FATAL):
+
+
+
+
+print "FATAL: {0}\n".format(msg)
+
+
+objectManagerExample = ObjectManagerExample()
+
+
+Associated Types
+
+• HdkApi. Data. Object. HomeObject
+
+HdkApi.Data.Object.ObjectResource
+
+ObjectResource
+
+Provides information about a resource on disk which may be associated with an object and used by a component
+
+Namespace: HdkApi.Data.Object
+Assembly: Home.Data.Scripting.dll
+
+Additional Information
+
+Resource Types:
+
+• "model"
+
+• "texture"
+
+• "particle"
+
+• "file"
+
+• "xml"
+
+• "collision"
+
+• "anim"
+
+• "skeleton”
+
+• "soundbank"
+
+• "soundstream"
+
+• "repertoire"
+
+• "rig_settings"
+
+• "control_rig"
+
+• "emotes”
+
+• "lua"
+
+• "image"
+
+Properties
+
+Path
+
+Type
+
+Name
+
+
+Example
+
+
+
+
+
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the Object classes
+
+from HdkApi.Data.Object import ObjectManager, HomeObject, Uuid, ObjectResource
+
+# Also import PathUtilities as we use it to get the project path
+from HdkApi.Core.Utilities import PathUtilities
+
+class HomeObjectResourceExample():
+
+def _init_(self) :
+
+try:
+
+# Load an object by its uuid
+
+uuid = Uuid.Create("00000000-00000000-00000000-00000018")
+loadedObject = ObjectManager.LoadByUuid(uuid)
+
+# Add model resource to the object
+resourcePath = PathUtilities.ProjectPath +
+
+'/Build/Furniture/Home_Rug_Sample/Home_Rug_Sample.mdl'
+
+resource = loadedObject.AddResource("test_resource", 'model 1 , resourcePath)
+
+# Print the name of each resource the loadedObject contains
+for objectResource in loadedObject.GetResources():
+
+print objectResource.Name
+
+# Print the name of each model resource the loadedObject contains
+for objectResource in loadedObject.GetResources('model'):
+
+print objectResource.Name
+
+# Remove the resource from the object
+loadedObject.RemoveResource(resource)
+
+except Exception, e:
+
+print "{0}".format(e)
+
+resourceExample = HomeObjectResourceExample()
+
+
+Associated Types
+
+• HdkApi.Data.Object.HomeObject
+
+HdkApi.Data.Object.TerritoryTypes
+
+TerritoryTypes
+
+Lists all of the territory types
+
+Namespace: HdkApi.Data.Object
+Assembly: Home.Data.Scripting.dll
+
+Remarks
+
+Each type is used to look up a specific value in the entitlementjd, categoryJd and productjd dictionaries accessed through an Object's
+Entitlementld, Categoryld and Productld properties
+
+
+Fields
+
+
+
+
+
+
+
+
+
+SCEE
+
+
+SCEA
+
+SCEJ
+
+SCEAsia
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.55.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the TerritoryTypes class
+from HdkApi.Data.Object import TerritoryTypes
+
+class TerritoryTypes_Example():
+def _init_(self) :
+
+territories = [TerritoryTypes.SCEA,TerritoryTypes.SCEE,TerritoryTypes.SCEJ,TerritoryTypes.SCEAsia]
+for territory in territories:
+print (territory)
+
+tt_example = TerritoryTypes_Example()
+
+
+Associated Types
+
+• HdkApi. Data. Object. HomeObject
+
+HdkApi. Data.Object.Uuid
+
+Uuid
+
+Uuid object used to identify an object. To create a new Uuid use Uuid.CreateQ
+
+Namespace: HdkApi.Data.Object
+Assembly: Home.Data.Scripting.dll
+
+Methods
+
+HdkApi.Data.Object.Uuid Uuid.Create( uuid )
+
+System.Boolean Uuid.IsValidj uuid )
+
+
+Example
+
+
+
+
+
+
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.55.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the Uuid class
+from HdkApi.Data.Object import Uuid
+
+class UuidExample():
+
+def _init_(self) :
+
+strHelicopterUuid = "45864836-89475616-84123186-13213216
+isValid = Uuid.IsValid(strHelicopterUuid)
+if isValid:
+
+HelicopterUuid = Uuid.Create(strHelicopterUuid)
+print "Get to the chopper! %s" % strHelicopterUuid
+
+strDinosaurUuid = "DINOSAUR-SARENOTA-UUIDVELO-CIRAPTOR"
+isValid = Uuid.IsValid(strDinosaurUuid)
+if isValid == False:
+print "Dinosaurs are extinct!"
+
+ux = UuidExample()
+
+
+Associated Types
+
+• HdkApi.Data.Object.ObjectManager
+
+• HdkApi. Data. Object. HomeObject
+
+HdkApi.Data.Object.Components
+
+Summary
+
+Type
+
+Description
+
+Assembly
+
+ClothingComponent
+
+Provides information about a clothing component
+
+Home.Data.Scripting
+
+HeaderComponent
+
+Header information for an object, used for indexing and general information.
+Home.Data.Scripting
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+FurnitureComponent
+
+
+Provides information about a furniture component
+
+
+Home. Data. Scripting
+GameLaunchComponent
+
+
+Provides information about a gamejaunch component
+
+
+Home.Data.Scripting
+
+
+HdkApi.Data.Object.Components.ClothingComponent
+
+ClothingComponent
+
+Provides information about a clothing component
+
+Namespace: HdkApi.Data.Object.Components
+Assembly: Home.Data.Scripting.dll
+
+Properties
+
+Name
+
+ClothingType
+
+Clothing
+
+Rigs
+
+Type
+
+
+Example
+
+
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.60.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# Import the Object classes
+
+from HdkApi.Data.Object import ObjectManager, Uuid, ComponentTypes
+
+# Import the ClothingComponent class
+
+from HdkApi.Data.Object.Components import ClothingComponent
+
+class ClothingExample():
+def _init_(self) :
+
+# Load an object by its uuid
+
+uuid = Uuid.Create("00000000-00000000-00000000-00000018")
+try:
+
+loadedObject = ObjectManager.LoadByUuid(uuid)
+
+if loadedObject.Components.ContainsKey(ComponentTypes.Clothing):
+
+# Change the category of the clothing item
+
+loadedObject.Components[ComponentTypes.Clothing].Clothing = "Hat
+
+# Change the rig which the clothing item is designed for
+loadedObject.Components[ComponentTypes.Clothing].Rigs =
+
+" 00000000 - 00000000 - 00000010 - 00000000 "
+
+except Exception, e:
+
+print "Failed to load object {0}: {1}".format(uuid, e)
+
+
+Associated Types
+
+• HdkApi. Data. Object. HomeObject
+
+HdkApi.Data.Object.Components.FurnitureComponent
+
+FurnitureComponent
+
+Provides information about a furniture component
+
+Namespace: HdkApi.Data.Object.Components
+Assembly: Home.Data.Scripting.dll
+
+Properties
+
+Furniture
+
+Type
+
+
+Example
+
+
+
+
+
+
+
+
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.60.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# Import the Object classes
+
+from HdkApi.Data.Object import ObjectManager, Uuid, ComponentTypes
+
+# Import the FurnitureComponent class
+
+from HdkApi.Data.Object.Components import FurnitureComponent
+
+class FurnitureExample():
+def _init_(self) :
+
+# Load an object by its uuid
+
+uuid = Uuid.Create("00000000-00000000-00000000-00000018")
+try:
+
+loadedObject = ObjectManager.LoadByUuid(uuid)
+
+if loadedObject.Components.ContainsKey(ComponentTypes.Furniture):
+# Change the category of the furniture item
+
+loadedObject.Components[ComponentTypes.Furniture].Furniture =
+except Exception, e:
+
+print "Failed to load object {0}: {1}".format(uuid, e)
+
+
+Associated Types
+
+• HdkApi. Data. Object. HomeObject
+
+HdkApi.Data.Object.Components.GameLaunchComponent
+
+GameLaunchComponent
+
+Provides information about a gamejaunch component
+
+Namespace: HdkApi.Data.Object.Components
+Assembly: Home.Data.Scripting.dll
+
+Properties
+
+Communicationid
+
+Titleld
+
+Type
+
+
+"Desk"
+
+
+Example
+
+
+
+
+
+
+
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.60.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# Import the Object classes
+
+from HdkApi.Data.Object import ObjectManager, Uuid, ComponentTypes
+
+# Import the GameLaunchComponent class
+
+from HdkApi.Data.Object.Components import GameLaunchComponent
+
+class GameLaunchExample():
+def _init_(self) :
+
+# Load an object by its uuid
+
+uuid = Uuid.Create("00000000-00000000-00000000-00000018")
+try:
+
+loadedObject = ObjectManager.LoadByUuid(uuid)
+
+if loadedObject.Components.ContainsKey(ComponentTypes.GameLaunch):
+
+# Change the communication id
+
+loadedObject.Components[ComponentTypes.GameLaunch].Communicationld = "COMM_ID
+
+# Change the title id
+
+loadedObject.Components[ComponentTypes.GameLaunch].Titleld = "GAME_TITLE"
+except Exception, e:
+
+print "Failed to load object {0}: {1}".format(uuid, e)
+
+
+Associated Types
+
+• HdkApi. Data. Object. HomeObject
+
+HdkApi. Data.Object.Components.HeaderComponent
+
+HeaderComponent
+
+Header information for an object, used for indexing and general information.
+
+Namespace: HdkApi.Data.Object.Components
+Assembly: Home.Data.Scripting.dll
+
+Properties
+
+Name
+
+Description
+
+Author
+
+ObjectVersion
+
+Publisher
+
+Template
+
+TemplateVersion
+
+AgeRatings
+
+
+
+
+
+
+
+
+
+HelpText
+
+Lpid
+
+Type
+
+Example
+
+
+#
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.55.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the Object classes
+
+from HdkApi.Data.Object import ObjectManager, HomeObject, ObjectComponent, Uuid, ComponentTypes,
+TerritoryTypes
+
+# Import the MessageType class as we need this for the object validation and packaging output
+from HdkApi.Data.Reporting import MessageType
+
+# Also import PathUtilities as we use it to get the project path
+from HdkApi.Core.Utilities import PathUtilities
+
+class ObjectManagerExample():
+
+def _init_(self) :
+
+try:
+
+# Load an object by its uuid
+
+uuid = Uuid.Create("00000000-00000000-00000000-00000018")
+loadedObject = ObjectManager.LoadByUuid(uuid)
+
+# Load an object by its object.xml path
+objectPath = PathUtilities.ProjectPath +
+
+"/build/objects/00000000-00000000-00000000-00000018/object.xml"
+
+loadedObject = ObjectManager.LoadByFilename(objectPath)
+
+except Exception, e:
+
+print "Failed to load object {0}: {1}".format(uuid, e)
+
+# Get the Uuids of all objects which contain either a 'furniture' or an 'active' component
+components = ["furniture", "active"]
+
+foundObjects = ObjectManager.SearchByComponents(components)
+
+# Get the Uuids of all objects which contain a resource with the path 'resourcePath'
+resourcePath = "objects/00000000-00000000-00000000-00000018/main.lua"
+foundObjects = ObjectManager.SearchByResource(resourcePath)
+
+# Print the entitlement_id for the territory 'SCEA'
+print loadedObject.Entitlementld[TerritoryTypes.SCEA]
+
+# Set the entitlement_id for the territory 'SCEE'
+loadedObject.Entitlementld[TerritoryTypes.SCEE] = "LUA_REWARD"
+
+# Print the name of each component which loadedObject contains
+for component in loadedObject.Components.Keys:
+
+print component
+
+# Try to access the furniture component and set the furniture metadata item
+if loadedObject.Components.ContainsKey(ComponentTypes.Furniture):
+
+loadedObject.Components[ComponentTypes.Furniture].Furniture = "Chair"
+
+# Validate an object
+
+if loadedObject.Validate(self.Output):
+
+print "{0} - {1} passed validations\n".format(loadedObject.Name, loadedObject.Uuid)
+
+
+
+
+
+
+
+# Validate and package an object
+
+# The first passed in callback is triggered for validation output
+
+# The second callback is triggered for packager output
+if loadedObject.Package(self.Output, self.Output):
+
+print "{0} - {1} succesfully packaged\n".format(loadedObject.Name, loadedObject.Uuid)
+
+# Example function for handling object validation and packager output
+def Output(self, msg, msgType):
+
+if (msgType == MessageType.INFO):
+print "INFO: {0}\n".format(msg)
+
+elif (msgType == MessageType.WARNING):
+print "WARNING: {0}\n".format(msg)
+
+elif (msgType == MessageType.ERROR):
+print "ERROR: {0}\n".format(msg)
+
+
+elif (msgType == MessageType.FATAL):
+
+
+
+
+print "FATAL: {0}\n".format(msg)
+
+
+objectManagerExample = ObjectManagerExample()
+
+
+Associated Types
+
+• HdkApi. Data. Object. HomeObject
+
+HdkApi.Data.Packager
+
+Summary
+
+Type
+
+Description
+
+Assembly
+
+Packager
+
+The Packager class is used to package objects and scenes
+Home.Data.Scripting
+
+
+HdkApi. Data.Packager.Packager
+
+Packager
+
+The Packager class is used to package objects and scenes
+
+Namespace: HdkApi.Data.Packager
+Assembly: Home.Data.Scripting.dll
+
+Methods
+
+System.Boolean Packager.PackageObjectj uuid, validatorOutput, packagerOutput)
+
+System.Boolean Packager.PackageScene( scenePath, sceneType, validatorOutput, packagerOutput)
+
+HdkApi.Data.Reporting
+
+Summary
+
+Type
+
+Description
+
+
+Assembly
+
+
+
+
+
+
+
+
+
+
+
+
+
+MessageType
+
+
+The types of messages which can be returned through the MessageOutput delegate
+Home.Data.Scripting
+
+HdkApi.Data.Reporting. MessageType
+
+MessageType
+
+The types of messages which can be returned through the MessageOutput delegate
+
+Namespace: HdkApi.Data.Reporting
+Assembly: Home.Data.Scripting.dll
+
+Fields
+
+INFO
+
+WARNING
+
+ERROR
+
+FATAL
+
+HdkApi.Data.Scene
+
+Summary
+
+Type
+
+Description
+
+Assembly
+
+GameObjectFolder
+
+Provides information about a GameObjectFolder within a Scene
+
+Home.Data.Scripting
+
+GameObject
+
+Provides information about a Game Object within a Scene
+
+Home.Data.Scripting
+
+GameObjectTypes
+
+Lists all of the game object types
+
+Home.Data.Scripting
+
+
+
+
+
+
+
+
+
+
+
+HomeScene
+
+
+Provides information about a scene
+
+Home.Data.Scripting
+
+SceneConverter
+
+Provides functions for converting between scene (.scene) and scene project (.scproj) files.
+
+Home.Data.Scripting
+
+SceneTypes
+
+Lists all of the scene types
+Home.Data.Scripting
+
+HdkApi.Data.Scene.GameObject
+
+GameObject
+
+Provides information about a Game Object within a Scene
+
+Namespace: HdkApi.Data.Scene
+Assembly: Home.Data.Scripting.dll
+
+Properties
+
+Name
+
+Type
+
+Translation
+
+Rotation
+
+Scale
+
+
+Example
+
+
+
+
+
+
+
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.60.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the SceneProject classes
+
+from HdkApi.Data.Scene import HomeScene, GameObject
+
+# Import the SceneEditor class so we can get the current scene project open in the Scene Editor
+from HdkApi.SceneEditor import SceneEditor
+
+# Import the Maths Converters class so we can use the degrees to radians function
+from HdkApi.Core.Maths import Converters
+
+class SceneProjectExample() :
+def _init_(self) :
+
+# Get the scene project which is currently open in the Scene Editor
+openSceneProj = SceneEditor.CurrentScene
+
+# Print the scene project's full file path
+print openSceneProj.FilePath
+
+# Print the name and type of each game object within the scene project
+for gameObject in openSceneProj.AllGameObjects:
+
+print "{0} : {1}".format(gameObject.Name, gameObject.Type)
+
+# Find a game object by its name
+
+spawnPoint = openSceneProj.FindGameObjectByName("Spawn Point")
+if spawnPoint != None:
+
+# Change the translation, rotation and scale of the spawn point
+spawnPoint.Translation = Vector3(20, 0, 0)
+
+spawnPoint.Rotation = Vector3(Converters.DegToRad(90) , 0, 0)
+spawnPoint.Scale = Vector3(2, 1, 1)
+
+# Find all game objects of the type 'entityType'
+
+entities = openSceneProj.FindGameObjectsByType(GameObjectTypes.Entity)
+
+# Print the name of all entities in the scene project
+for entity in entities:
+
+print entity.Name
+
+
+Associated Types
+
+• HdkApi.Data.Scene.HomeScene
+
+• HdkApi. Data. Scene. GameObjectTypes
+
+HdkApi. Data.Scene.GameObjectFolder
+
+GameObjectFolder
+
+Provides information about a GameObjectFolder within a Scene
+
+Namespace: HdkApi.Data.Scene
+Assembly: Home.Data.Scripting.dll
+
+
+Properties
+
+
+
+
+
+
+
+
+
+Name
+
+
+GameObjects
+
+Folders
+
+Associated Types
+
+• HdkApi. Data. Scene. FlomeScene
+
+HdkApi.Data.Scene.GameObjectTypes
+
+GameObjectTypes
+
+Lists all of the game object types
+
+Namespace: FldkApi.Data.Scene
+Assembly: Home.Data.Scripting.dll
+
+Fields
+
+CollisionFile
+
+Entity
+
+EnvironmentMap
+
+EyeEnvironmentMap
+
+ProbeFile
+
+AtmosphereFile
+
+Model
+
+SkinEnvironmentMap
+
+DefaultFurniturePoint
+
+Seat
+
+SeatArea
+
+PicturePlook
+
+SpawnPoint
+
+Script
+
+EmbeddedObject
+
+Screen
+
+ClubBulletinScreen
+
+ScreenLinksFile
+
+ArcadeGame
+
+MiniGame
+
+AmbientSound
+
+SphereEmitter
+
+CubeEmitter
+
+ConeEmitter
+
+
+CylinderEmitter
+
+
+ConePointSound
+
+
+CubePointSound
+
+CylinderPointSound
+
+SpherePointSound
+
+SoundBank
+
+SoundPortal
+
+SoundZone
+
+ChangeEventBoxTrigger
+ChangeEventT rigger
+ParticleEffect
+GameObjectGroup
+
+Associated Types
+
+• HdkApi.Data.Scene.HomeScene
+
+• HdkApi.Data.Scene.GameObject
+
+HdkApi.Data.Scene.HomeScene
+
+HomeScene
+
+Provides information about a scene
+
+Namespace: HdkApi.Data.Scene
+Assembly: Home.Data.Scripting.dll
+
+Methods
+
+HdkApi.Data.Scene.GameObjectFolder FindGameObjectFolderByName( name )
+
+HdkApi.Data.Scene.GameObject FindGameObjectByName( name )
+
+System.Collections.Generic.lEnumerablejHdkApi.Data.Scene.GameObject] FindGameObjectsByTypej type )
+System.Boolean Validatej validatorOutput, sceneType )
+
+System.Boolean Packagej validatorOutput, packagerOutput, sceneType )
+
+Save()
+
+Properties
+
+FilePath
+
+AIIGameObjects
+
+GameObjectFolder
+
+Dependencies
+
+
+Example
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.60.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the SceneProject classes
+
+from HdkApi.Data.Scene import HomeScene, GameObject
+
+# Import the SceneEditor class so we can get the current scene project open in the Scene Editor
+from HdkApi.SceneEditor import SceneEditor
+
+# Import the Maths Converters class so we can use the degrees to radians function
+from HdkApi.Core.Maths import Converters
+
+class SceneProjectExample() :
+def _init_(self) :
+
+# Get the scene project which is currently open in the Scene Editor
+openSceneProj = SceneEditor.CurrentScene
+
+# Print the scene project's full file path
+print openSceneProj.FilePath
+
+# Print the name and type of each game object within the scene project
+for gameObject in openSceneProj.AllGameObjects:
+
+print "{0} : {1}".format(gameObject.Name, gameObject.Type)
+
+# Find a game object by its name
+
+spawnPoint = openSceneProj.FindGameObjectByName("Spawn Point")
+if spawnPoint != None:
+
+# Change the translation, rotation and scale of the spawn point
+spawnPoint.Translation = Vector3(20, 0, 0)
+
+spawnPoint.Rotation = Vector3(Converters.DegToRad(90) , 0, 0)
+spawnPoint.Scale = Vector3(2, 1, 1)
+
+# Find all game objects of the type 'entityType'
+
+entities = openSceneProj.FindGameObjectsByType(GameObjectTypes.Entity)
+
+# Print the name of all entities in the scene project
+for entity in entities:
+
+print entity.Name
+
+
+Associated Types
+
+• HdkApi.Data.Scene.GameObject
+
+• HdkApi. Data. Scene. GameObjectTypes
+
+HdkApi. Data.Scene.SceneConverter
+
+SceneConverter
+
+Provides functions for converting between scene (.scene) and scene project (.scproj) files.
+
+Namespace: HdkApi.Data.Scene
+Assembly: Home.Data.Scripting.dll
+
+
+Methods
+
+
+
+
+
+
+
+
+
+System.String SceneConverter.SceneToProject( sceneToConvert, forceOverwrite )
+System.String SceneConverter.ProjectToScene( projectToConvert, forceOverwrite )
+System.String SceneConverter.GetSceneVersion( sceneToCheck )
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.60.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the SceneConverter class
+from HdkApi.Data.Scene import SceneConverter
+
+class SceneConverterExample():
+def _init_(self) :
+
+# Convert a scene to a project
+
+scprojFile = SceneConverter.SceneToProject("D:\foo\bar\demo.scene", True)
+
+# Convert a project to a scene
+
+sceneFile = SceneConverter.ProjectToScene("D:\foo\bar\demo.scproj", True)
+
+# Get a scenes version number
+
+version = SceneConverter.GetSceneVersion("D:\foo\bar\demo.scene")
+
+
+HdkApi.Data.Scene.SceneTypes
+
+SceneTypes
+
+Lists all of the scene types
+
+Namespace: HdkApi.Data.Scene
+Assembly: Home.Data.Scripting.dll
+
+Fields
+
+Public
+
+Personal
+
+ClubHouse
+
+Game16
+
+Game32
+
+Game60
+
+PublicNoVideo
+
+Video
+
+PersonalVideo
+
+PersonalNoVideo
+
+
+Associated Types
+
+
+
+
+
+
+
+HdkApi. Data. Scene. HomeScene
+
+
+HdkApi.Data.Scene.GameObjects
+
+Summary
+
+Type
+
+Description
+
+Assembly
+
+GameObjectGroup
+
+Provides information about a Game Object Group
+Home.Data.Scripting
+
+
+HdkApi. Data.Scene.GameObjects.GameObjectGroup
+
+GameObjectGroup
+
+Provides information about a Game Object Group
+
+Namespace: HdkApi.Data.Scene.GameObjects
+Assembly: Home.Data.Scripting.dll
+
+Properties
+
+GameObjects
+
+Name
+
+Type
+
+Translation
+
+Rotation
+
+Scale
+
+
+Example
+
+
+
+
+
+
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.60.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the SceneProject classes
+
+from HdkApi.Data.Scene import HomeScene, GameObject
+
+# Import the SceneEditor class so we can get the current scene project open in the Scene Editor
+from HdkApi.SceneEditor import SceneEditor
+
+# Import the Maths Converters class so we can use the degrees to radians function
+from HdkApi.Core.Maths import Converters
+
+class SceneProjectExample() :
+def _init_(self) :
+
+# Get the scene project which is currently open in the Scene Editor
+openSceneProj = SceneEditor.CurrentScene
+
+# Print the scene project's full file path
+print openSceneProj.FilePath
+
+# Print the name and type of each game object within the scene project
+for gameObject in openSceneProj.AllGameObjects:
+
+print "{0} : {1}".format(gameObject.Name, gameObject.Type)
+
+# Find a game object by its name
+
+spawnPoint = openSceneProj.FindGameObjectByName("Spawn Point")
+if spawnPoint != None:
+
+# Change the translation, rotation and scale of the spawn point
+spawnPoint.Translation = Vector3(20, 0, 0)
+
+spawnPoint.Rotation = Vector3(Converters.DegToRad(90) , 0, 0)
+spawnPoint.Scale = Vector3(2, 1, 1)
+
+# Find all game objects of the type 'entityType'
+
+entities = openSceneProj.FindGameObjectsByType(GameObjectTypes.Entity)
+
+# Print the name of all entities in the scene project
+for entity in entities:
+
+print entity.Name
+
+
+Associated Types
+
+• HdkApi.Data.Scene.HomeScene
+
+HdkApi.Data. Validator
+
+Summary
+
+
+Type
+
+
+Description
+
+
+Assembly
+
+
+Validator
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+The Validator class is used to validate objects and scenes
+
+
+Home.Data.Scripting
+
+
+HdkApi.Data.Validator.Validator
+
+Validator
+
+The Validator class is used to validate objects and scenes
+
+Namespace: HdkApi.Data.Validator
+Assembly: Home.Data.Scripting.dll
+
+Methods
+
+System.Boolean Validator.ValidateObject( uuid, validatorOutput)
+
+System.Boolean Validator.ValidateScene( scenePath, sceneType, validatorOutput)
+
+HdkApi.ObjectEditor
+
+Summary
+
+Type
+
+Description
+
+Assembly
+
+ObjectEditor
+
+Provides access to core functionality of the Object Editor, such as events for when objects are opened.
+Home. Editors.ObjectEditor.Scripting
+
+
+HdkApi.ObjectEditor.ObjectEditor
+
+ObjectEditor
+
+Provides access to core functionality of the Object Editor, such as events for when objects are opened.
+
+Namespace: HdkApi.ObjectEditor
+
+Assembly: Home.Editors.ObjectEditor.Scripting.dll
+
+Methods
+
+ObjectEditor.OpenObjectBylluid( uuid)
+
+ObjectEditor.CloseEditor()
+
+System.Collections.Generic.IEnumerable[HdkApi.Data.Object.HomeObject] ObjectEditor.GetOpenObjectsf)
+
+
+
+
+
+
+Events
+
+
+OnSaving
+
+OnSaved
+
+OnOpened
+
+OnPackaging
+
+OnPackaged
+
+Delegates
+
+ObjectAction
+
+Example
+
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the ObjectEditor class
+
+from HdkApi.ObjectEditor import ObjectEditor
+
+# Import the HomeObject class
+
+from HdkApi.Data.Object import HomeObject
+
+class ObjectEditorExample():
+def _init_(self) :
+
+# Hook up to the OnOpened event called when an object is opened in the Object Editor
+ObjectEditor.OnOpened += self.onOpened
+
+# Hook up to the OnSaving event called when an object is about to be saved
+ObjectEditor.OnSaving += self.onSaving
+
+# Hook up to the OnSaved event called when an object has been successfully saved
+ObjectEditor.OnSaved += self.onSaved
+
+# Hook up to the OnPackaging event called when an object is about to be packaged
+ObjectEditor.OnPackaging += self.onPackaging
+
+# Hook up to the OnPackaged event called when an object has been successfully packaged
+ObjectEditor.OnPackaged += self.onPackaged
+
+# Example of a callback function triggered when an object is opened in the Object Editor
+def onOpened(self, object):
+
+print "Opened: {0}".format(object.FilePath)
+
+# Example of a callback function triggered when an object is about to be saved in the Object
+Editor
+
+def onSaving(self, object):
+
+print "Saving: {0}".format(object.FilePath)
+
+# Example of a callback function triggered when an object has been successfully saved in the
+Object Editor
+
+def onSaved(self, object):
+
+print "Saved: {0}".format(object.FilePath)
+
+# Example of a callback function triggered when an object is about to be packaged in the Object
+Editor
+
+def onPackaging(self, object):
+
+print "Packaging: {0}".format(object.FilePath)
+
+# Example of a callback function triggered when an object has been successfully packaged in the
+Object Editor
+
+def onPackaged(self, object):
+
+print "Packaged: {0}".format(object.FilePath)
+
+
+Associated Types
+
+• HdkApi.Data.Object.HomeObject
+
+
+HdkApi.ObjectEditor.Userlnterface
+
+
+Summary
+
+
+
+
+
+
+
+
+
+
+Menu represents a menu in the Object Editor Ul, new items can be added to the menu by calling the AddMenultem function, a new Menu can be
+created through MenuManager.CreateMenu
+
+Home. Editors.ObjectEditor.Scripting
+
+Menultem
+
+Menultem represents an item within a Menu in the Object Editor Ul, it provides access to properties about the menu item such as what icon it
+uses and whether it has a button associated with it, for a menu item to be visible it must be added to a Menu through AddMenultem, to create a
+new Menultem call MenuManager.CreateMenultem
+
+Home. Editors.ObjectEditor.Scripting
+
+MenuManager
+
+MenuManager is used to add new menus and menu items to the Object Editor Ul, to add a new menu call CreateMenu, to add a new menu item
+call CreateMenultem and then pass the returned Menultem to a menu's AddMenultem function
+
+Home. Editors.ObjectEditor.Scripting
+
+HdkApi.ObjectEditor.Userlnterface.Menu
+
+Menu
+
+
+Menu represents a menu in the Object Editor Ul, new items can be added to the menu by calling the AddMenultem function, a new Menu can be
+created through MenuManager.CreateMenu
+
+Namespace: HdkApi.ObjectEditor.Userlnterface
+Assembly: Home.Editors.ObjectEditor.Scripting.dll
+
+Methods
+
+AddMenultemj menultem )
+
+
+Example
+
+
+
+
+
+
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.55.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the Userlnterface classes
+
+from HdkApi.SceneEditor.Userlnterface import MenuManager, Menu, Menultem
+
+# Also add the System.Windows.Forms dll and import Keys so we can set a keyboard shortcut
+clr.AddReference("System.Windows.Forms")
+
+from System.Windows.Forms import Keys
+
+class UiExampleO:
+
+def _init_(self) :
+
+# Create a new menu
+
+menu = MenuManager.CreateMenu("Example Menu")
+
+# Create a new Menultem
+itemDisplayText = "Example Item"
+
+menultem = MenuManager.CreateMenuItem(itemDisplayText)
+menultem.Description = "Example menu item used in the UI Example"
+menultem.Toggleable = True
+
+menultem.Shortcut = Keys.Control | Keys.Shift | Keys.M
+menultem.HasToolbarButton = True
+
+# Hook up the execute event to set what happens when the menu item is pressed
+menultem.Execute += self.exampleExecute
+
+# Hook up the can execute event to set whether the menu item is enabled
+menultem.CanExecute += self.exampleCanExecute
+
+# Add the Menultem to the example menu
+menu.AddMenuItem(menultem)
+
+def exampleCanExecute(self) :
+return True
+
+def exampleExecute(self, sender, args) :
+print("Example executed")
+
+example = UiExampleO
+
+
+Associated Types
+
+• HdkApi.ObjectEditor.Userlnterface.MenuManager
+
+• HdkApi.ObjectEditor.Userlnterface.Menultem
+
+HdkApi.ObjectEditor.Userlnterface.Menultem
+
+Menultem
+
+
+Menultem represents an item within a Menu in the Object Editor UI, it provides access to properties about the menu item such as what icon it
+uses and whether it has a button associated with it, for a menu item to be visible it must be added to a Menu through AddMenuItem, to create a
+new Menultem call MenuManager.CreateMenultem
+
+Namespace: HdkApi.ObjectEditor.Userlnterface
+Assembly: Home.Editors.ObjectEditor.Scripting.dll
+
+
+
+
+
+
+
+
+
+Properties
+
+DisplayText
+
+Description
+
+Icon Path
+
+Shortcut
+
+Toggleable
+
+HasToolbarButton
+
+Events
+
+Execute
+
+CanExecute
+
+Delegates
+
+CanExecuteHandler
+
+Example
+
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.55.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the Userlnterface classes
+
+from HdkApi.SceneEditor.Userlnterface import MenuManager, Menu, Menultem
+
+# Also add the System.Windows.Forms dll and import Keys so we can set a keyboard shortcut
+clr.AddReference("System.Windows.Forms")
+
+from System.Windows.Forms import Keys
+
+class UiExampleO:
+
+def _init_(self) :
+
+# Create a new menu
+
+menu = MenuManager.CreateMenu("Example Menu")
+
+# Create a new Menultem
+itemDisplayText = "Example Item"
+
+menultem = MenuManager.CreateMenuItem(itemDisplayText)
+menultem.Description = "Example menu item used in the UI Example"
+menultem.Toggleable = True
+
+menultem.Shortcut = Keys.Control | Keys.Shift | Keys.M
+menultem.HasToolbarButton = True
+
+# Hook up the execute event to set what happens when the menu item is pressed
+menultem.Execute += self.exampleExecute
+
+# Hook up the can execute event to set whether the menu item is enabled
+menultem.CanExecute += self.exampleCanExecute
+
+# Add the Menultem to the example menu
+menu.AddMenuItem(menultem)
+
+def exampleCanExecute(self) :
+return True
+
+def exampleExecute(self, sender, args) :
+print("Example executed")
+
+example = UiExampleO
+
+
+Associated Types
+
+• HdkApi.ObjectEditor.Userlnterface.MenuManager
+
+• HdkApi.ObjectEditor.Userlnterface.Menu
+
+HdkApi.ObjectEditor.Userlnterface.MenuManager
+
+MenuManager
+
+
+MenuManager is used to add new menus and menu items to the Object Editor UI, to add a new menu call CreateMenu,
+call CreateMenuItem and then pass the returned Menultem to a menu's AddMenuItem function
+
+
+to add a new
+
+
+Namespace: HdkApi.ObjectEditor.Userlnterface
+Assembly: Home.Editors.ObjectEditor.Scripting.dll
+
+
+Methods
+
+
+
+
+
+
+
+
+
+HdkApi.ObjectEditor.Userlnterface.Menu MenuManager.CreateMenu( name)
+HdkApi.ObjectEditor.Userlnterface.Menu MenuManager.GetMenu( name )
+
+HdkApi.ObjectEditor.Userlnterface.Menultem MenuManager.CreateMenultemj displayText)
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.55.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the Userlnterface classes
+
+from HdkApi.SceneEditor.Userlnterface import MenuManager, Menu, Menultem
+
+# Also add the System.Windows.Forms dll and import Keys so we can set a keyboard shortcut
+clr.AddReference("System.Windows.Forms")
+
+from System.Windows.Forms import Keys
+
+class UiExample():
+
+def _init_(self) :
+
+# Create a new menu
+
+menu = MenuManager.CreateMenu("Example Menu")
+
+# Create a new Menultem
+itemDisplayText = "Example Item"
+
+menultem = MenuManager.CreateMenuItem(itemDisplayText)
+menultem.Description = "Example menu item used in the UI Example"
+menultem.Toggleable = True
+
+menultem.Shortcut = Keys.Control | Keys.Shift | Keys.M
+menultem.HasToolbarButton = True
+
+# Hook up the execute event to set what happens when the menu item is pressed
+menultem.Execute += self.exampleExecute
+
+# Hook up the can execute event to set whether the menu item is enabled
+menultem.CanExecute += self.exampleCanExecute
+
+# Add the Menultem to the example menu
+menu.AddMenuItem(menultem)
+
+def exampleCanExecute(self):
+return True
+
+def exampleExecute(self, sender, args) :
+print("Example executed")
+
+example = UiExampleO
+
+
+Associated Types
+
+• HdkApi. ObjectEditor.Userlnterface. Menu
+
+• HdkApi.ObjectEditor.Userlnterface.Menu Item
+
+
+HdkApi.RepertoireEditor
+
+
+Summary
+
+
+
+
+
+
+
+
+Type
+
+Description
+
+Assembly
+
+Action
+
+An action defines one off animations within repertoire
+Home. Editors. RepertoireEditor.Scripting
+
+Behaviour
+
+A behaviour defines repetitive behaviour in repertoire
+Home. Editors. RepertoireEditor.Scripting
+EaseCurveType
+
+Determines how a curve blends over time
+
+Home. Editors. RepertoireEditor.Scripting
+
+EaseCurve
+
+Describes how a blend in or out of a state happens over time
+Home. Editors. RepertoireEditor.Scripting
+
+Locomotion
+
+Locomotion defines movement within repertoires
+Home. Editors. RepertoireEditor.Scripting
+
+LocomotionState
+
+Locomotion state module used to define locomotions in repertoire
+
+Home. Editors. RepertoireEditor.Scripting
+
+RepertoireRegister
+
+Home. Editors. RepertoireEditor.Scripting
+BooleanRegister
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+A boolean value register
+
+Home. Editors. RepertoireEditor.Scripting
+
+IntegerRegister
+
+An integer value register
+
+Home. Editors. RepertoireEditor.Scripting
+
+NumberRegister
+
+A number value register
+
+Home. Editors. RepertoireEditor.Scripting
+
+StringRegister
+
+A string value register
+
+Home. Editors. RepertoireEditor.Scripting
+
+Repertoire
+
+Repertoire class used to create and access repertoire modules
+
+Home. Editors. RepertoireEditor.Scripting
+
+RepertoireEditor
+
+The main class for repertoire editor, use it to access currently open repertoires
+
+Home. Editors. RepertoireEditor.Scripting
+
+RepertoireEvent
+
+Home. Editors. RepertoireEditor.Scripting
+RepertoireTargetRig
+
+The rig, emotes and repertoire resources referenced in the repertoire component.
+Home. Editors. RepertoireEditor.Scripting
+
+State
+
+A state can be part of a behaviour or an action
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Home. Editors. RepertoireEditor.Scripting
+
+
+Transition
+
+Create a transition between 2 animations by specifying a transition animation
+Home. Editors. RepertoireEditor.Scripting
+
+HdkApi.RepertoireEditor. Action
+
+Action
+
+An action defines one off animations within repertoire
+
+Namespace: HdkApi.RepertoireEditor
+
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+HdkApi.RepertoireEditor.Conditions.Condition GetCondition()
+
+HdkApi.RepertoireEditor.Conditions.Condition CreateCondition( name )
+
+SetDuration( duration )
+
+System.Object GetDuration()
+
+HdkApi.RepertoireEditor.State GetlnitialState()
+
+SetlnitialState( state)
+
+System.Collections.Generic. List[HdkApi.RepertoireEditor.Outputs.Output] GetOutputs()
+HdkApi.RepertoireEditor.Outputs.Output CreateOutput( name )
+
+System.Collections.Generic.List[HdkApi.RepertoireEditor.State] GetStates])
+HdkApi.RepertoireEditor.State CreateState] name )
+
+Delete])
+
+Properties
+
+Layer
+
+Blocking
+
+Priority
+
+States
+
+Attributes
+
+Position
+
+Name
+
+
+Example
+
+
+
+#
+
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+def CreateAction():
+
+rep = RepertoireEditor.CurrentRepertoire
+if(rep):
+
+action = rep.CreateAction("Action")
+if(action):
+
+#set some properties
+
+action.Name = "Action"
+
+action.Layer = "my_layer"
+
+action.Blocking = True
+
+action.Priority = 1
+
+action.Position = Point (500, 100)
+
+#set the duration of the action
+action.SetDuration(5)
+
+#set some attributes
+
+action.Attributes["something"] = 10
+
+#create a condition for this action
+condition = action.CreateCondition("condition")
+if (condition) :
+
+print("created condition, you may wish to use this to add some logic")
+condition.Position = Point (350, 100)
+
+#create a state for this action
+state = action.CreateState("State")
+if (state) :
+
+print("created state, you may wish to add animations to this state")
+state.Position = Point(500, 100)
+
+#set this state as the initial state for the action
+action.SetlnitialState(state)
+
+#create an output for this action
+output = action.CreateOutput("Output")
+if (output) :
+
+print("created output, you may wish to use this to define behaviour on entry and exit
+
+to this action")
+
+output.Position = Point(500, 200)
+
+#get the conditon back from the action
+theCondition = action.GetCondition()
+if (theCondition) :
+
+print("got the condition of this action")
+
+#get the list of states from this action
+theStates = action.GetStates()
+if (theStates) :
+
+print("got the states of this action")
+
+#get the list of outputs from this action
+theOutputs = action.GetOutputs()
+if (theOutputs) :
+
+print("got the list of outputs of this action")
+
+CreateAction()
+
+
+
+
+
+HdkApi.RepertoireEditor. Behaviour
+
+
+Behaviour
+
+A behaviour defines repetitive behaviour in repertoire
+
+Namespace: HdkApi.RepertoireEditor
+
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+HdkApi.RepertoireEditor.Conditions.Condition GetCondition()
+
+HdkApi.RepertoireEditor.Conditions.Condition CreateCondition( name )
+
+System.Collections.Generic.List[HdkApi.RepertoireEditor.Outputs.Output] GetOutputs()
+HdkApi.RepertoireEditor.Outputs.Output CreateOutput( name )
+
+HdkApi.RepertoireEditor.State GetlnitialState()
+
+SetlnitialState] state)
+
+System.Collections.Generic.List[HdkApi.RepertoireEditor.State] GetStates])
+HdkApi.RepertoireEditor.State CreateState( name )
+
+System.Collections.Generic.List[HdkApi.RepertoireEditor.LocomotionState] GetLocomotionStates])
+HdkApi.RepertoireEditor.LocomotionState CreateLocomotionState] name )
+
+Delete])
+
+Properties
+
+States
+
+Attributes
+
+Position
+
+Name
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+def CreateBehaviour():
+
+rep = RepertoireEditor.CurrentRepertoire
+if(rep):
+
+behaviour = rep.CreateBehaviour("Behaviour")
+if (behaviour) :
+
+#set some properties
+behaviour.Name = "Behaviour"
+behaviour.Position = Point(500,100)
+
+#set some attributes
+
+behaviour.Attributes["something"] = 10
+
+
+
+
+
+
+#create a condition for this behaviour
+condition = behaviour.CreateCondition("condition”)
+if(condition):
+
+print("created condition, you may wish to use this to add some logic")
+condition.Position = Point(350,100)
+
+#create a state for this behaviour
+state = behaviour.CreateState("State")
+if (state) :
+
+print("created state, you may wish to add animations to this state")
+state.Position = Point(500,100)
+
+#set the initial state
+behaviour.SetInitialState(state)
+
+#create a locomotion state for this behaviour
+
+locomotionState = behaviour.CreateLocomotionState("Locomotion_State")
+if(locomotionState):
+
+print("created locomotion state, you may wish to add animations to this state")
+locomotionState.Position = Point (500,200)
+
+#create an output for this behaviour
+output = behaviour.CreateOutput("Output")
+if (output) :
+
+print("created output, you may wish to use this to define behaviour on entry and exit
+to this behaviour")
+
+output.Position = Point(500,300)
+
+#get the conditon back from the behaviour
+theCondition = behaviour.GetCondition()
+if(theCondition):
+
+print("got the condition of this behaviour")
+
+#get the list of states from this behaviour
+theStates = behaviour.GetStates()
+if (theStates) :
+
+print("got the states of this behaviour")
+
+#get the list of states from this behaviour
+theLocomotionStates = behaviour.GetLocomotionStates()
+if (theLocomotionStates) :
+
+print("got the locomotion states of this behaviour")
+
+#get the list of outputs from this behaviour
+theOutputs = behaviour.GetOutputs()
+if (theOutputs) :
+
+
+
+
+print("got the list of outputs of this behaviour")
+
+
+CreateBehaviour ()
+
+
+HdkApi.RepertoireEditor.Boolean Register
+
+BooleanRegister
+
+A boolean value register
+
+Namespace: HdkApi.RepertoireEditor
+
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+Delete()
+
+Properties
+
+Name
+
+RepertoireWrite
+
+RepertoireRead
+
+LuaRead
+
+LuaWrite
+
+IsCore
+
+HdkApi.RepertoireEditor.EaseCurve
+
+EaseCurve
+
+Describes how a blend in or out of a state happens over time
+
+Namespace: HdkApi.RepertoireEditor
+
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Constructors
+
+EaseCurve( curveType, duration )
+
+Methods
+
+SetDuration( duration )
+
+System.Object GetDuration()
+
+HdkApi.RepertoireEditor.EaseCurveType GetCurveType()
+
+SetCurveType( curveType)
+
+
+Example
+
+
+
+
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+def CreateEaseCurve():
+
+#create an ease curve
+
+easeCurve = EaseCurve(EaseCurveType.linear, 5.0)
+
+if(easeCurve):
+
+print("created ease curve")
+
+#get the type
+
+type = easeCurve.GetCurveType()
+print("type = " + str(type))
+
+#get the duration
+
+duration = easeCurve.GetDuration()
+print("duration = " + str(duration))
+
+#set the duration
+easeCurve.SetDuration(2.5)
+
+#set the type
+
+easeCurve.SetCurveType(EaseCurveType.s_curve)
+CreateEaseCurve()
+
+
+HdkApi.RepertoireEditor.EaseCurveType
+
+EaseCurveType
+
+Determines how a curve blends over time
+
+Namespace: HdkApi.RepertoireEditor
+
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Fields
+
+linear
+
+s_curve
+
+
+Example
+
+
+
+
+
+
+
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+def CreateEaseCurve():
+
+#create an ease curve
+
+easeCurve = EaseCurve(EaseCurveType.linear, 5.0)
+
+if(easeCurve):
+
+print("created ease curve")
+
+#get the type
+
+type = easeCurve.GetCurveType()
+print("type = " + str(type))
+
+#get the duration
+
+duration = easeCurve.GetDuration()
+print("duration = " + str(duration))
+
+#set the duration
+easeCurve.SetDuration(2.5)
+
+#set the type
+
+easeCurve.SetCurveType(EaseCurveType.s_curve)
+CreateEaseCurve()
+
+
+HdkApi.RepertoireEditor.IntegerRegister
+
+IntegerRegister
+
+An integer value register
+
+Namespace: HdkApi.RepertoireEditor
+
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+Delete()
+
+Properties
+
+Min
+
+Max
+
+Name
+
+RepertoireWrite
+
+RepertoireRead
+
+LuaRead
+
+LuaWrite
+
+IsCore
+
+
+HdkApi.RepertoireEditor.Locomotion
+
+
+
+
+
+
+
+
+
+Locomotion
+
+
+Locomotion defines movement within repertoires
+
+Namespace: HdkApi.RepertoireEditor
+
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+HdkApi.RepertoireEditor.Animation.SkeletalAnimation GetSkeletalAnimation()
+
+HdkApi.RepertoireEditor.Animation.SkeletalAnimation CreateSkeletalAnimation( name )
+
+HdkApi.RepertoireEditor.Animation.BlendTreeAnimation GetBlendTreeAnimation()
+
+HdkApi.RepertoireEditor.Animation.BlendTreeAnimation CreateBlendTreeAnimation( name )
+
+Delete()
+
+Properties
+
+Speed
+
+Threshold
+
+Position
+
+Name
+
+HdkApi.RepertoireEditor.LocomotionState
+
+LocomotionState
+
+Locomotion state module used to define locomotions in repertoire
+
+Namespace: HdkApi.RepertoireEditor
+
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+HdkApi.RepertoireEditor.Conditions.Condition GetCondition()
+
+HdkApi.RepertoireEditor.Conditions.Condition CreateCondition( name )
+
+System.Collections.Generic.List[HdkApi.RepertoireEditor.Locomotion] GetLocomotions])
+
+HdkApi.RepertoireEditor.Locomotion CreateLocomotion( name )
+
+System.Collections.Generic.List[HdkApi.RepertoireEditor.Animation.SkeletalAnimation] GetSkeletalAnimations])
+System.Collections.Generic.List[HdkApi.RepertoireEditor.Animation.BlendTreeAnimation] GetBlendTreeAnimations])
+SetDuration] duration )
+
+System.Object GetDuration])
+
+HdkApi.RepertoireEditor.EaseCurve GetEaselnf)
+
+SetEaseln] easeCurve)
+
+HdkApi.RepertoireEditor.EaseCurve GetEaseOut])
+
+SetEaseOut] easeCurve)
+
+System.Collections.Generic.List[HdkApi.RepertoireEditor.Outputs.Output] GetOutputs])
+
+HdkApi.RepertoireEditor.Outputs.Output CreateOutput] name )
+
+
+Delete()
+
+
+Properties
+
+SkeletalAnimations
+
+BlendTreeAnimations
+
+Position
+
+Name
+
+HdkApi.RepertoireEditor.NumberRegister
+
+NumberRegister
+
+A number value register
+
+Namespace: HdkApi.RepertoireEditor
+
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+Delete()
+
+Properties
+
+Min
+
+Max
+
+Name
+
+RepertoireWrite
+
+RepertoireRead
+
+LuaRead
+
+LuaWrite
+
+IsCore
+
+HdkApi.RepertoireEditor.Repertoire
+
+Repertoire
+
+Repertoire class used to create and access repertoire modules
+
+Namespace: HdkApi.RepertoireEditor
+
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+System.Boolean Save()
+
+HdkApi.Core.Collections.HdkDictionary[System.String,System.Collections.Generic.List[System.String]] Validate()
+System.Boolean Export()
+
+System.Collections.Generic.List[HdkApi.RepertoireEditor.Action] GetActions()
+
+HdkApi.RepertoireEditor.Action CreateAction] name )
+
+HdkApi.RepertoireEditor.Behaviour CreateBehaviour( name )
+
+
+System.Collections.Generic.List[HdkApi.RepertoireEditor.Behaviour] GetBehaviours()
+
+System.Collections.Generic.List[HdkApi.RepertoireEditor.Transition] GetTransitions()
+HdkApi.RepertoireEditor.Emotes.RegionalEmotes CreateRegionalEmotes( name )
+
+System.Collections.Generic. List[HdkApi.RepertoireEditor. Emotes. Regional Emotes] GetRegionalEmotes()
+HdkApi.RepertoireEditor.Emotes.GlobalEmotes CreateGlobalEmotes( name )
+
+HdkApi.RepertoireEditor.Emotes.GlobalEmotes GetGlobalEmotes()
+
+HdkApi.RepertoireEditor.Animation.BlendTree CreateBlendTree( name )
+
+System.Collections.Generic.List[HdkApi.RepertoireEditor.Animation.BlendTree] GetBlendTrees()
+
+HdkApi.Data.Object.HomeObject GetObject()
+
+System.Collections.Generic.List[HdkApi.Data.Object.ObjectResource] GetAnimationResources()
+
+HdkApi.RepertoireEditor.RepertoireRegister CreateStringRegister( name )
+
+HdkApi.RepertoireEditor.RepertoireRegister CreateBooleanRegister( name )
+
+HdkApi.RepertoireEditor.RepertoireRegister CreateNumberRegister( name )
+
+HdkApi.RepertoireEditor.RepertoireRegister CreatelntegerRegister( name )
+
+Properties
+
+RepertoireCircuitFilepath
+
+RepertoireFilepath
+
+EmotesFilepath
+
+Actions
+
+Behaviours
+
+Transitions
+
+BlendTrees
+
+Events
+
+Registers
+
+
+Example
+
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+import System
+
+
+def UseRepertoire():
+
+repertoire = RepertoireEditor.CurrentRepertoire
+if (repertoire) :
+
+action = repertoire.CreateAction("action")
+if (action) :
+
+action.Position = Point(500,100)
+print("created action")
+
+behaviour = repertoire.CreateBehaviour("behaviour")
+if(behaviour):
+
+behaviour.Position = Point(500,100)
+print("created behaviour")
+
+emotes = repertoire.CreateGlobalEmotes("global_emotes")
+if(emotes):
+
+emotes.Position = Point (500, 100)
+print("created emotes")
+
+object = repertoire.GetObject()
+if (object) :
+
+print "Object Name : " + object.Name
+
+animationResources = repertoire.GetAnimationResources()
+for resource in animationResources:
+
+print "Object Resource : " + resource.Name
+
+print("Save")
+repertoire.Save()
+
+
+#you could validate your repertoire like this:
+
+print("Validate")
+
+results = repertoire.Validate()
+
+for resultLevel in results.Keys:
+
+for resultValue in results[resultLevel]:
+
+print(resultLevel + " : " + resultValue)
+
+#or handle the exceptions thrown from the validation that happens when you export,
+try:
+
+repertoire.Export()
+except System.Exception, e:
+print(e.Message)
+print(e.InnerException)
+
+UseRepertoire()
+
+
+HdkApi.RepertoireEditor.RepertoireEditor
+
+RepertoireEditor
+
+
+The main class for repertoire editor, use it to access currently open repertoires
+
+
+
+
+
+
+
+
+
+Namespace: HdkApi.RepertoireEditor
+
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+HdkApi.RepertoireEditor.Repertoire RepertoireEditor.Open( homeObject, targetRig )
+
+RepertoireEditor.Close( repertoire)
+
+RepertoireEditor.CloseAII()
+
+System.Collections.Generic.List[HdkApi.RepertoireEditor.Repertoire] RepertoireEditor.GetOpenRepertoires()
+
+System.Collections.Generic.List[HdkApi.RepertoireEditor.RepertoireTargetRig] RepertoireEditor.GetRepertoireTargetRigs( homeObject)
+
+Properties
+
+SynchronizationObject
+
+CurrentRepertoire
+
+Events
+
+OnSaving
+
+OnSaved
+
+OnOpened
+
+OnExporting
+
+OnExported
+
+Delegates
+
+RepertoireAction
+
+
+Example
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+class TestRepertoireEditor():
+def _init_(self) :
+
+RepertoireEditor.OnExporting += self.exporting
+RepertoireEditor.OnExported += self.exported
+RepertoireEditor.OnSaving += self.saving
+RepertoireEditor.OnSaved += self.saved
+RepertoireEditor.OnOpened += self.opened
+
+def exporting(self, args):
+print("exporting")
+
+def exported(self, args):
+print("exported")
+
+def saving(self, args):
+print("saving")
+
+def saved(self, args):
+print("saved")
+
+def opened(self, args):
+print("opened")
+
+
+def openARepertoireFromAnObject(self) :
+components = ["repertoire"]
+
+foundObjects = ObjectManager.SearchByComponents(components)
+if (len(foundObjects) > 0):
+
+#we have a loaded object that contains a repertoire component
+obj = ObjectManager.LoadByUuid(foundObjects[0])
+
+#we need to get the supported target rigs of the object, a mini game will have male and
+female, a full body suit may only have one.
+
+supportedTargetRigs = RepertoireEditor.GetRepertoireTargetRigs(obj)
+if (len(supportedTargetRigs) > 0):
+
+RepertoireEditor.Open(obj, supportedTargetRigs[0])
+
+
+example = TestRepertoireEditor()
+example.openARepertoireFromAnObject()
+
+
+HdkApi.RepertoireEditor.RepertoireEvent
+
+RepertoireEvent
+
+
+Namespace: HdkApi.RepertoireEditor
+
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Properties
+
+Name
+
+
+Values
+
+
+
+
+
+
+
+
+
+
+HdkApi.RepertoireEditor.RepertoireRegister
+
+
+RepertoireRegister
+
+
+Namespace: HdkApi.RepertoireEditor
+
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+Delete()
+
+Properties
+
+Name
+
+RepertoireWrite
+
+RepertoireRead
+
+LuaRead
+
+LuaWrite
+
+IsCore
+
+HdkApi.RepertoireEditor.RepertoireTargetRig
+
+RepertoireTargetRig
+
+The rig, emotes and repertoire resources referenced in the repertoire component.
+
+Namespace: HdkApi.RepertoireEditor
+
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Properties
+
+Name
+
+RepertoireResource
+
+EmotesResource
+
+HdkApi.RepertoireEditor.State
+
+State
+
+A state can be part of a behaviour or an action
+
+Namespace: HdkApi.RepertoireEditor
+
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+HdkApi.RepertoireEditor.Conditions.Condition GetCondition()
+
+HdkApi.RepertoireEditor.Conditions.Condition CreateCondition( name )
+
+System.Collections.Generic.List[HdkApi.RepertoireEditor.Animation.SkeletalAnimation] GetSkeletalAnimations()
+
+
+HdkApi.RepertoireEditor.Animation.SkeletalAnimation CreateSkeletalAnimation( name )
+
+System.Collections.Generic.List[HdkApi.RepertoireEditor.Animation.BlendTreeAnimation] GetBlendTreeAnimations()
+HdkApi.RepertoireEditor.Animation.BlendTreeAnimation CreateBlendTreeAnimation( name )
+
+System.Collections.Generic.List[HdkApi.RepertoireEditor.Outputs.Output] GetOutputs()
+
+HdkApi.RepertoireEditor.Outputs.Output CreateOutput( name )
+
+SetDuration( duration )
+
+System.Object GetDuration()
+
+HdkApi.RepertoireEditor.EaseCurve GetEaselnf)
+
+SetEaseln( easeCurve)
+
+HdkApi.RepertoireEditor.EaseCurve GetEaseOut()
+
+SetEaseOut( easeCurve)
+
+Delete])
+
+Properties
+
+SkeletalAnimations
+BlendT reeAnimations
+Position
+Name
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+def CreateState():
+
+rep = RepertoireEditor.CurrentRepertoire
+if(rep):
+
+action = rep.CreateAction("Action")
+if(action):
+
+#set some properties
+
+action.Name = "Action"
+
+action.Position = Point (500, 100)
+
+#create a state for this action
+state = action.CreateState("State")
+if (state) :
+
+state.Position = Point(500,100)
+
+condition = state.CreateCondition("Condition")
+if(condition):
+
+condition.Position = Point(350,100)
+
+animation = state.CreateSkeletalAnimation("Animation")
+if(animation):
+
+animation.Position = Point(500,100)
+
+
+CreateState()
+
+
+
+
+
+
+
+HdkApi.RepertoireEditor.StringRegister
+
+StringRegister
+
+
+A string value register
+
+Namespace: HdkApi.RepertoireEditor
+
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+Delete()
+
+Properties
+
+Values
+
+Name
+
+RepertoireWrite
+
+RepertoireRead
+
+LuaRead
+
+LuaWrite
+
+IsCore
+
+HdkApi.RepertoireEditor.Transition
+
+Transition
+
+Create a transition between 2 animations by specifying a transition animation
+
+Namespace: HdkApi.RepertoireEditor
+
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Remarks
+
+i
+
+-*-> Transitions can be achieved by other means
+
+Methods
+
+HdkApi.Data.Object.ObjectResource GetToAnimation()
+
+HdkApi.Data.Object.ObjectResource GetFromAnimation()
+HdkApi.RepertoireEditor.Animation.SkeletalAnimation GetSkeletalAnimation()
+Delete()
+
+Properties
+
+Position
+
+Name
+
+
+Example
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+def GetTransitions():
+
+rep = RepertoireEditor.CurrentRepertoire
+if(rep):
+
+transitions = rep.GetTransitions()
+for transition in transitions:
+print(transition.Name)
+
+fromAnimationResource = transition.GetFromAnimation()
+if(fromAnimationResource) :
+
+print("From: " + fromAnimationResource.Name)
+
+transitionAnimationModule = transition.GetSkeletalAnimation()
+
+if (transitionAnimationModule) :
+
+transitionAnimationResource = transitionAnimationModule.GetResource()
+if (transitionAnimationResource) :
+
+print("Via: " + transitionAnimationResource.Name)
+
+toAnimationResource = transition.GetToAnimation()
+if(toAnimationResource) :
+
+print("To: " + toAnimationResource.Name)
+
+GetTransitions()
+
+
+HdkApi.RepertoireEditor.Animation
+
+Summary
+
+Type
+
+Description
+
+Assembly
+
+BlendT reeAnimation
+
+Blend tree animation used for referencing blend trees
+Home. Editors. RepertoireEditor.Scripting
+
+BlendNode
+
+Blends up to 8 animations or blends together to produce one output
+Home. Editors. RepertoireEditor.Scripting
+
+
+BlendTree
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+A circuit of blend node animations
+
+
+Home. Editors. RepertoireEditor.Scripting
+
+
+SkeletalAnimation
+
+
+Skeletal animation used for referencing animation object resources
+
+
+Home. Editors. RepertoireEditor.Scripting
+
+
+HdkApi.RepertoireEditor. Animation. BlendNode
+
+BlendNode
+
+Blends up to 8 animations or blends together to produce one output
+
+Namespace: HdkApi.RepertoireEditor.Animation
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+HdkApi.Core.Collections.HdkDictionary[System.lnt32,HdkApi.RepertoireEditor.Animation.BlendNode] GetBlendNodes])
+HdkApi.RepertoireEditor.Animation.BlendNode GetBlendNode] index )
+
+HdkApi.RepertoireEditor.Animation.BlendNode CreateBlendNode] name, index )
+
+HdkApi.Core.Collections.HdkDictionary[System.lnt32,HdkApi.RepertoireEditor.Animation.SkeletalAnimation] GetSkeletalAnimations])
+HdkApi.RepertoireEditor.Animation.SkeletalAnimation GetSkeletalAnimation] index )
+
+HdkApi.RepertoireEditor.Animation.SkeletalAnimation CreateSkeletalAnimation] name, index )
+
+SetRegister] register)
+
+HdkApi.RepertoireEditor.RepertoireRegister GetRegister])
+
+Delete])
+
+Properties
+
+Position
+
+Name
+
+
+Example
+
+
+
+
+
+
+
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+def CreateBlendTree():
+
+blendTree = repertoire.CreateBlendTree(name)
+if(blendTree):
+
+root = blendTree.GetRootBlendNode()
+if (root) :
+
+childl = root.CreateBlendNode(0)
+
+animO = childl.CreateSkeletalAnimation("0", 0)
+
+animl = childl.CreateSkeletalAnimation("1", 1)
+
+child2 = root.CreateBlendNode(1)
+
+anim2 = child2.CreateSkeletalAnimation("0", 0)
+
+anim3 = child2.CreateSkeletalAnimation("1", 1)
+
+CreateBlendTree()
+
+
+HdkApi.RepertoireEditor. Animation.BlendTree
+
+BlendTree
+
+A circuit of blend node animations
+
+Namespace: HdkApi.RepertoireEditor.Animation
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+HdkApi.RepertoireEditor.Animation.BlendNode GetBlendNode()
+HdkApi.RepertoireEditor.Animation.BlendNode CreateBlendNode( name )
+
+Delete()
+
+Properties
+
+Position
+
+Name
+
+
+Example
+
+
+
+
+
+
+
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+def CreateBlendTree():
+
+blendTree = repertoire.CreateBlendTree(name)
+if(blendTree):
+
+root = blendTree.GetRootBlendNode()
+if (root) :
+
+childl = root.CreateBlendNode(0)
+
+animO = childl.CreateSkeletalAnimation("0", 0)
+
+animl = childl.CreateSkeletalAnimation("1", 1)
+
+child2 = root.CreateBlendNode(1)
+
+anim2 = child2.CreateSkeletalAnimation("0", 0)
+
+anim3 = child2.CreateSkeletalAnimation("1", 1)
+
+CreateBlendTree()
+
+
+HdkApi.RepertoireEditor. Animation. BlendTreeAnimation
+
+BlendT reeAnimation
+
+Blend tree animation used for referencing blend trees
+
+Namespace: HdkApi.RepertoireEditor.Animation
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+HdkApi.RepertoireEditor.Animation.BlendTree GetBlendTree()
+
+SetBlendTree( blendTree)
+
+Delete()
+
+Properties
+
+Position
+
+Name
+
+HdkApi.RepertoireEditor. Animation.SkeletalAnimation
+
+SkeletalAnimation
+
+Skeletal animation used for referencing animation object resources
+
+Namespace: HdkApi.RepertoireEditor.Animation
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+HdkApi.Data.Object.ObjectResource GetResource()
+
+SetResource( resource)
+
+
+
+
+
+
+
+
+
+
+Delete()
+
+
+Properties
+
+OverrideDuration
+
+Position
+
+Name
+
+HdkApi.RepertoireEditor.Conditions
+
+Summary
+
+Type
+
+Description
+
+Assembly
+
+And
+
+Performs an and operation on inputs
+Home. Editors. RepertoireEditor.Scripting
+
+RandomValue
+
+A random value from a selection or range
+Home. Editors. RepertoireEditor.Scripting
+CompareCurrentESehaviour
+
+Compare a behaviour to the behaviour which is currently playing
+
+Home. Editors. RepertoireEditor.Scripting
+
+CompareCurrentNetworkAge
+
+Compare the current network age to a number
+
+Home. Editors. RepertoireEditor.Scripting
+
+CompareNetworkAge
+
+Compare the network age to a number
+
+Home. Editors. RepertoireEditor.Scripting
+
+ComparePreviousBehaviour
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Compare the previous behaviour to behaviour
+
+Home. Editors. RepertoireEditor.Scripting
+
+ComparePreviousState
+
+Compare the previous state to a state
+
+Home. Editors. RepertoireEditor.Scripting
+
+CompareRegister
+
+Compare a register to a value
+
+Home. Editors. RepertoireEditor.Scripting
+
+CompareStateAge
+
+Compare the current state age to a value
+Home. Editors. RepertoireEditor.Scripting
+ComparisonType
+
+An enumeration of comparison types
+Home. Editors. RepertoireEditor.Scripting
+
+Condition
+
+Define condition logic for use with behaviours, actions and states
+Home. Editors. RepertoireEditor.Scripting
+
+Or
+
+Performs an or operation on inputs
+Home. Editors. RepertoireEditor.Scripting
+
+HdkApi.RepertoireEditor.Conditions.And
+
+And
+
+Performs an and operation on inputs
+Namespace: HdkApi.RepertoireEditor.Conditions
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+
+Methods
+
+System.Collections.Generic.List[System.Object] Getlnputs()
+
+HdkApi.RepertoireEditor.Conditions.CompareCurrentBehaviour CreateCompareCurrentBehaviourf)
+HdkApi.RepertoireEditor.Conditions.CompareCurrentNetworkAge CreateCompareCurrentNetworkAge()
+HdkApi.RepertoireEditor.Conditions.CompareNetworkAge CreateCompareNetworkAge()
+HdkApi.RepertoireEditor.Conditions.ComparePreviousBehaviour CreateComparePreviousBehaviourf)
+HdkApi.RepertoireEditor.Conditions.ComparePreviousState CreateComparePreviousState()
+HdkApi.RepertoireEditor.Conditions.CompareRegister CreateCompareRegister()
+HdkApi.RepertoireEditor.Conditions.CompareStateAge CreateCompareStateAge()
+HdkApi.RepertoireEditor.Conditions.And CreateAnd()
+
+HdkApi.RepertoireEditor.Conditions.Or CreateOr()
+
+HdkApi.RepertoireEditor.Conditions.RandomValue CreateRandomValue()
+
+Delete()
+
+Properties
+
+Position
+
+Name
+
+Example
+
+! #
+
+; # -
+
+# SCE CONFIDENTIAL
+
+! # Home Development Kit (HDK) 1.65.0
+
+j # Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+| # -
+
+; #
+
+
+HdkApi.RepertoireEditor.Conditions.CompareCurrentBehaviour
+
+CompareCurrentBehaviour
+
+Compare a behaviour to the behaviour which is currently playing
+
+Namespace: HdkApi.RepertoireEditor.Conditions
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+SetComparison( comparisonType, behaviour)
+
+IronPython.Runtime.PythonTuple GetComparison()
+
+Delete()
+
+Properties
+
+
+Position
+
+
+
+
+
+
+
+Name
+
+
+Example
+
+
+#
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+
+HdkApi.RepertoireEditor.Conditions.CompareCurrentNetworkAge
+
+CompareCurrentNetworkAge
+
+Compare the current network age to a number
+
+Namespace: HdkApi.RepertoireEditor.Conditions
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+SetComparisonf comparisonType, value)
+
+IronPython.Runtime.PythonTuple GetComparison()
+
+Delete()
+
+Properties
+
+Position
+
+Name
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+
+HdkApi.RepertoireEditor.Conditions.CompareNetworkAge
+
+CompareNetworkAge
+
+
+Compare the network age to a number
+
+Namespace: HdkApi.RepertoireEditor.Conditions
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+
+Methods
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+SetComparison( comparisonType, value)
+
+IronPython.Runtime.PythonTuple GetComparison()
+
+Delete()
+
+Properties
+
+Position
+
+Name
+
+HdkApi.RepertoireEditor.Conditions.ComparePreviousBehaviour
+
+ComparePreviousBehaviour
+
+Compare the previous behaviour to behaviour
+
+Namespace: HdkApi.RepertoireEditor.Conditions
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+SetComparison( comparisonType, behaviour)
+
+IronPython.Runtime.PythonTuple GetComparison()
+
+Delete()
+
+Properties
+
+Position
+
+Name
+
+Example
+
+! #
+
+; # -
+
+| # SCE CONFIDENTIAL
+
+! # Home Development Kit (HDK) 1.65.0
+
+; # Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+; # All Rights Reserved.
+
+| # -
+
+■ #
+
+
+HdkApi.RepertoireEditor.Conditions.ComparePreviousState
+
+ComparePreviousState
+
+Compare the previous state to a state
+
+Namespace: HdkApi.RepertoireEditor.Conditions
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+
+SetComparison( comparisonType, state)
+IronPython.Runtime.PythonTuple GetComparison()
+
+
+
+
+
+
+
+Delete()
+
+
+Properties
+
+Position
+
+Name
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+
+HdkApi.RepertoireEditor.Conditions.CompareRegister
+
+CompareRegister
+
+Compare a register to a value
+
+Namespace: HdkApi.RepertoireEditor.Conditions
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+SetComparison( type, register, value )
+
+IronPython.Runtime.PythonTuple GetComparison()
+
+Delete()
+
+Properties
+
+Position
+
+Name
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+
+HdkApi.RepertoireEditor.Conditions.CompareStateAge
+
+CompareStateAge
+
+
+Compare the current state age to a value
+
+
+
+
+
+
+
+
+
+
+
+
+Namespace: HdkApi.RepertoireEditor.Conditions
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+SetComparison( comparisonType, value)
+
+IronPython.Runtime.PythonTuple GetComparison()
+Delete()
+
+Properties
+
+Position
+
+Name
+
+Example
+
+
+! #
+
+I # -
+
+# SCE CONFIDENTIAL
+j # Home Development Kit (HDK) 1.65.0
+
+; # Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+j # All Rights Reserved.
+
+; # -
+
+| #
+
+
+HdkApi.RepertoireEditor.Conditions.ComparisonType
+
+ComparisonType
+
+An enumeration of comparison types
+
+Namespace: HdkApi.RepertoireEditor.Conditions
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Fields
+
+Equal
+
+Not_Equal
+
+Less_Than
+
+Less_Than_Or_Equal_To
+
+Greater_Than
+
+Greater_Than_Or_Equal_To
+
+HdkApi.RepertoireEditor.Conditions.Condition
+
+Condition
+
+Define condition logic for use with behaviours, actions and states
+
+Namespace: HdkApi.RepertoireEditor.Conditions
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+
+
+
+
+
+
+Methods
+
+
+Delete()
+
+HdkApi.RepertoireEditor.Conditions.CompareCurrentBehaviour CreateCompareCurrentBehaviour()
+HdkApi.RepertoireEditor.Conditions.CompareCurrentNetworkAge CreateCompareCurrentNetworkAge()
+HdkApi.RepertoireEditor.Conditions.CompareNetworkAge CreateCompareNetworkAgef)
+
+HdkApi.RepertoireEditor.Conditions.ComparePreviousBehaviour CreateComparePreviousBehaviourf)
+HdkApi.RepertoireEditor.Conditions.ComparePreviousState CreateComparePreviousState()
+
+HdkApi.RepertoireEditor.Conditions.CompareRegister CreateCompareRegister()
+
+HdkApi.RepertoireEditor.Conditions.CompareStateAge CreateCompareStateAge()
+
+HdkApi.RepertoireEditor.Conditions.And CreateAnd()
+
+HdkApi.RepertoireEditor.Conditions.Or CreateOr()
+
+HdkApi.RepertoireEditor.Conditions.RandomValue CreateRandomValue()
+
+System.Object Getlnput()
+
+Properties
+
+Position
+
+Name
+
+HdkApi.RepertoireEditor.Conditions.Or
+
+Or
+
+Performs an or operation on inputs
+
+Namespace: HdkApi.RepertoireEditor.Conditions
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+System.Collections.Generic.ListjSystem.Object] Getlnputsf)
+
+HdkApi.RepertoireEditor.Conditions.CompareCurrentBehaviour CreateCompareCurrentBehaviourf)
+HdkApi.RepertoireEditor.Conditions.CompareCurrentNetworkAge CreateCompareCurrentNetworkAgef)
+HdkApi.RepertoireEditor.Conditions.CompareNetworkAge CreateCompareNetworkAgef)
+
+HdkApi.RepertoireEditor.Conditions.ComparePreviousBehaviour CreateComparePreviousBehaviourf)
+HdkApi.RepertoireEditor.Conditions.ComparePreviousState CreateComparePreviousStatef)
+
+HdkApi.RepertoireEditor.Conditions.CompareRegister CreateCompareRegisterf)
+
+HdkApi.RepertoireEditor.Conditions.CompareStateAge CreateCompareStateAgef)
+
+HdkApi.RepertoireEditor.Conditions.And CreateAndf)
+
+HdkApi.RepertoireEditor.Conditions.Or CreateOrf)
+
+HdkApi.RepertoireEditor.Conditions.RandomValue CreateRandomValuef)
+
+Deletef)
+
+Properties
+
+
+Position
+
+
+Name
+
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+
+HdkApi.RepertoireEditor.Conditions.RandomValue
+
+RandomValue
+
+
+A random value from a selection or range
+
+Namespace: HdkApi.RepertoireEditor.Conditions
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+SetComparison( type, value, range )
+
+SetComparisonf type, value, intSelection )
+
+IronPython.Runtime.PythonTuple GetComparison()
+Delete()
+
+Properties
+
+Position
+
+Name
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+
+HdkApi.RepertoireEditor.Emotes
+
+Summary
+
+
+Type
+
+
+Description
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Assembly
+
+ActionEmote
+
+An emote to trigger an action
+
+Home. Editors. RepertoireEditor.Scripting
+
+BehaviourEmote
+
+An emote to trigger a behaviour
+Home. Editors. RepertoireEditor.Scripting
+
+EmoteContext
+
+Group emotes into sub-menus
+
+Home. Editors. RepertoireEditor.Scripting
+
+EmoteGroup
+
+Group emotes into sub-menus
+Home. Editors. RepertoireEditor.Scripting
+
+GlobalEmotes
+
+Global emotes are emotes that are available in every region.
+
+Home. Editors. RepertoireEditor.Scripting
+RegionalEmotes
+
+Determines which region these emotes will be used
+Home. Editors. RepertoireEditor.Scripting
+
+HdkApi.RepertoireEditor.Emotes. ActionEmote
+
+ActionEmote
+
+An emote to trigger an action
+
+Namespace: HdkApi.RepertoireEditor.Emotes
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+
+Methods
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+SetAction( action )
+
+HdkApi.RepertoireEditor.Action GetAction()
+Delete()
+
+Properties
+
+Position
+
+Name
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+def CreateEmotes():
+
+rep = RepertoireEditor.CurrentRepertoire
+if(rep):
+
+print("create a test behaviour and a test action")
+behaviour = rep.CreateBehaviour("Behaviour")
+action = rep.CreateAction("Action")
+
+if (behaviour and action) :
+
+behaviour.Position = Point(500,100)
+action.Position = Point (500, 100)
+
+globalEmotes = rep.CreateGlobalEmotes("global")
+print("Created global emotes")
+if(globalEmotes):
+
+globalEmotes.Position = Point(500,100)
+
+regionalSitldleContext = globalEmotes.SitIdle
+regionalSitOnFloorContext = globalEmotes.SitOnFloor
+regionalStandldleContext = globalEmotes.Standldle
+
+if(regionalSitldleContext):
+
+someGroup = regionalSitOnFloorContext.CreateEmoteGroup("group")
+print("Created an emote group within the sit on floor context")
+if(someGroup):
+
+someGroup.Position = Point (500, 100)
+
+actionEmote = someGroup.CreateActionEmote("action_emote")
+print("Created an action emote")
+if(actionEmote):
+
+actionEmote.Position = Point (500, 100)
+actionEmote.SetAction(action)
+
+behaviourEmote = someGroup.CreateBehaviourEmote("behaviour_emote")
+print("Created a behaviour emote")
+if(behaviourEmote):
+
+behaviourEmote.Position = Point (500,200)
+behaviourEmote.SetBehaviour(behaviour)
+
+
+CreateEmotes()
+
+
+HdkApi.RepertoireEditor.Emotes.BehaviourEmote
+
+
+BehaviourEmote
+
+
+
+
+
+
+
+
+An emote to trigger a behaviour
+
+Namespace: HdkApi.RepertoireEditor.Emotes
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+SetBehaviour( behaviour)
+
+HdkApi.RepertoireEditor.Behaviour GetBehaviour()
+Delete()
+
+Properties
+
+Position
+
+Name
+
+Example
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+def CreateEmotes():
+
+rep = RepertoireEditor.CurrentRepertoire
+if(rep):
+
+print("create a test behaviour and a test action")
+behaviour = rep.CreateBehaviour("Behaviour")
+action = rep.CreateAction("Action")
+
+if (behaviour and action) :
+
+behaviour.Position = Point(500,100)
+action.Position = Point (500, 100)
+
+globalEmotes = rep.CreateGlobalEmotes("global")
+print("Created global emotes")
+if(globalEmotes):
+
+globalEmotes.Position = Point(500,100)
+
+regionalSitIdleContext = globalEmotes.SitIdle
+regionalSitOnFloorContext = globalEmotes.SitOnFloor
+regionalStandldleContext = globalEmotes.Standldle
+
+if(regionalSitldleContext):
+
+someGroup = regionalSitOnFloorContext.CreateEmoteGroup("group")
+print("Created an emote group within the sit on floor context")
+if(someGroup):
+
+someGroup.Position = Point (500, 100)
+
+actionEmote = someGroup.CreateActionEmote("action_emote")
+print("Created an action emote")
+if(actionEmote):
+
+actionEmote.Position = Point (500, 100)
+actionEmote.SetAction(action)
+
+behaviourEmote = someGroup.CreateBehaviourEmote("behaviour_emote")
+print("Created a behaviour emote")
+if(behaviourEmote):
+
+behaviourEmote.Position = Point(500,200)
+behaviourEmote.SetBehaviour(behaviour)
+
+CreateEmotes()
+
+
+HdkApi.RepertoireEditor.Emotes.EmoteContext
+
+EmoteContext
+
+Group emotes into sub-menus
+
+Namespace: HdkApi.RepertoireEditor.Emotes
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Remarks
+
+J The available emote contexts are specified by the client and may not be created, deleted or renamed.
+
+
+Methods
+
+
+
+
+
+
+
+
+
+HdkApi.RepertoireEditor.Emotes.EmoteGroup CreateEmoteGroup( groupName )
+
+System.Collections.Generic.List[HdkApi.RepertoireEditor.Emotes.EmoteGroup] GetEmoteGroups()
+Delete()
+
+Properties
+
+Position
+
+Name
+
+Example
+
+
+#
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+def CreateEmotes():
+
+rep = RepertoireEditor.CurrentRepertoire
+if(rep):
+
+print("create a test behaviour and a test action")
+behaviour = rep.CreateBehaviour("Behaviour")
+action = rep.CreateAction("Action")
+
+if (behaviour and action) :
+
+behaviour.Position = Point(500,100)
+action.Position = Point (500, 100)
+
+globalEmotes = rep.CreateGlobalEmotes("global")
+print("Created global emotes")
+if(globalEmotes):
+
+globalEmotes.Position = Point(500,100)
+
+regionalSitIdleContext = globalEmotes.SitIdle
+regionalSitOnFloorContext = globalEmotes.SitOnFloor
+regionalStandldleContext = globalEmotes.Standldle
+
+if(regionalSitldleContext):
+
+someGroup = regionalSitOnFloorContext.CreateEmoteGroup("group")
+print("Created an emote group within the sit on floor context")
+if(someGroup):
+
+someGroup.Position = Point (500, 100)
+
+actionEmote = someGroup.CreateActionEmote("action_emote")
+print("Created an action emote")
+if(actionEmote):
+
+actionEmote.Position = Point(500,100)
+actionEmote.SetAction(action)
+
+behaviourEmote = someGroup.CreateBehaviourEmote("behaviour_emote")
+print("Created a behaviour emote")
+if(behaviourEmote):
+
+behaviourEmote.Position = Point(500,200)
+behaviourEmote.SetBehaviour(behaviour)
+
+
+CreateEmotes()
+
+
+HdkApi.RepertoireEditor.Emotes.EmoteGroup
+
+
+EmoteGroup
+
+
+
+
+
+
+
+
+
+Group emotes into sub-menus
+
+Namespace: HdkApi.RepertoireEditor.Emotes
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+System.Collections.Generic.List[HdkApi.RepertoireEditor.Emotes.ActionEmote] GetActionEmotes()
+HdkApi.RepertoireEditor.Emotes.ActionEmote CreateActionEmote( emoteName )
+
+System.Collections.Generic.List[HdkApi.RepertoireEditor.Emotes.BehaviourEmote] GetBehaviourEmotes()
+HdkApi.RepertoireEditor.Emotes.BehaviourEmote CreateBehaviourEmote( emoteName )
+
+Delete()
+
+Properties
+
+Position
+
+Name
+
+Example
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+def CreateEmotes():
+
+rep = RepertoireEditor.CurrentRepertoire
+if(rep):
+
+print("create a test behaviour and a test action")
+behaviour = rep.CreateBehaviour("Behaviour")
+action = rep.CreateAction("Action")
+
+if (behaviour and action) :
+
+behaviour.Position = Point(500,100)
+action.Position = Point (500, 100)
+
+globalEmotes = rep.CreateGlobalEmotes("global")
+print("Created global emotes")
+if(globalEmotes):
+
+globalEmotes.Position = Point(500,100)
+
+regionalSitIdleContext = globalEmotes.SitIdle
+regionalSitOnFloorContext = globalEmotes.SitOnFloor
+regionalStandldleContext = globalEmotes.Standldle
+
+if(regionalSitldleContext):
+
+someGroup = regionalSitOnFloorContext.CreateEmoteGroup("group")
+print("Created an emote group within the sit on floor context")
+if(someGroup):
+
+someGroup.Position = Point (500, 100)
+
+actionEmote = someGroup.CreateActionEmote("action_emote")
+print("Created an action emote")
+if(actionEmote):
+
+actionEmote.Position = Point (500, 100)
+actionEmote.SetAction(action)
+
+behaviourEmote = someGroup.CreateBehaviourEmote("behaviour_emote")
+print("Created a behaviour emote")
+if(behaviourEmote):
+
+behaviourEmote.Position = Point(500,200)
+behaviourEmote.SetBehaviour(behaviour)
+
+CreateEmotes()
+
+
+HdkApi.RepertoireEditor.Emotes.Global Emotes
+
+GlobalEmotes
+
+Global emotes are emotes that are available in every region.
+
+Namespace: HdkApi.RepertoireEditor.Emotes
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+Delete()
+
+
+Properties
+
+
+
+
+
+
+
+
+
+Standldle
+
+
+Sitldle
+
+SitOnFloor
+
+Position
+
+Name
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+def CreateEmotes():
+
+rep = RepertoireEditor.CurrentRepertoire
+if(rep):
+
+print("create a test behaviour and a test action")
+behaviour = rep.CreateBehaviour("Behaviour")
+action = rep.CreateAction("Action")
+
+if(behaviour and action):
+
+behaviour.Position = Point(500,100)
+action.Position = Point (500, 100)
+
+globalEmotes = rep.CreateGlobalEmotes("global")
+print("Created global emotes")
+if(globalEmotes):
+
+globalEmotes.Position = Point(500,100)
+
+regionalSitldleContext = globalEmotes.SitIdle
+regionalSitOnFloorContext = globalEmotes.SitOnFloor
+regionalStandldleContext = globalEmotes.Standldle
+
+if(regionalSitldleContext):
+
+someGroup = regionalSitOnFloorContext.CreateEmoteGroup("group")
+print("Created an emote group within the sit on floor context")
+if(someGroup):
+
+someGroup.Position = Point (500, 100)
+
+actionEmote = someGroup.CreateActionEmote("action_emote")
+print("Created an action emote")
+if(actionEmote):
+
+actionEmote.Position = Point (500, 100)
+actionEmote.SetAction(action)
+
+behaviourEmote = someGroup.CreateBehaviourEmote("behaviour_emote")
+print("Created a behaviour emote")
+if(behaviourEmote):
+
+behaviourEmote.Position = Point (500,200)
+behaviourEmote.SetBehaviour(behaviour)
+
+CreateEmotes()
+
+
+HdkApi.RepertoireEditor.Emotes.Regional Emotes
+
+RegionalEmotes
+
+
+Determines which region these emotes will be used
+
+
+
+
+
+
+
+
+Namespace: HdkApi.RepertoireEditor.Emotes
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+Delete()
+
+Properties
+
+Region
+
+Standldle
+
+Sitldle
+
+SitOnFloor
+
+Position
+
+Name
+
+Example
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+def CreateEmotes():
+
+rep = RepertoireEditor.CurrentRepertoire
+if(rep):
+
+print("create a test behaviour and a test action")
+behaviour = rep.CreateBehaviour("Behaviour")
+action = rep.CreateAction("Action")
+
+if (behaviour and action) :
+
+behaviour.Position = Point(500,100)
+action.Position = Point (500, 100)
+
+regionalEmotes = rep.CreateRegionalEmotes("japan")
+print("Created regional emotes")
+if (regionalEmotes) :
+
+regionalEmotes.Position = Point(500,100)
+regionalEmotes.Region = "ja-JP"
+
+regionalSitldleContext = regionalEmotes.SitIdle
+regionalSitOnFloorContext = regionalEmotes.SitOnFloor
+regionalStandldleContext = regionalEmotes.Standldle
+
+if(regionalSitldleContext):
+
+someGroup = regionalSitldleContext.CreateEmoteGroup("group")
+print("Created an emote group within the sit idle context")
+if(someGroup):
+
+someGroup.Position = Point (500, 100)
+
+actionEmote = someGroup.CreateActionEmote("action_emote")
+print("Created an action emote")
+if(actionEmote):
+
+actionEmote.Position = Point (500, 100)
+actionEmote.SetAction(action)
+
+behaviourEmote = someGroup.CreateBehaviourEmote("behaviour_emote")
+print("Created a behaviour emote")
+if(behaviourEmote):
+
+behaviourEmote.Position = Point(500,200)
+behaviourEmote.SetBehaviour(behaviour)
+
+CreateEmotes()
+
+
+HdkApi.RepertoireEditor.Outputs
+
+Summary
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Clear a register value as part of an output
+Home. Editors. RepertoireEditor.Scripting
+OutputType
+
+Whether onEntry or onExit
+
+Home. Editors. RepertoireEditor.Scripting
+
+Output
+
+Outputs are a way of defining behaviour before or after an action/behaviour/state is triggered
+Home. Editors. RepertoireEditor.Scripting
+
+SetNextBehaviour
+
+Set the next behaviour as part of an output
+Home. Editors. RepertoireEditor.Scripting
+SetRegister
+
+Set a register value as part of an output
+Home. Editors. RepertoireEditor.Scripting
+SpawnAction
+
+Spawn an action as part of an output
+Home. Editors. RepertoireEditor.Scripting
+TriggerEvent
+
+Trigger an event as part of an output
+Home. Editors. RepertoireEditor.Scripting
+
+HdkApi.RepertoireEditor.Outputs.ClearRegister
+
+ClearRegister
+
+Clear a register value as part of an output
+
+Namespace: HdkApi.RepertoireEditor.Outputs
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Methods
+
+
+SetRegister( register)
+
+HdkApi.RepertoireEditor.RepertoireRegister GetRegister()
+Delete()
+
+Properties
+
+Position
+
+Name
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+
+#
+def CreateOutput():
+
+repertoire = RepertoireEditor.CurrentRepertoire
+
+#create action
+
+action = repertoire.CreateAction("action")
+
+#add an output
+
+output = action.CreateOutput("output")
+
+#add a few output types
+
+clearRegister = output.CreateClearRegister("clearRegister", OutputType.OnEntry)
+clearRegister.SetRegister(register)
+
+setNextBehaviour = output.CreateSetNextBehaviour("setNextBehaviour", OutputType.OnEntry)
+setNextBehaviour.SetBehaviour(behaviour)
+
+setRegister = output.CreateSetRegister("setRegister", OutputType.OnEntry)
+setRegister.SetValue(register, value)
+
+spawnAction = output.CreateSpawnAction("spawnAction", OutputType.OnExit)
+spawnAction.SetAction(action)
+
+triggerEvent = output.CreateTriggerEvent("triggerEvent", OutputType.OnExit)
+triggerEvent.SetEvent(event)
+
+CreateOutput ()
+
+
+HdkApi.RepertoireEditor.Outputs.Output
+
+Output
+
+
+Outputs are a way of defining behaviour before or after an action/behaviour/state is triggered
+
+Namespace: HdkApi.RepertoireEditor.Outputs
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+
+System.Collections.Generic.List[HdkApi.RepertoireEditor.Outputs.BaseOutput] GetOutputs( type )
+
+
+
+
+
+
+
+
+
+HdkApi.RepertoireEditor.Outputs.ClearRegister CreateClearRegister( type )
+HdkApi.RepertoireEditor.Outputs.SetNextBehaviour CreateSetNextBehaviour( type )
+HdkApi.RepertoireEditor.Outputs.SetRegister CreateSetRegister( type )
+
+HdkApi.RepertoireEditor.Outputs.SpawnAction CreateSpawnAction( type )
+
+HdkApi.RepertoireEditor.Outputs.TriggerEvent CreateTriggerEvent( type )
+
+Delete()
+
+Properties
+
+Position
+
+Name
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+def CreateOutput():
+
+repertoire = RepertoireEditor.CurrentRepertoire
+#create action
+
+action = repertoire.CreateAction("action")
+
+#add an output
+
+output = action.CreateOutput("output")
+
+#add a few output types
+
+ClearRegister = output.CreateClearRegister("clearRegister", OutputType.OnEntry)
+ClearRegister.SetRegister(register)
+
+SetNextBehaviour = output.CreateSetNextBehaviour("SetNextBehaviour", OutputType.OnEntry)
+SetNextBehaviour.SetBehaviour(behaviour)
+
+SetRegister = output.CreateSetRegister("SetRegister", OutputType.OnEntry)
+
+SetRegister.SetValue(register, value)
+
+SpawnAction = output.CreateSpawnAction("SpawnAction", OutputType.OnExit)
+
+SpawnAction.SetAction(action)
+
+triggerEvent = output.CreateTriggerEvent("triggerEvent", OutputType.OnExit)
+triggerEvent.SetEvent(event)
+
+CreateOutput()
+
+
+HdkApi.RepertoireEditor.Outputs.OutputType
+
+OutputType
+
+
+Whether onEntry or onExit
+
+Namespace: HdkApi.RepertoireEditor.Outputs
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+
+
+
+
+
+
+Fields
+
+
+OnEntry
+
+OnExit
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+def CreateOutput():
+
+repertoire = RepertoireEditor.CurrentRepertoire
+#create action
+
+action = repertoire.CreateAction("action")
+
+#add an output
+
+output = action.CreateOutput("output")
+
+#add a few output types
+
+clearRegister = output.CreateClearRegister("clearRegister", OutputType.OnEntry)
+clearRegister.SetRegister(register)
+
+setNextBehaviour = output.CreateSetNextBehaviour("setNextBehaviour", OutputType.OnEntry)
+setNextBehaviour.SetBehaviour(behaviour)
+
+setRegister = output.CreateSetRegister("setRegister", OutputType.OnEntry)
+setRegister.SetValue(register, value)
+
+spawnAction = output.CreateSpawnAction("spawnAction", OutputType.OnExit)
+spawnAction.SetAction(action)
+
+triggerEvent = output.CreateTriggerEvent("triggerEvent", OutputType.OnExit)
+triggerEvent.SetEvent(event)
+
+CreateOutput()
+
+
+HdkApi.RepertoireEditor.Outputs.SetNextBehaviour
+
+SetNextBehaviour
+
+Set the next behaviour as part of an output
+
+Namespace: HdkApi.RepertoireEditor.Outputs
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+HdkApi.RepertoireEditor.Behaviour GetBehaviour()
+
+SetBehaviour( behaviour)
+
+Delete()
+
+
+Properties
+
+
+
+
+
+
+
+
+
+Position
+
+
+Name
+
+Example
+
+
+#
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+#
+def CreateOutput():
+
+repertoire = RepertoireEditor.CurrentRepertoire
+#create action
+
+action = repertoire.CreateAction("action")
+
+#add an output
+
+output = action.CreateOutput("output")
+
+#add a few output types
+
+clearRegister = output.CreateClearRegister("clearRegister", OutputType.OnEntry)
+clearRegister.SetRegister(register)
+
+setNextBehaviour = output.CreateSetNextBehaviour("setNextBehaviour", OutputType.OnEntry)
+setNextBehaviour.SetBehaviour(behaviour)
+
+setRegister = output.CreateSetRegister("setRegister", OutputType.OnEntry)
+setRegister.SetValue(register, value)
+
+spawnAction = output.CreateSpawnAction("spawnAction", OutputType.OnExit)
+spawnAction.SetAction(action)
+
+triggerEvent = output.CreateTriggerEvent("triggerEvent", OutputType.OnExit)
+triggerEvent.SetEvent(event)
+
+CreateOutput ()
+
+
+HdkApi.RepertoireEditor.Outputs.SetRegister
+
+SetRegister
+
+Set a register value as part of an output
+
+Namespace: HdkApi.RepertoireEditor.Outputs
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+SetValue( register, value)
+
+IronPython.Runtime.PythonTuple GetValue()
+
+Delete()
+
+Properties
+
+Position
+
+
+Name
+
+
+
+
+
+
+
+
+
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+def CreateOutput():
+
+repertoire = RepertoireEditor.CurrentRepertoire
+#create action
+
+action = repertoire.CreateAction("action" )
+
+#add an output
+
+output = action.CreateOutput("output")
+
+#add a few output types
+
+clearRegister = output.CreateClearRegister("clearRegister", OutputType.OnEntry)
+clearRegister.SetRegister(register)
+
+setNextBehaviour = output.CreateSetNextBehaviour("setNextBehaviour", OutputType.OnEntry)
+setNextBehaviour.SetBehaviour(behaviour)
+
+setRegister = output.CreateSetRegister("setRegister", OutputType.OnEntry)
+setRegister.SetValue(register, value)
+
+spawnAction = output.CreateSpawnAction("spawnAction", OutputType.OnExit)
+spawnAction.SetAction(action)
+
+triggerEvent = output.CreateTriggerEvent("triggerEvent", OutputType.OnExit)
+triggerEvent.SetEvent(event)
+
+CreateOutput ()
+
+
+HdkApi.RepertoireEditor.Outputs.SpawnAction
+
+SpawnAction
+
+Spawn an action as part of an output
+
+Namespace: HdkApi.RepertoireEditor.Outputs
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+HdkApi.RepertoireEditor.Action GetAction()
+
+SetAction( action )
+
+Delete()
+
+Properties
+
+Position
+
+Name
+
+
+Example
+
+
+
+
+
+
+
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+def CreateOutput():
+
+repertoire = RepertoireEditor.CurrentRepertoire
+#create action
+
+action = repertoire.CreateAction("action" )
+
+#add an output
+
+output = action.CreateOutput("output")
+
+#add a few output types
+
+clearRegister = output.CreateClearRegister("clearRegister", OutputType.OnEntry)
+clearRegister.SetRegister(register)
+
+setNextBehaviour = output.CreateSetNextBehaviour("setNextBehaviour", OutputType.OnEntry)
+setNextBehaviour.SetBehaviour(behaviour)
+
+setRegister = output.CreateSetRegister("setRegister", OutputType.OnEntry)
+setRegister.SetValue(register, value)
+
+spawnAction = output.CreateSpawnAction("spawnAction", OutputType.OnExit)
+spawnAction.SetAction(action)
+
+triggerEvent = output.CreateTriggerEvent("triggerEvent", OutputType.OnExit)
+triggerEvent.SetEvent(event)
+
+CreateOutput ()
+
+
+HdkApi.RepertoireEditor.Outputs.TriggerEvent
+
+TriggerEvent
+
+Trigger an event as part of an output
+
+Namespace: HdkApi.RepertoireEditor.Outputs
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+SetEvent( repertoireEvent, value)
+
+IronPython.Runtime.PythonTuple GetEvent()
+
+Delete()
+
+Properties
+
+Position
+
+Name
+
+
+Example
+
+
+
+
+
+
+
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+def CreateOutput():
+
+repertoire = RepertoireEditor.CurrentRepertoire
+#create action
+
+action = repertoire.CreateAction("action" )
+
+#add an output
+
+output = action.CreateOutput("output")
+
+#add a few output types
+
+clearRegister = output.CreateClearRegister("clearRegister", OutputType.OnEntry)
+clearRegister.SetRegister(register)
+
+setNextBehaviour = output.CreateSetNextBehaviour("setNextBehaviour", OutputType.OnEntry)
+setNextBehaviour.SetBehaviour(behaviour)
+
+setRegister = output.CreateSetRegister("setRegister", OutputType.OnEntry)
+setRegister.SetValue(register, value)
+
+spawnAction = output.CreateSpawnAction("spawnAction", OutputType.OnExit)
+spawnAction.SetAction(action)
+
+triggerEvent = output.CreateTriggerEvent("triggerEvent", OutputType.OnExit)
+triggerEvent.SetEvent(event)
+
+CreateOutput ()
+
+
+HdkApi.RepertoireEditor.Userlnterface
+
+
+Summary
+
+
+
+Menu represents a menu in the Scene Editor Ui, new items can be added to the menu by calling the AddMenultem function, a new Menu can be
+created through MenuManager.CreateMenu
+
+
+Home. Editors. RepertoireEditor.Scripting
+
+
+Menultem
+
+
+Menultem represents an item within a Menu in the Scene Editor UI, it provides access to properties about the menu item such as what icon it
+uses and whether it has a button associated with it, for a menu item to be visible it must be added to a Menu through AddMenultem, to create a
+new Menultem call MenuManager.CreateMenultem
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Home. Editors. RepertoireEditor.Scripting
+
+
+MenuManager
+
+MenuManager is used to add new menus and menu items to the Scene Editor Ul, to add a new menu call CreateMenu, to add a new menu item
+call CreateMenu Item and then pass the returned Menultem to a menu's AddMenultem function
+
+Home. Editors. RepertoireEditor.Scripting
+
+
+HdkApi.RepertoireEditor.Userlnterface.Menu
+
+Menu
+
+
+Menu represents a menu in the Scene Editor Ul, new items can be added to the menu by calling the AddMenultem function, a new Menu can be
+created through MenuManager.CreateMenu
+
+Namespace: HdkApi.RepertoireEditor.Userlnterface
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+AddMenultem( menultem )
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# Also add the System.Windows.Forms dll and import Keys so we can set a keyboard shortcut
+clr.AddReference("System.Windows.Forms")
+from System.Windows.Forms import Keys
+
+class UiExample():
+
+def _init_(self) :
+
+# Create a new menu
+
+menu = MenuManager.CreateMenu("My Hdk API Scripts")
+
+actionMenuItem = self.createActionMenu()
+behaviourMenuItem = self.createBehaviourMenu()
+
+# Add the Menultem to the example menu
+menu.AddMenultem(actionMenuItem)
+
+menu.AddMenultem(behaviourMenuItem)
+
+def createActionMenu(self):
+
+# Create a new Menultem
+itemDisplayText = "CreateAction"
+
+menultem = MenuManager.CreateMenuItem(itemDisplayText)
+menultem.Description = "Create an action with one state"
+menultem.Toggleable = True
+
+menultem.Shortcut = Keys.Control | Keys.Shift | Keys.A
+#menultem.HasToolbarButton = True
+
+
+# Hook up the execute event to set what happens when the menu item is pressed
+
+
+
+
+
+
+
+
+menultem.Execute += self.createAction
+
+
+# Hook up the can execute event to set whether the menu item is enabled
+menultem.CanExecute += self.repertoireCanExecute
+
+return menultem
+
+def createBehaviourMenu(self):
+
+# Create a new Menultem
+itemDisplayText = "CreateBehaviour"
+
+menultem = MenuManager.CreateMenuItem(itemDisplayText)
+menultem.Description = "Create a behaviour with one state"
+menultem.Toggleable = True
+
+menultem.Shortcut = Keys.Control | Keys.Shift | Keys.B
+#menultem.HasToolbarButton = True
+
+# Hook up the execute event to set what happens when the menu item is pressed
+menultem.Execute += self.CreateBehaviour
+
+# Hook up the can execute event to set whether the menu item is enabled
+menultem.CanExecute += self.repertoireCanExecute
+
+return menultem
+
+
+def repertoireCanExecute(self):
+
+rep = RepertoireEditor.CurrentRepertoire
+if (rep is None) :
+
+return False
+return True
+
+def CreateBehaviour(self, sender, args) :
+
+rep = RepertoireEditor.CurrentRepertoire
+if(rep):
+
+behaviour = rep.CreateBehaviour("behaviour")
+if(behaviour):
+
+behaviour.Position = Point (500, 100)
+
+state = behaviour.CreateState("state")
+
+if (state) :
+
+state.Position = Point(500,100)
+print("Created behaviour")
+
+def createAction(self, sender, args):
+
+rep = RepertoireEditor.CurrentRepertoire
+if(rep):
+
+action = rep.CreateAction ("action")
+action.Position = Point (416,192)
+
+state = action.CreateState("state")
+if (state) :
+
+state.Position = Point(500,100)
+
+
+
+
+print("Created action")
+
+
+example = UiExampleO
+
+
+Associated Types
+
+• HdkApi.RepertoireEditor.Userlnterface.MenuManager
+
+• HdkApi.RepertoireEditor.Userlnterface.Menu Item
+
+HdkApi.RepertoireEditor.Userlnterface.Menultem
+
+Menultem
+
+Menultem represents an item within a Menu in the Scene Editor Ul, it provides access to properties about the menu item such as what icon it
+uses and whether it has a button associated with it, for a menu item to be visible it must be added to a Menu through AddMenultem, to create a
+new Menultem call MenuManager.CreateMenultem
+
+Namespace: HdkApi.RepertoireEditor.Userlnterface
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Properties
+
+DisplayText
+
+Description
+
+IconPath
+
+Shortcut
+
+Toggleable
+
+HasToolbarButton
+
+Events
+
+Execute
+
+CanExecute
+
+Delegates
+
+CanExecuteHandler
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# Also add the System.Windows.Forms dll and import Keys so we can set a keyboard shortcut
+clr.AddReference("System.Windows.Forms")
+from System.Windows.Forms import Keys
+
+class UiExampleO:
+
+def _init_(self) :
+
+
+
+
+
+
+
+
+
+# Create a new menu
+
+menu = MenuManager.CreateMenu("My Hdk API Scripts")
+
+
+actionMenuItem = self.createActionMenu()
+behaviourMenuItem = self.createBehaviourMenu()
+
+# Add the Menultem to the example menu
+menu.AddMenuItem(actionMenuItem)
+
+menu.AddMenuItem(behaviourMenuItem)
+
+def createActionMenu(self) :
+
+# Create a new Menultem
+itemDisplayText = "CreateAction"
+
+menultem = MenuManager.CreateMenuItem(itemDisplayText)
+menultem.Description = "Create an action with one state"
+menultem.Toggleable = True
+
+menultem.Shortcut = Keys.Control | Keys.Shift | Keys.A
+#menultem.HasToolbarButton = True
+
+# Hook up the execute event to set what happens when the menu
+menultem.Execute += self.createAction
+
+# Hook up the can execute event to set whether the menu item
+menultem.CanExecute += self.repertoireCanExecute
+
+return menultem
+
+def createBehaviourMenu(self) :
+
+# Create a new Menultem
+itemDisplayText = "CreateBehaviour"
+
+menultem = MenuManager.CreateMenuItem(itemDisplayText)
+menultem.Description = "Create a behaviour with one state"
+menultem.Toggleable = True
+
+menultem.Shortcut = Keys.Control | Keys.Shift | Keys.B
+#menultem.HasToolbarButton = True
+
+# Hook up the execute event to set what happens when the menu
+menultem.Execute += self.CreateBehaviour
+
+# Hook up the can execute event to set whether the menu item
+menultem.CanExecute += self.repertoireCanExecute
+
+return menultem
+
+
+def repertoireCanExecute(self) :
+
+rep = RepertoireEditor.CurrentRepertoire
+if (rep is None) :
+
+return False
+return True
+
+def CreateBehaviour(self, sender, args):
+
+rep = RepertoireEditor.CurrentRepertoire
+if(rep):
+
+behaviour = rep.CreateBehaviour("behaviour")
+if (behaviour) :
+
+behaviour.Position = Point(500,100)
+
+state = behaviour.CreateState("state")
+if (state) :
+
+state.Position = Point(500,100)
+print("Created behaviour")
+
+def createAction(self, sender, args):
+
+rep = RepertoireEditor.CurrentRepertoire
+if(rep):
+
+action = rep.CreateAction("action")
+action.Position = Point (416,192)
+
+
+item is pressed
+
+
+is enabled
+
+
+item is pressed
+
+
+is enabled
+
+
+
+
+state = action.CreateState("state")
+if (state) :
+
+state.Position = Point(500,100)
+
+
+
+
+print("Created action")
+
+
+example = UiExampleO
+
+
+Associated Types
+
+• HdkApi.RepertoireEditor.Userlnterface.MenuManager
+
+• HdkApi.RepertoireEditor.Userlnterface.Menu
+
+HdkApi.RepertoireEditor.Userlnterface.MenuManager
+
+MenuManager
+
+MenuManager is used to add new menus and menu items to the Scene Editor Ul, to add a new menu call CreateMenu, to add a new menu item
+call CreateMenultem and then pass the returned Menultem to a menu's AddMenultem function
+
+Namespace: HdkApi.RepertoireEditor.Userlnterface
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+HdkApi.RepertoireEditor.Userlnterface.Menu MenuManager.CreateMenu( name)
+
+HdkApi.RepertoireEditor.Userlnterface.Menu MenuManager.GetMenu( name)
+
+HdkApi.RepertoireEditor.Userlnterface.Menultem MenuManager.CreateMenultem( displayText)
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# Also add the System.Windows.Forms dll and import Keys so we can set a keyboard shortcut
+clr.AddReference("System.Windows.Forms")
+from System.Windows.Forms import Keys
+
+class UiExampleO:
+
+def _init_(self) :
+
+# Create a new menu
+
+menu = MenuManager.CreateMenu("My Hdk API Scripts")
+
+actionMenuItem = self.createActionMenu()
+behaviourMenuItem = self.createBehaviourMenu()
+
+# Add the Menultem to the example menu
+menu.AddMenultem(actionMenuItem)
+
+menu.AddMenultem(behaviourMenuItem)
+
+def createActionMenu(self) :
+
+# Create a new Menultem
+itemDisplayText = "CreateAction"
+
+menultem = MenuManager.CreateMenultem(itemDisplayText)
+menultem.Description = "Create an action with one state"
+menultem.Toggleable = True
+
+menultem.Shortcut = Keys.Control | Keys.Shift | Keys.A
+
+
+
+
+
+
+
+
+
+#menultem.HasToolbarButton
+
+
+True
+
+
+# Hook up the execute event to set what happens when the menu
+menultem.Execute += self.createAction
+
+# Hook up the can execute event to set whether the menu item
+menultem.CanExecute += self.repertoireCanExecute
+
+return menultem
+
+def createBehaviourMenu(self):
+
+# Create a new Menultem
+itemDisplayText = "CreateBehaviour"
+
+menultem = MenuManager.CreateMenuItem(itemDisplayText)
+menultem.Description = "Create a behaviour with one state"
+menultem.Toggleable = True
+
+menultem.Shortcut = Keys.Control | Keys.Shift | Keys.B
+#menultem.HasToolbarButton = True
+
+# Hook up the execute event to set what happens when the menu
+menultem.Execute += self.CreateBehaviour
+
+# Hook up the can execute event to set whether the menu item
+menultem.CanExecute += self.repertoireCanExecute
+
+return menultem
+
+
+def repertoireCanExecute(self):
+
+rep = RepertoireEditor.CurrentRepertoire
+if (rep is None) :
+
+return False
+return True
+
+def CreateBehaviour(self, sender, args) :
+
+rep = RepertoireEditor.CurrentRepertoire
+if(rep):
+
+behaviour = rep.CreateBehaviour("behaviour")
+if(behaviour):
+
+behaviour.Position = Point (500, 100)
+
+state = behaviour.CreateState("state")
+
+if (state) :
+
+state.Position = Point(500,100)
+print("Created behaviour")
+
+def createAction(self, sender, args):
+
+rep = RepertoireEditor.CurrentRepertoire
+if(rep):
+
+action = rep.CreateAction ("action")
+action.Position = Point (416,192)
+
+state = action.CreateState("state")
+if (state) :
+
+state.Position = Point(500,100)
+
+
+item is pressed
+
+
+is enabled
+
+
+item is pressed
+
+
+is enabled
+
+
+
+
+print("Created action")
+
+
+example = UiExampleO
+
+
+Associated Types
+
+• HdkApi.RepertoireEditor.Userlnterface.Menu
+
+• HdkApi.RepertoireEditor.Userlnterface.Menu Item
+
+HdkApi.SceneEditor
+
+Summary
+
+Type
+
+Description
+
+Assembly
+
+SceneEditor
+
+Provides access to core functionality of the Scene Editor, such as getting the currently open scene.
+Home. Editors.SceneEditor.Scripting
+
+
+HdkApi.SceneEditor.SceneEditor
+
+SceneEditor
+
+Provides access to core functionality of the Scene Editor, such as getting the currently open scene.
+
+Namespace: HdkApi.SceneEditor
+
+Assembly: Home.Editors.SceneEditor.Scripting.dll
+
+Methods
+
+SceneEditor.OpenSceneProject( scprojPath)
+
+System.Boolean SceneEditor.Export( validate )
+
+Properties
+
+CurrentScene
+
+Events
+
+OnSaving
+
+OnSaved
+
+OnOpened
+
+OnExporting
+
+
+
+
+
+
+
+
+
+
+OnExported
+
+OnPackaging
+
+OnPackaged
+
+Delegates
+
+SceneAction
+
+Example
+
+
+#
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.70.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the SceneEditor class
+
+from HdkApi.SceneEditor import SceneEditor
+
+# Import the HomeScene class
+
+from HdkApi.Data.Scene import HomeScene
+
+class SceneEditorExample():
+def _init_(self) :
+
+# Get the current scene which is open in the Scene Editor
+openScene = SceneEditor.CurrentScene
+
+# Print the scene's filepath
+print openScene.FilePath
+
+# Export the currently open scene to a (.scene) file so it can be tested in game
+validate = True
+
+succeeded = SceneEditor.Export(validate)
+print succeeded
+
+self.RegisterCallbacks()
+
+def RegisterCallbacks(self) :
+
+# Hook up to the OnOpened event called when a scene is opened in the Scene Editor
+SceneEditor.OnOpened += self.onOpened
+
+# Hook up to the OnSaving event called when a scene is about to be saved
+SceneEditor.OnSaving += self.onSaving
+
+# Hook up to the OnSaved event called when a scene has been successfully saved
+SceneEditor.OnSaved += self.onSaved
+
+# Hook up to the OnExporting event called when a scene is about to be exported from an .scproj
+file to a .scene file
+
+SceneEditor.OnExporting += self.onExporting
+
+# Hook up to the OnExported event called when a scene has been successfully exported from an
+.scproj file to a .scene file
+
+SceneEditor.OnExported += self.OnExported
+
+# Hook up to the OnPackaging event called when a scene is about to be packaged
+SceneEditor.OnPackaging += self.OnPackaging
+
+# Hook up to the OnPackaged event called when a scene has been successfully packaged
+SceneEditor.OnPackaged += self.OnPackaged
+
+
+# Example of a callback function triggered when a scene is opened in the Scene Editor
+
+
+
+
+
+def onOpened(self, scene):
+
+print "Opened: {0}".format(scene.FilePath)
+
+# Example of a callback function triggered when the scene open in the Scene Editor is about to be
+saved
+
+def onSaving(self, scene):
+
+print "Saving: {0}".format(scene.FilePath)
+
+# Example of a callback function triggered when the scene open in the Scene Editor has been
+successfully saved
+
+def onSaved(self, scene):
+
+print "Saved: {0}".format(scene.FilePath)
+
+# Example of a callback function triggered when the scene open in the Scene Editor is about to be
+exported
+
+def onExporting(self, scene):
+
+print "Exporting: {0}".format(scene.FilePath)
+
+# Example of a callback function triggered when the scene open in the Scene Editor has been
+successfully exported
+
+def onExported(self, scene):
+
+print "Exported: {0}".format(scene.FilePath)
+
+# Example of a callback function triggered when the scene open in the Scene Editor is about to be
+packaged
+
+def onPackaging(self, scene):
+
+print "Packaging: {0}".format(scene.FilePath)
+
+# Example of a callback function triggered when the scene open in the Scene Editor is about to be
+
+
+
+
+packaged
+
+def onPackaged(self, scene):
+
+print "Packaged: {0}".format(scene.FilePath)
+
+
+Associated Types
+
+• HdkApi. Data. Scene. HomeScene
+
+
+HdkApi.SceneEditor.Camera
+
+Summary
+
+Type
+
+Description
+
+Assembly
+
+Camera
+
+The Camera class is the basis for derived camera classes in the HdkApi such as SceneCamera.
+
+Home. Editors.SceneEditor.Scripting
+CameraManager
+
+The CameraManager has access to Camera objects from the SceneEditor. Currently it provides access to the perspective camera that is used
+to navigate in the scene editor.
+
+Home. Editors.SceneEditor.Scripting
+
+SceneCamera
+
+The SceneCamera class represents the perspective camera that is used to navigate the scene in the editor. You may use this class to retrieve
+position and look at point data.
+
+Home. Editors.SceneEditor.Scripting
+
+HdkApi.SceneEditor.Camera.Camera
+
+Camera
+
+
+The Camera class is the basis for derived camera classes in the HdkApi such as SceneCamera.
+
+Namespace: HdkApi.SceneEditor.Camera
+Assembly: Home.Editors.SceneEditor.Scripting.dll
+
+Properties
+
+
+Position
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+LookAt
+
+
+Events
+
+CameraChanged
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.70.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+#
+
+# First import the Camera classes
+
+from HdkApi.SceneEditor.Camera import CameraManager, SceneCamera
+
+class CameraExample():
+def _init_(self) :
+
+self.camera = CameraManager.SceneCamera
+
+self.camera.CameraChanged += self.cameraUpdated
+
+def printPosition(self):
+
+str = "{0}{1}{2}".format(self.camera.Position.X, self.camera.Position.Y, self.camera.Position.Z)
+print(str)
+
+def printLookAt(self):
+
+str = "{0}{1}{2}".format(self.camera.LookAt.X, self.camera.LookAt.Y, self.camera.LookAt.Z)
+print(str)
+
+def cameraUpdated(self, sender, args):
+print("Camera Updated")
+self.printPosition()
+self.printLookAt()
+
+camExample = CameraExample()
+
+
+Associated Types
+
+• HdkApi. SceneEditor. Camera.CameraManager
+
+• HdkApi.SceneEditor.Camera.SceneCamera
+
+HdkApi.SceneEditor.Camera.CameraManager
+
+CameraManager
+
+
+The CameraManager has access to Camera objects from the SceneEditor. Currently it provides access to the perspective camera that is used to
+navigate in the scene editor.
+
+Namespace: HdkApi.SceneEditor.Camera
+Assembly: Home.Editors.SceneEditor.Scripting.dll
+
+Properties
+
+SceneCamera
+
+
+Example
+
+
+
+
+
+
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.70.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the Camera classes
+
+from HdkApi.SceneEditor.Camera import CameraManager, SceneCamera
+
+class CameraExample():
+def _init_(self) :
+
+self.camera = CameraManager.SceneCamera
+
+self.camera.CameraChanged += self.cameraUpdated
+
+def printPosition(self):
+
+str = "{0}{1}{2}".format(self.camera.Position.X, self.camera.Position.Y, self.camera.Position.Z)
+print(str)
+
+def printLookAt(self):
+
+str = "{0}{1}{2}".format(self.camera.LookAt.X, self.camera.LookAt.Y, self.camera.LookAt.Z)
+print(str)
+
+def cameraUpdated(self, sender, args):
+print("Camera Updated")
+self.printPosition()
+self.printLookAt()
+
+camExample = CameraExample()
+
+
+Associated Types
+
+• HdkApi.SceneEditor.Camera.Camera
+
+• HdkApi.SceneEditor.Camera.SceneCamera
+
+HdkApi.SceneEditor.Camera.SceneCamera
+
+SceneCamera
+
+The SceneCamera class represents the perspective camera that is used to navigate the scene in the editor. You may use this class to retrieve
+position and look at point data.
+
+Namespace: HdkApi.SceneEditor.Camera
+Assembly: Home.Editors.SceneEditor.Scripting.dll
+
+Methods
+
+ZoomToSelection()
+
+Properties
+
+Position
+
+LookAt
+
+Events
+
+CameraChanged
+
+
+Example
+
+
+
+
+
+
+
+
+
+#
+
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.70.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the Camera classes
+
+from HdkApi.SceneEditor.Camera import CameraManager, SceneCamera
+
+class CameraExample():
+def _init_(self) :
+
+self.camera = CameraManager.SceneCamera
+
+self.camera.CameraChanged += self.cameraUpdated
+
+def printPosition(self):
+
+str = "{0}{1}{2}".format(self.camera.Position.X, self.camera.Position.Y, self.camera.Position.Z)
+print(str)
+
+def printLookAt(self):
+
+str = "{0}{1}{2}".format(self.camera.LookAt.X, self.camera.LookAt.Y, self.camera.LookAt.Z)
+print(str)
+
+def cameraUpdated(self, sender, args) :
+print("Camera Updated")
+self.printPosition()
+self.printLookAt()
+
+camExample = CameraExample()
+
+
+Associated Types
+
+• HdkApi.SceneEditor.Camera.Camera
+
+• HdkApi.SceneEditor.Camera.CameraManager
+
+HdkApi.SceneEditor.Selection
+
+Summary
+
+Type
+
+Description
+
+Assembly
+
+SelectionManager
+
+Provides events and data relating to the current selection in the Scene Editor
+Home. Editors.SceneEditor.Scripting
+
+
+HdkApi.SceneEditor.Selection. SelectionManager
+
+
+
+
+
+
+
+
+
+
+
+
+SelectionManager
+
+
+Provides events and data relating to the current selection in the Scene Editor
+
+Namespace: HdkApi.SceneEditor.Selection
+Assembly: Home.Editors.SceneEditor.Scripting.dll
+
+Events
+
+SelectionChanged
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.70.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the Selection classes
+
+from HdkApi.SceneEditor.Selection import SelectionManager
+
+class SelectionExample():
+def _init_(self) :
+
+# Hook up to the SelectionChanged event
+
+SelectionManager.SelectionChanged += self.SelectionChanged
+
+def SelectionChanged(self, sender, args):
+
+# Print a message when ever the selection in the Scene Editor changes
+print("Selection Changed")
+
+selExample = SelectionExample()
+
+
+HdkApi.SceneEditor.Userlnterface
+
+Summary
+
+Type
+
+Description
+
+Assembly
+
+Menu
+
+Menu represents a menu in the Scene Editor Ul, new items can be added to the menu by calling the AddMenultem function, a new Menu can be
+created through MenuManager.CreateMenu
+
+Home. Editors.SceneEditor.Scripting
+
+Menultem
+
+Menultem represents an item within a Menu in the Scene Editor Ul, it provides access to properties about the menu item such as what icon it
+uses and whether it has a button associated with it, for a menu item to be visible it must be added to a Menu through AddMenultem, to create a
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+new Menultem call MenuManager.CreateMenultem
+Home. Editors.SceneEditor.Scripting
+MenuManager
+
+MenuManager is used to add new menus and menu items to the Scene Editor Ul, to add a new menu call CreateMenu, to add a new menu item
+call CreateMenultem and then pass the returned Menultem to a menu's AddMenultem function
+
+Home. Editors.SceneEditor.Scripting
+
+
+HdkApi.SceneEditor.Userlnterface.Menu
+
+Menu
+
+
+Menu represents a menu in the Scene Editor Ul, new items can be added to the menu by calling the AddMenultem function, a new Menu can be
+created through MenuManager.CreateMenu
+
+Namespace: HdkApi.SceneEditor.Userlnterface
+Assembly: Home.Editors.SceneEditor.Scripting.dll
+
+Methods
+
+AddMenultem( menultem )
+
+Example
+
+
+
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.70.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the Userlnterface classes
+
+from HdkApi.SceneEditor.Userlnterface import MenuManager, Menu, Menultem
+
+# Also add the System.Windows.Forms dll and import Keys so we can set a keyboard shortcut
+clr.AddReference("System.Windows.Forms")
+
+from System.Windows.Forms import Keys
+
+class UiExampleO:
+
+def _init_(self) :
+
+# Create a new menu
+
+menu = MenuManager.CreateMenu("Example Menu")
+
+# Create a new Menultem
+itemDisplayText = "Example Item"
+
+menultem = MenuManager.CreateMenuItem(itemDisplayText)
+menultem.Description = "Example menu item used in the UI Example"
+menultem.Toggleable = True
+
+menultem.Shortcut = Keys.Control | Keys.Shift | Keys.M
+menultem.HasToolbarButton = True
+
+# Hook up the execute event to set what happens when the menu item is pressed
+menultem.Execute += self.exampleExecute
+
+# Hook up the can execute event to set whether the menu item is enabled
+menultem.CanExecute += self.exampleCanExecute
+
+# Add the Menultem to the example menu
+menu.AddMenuItem(menultem)
+
+def exampleCanExecute(self) :
+return True
+
+def exampleExecute(self, sender, args) :
+print("Example executed")
+
+example = UiExampleO
+
+
+Associated Types
+
+• HdkApi.SceneEditor. Userlnterface.MenuManager
+
+• HdkApi.SceneEditor. Userlnterface.Menultem
+
+HdkApi.SceneEditor.Userlnterface. Menultem
+
+Menultem
+
+
+Menultem represents an item within a Menu in the Scene Editor UI, it provides access to properties about the menu item such as what icon it
+uses and whether it has a button associated with it, for a menu item to be visible it must be added to a Menu through AddMenuItem, to create a
+new Menultem call MenuManager.CreateMenultem
+
+Namespace: HdkApi.SceneEditor.Userlnterface
+Assembly: Home.Editors.SceneEditor.Scripting.dll
+
+
+
+
+
+
+
+
+
+Properties
+
+DisplayText
+
+Description
+
+Icon Path
+
+Shortcut
+
+Toggleable
+
+HasToolbarButton
+
+Events
+
+Execute
+
+CanExecute
+
+Delegates
+
+CanExecuteHandler
+
+Example
+
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.70.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the Userlnterface classes
+
+from HdkApi.SceneEditor.Userlnterface import MenuManager, Menu, Menultem
+
+# Also add the System.Windows.Forms dll and import Keys so we can set a keyboard shortcut
+clr.AddReference("System.Windows.Forms")
+
+from System.Windows.Forms import Keys
+
+class UiExampleO:
+
+def _init_(self) :
+
+# Create a new menu
+
+menu = MenuManager.CreateMenu("Example Menu")
+
+# Create a new Menultem
+itemDisplayText = "Example Item"
+
+menultem = MenuManager.CreateMenuItem(itemDisplayText)
+menultem.Description = "Example menu item used in the UI Example"
+menultem.Toggleable = True
+
+menultem.Shortcut = Keys.Control | Keys.Shift | Keys.M
+menultem.HasToolbarButton = True
+
+# Hook up the execute event to set what happens when the menu item is pressed
+menultem.Execute += self.exampleExecute
+
+# Hook up the can execute event to set whether the menu item is enabled
+menultem.CanExecute += self.exampleCanExecute
+
+# Add the Menultem to the example menu
+menu.AddMenuItem(menultem)
+
+def exampleCanExecute(self) :
+return True
+
+def exampleExecute(self, sender, args) :
+print("Example executed")
+
+example = UiExampleO
+
+
+Associated Types
+
+• HdkApi.SceneEditor. Userlnterface.MenuManager
+
+• HdkApi.SceneEditor. Userlnterface.Menu
+
+HdkApi.SceneEditor.Userlnterface. MenuManager
+
+MenuManager
+
+
+MenuManager is used to add new menus and menu items to the Scene Editor UI, to add a new menu call CreateMenu, to add a new menu ii
+call CreateMenuItem and then pass the returned Menultem to a menu's AddMenuItem function
+
+Namespace: HdkApi.SceneEditor.Userlnterface
+Assembly: Home.Editors.SceneEditor.Scripting.dll
+
+
+Methods
+
+
+
+
+
+
+
+
+
+HdkApi.SceneEditor.Userlnterface.Menu MenuManager.CreateMenu( name)
+
+HdkApi.SceneEditor.Userlnterface.Menu MenuManager.GetMenu( name)
+HdkApi.SceneEditor.Userlnterface.Menultem MenuManager.CreateMenultem( displayText)
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.70.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the Userlnterface classes
+
+from HdkApi.SceneEditor.Userlnterface import MenuManager, Menu, Menultem
+
+# Also add the System.Windows.Forms dll and import Keys so we can set a keyboard shortcut
+clr.AddReference("System.Windows.Forms")
+
+from System.Windows.Forms import Keys
+
+class UiExample():
+
+def _init_(self) :
+
+# Create a new menu
+
+menu = MenuManager.CreateMenu("Example Menu")
+
+# Create a new Menultem
+itemDisplayText = "Example Item"
+
+menultem = MenuManager.CreateMenuItem(itemDisplayText)
+menultem.Description = "Example menu item used in the UI Example"
+menultem.Toggleable = True
+
+menultem.Shortcut = Keys.Control | Keys.Shift | Keys.M
+menultem.HasToolbarButton = True
+
+# Hook up the execute event to set what happens when the menu item is pressed
+menultem.Execute += self.exampleExecute
+
+# Hook up the can execute event to set whether the menu item is enabled
+menultem.CanExecute += self.exampleCanExecute
+
+# Add the Menultem to the example menu
+menu.AddMenuItem(menultem)
+
+def exampleCanExecute(self):
+return True
+
+def exampleExecute(self, sender, args) :
+print("Example executed")
+
+example = UiExampleO
+
+
+Associated Types
+
+• HdkApi.SceneEditor. Userlnterface.Menu
+
+• HdkApi.SceneEditor. Userlnterface.Menu Item
+
+
+HdkApi.SceneEditor.Utilities
+
+
+Summary
+
+
+
+
+
+
+
+
+Type
+
+Description
+
+Assembly
+
+SynchronizationObject
+
+Provides a synchronization object for the main Scene Editor thread, this is useful for forcing a delegate to be executed on the main Scene Editor
+thread, for more information about synchronization objects see:
+
+http://msdn.microsoft.com/en-us/library/system.componentmodel.isynchronizeinvoke.aspx
+Home. Editors.SceneEditor.Scripting
+
+HdkApi.SceneEditor.Utilities.SynchronizationObject
+
+SynchronizationObject
+
+
+Provides a synchronization object for the main Scene Editor thread, this is useful for forcing a delegate to be executed on the main Scene Editor
+thread, for more information about synchronization objects see:
+
+http://msdn.microsoft.com/en-us/library/system.componentmodel.isynchronizeinvoke.aspx
+
+Namespace: HdkApi.SceneEditor.Utilities
+Assembly: Home.Editors.SceneEditor.Scripting.dll
+
+Remarks
+
+
+G# SynchronizationObject is an advanced class which you should only have to use if you are dealing with multithreading, in general you should
+rarely need to use this class
+
+Methods
+
+System.ComponentModel.lSynchronizelnvoke SynchronizationObject.Get()
+
+
+Example
+
+
+
+
+
+
+#
+
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.70.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the SynchronizationObject class
+
+from HdkApi.SceneEditor.Utilities import SynchronizationObject
+
+# We also use the communications classes in this example, so import them as well
+
+from HdkApi.Core.Communication import TargetManager, Target, TargetResult, TargetException
+
+class SyncObjectExample():
+def _init_(self) :
+
+# Create a timer
+
+self.timerlnterval = 30
+self.timer = Timer()
+
+self.timer.Interval = (1000/timerInterval)
+
+# Initialise the TargetManager so it is ready to be used
+TargetManager.Initialize()
+
+# Use the SynchronizationObject to force the Elapsed callback to run on the main Scene Editor
+
+thread
+
+# Normally the Elapsed callback would execute on a separate thread, but by setting the
+SynchronizingObject to
+
+# the main Scene Editor thread timerEvent will now be called on the Scene Editor thread
+
+instead
+
+self.timer.SynchronizingObject = SynchronizationObject.Get()
+self.timer.Elapsed += self.timerEvent
+def timerEvent(self, sender, arg) :
+
+# TargetManager can only be called on the thread it was created on (the main Scene Editor
+
+thread),
+
+# by setting the SynchronizingObject we know that it will be called on the correct thread
+TargetManager.ConnectToDefault ()
+
+
+
+
+