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HDK API Reference Guide

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0% found this document useful (0 votes)
41 views133 pages

HDK API Reference Guide

PlayStation Home

Uploaded by

aboutsmbp1
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

1. HDK API Reference . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

3
1.1 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
1.1.1 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
1.2 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
1.2.1 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
1.2.2 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
1.2.3 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
1.2.4 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
1.3 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
1.3.1 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
1.4 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
1.4.1 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
1.4.2 [Link].Vector3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
1.5 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
1.5.1 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
1.6 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
1.6.1 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
1.7 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
1.7.1 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
1.8 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
1.8.1 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
1.8.2 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
1.8.3 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
1.8.4 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
1.8.5 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
1.8.6 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
1.8.7 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
1.8.8 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
1.9 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
1.9.1 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
1.9.2 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
1.9.3 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
1.9.4 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
1.10 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
1.10.1 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
1.11 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
1.11.1 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
1.12 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
1.12.1 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
1.12.2 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
1.12.3 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
1.12.4 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
1.12.5 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
1.12.6 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
1.13 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
1.13.1 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
1.14 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
1.14.1 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
1.15 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
1.15.1 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
1.16 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
1.16.1 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
1.16.2 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
1.16.3 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
1.17 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
1.17.1 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
1.17.2 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
1.17.3 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
1.17.4 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
1.17.5 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
1.17.6 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
1.17.7 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
1.17.8 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
1.17.9 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
1.17.10 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
1.17.11 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
1.17.12 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
1.17.13 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
1.17.14 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
1.17.15 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
1.17.16 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
1.17.17 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
1.18 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
1.18.1 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
1.18.2 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
1.18.3 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
1.18.4 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
1.19 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
1.19.1 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
1.19.2 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
1.19.3 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
1.19.4 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
1.19.5 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
1.19.6 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
1.19.7 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
1.19.8 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
1.19.9 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
1.19.10 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
1.19.11 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
1.19.12 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
1.20 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
1.20.1 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
1.20.2 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
1.20.3 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
1.20.4 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98
1.20.5 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
1.20.6 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
1.21 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
1.21.1 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
1.21.2 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
1.21.3 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
1.21.4 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
1.21.5 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
1.21.6 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
1.21.7 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
1.22 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
1.22.1 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
1.22.2 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
1.22.3 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
1.23 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
1.23.1 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
1.24 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
1.24.1 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
1.24.2 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123
1.24.3 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
1.25 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
1.25.1 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
1.26 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
1.26.1 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
1.26.2 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
1.26.3 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
1.27 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131
1.27.1 [Link] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
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

[Link]
Summary

Type

Description

Assembly

HdkDictionary

HdkDictionary is a light wrapper around a .NET Dictionary, it provides all the standard functionality of the .NET Dictionary.

[Link]

[Link]

HdkDictionary

HdkDictionary is a light wrapper around a .NET Dictionary, it provides all the standard functionality of the .NET Dictionary.

Namespace: [Link]
Assembly: [Link]

Constructors

HdkDictionary( )

HdkDictionary( resizable, dictionary )

HdkDictionary( equalityComparer )

HdkDictionary( size )

HdkDictionary( resizable, dictionary, equalityComparer )

HdkDictionary( size, equalityComparer )

Methods

Add( key, value )

[Link] ContainsKey( key )

[Link] Remove( key )


[Link] TryGetValue( key, value )

Add( item )

Clear( )

[Link] Contains( item )

CopyTo( array, arrayIndex )

[Link] Remove( item )

[Link][[Link][T1,T2]] GetEnumerator( )

Properties

Keys

Values

[key]

Count

IsReadOnly

Example
#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.60.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

# The HdkDictionary class must be imported from Collections before it is used


from [Link] 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


[Link](1, "red")
[Link](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 [Link](1):
# Get the value associated with that key
print dictionary[1]

# Remove the entry with the key '1'


[Link](1)

# Iterate through all the keys in the dictionary


for key in [Link]:
# Get each value
print dictionary[key]

[Link]
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.

[Link]
TargetException

Exception which provides a Result Code for a failed communications operation

[Link]

TargetManager

TargetManager is used to manage and connect to PS3 targets

[Link]

TargetResult

Result codes for operations with the Target Manager, can be accessed through the TargetException's ResultCode

[Link]

[Link]

Target

Provides information about a PS3 target obtained from the TargetManager class. Once connected allows communications such as sending of
messages.

Namespace: [Link]
Assembly: [Link]

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

#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.55.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

# First import the Communication classes


from [Link] 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
[Link]()

# Check whether the TargetManager is connected to a target


if [Link] == None:
try:
# Connect to the first available target
# This function blocks until the connect is completed
[Link]()
except TargetException, e:
# Catch any exceptions thrown by the connect
print "TargetManagerExample failed to connect to default target:
{0}".format([Link])

return

# Send a command enabling rendering of sound volumes in the client


exampleCmd = "enableAudioRender3d 1"
[Link](exampleCmd)

# Send a lua command activating the editor camera in the client


exampleLuaCmd = "lc [Link]()"
[Link](exampleLuaCmd)

# Example of asynchronously connecting to a target


class TargetManagerAsyncExample():
def __init__(self):
# Before using the TargetManager API you must call Initialize
[Link]()

# Check whether the TargetManager is connected to a target


if [Link] == None:
try:
# Connect to the first available target asynchronously
# The ConnectCallback function will be called when the connect has completed
[Link](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([Link])

return
else:
# If the target is already connected proceed with sending the commands
[Link]()

def SendCommands(self):
# Send a command enabling rendering of sound volumes in the client
exampleCmd = "enableAudioRender3d 1"
[Link](exampleCmd)

# Send a lua command activating the editor camera in the client


exampleLuaCmd = "lc [Link]()"
[Link](exampleLuaCmd)

def ConnectCallback(self, target, result):


# Example of a callback function triggered by a completed asynchronous connect
if result == [Link]:
[Link]()

[Link]

TargetException

Exception which provides a Result Code for a failed communications operation

Namespace: [Link]
Assembly: [Link]

Properties

ResultCode

Message

[Link]

TargetManager

TargetManager is used to manage and connect to PS3 targets

Namespace: [Link]
Assembly: [Link]

Remarks

Before attempting to connect to a target TargetManager must be initialised by calling [Link]()


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

[Link]( )

[Link][[Link],[Link]] [Link]( )

[Link]( connectCompleted )

[Link]( )

[Link]( connectCompleted )

Properties

ConnectedTarget

Example

#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.55.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

# First import the Communication classes


from [Link] 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
[Link]()

# Check whether the TargetManager is connected to a target


if [Link] == None:
try:
# Connect to the first available target
# This function blocks until the connect is completed
[Link]()
except TargetException, e:
# Catch any exceptions thrown by the connect
print "TargetManagerExample failed to connect to default target:
{0}".format([Link])

return

# Send a command enabling rendering of sound volumes in the client


exampleCmd = "enableAudioRender3d 1"
[Link](exampleCmd)

# Send a lua command activating the editor camera in the client


exampleLuaCmd = "lc [Link]()"
[Link](exampleLuaCmd)

# Example of asynchronously connecting to a target


class TargetManagerAsyncExample():
def __init__(self):
# Before using the TargetManager API you must call Initialize
[Link]()

# Check whether the TargetManager is connected to a target


if [Link] == None:
try:
# Connect to the first available target asynchronously
# The ConnectCallback function will be called when the connect has completed
[Link](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([Link])

return
else:
# If the target is already connected proceed with sending the commands
[Link]()

def SendCommands(self):
# Send a command enabling rendering of sound volumes in the client
exampleCmd = "enableAudioRender3d 1"
[Link](exampleCmd)

# Send a lua command activating the editor camera in the client


exampleLuaCmd = "lc [Link]()"
[Link](exampleLuaCmd)

def ConnectCallback(self, target, result):


# Example of a callback function triggered by a completed asynchronous connect
if result == [Link]:
[Link]()

[Link]

TargetResult

Result codes for operations with the Target Manager, can be accessed through the TargetException's ResultCode

Namespace: [Link]
Assembly: [Link]

Fields

SUCCEEDED

TM_FAILED_TO_START

TARGET_COMMS_ERROR

TARGET_IN_USE

TM_NO_TARGETS

TARGET_NOT_FOUND

TARGET_NOT_CONNECTED

TM_NOT_INITIALIZED

FAILED

Example

#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.55.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

# First import the Communication classes


from [Link] import TargetManager, Target, TargetException, TargetResult

# Example of using Target Result


class TargetResultExample():
def __init__(self):
try:
[Link]()
except TargetException, e:
# Print the Target Result for the exception
print [Link]

# Check for a specific Target Result


if [Link] == TargetResult.TM_FAILED_TO_START:
print "Target Manager failed to start"
# Run some fallback code
[Link]
Summary

Type

Description

Assembly

Logger

Provides simple file logging functionality, allowing output from a program to be written to a log file.

[Link]

[Link]

Logger

Provides simple file logging functionality, allowing output from a program to be written to a log file.

Namespace: [Link]
Assembly: [Link]

Constructors

Logger( logFilePath )

Methods

ClearLog( )

LogInfo( info )

LogWarning( warning )

LogError( error )

LogFatal( fatal )

Example
#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.60.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

# The Logger class must be imported from Debug before it is used


from [Link] import Logger

class LoggerExample():
def __init__(self):

# Create a new logger which writes to the file C:/[Link]


logger = Logger("C:/[Link]")

# Write an information message to the log


[Link]("Example started")

# Write a warning message to the log


[Link]("Example warning")

# Write an error message to the log


[Link](("Example error"))

try:
raise Exception("Example fatal error")
except Exception as e:
# Write a fatal error message to the log
[Link](str(e))

[Link]
Summary

Type

Description

Assembly

Converters

Provides helper functions for performing various mathematical conversions such as converting radian values to degrees.

[Link]

Vector3

A simple vector structure containing 3 float components.

[Link]
[Link]

Converters

Provides helper functions for performing various mathematical conversions such as converting radian values to degrees.

Namespace: [Link]
Assembly: [Link]

Methods

[Link] [Link]( radians )

[Link] [Link]( degrees )

Example

#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.60.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

# The Converters class must be imported from Maths before it is used


from [Link] import Converters

class ConvertersExample():
def __init__(self):

angleInDegrees = 180

# Convert our angle in degrees to radians


angleInRadians = [Link](angleInDegrees)
print angleInRadians

# Convert our angle in radians to degrees


angleInDegrees = [Link](angleInRadians)
print angleInDegrees

[Link].Vector3

Vector3

A simple vector structure containing 3 float components.

Namespace: [Link]
Assembly: [Link]

Constructors

Vector3( x, y, z )

Methods

[Link] ToString( format, formatProvider )

Properties
X

Example

#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.55.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

# First import the Vector3 class from Maths


from [Link] 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

[Link]
Summary

Type

Description

Assembly

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.
[Link]

[Link]

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: [Link]
Assembly: [Link]

Properties

ProjectPath

HdkInstallRoot

Example

#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.55.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

# The PathUtilities class must be imported from Utilities before it is used


from [Link] import PathUtilities

class PathUtilitiesExample():
def __init__(self):

# Get the current project path


projectPath = [Link]

textFilePath = [Link](projectPath, "[Link]")


print(textFilePath)

# Get the current hdk install root


hdkInstallRoot = [Link]

iconPath = [Link](hdkInstallRoot, "dev/scripts/SceneEditor/icons/[Link]")


print(iconPath)

[Link]
Summary

Type

Description

Assembly
AgeRatingItem

Provides information about an age rating item

[Link]

[Link]

AgeRatingItem

Provides information about an age rating item

Namespace: [Link]
Assembly: [Link]

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 OFLCNZ ACB

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 [Link] for rating information.
May contain content inappropriate for children.

PEGI OK PEGI OK Bad Language


3+ PEGI 3+ Discrimination
4+ PEGI 4+ Drugs
6+ PEGI 6+ Fear
7+ PEGI 7+ Sexual Content
12+ PEGI 12+ Violence
16+ PEGI 16+ Gambling
18+ PEGI 18+ Online
BBFC Uc Universal Children
U Universal
PG Parental Guidance
12A 12 Advisory
15 15
18 18
R18 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
MA15+ Mature Mild Battle Violence
Mature Restricted Mild Coarse Language
Mild Drug References
Mild Fantasy Violence
Mild Gambling References
Mild Horror 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 Horror Themes
Moderate Horror 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
OFLCNZ G General Adult Themes
PG ParentalGuidance Anti-Social Behaviour
M Mature Battle Violence
R13 Restricted 13 Brutal Violence
R15 Restricted 15 Content That May Disturb
R16 Restricted 16 Content That May Offend
R18 Restricted 18 Could Have a Negative Effect on Children
R 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 ALL Violence


12 12 Sexual
15 15 Horror
18 18 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

[Link] [Link]( rating )

Properties

Rating
MinimumAge

ParentalControlLevel

ContentDescriptors

AdditionalData

Example

#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.65.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

# Import the Object classes


from [Link] import ObjectManager, Uuid, ComponentTypes

# Import the AgeRatingItem class


from [Link] import AgeRatingItem

class AgeRatingsExample():
def __init__(self):

uuid = [Link]("00000000-00000000-00000000-00000018")
loadedObject = None

try:
# First load the object whose age rating data we wish to edit
loadedObject = [Link](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 = [Link][[Link]]

# The age ratings are returned as a HdkDictionary keyed by the country which each rating
belongs to
for ageRating in [Link]:
print "{0} - {1}".format([Link], [Link])

# To create a new age rating use the [Link] method


# This method takes in a string containing the rating system and rating
pegiItem = [Link]("PEGI_12+")

# To set the Parental Control Level use the ParentalControlLevel property


[Link] = 8

# To set the Minimum Age use the MinimumAge property


[Link] = 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
[Link]["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
[Link]["GB"] = pegiItem

# The same age rating can be assigned to multiple countries


[Link]["FR"] = pegiItem

# An age rating can also be assigned to all countries which use a particular rating system
[Link]["ALL-PEGI"] = pegiItem

# To remove an age rating use the Remove method of the HdkDictionary


[Link]("ALL-PEGI")
# To write the changed age ratings to disc use the HomeObject Save method
[Link]()

[Link]
Summary

Type

Description

Assembly

Collect

A utility class used to collect dependencies of objects or scenes.

[Link]

[Link]

Collect

A utility class used to collect dependencies of objects or scenes.

Namespace: [Link]
Assembly: [Link]

Methods

[Link][] [Link]( obj )

[Link][] [Link]( objs )

[Link][] [Link]( scene )

[Link][] [Link]( scenes )

Example
#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.70.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>
from [Link] import ObjectManager
from [Link] import Collect
import zipfile

class CollectExample():
def __init__(self):
components = ["network"]
foundObjects = [Link](components)
dependentFiles = [Link](foundObjects)

f = [Link]('d:\\collect_test.zip', 'w')
for dependentFile in dependentFiles:
[Link](dependentFile)
[Link]()

collectExample = CollectExample()

Associated Types

[Link]

[Link]
Summary

Type

Description

Assembly

ObjectComponent

Provides information about an object component

[Link]

ComponentTypes

Lists all of the object component types

[Link]

HomeObject

Provides information about an object loaded through the ObjectManager class. Allows an object's data to be viewed and edited.
[Link]

LocalisationItem

[Link]

ObjectManager

ObjectManager is used to load objects for viewing and editing

[Link]

ObjectResource

Provides information about a resource on disk which may be associated with an object and used by a component

[Link]

TerritoryTypes

Lists all of the territory types

[Link]

Uuid

Uuid object used to identify an object. To create a new Uuid use [Link]()

[Link]

[Link]

ComponentTypes

Lists all of the object component types

Namespace: [Link]
Assembly: [Link]

Remarks

Each type is used to look up a specific component in the Components dictionary accessed through an Object's Components property

Constructors

ComponentTypes( )

Fields

Active
ArcadeGame

Clothing

EmbeddedObject

Furniture

GameLaunch

Header

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

[Link]

[Link]

[Link]

HomeObject

Provides information about an object loaded through the ObjectManager class. Allows an object's data to be viewed and edited.

Namespace: [Link]
Assembly: [Link]

Methods

[Link] Validate( validatorOutput )

[Link] Package( validatorOutput, packagerOutput )

Save( )

[Link][[Link]] GetResources( )

[Link][[Link]] GetResources( type )

[Link] AddResource( name, type, filepath )

RemoveResource( resource )

[Link][[Link]] GetLocalisationItems( )

[Link] GetLocalisationItem( key )

[Link] AddLocalisationItem( reference )

RemoveLocalisationItem( item )

Properties

Uuid

Name

Components

EntitlementId

CategoryId

ProductId

Dependencies

Example

#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.55.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

# First import the Object classes


from [Link] import ObjectManager, HomeObject, ObjectComponent, Uuid, ComponentTypes,
TerritoryTypes

# Import the MessageType class as we need this for the object validation and packaging output
from [Link] import MessageType

# Also import PathUtilities as we use it to get the project path


from [Link] import PathUtilities

class ObjectManagerExample():
def __init__(self):
try:
# Load an object by its uuid
uuid = [Link]("00000000-00000000-00000000-00000018")
loadedObject = [Link](uuid)
# Load an object by its [Link] path
objectPath = [Link] +
"/build/objects/00000000-00000000-00000000-00000018/[Link]"
loadedObject = [Link](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 = [Link](components)

# Get the Uuids of all objects which contain a resource with the path 'resourcePath'
resourcePath = "objects/00000000-00000000-00000000-00000018/[Link]"
foundObjects = [Link](resourcePath)

# Print the entitlement_id for the territory 'SCEA'


print [Link][[Link]]

# Set the entitlement_id for the territory 'SCEE'


[Link][[Link]] = "LUA_REWARD"

# Print the name of each component which loadedObject contains


for component in [Link]:
print component

# Try to access the furniture component and set the furniture metadata item
if [Link]([Link]):
[Link][[Link]].Furniture = "Chair"

# Validate an object
if [Link]([Link]):
print "{0} - {1} passed validations\n".format([Link], [Link])

# Validate and package an object


# The first passed in callback is triggered for validation output
# The second callback is triggered for packager output
if [Link]([Link], [Link]):
print "{0} - {1} succesfully packaged\n".format([Link], [Link])

# Example function for handling object validation and packager output


def Output(self, msg, msgType):
if (msgType == [Link]):
print "INFO: {0}\n".format(msg)

elif (msgType == [Link]):


print "WARNING: {0}\n".format(msg)

elif (msgType == [Link]):


print "ERROR: {0}\n".format(msg)

elif (msgType == [Link]):


print "FATAL: {0}\n".format(msg)

objectManagerExample = ObjectManagerExample()

Associated Types

[Link]

[Link]

[Link]

LocalisationItem

Namespace: [Link]
Assembly: [Link]

Methods

[Link] HasLanguage( language )

[Link] GetPhrase( language )

SetPhrase( language, phrase )

[Link][[Link],[Link]] GetPhrases( )

Properties

Key

SupportedLanguages

Associated Types

[Link]

[Link]

[Link]

ObjectComponent

Provides information about an object component

Namespace: [Link]
Assembly: [Link]

Properties

Type

Example
#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.55.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

# First import the Object classes


from [Link] import ObjectManager, HomeObject, ObjectComponent, Uuid, ComponentTypes,
TerritoryTypes

# Import the MessageType class as we need this for the object validation and packaging output
from [Link] import MessageType

# Also import PathUtilities as we use it to get the project path


from [Link] import PathUtilities

class ObjectManagerExample():
def __init__(self):
try:
# Load an object by its uuid
uuid = [Link]("00000000-00000000-00000000-00000018")
loadedObject = [Link](uuid)

# Load an object by its [Link] path


objectPath = [Link] +
"/build/objects/00000000-00000000-00000000-00000018/[Link]"
loadedObject = [Link](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 = [Link](components)

# Get the Uuids of all objects which contain a resource with the path 'resourcePath'
resourcePath = "objects/00000000-00000000-00000000-00000018/[Link]"
foundObjects = [Link](resourcePath)

# Print the entitlement_id for the territory 'SCEA'


print [Link][[Link]]

# Set the entitlement_id for the territory 'SCEE'


[Link][[Link]] = "LUA_REWARD"

# Print the name of each component which loadedObject contains


for component in [Link]:
print component

# Try to access the furniture component and set the furniture metadata item
if [Link]([Link]):
[Link][[Link]].Furniture = "Chair"

# Validate an object
if [Link]([Link]):
print "{0} - {1} passed validations\n".format([Link], [Link])

# Validate and package an object


# The first passed in callback is triggered for validation output
# The second callback is triggered for packager output
if [Link]([Link], [Link]):
print "{0} - {1} succesfully packaged\n".format([Link], [Link])

# Example function for handling object validation and packager output


def Output(self, msg, msgType):
if (msgType == [Link]):
print "INFO: {0}\n".format(msg)
elif (msgType == [Link]):
print "WARNING: {0}\n".format(msg)

elif (msgType == [Link]):


print "ERROR: {0}\n".format(msg)

elif (msgType == [Link]):


print "FATAL: {0}\n".format(msg)

objectManagerExample = ObjectManagerExample()

Associated Types

[Link]

[Link]

ObjectManager

ObjectManager is used to load objects for viewing and editing

Namespace: [Link]
Assembly: [Link]

Methods

[Link] [Link]( objectFilename )

[Link] [Link]( uuidToLoad )

[Link][[Link]] [Link]( components )

[Link][[Link]] [Link]( resourcePath )

Example

#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.55.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

# First import the Object classes


from [Link] import ObjectManager, HomeObject, ObjectComponent, Uuid, ComponentTypes,
TerritoryTypes

# Import the MessageType class as we need this for the object validation and packaging output
from [Link] import MessageType

# Also import PathUtilities as we use it to get the project path


from [Link] import PathUtilities

class ObjectManagerExample():
def __init__(self):
try:
# Load an object by its uuid
uuid = [Link]("00000000-00000000-00000000-00000018")
loadedObject = [Link](uuid)

# Load an object by its [Link] path


objectPath = [Link] +
"/build/objects/00000000-00000000-00000000-00000018/[Link]"
loadedObject = [Link](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 = [Link](components)

# Get the Uuids of all objects which contain a resource with the path 'resourcePath'
resourcePath = "objects/00000000-00000000-00000000-00000018/[Link]"
foundObjects = [Link](resourcePath)

# Print the entitlement_id for the territory 'SCEA'


print [Link][[Link]]

# Set the entitlement_id for the territory 'SCEE'


[Link][[Link]] = "LUA_REWARD"

# Print the name of each component which loadedObject contains


for component in [Link]:
print component

# Try to access the furniture component and set the furniture metadata item
if [Link]([Link]):
[Link][[Link]].Furniture = "Chair"

# Validate an object
if [Link]([Link]):
print "{0} - {1} passed validations\n".format([Link], [Link])

# Validate and package an object


# The first passed in callback is triggered for validation output
# The second callback is triggered for packager output
if [Link]([Link], [Link]):
print "{0} - {1} succesfully packaged\n".format([Link], [Link])

# Example function for handling object validation and packager output


def Output(self, msg, msgType):
if (msgType == [Link]):
print "INFO: {0}\n".format(msg)

elif (msgType == [Link]):


print "WARNING: {0}\n".format(msg)

elif (msgType == [Link]):


print "ERROR: {0}\n".format(msg)

elif (msgType == [Link]):


print "FATAL: {0}\n".format(msg)

objectManagerExample = ObjectManagerExample()

Associated Types

[Link]

[Link]

ObjectResource

Provides information about a resource on disk which may be associated with an object and used by a component

Namespace: [Link]
Assembly: [Link]

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
#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.65.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

# First import the Object classes


from [Link] import ObjectManager, HomeObject, Uuid, ObjectResource

# Also import PathUtilities as we use it to get the project path


from [Link] import PathUtilities

class HomeObjectResourceExample():
def __init__(self):
try:
# Load an object by its uuid
uuid = [Link]("00000000-00000000-00000000-00000018")
loadedObject = [Link](uuid)

# Add model resource to the object


resourcePath = [Link] +
'/Build/Furniture/Home_Rug_Sample/Home_Rug_Sample.mdl'
resource = [Link]("test_resource", 'model', resourcePath)

# Print the name of each resource the loadedObject contains


for objectResource in [Link]():
print [Link]

# Print the name of each model resource the loadedObject contains


for objectResource in [Link]('model'):
print [Link]

# Remove the resource from the object


[Link](resource)

except Exception, e:
print "{0}".format(e)

resourceExample = HomeObjectResourceExample()

Associated Types

[Link]

[Link]

TerritoryTypes

Lists all of the territory types

Namespace: [Link]
Assembly: [Link]

Remarks

Each type is used to look up a specific value in the entitlement_id, category_id and product_id dictionaries accessed through an Object's
EntitlementId, CategoryId and ProductId properties

Fields
SCEE

SCEA

SCEJ

SCEAsia

Example

#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.55.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

# First import the TerritoryTypes class


from [Link] import TerritoryTypes

class TerritoryTypes_Example():
def __init__(self):

territories = [[Link],[Link],[Link],[Link]]
for territory in territories:
print (territory)

tt_example = TerritoryTypes_Example()

Associated Types

[Link]

[Link]

Uuid

Uuid object used to identify an object. To create a new Uuid use [Link]()

Namespace: [Link]
Assembly: [Link]

Methods

[Link] [Link]( uuid )

[Link] [Link]( uuid )

Example
#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.55.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

# First import the Uuid class


from [Link] import Uuid

class UuidExample():
def __init__(self):

strHelicopterUuid = "45864836-89475616-84123186-13213216"
isValid = [Link](strHelicopterUuid)
if isValid:
HelicopterUuid = [Link](strHelicopterUuid)
print "Get to the chopper! %s" % strHelicopterUuid

strDinosaurUuid = "DINOSAUR-SARENOTA-UUIDVELO-CIRAPTOR"
isValid = [Link](strDinosaurUuid)
if isValid == False:
print "Dinosaurs are extinct!"

ux = UuidExample()

Associated Types

[Link]

[Link]

[Link]
Summary

Type

Description

Assembly

ClothingComponent

Provides information about a clothing component

[Link]

HeaderComponent

Header information for an object, used for indexing and general information.

[Link]
FurnitureComponent

Provides information about a furniture component

[Link]

GameLaunchComponent

Provides information about a game_launch component

[Link]

[Link]

ClothingComponent

Provides information about a clothing component

Namespace: [Link]
Assembly: [Link]

Properties

Name

ClothingType

Clothing

Rigs

Type

Example
#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.60.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

# Import the Object classes


from [Link] import ObjectManager, Uuid, ComponentTypes

# Import the ClothingComponent class


from [Link] import ClothingComponent

class ClothingExample():
def __init__(self):

# Load an object by its uuid


uuid = [Link]("00000000-00000000-00000000-00000018")

try:
loadedObject = [Link](uuid)

if [Link]([Link]):
# Change the category of the clothing item
[Link][[Link]].Clothing = "Hat"

# Change the rig which the clothing item is designed for


[Link][[Link]].Rigs =
"00000000-00000000-00000010-00000000"

except Exception, e:
print "Failed to load object {0}: {1}".format(uuid, e)

Associated Types

[Link]

[Link]

FurnitureComponent

Provides information about a furniture component

Namespace: [Link]
Assembly: [Link]

Properties

Furniture

Type

Example
#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.60.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

# Import the Object classes


from [Link] import ObjectManager, Uuid, ComponentTypes

# Import the FurnitureComponent class


from [Link] import FurnitureComponent

class FurnitureExample():
def __init__(self):

# Load an object by its uuid


uuid = [Link]("00000000-00000000-00000000-00000018")

try:
loadedObject = [Link](uuid)

if [Link]([Link]):
# Change the category of the furniture item
[Link][[Link]].Furniture = "Desk"

except Exception, e:
print "Failed to load object {0}: {1}".format(uuid, e)

Associated Types

[Link]

[Link]

GameLaunchComponent

Provides information about a game_launch component

Namespace: [Link]
Assembly: [Link]

Properties

CommunicationId

TitleId

Type

Example
#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.60.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

# Import the Object classes


from [Link] import ObjectManager, Uuid, ComponentTypes

# Import the GameLaunchComponent class


from [Link] import GameLaunchComponent

class GameLaunchExample():
def __init__(self):

# Load an object by its uuid


uuid = [Link]("00000000-00000000-00000000-00000018")

try:
loadedObject = [Link](uuid)

if [Link]([Link]):
# Change the communication id
[Link][[Link]].CommunicationId = "COMM_ID"

# Change the title id


[Link][[Link]].TitleId = "GAME_TITLE"

except Exception, e:
print "Failed to load object {0}: {1}".format(uuid, e)

Associated Types

[Link]

[Link]

HeaderComponent

Header information for an object, used for indexing and general information.

Namespace: [Link]
Assembly: [Link]

Properties

Name

Description

Author

ObjectVersion

Publisher

Template

TemplateVersion

AgeRatings
HelpText

Lpid

Type

Example

#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.55.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

# First import the Object classes


from [Link] import ObjectManager, HomeObject, ObjectComponent, Uuid, ComponentTypes,
TerritoryTypes

# Import the MessageType class as we need this for the object validation and packaging output
from [Link] import MessageType

# Also import PathUtilities as we use it to get the project path


from [Link] import PathUtilities

class ObjectManagerExample():
def __init__(self):
try:
# Load an object by its uuid
uuid = [Link]("00000000-00000000-00000000-00000018")
loadedObject = [Link](uuid)

# Load an object by its [Link] path


objectPath = [Link] +
"/build/objects/00000000-00000000-00000000-00000018/[Link]"
loadedObject = [Link](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 = [Link](components)

# Get the Uuids of all objects which contain a resource with the path 'resourcePath'
resourcePath = "objects/00000000-00000000-00000000-00000018/[Link]"
foundObjects = [Link](resourcePath)

# Print the entitlement_id for the territory 'SCEA'


print [Link][[Link]]

# Set the entitlement_id for the territory 'SCEE'


[Link][[Link]] = "LUA_REWARD"

# Print the name of each component which loadedObject contains


for component in [Link]:
print component

# Try to access the furniture component and set the furniture metadata item
if [Link]([Link]):
[Link][[Link]].Furniture = "Chair"

# Validate an object
if [Link]([Link]):
print "{0} - {1} passed validations\n".format([Link], [Link])
# Validate and package an object
# The first passed in callback is triggered for validation output
# The second callback is triggered for packager output
if [Link]([Link], [Link]):
print "{0} - {1} succesfully packaged\n".format([Link], [Link])

# Example function for handling object validation and packager output


def Output(self, msg, msgType):
if (msgType == [Link]):
print "INFO: {0}\n".format(msg)

elif (msgType == [Link]):


print "WARNING: {0}\n".format(msg)

elif (msgType == [Link]):


print "ERROR: {0}\n".format(msg)

elif (msgType == [Link]):


print "FATAL: {0}\n".format(msg)

objectManagerExample = ObjectManagerExample()

Associated Types

[Link]

[Link]
Summary

Type

Description

Assembly

Packager

The Packager class is used to package objects and scenes

[Link]

[Link]

Packager

The Packager class is used to package objects and scenes

Namespace: [Link]
Assembly: [Link]

Methods

[Link] [Link]( uuid, validatorOutput, packagerOutput )

[Link] [Link]( scenePath, sceneType, validatorOutput, packagerOutput )

[Link]
Summary

Type

Description

Assembly
MessageType

The types of messages which can be returned through the MessageOutput delegate

[Link]

[Link]

MessageType

The types of messages which can be returned through the MessageOutput delegate

Namespace: [Link]
Assembly: [Link]

Fields

INFO

WARNING

ERROR

FATAL

[Link]
Summary

Type

Description

Assembly

GameObjectFolder

Provides information about a GameObjectFolder within a Scene

[Link]

GameObject

Provides information about a Game Object within a Scene

[Link]

GameObjectTypes

Lists all of the game object types

[Link]
HomeScene

Provides information about a scene

[Link]

SceneConverter

Provides functions for converting between scene (.scene) and scene project (.scproj) files.

[Link]

SceneTypes

Lists all of the scene types

[Link]

[Link]

GameObject

Provides information about a Game Object within a Scene

Namespace: [Link]
Assembly: [Link]

Properties

Name

Type

Translation

Rotation

Scale

Example
#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.60.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

# First import the SceneProject classes


from [Link] import HomeScene, GameObject

# Import the SceneEditor class so we can get the current scene project open in the Scene Editor
from [Link] import SceneEditor

# Import the Maths Converters class so we can use the degrees to radians function
from [Link] import Converters

class SceneProjectExample():
def __init__(self):
# Get the scene project which is currently open in the Scene Editor
openSceneProj = [Link]

# Print the scene project's full file path


print [Link]

# Print the name and type of each game object within the scene project
for gameObject in [Link]:
print "{0} : {1}".format([Link], [Link])

# Find a game object by its name


spawnPoint = [Link]("Spawn Point")

if spawnPoint != None:
# Change the translation, rotation and scale of the spawn point
[Link] = Vector3(20, 0, 0)
[Link] = Vector3([Link](90), 0, 0)
[Link] = Vector3(2, 1, 1)

# Find all game objects of the type 'entityType'


entities = [Link]([Link])

# Print the name of all entities in the scene project


for entity in entities:
print [Link]

Associated Types

[Link]

[Link]

[Link]

GameObjectFolder

Provides information about a GameObjectFolder within a Scene

Namespace: [Link]
Assembly: [Link]

Properties
Name

GameObjects

Folders

Associated Types

[Link]

[Link]

GameObjectTypes

Lists all of the game object types

Namespace: [Link]
Assembly: [Link]

Fields

CollisionFile

Entity

EnvironmentMap

EyeEnvironmentMap

ProbeFile

AtmosphereFile

Model

SkinEnvironmentMap

DefaultFurniturePoint

Seat

SeatArea

PictureHook

SpawnPoint

Script

EmbeddedObject

Screen

ClubBulletinScreen

ScreenLinksFile

ArcadeGame

MiniGame

AmbientSound

SphereEmitter

CubeEmitter

ConeEmitter

CylinderEmitter
ConePointSound

CubePointSound

CylinderPointSound

SpherePointSound

SoundBank

SoundPortal

SoundZone

ChangeEventBoxTrigger

ChangeEventTrigger

ParticleEffect

GameObjectGroup

Associated Types

[Link]

[Link]

[Link]

HomeScene

Provides information about a scene

Namespace: [Link]
Assembly: [Link]

Methods

[Link] FindGameObjectFolderByName( name )

[Link] FindGameObjectByName( name )

[Link][[Link]] FindGameObjectsByType( type )

[Link] Validate( validatorOutput, sceneType )

[Link] Package( validatorOutput, packagerOutput, sceneType )

Save( )

Properties

FilePath

AllGameObjects

GameObjectFolder

Dependencies

Example
#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.60.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

# First import the SceneProject classes


from [Link] import HomeScene, GameObject

# Import the SceneEditor class so we can get the current scene project open in the Scene Editor
from [Link] import SceneEditor

# Import the Maths Converters class so we can use the degrees to radians function
from [Link] import Converters

class SceneProjectExample():
def __init__(self):
# Get the scene project which is currently open in the Scene Editor
openSceneProj = [Link]

# Print the scene project's full file path


print [Link]

# Print the name and type of each game object within the scene project
for gameObject in [Link]:
print "{0} : {1}".format([Link], [Link])

# Find a game object by its name


spawnPoint = [Link]("Spawn Point")

if spawnPoint != None:
# Change the translation, rotation and scale of the spawn point
[Link] = Vector3(20, 0, 0)
[Link] = Vector3([Link](90), 0, 0)
[Link] = Vector3(2, 1, 1)

# Find all game objects of the type 'entityType'


entities = [Link]([Link])

# Print the name of all entities in the scene project


for entity in entities:
print [Link]

Associated Types

[Link]

[Link]

[Link]

SceneConverter

Provides functions for converting between scene (.scene) and scene project (.scproj) files.

Namespace: [Link]
Assembly: [Link]

Methods
[Link] [Link]( sceneToConvert, forceOverwrite )

[Link] [Link]( projectToConvert, forceOverwrite )

[Link] [Link]( sceneToCheck )

Example

#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.60.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

# First import the SceneConverter class


from [Link] import SceneConverter

class SceneConverterExample():
def __init__(self):

# Convert a scene to a project


scprojFile = [Link]("D:\foo\bar\[Link]", True)

# Convert a project to a scene


sceneFile = [Link]("D:\foo\bar\[Link]", True)

# Get a scenes version number


version = [Link]("D:\foo\bar\[Link]")

[Link]

SceneTypes

Lists all of the scene types

Namespace: [Link]
Assembly: [Link]

Fields

Public

Personal

ClubHouse

Game16

Game32

Game60

PublicNoVideo

Video

PersonalVideo

PersonalNoVideo

Associated Types
[Link]

[Link]
Summary

Type

Description

Assembly

GameObjectGroup

Provides information about a Game Object Group

[Link]

[Link]

GameObjectGroup

Provides information about a Game Object Group

Namespace: [Link]
Assembly: [Link]

Properties

GameObjects

Name

Type

Translation

Rotation

Scale

Example
#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.60.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

# First import the SceneProject classes


from [Link] import HomeScene, GameObject

# Import the SceneEditor class so we can get the current scene project open in the Scene Editor
from [Link] import SceneEditor

# Import the Maths Converters class so we can use the degrees to radians function
from [Link] import Converters

class SceneProjectExample():
def __init__(self):
# Get the scene project which is currently open in the Scene Editor
openSceneProj = [Link]

# Print the scene project's full file path


print [Link]

# Print the name and type of each game object within the scene project
for gameObject in [Link]:
print "{0} : {1}".format([Link], [Link])

# Find a game object by its name


spawnPoint = [Link]("Spawn Point")

if spawnPoint != None:
# Change the translation, rotation and scale of the spawn point
[Link] = Vector3(20, 0, 0)
[Link] = Vector3([Link](90), 0, 0)
[Link] = Vector3(2, 1, 1)

# Find all game objects of the type 'entityType'


entities = [Link]([Link])

# Print the name of all entities in the scene project


for entity in entities:
print [Link]

Associated Types

[Link]

[Link]
Summary

Type

Description

Assembly

Validator
The Validator class is used to validate objects and scenes

[Link]

[Link]

Validator

The Validator class is used to validate objects and scenes

Namespace: [Link]
Assembly: [Link]

Methods

[Link] [Link]( uuid, validatorOutput )

[Link] [Link]( scenePath, sceneType, validatorOutput )

[Link]
Summary

Type

Description

Assembly

ObjectEditor

Provides access to core functionality of the Object Editor, such as events for when objects are opened.

[Link]

[Link]

ObjectEditor

Provides access to core functionality of the Object Editor, such as events for when objects are opened.

Namespace: [Link]
Assembly: [Link]

Methods

[Link]( uuid )

[Link]( )

[Link][[Link]] [Link]( )
Events

OnSaving

OnSaved

OnOpened

OnPackaging

OnPackaged

Delegates

ObjectAction

Example
#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.65.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

# First import the ObjectEditor class


from [Link] import ObjectEditor

# Import the HomeObject class


from [Link] import HomeObject

class ObjectEditorExample():
def __init__(self):
# Hook up to the OnOpened event called when an object is opened in the Object Editor
[Link] += [Link]

# Hook up to the OnSaving event called when an object is about to be saved


[Link] += [Link]

# Hook up to the OnSaved event called when an object has been successfully saved
[Link] += [Link]

# Hook up to the OnPackaging event called when an object is about to be packaged


[Link] += [Link]

# Hook up to the OnPackaged event called when an object has been successfully packaged
[Link] += [Link]

# Example of a callback function triggered when an object is opened in the Object Editor
def onOpened(self, object):
print "Opened: {0}".format([Link])

# 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([Link])

# 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([Link])

# 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([Link])

# 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([Link])

Associated Types

[Link]

[Link]
Summary
Type

Description

Assembly

Menu

Menu represents a menu in the Object Editor UI, new items can be added to the menu by calling the AddMenuItem function, a new Menu can be
created through [Link]

[Link]

MenuItem

MenuItem 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 MenuItem call [Link]

[Link]

MenuManager

MenuManager is used to add new menus and menu items to the Object Editor UI, to add a new menu call CreateMenu, to add a new menu item
call CreateMenuItem and then pass the returned MenuItem to a menu's AddMenuItem function

[Link]

[Link]

Menu

Menu represents a menu in the Object Editor UI, new items can be added to the menu by calling the AddMenuItem function, a new Menu can be
created through [Link]

Namespace: [Link]
Assembly: [Link]

Methods

AddMenuItem( menuItem )

Example
#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.55.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

# First import the UserInterface classes


from [Link] import MenuManager, Menu, MenuItem

# Also add the [Link] dll and import Keys so we can set a keyboard shortcut
[Link]("[Link]")
from [Link] import Keys

class UiExample():
def __init__(self):
# Create a new menu
menu = [Link]("Example Menu")

# Create a new MenuItem


itemDisplayText = "Example Item"
menuItem = [Link](itemDisplayText)
[Link] = "Example menu item used in the UI Example"
[Link] = True
[Link] = [Link] | [Link] | Keys.M
[Link] = True

# Hook up the execute event to set what happens when the menu item is pressed
[Link] += [Link]

# Hook up the can execute event to set whether the menu item is enabled
[Link] += [Link]

# Add the MenuItem to the example menu


[Link](menuItem)

def exampleCanExecute(self):
return True

def exampleExecute(self, sender, args):


print("Example executed")

example = UiExample()

Associated Types

[Link]

[Link]

[Link]

MenuItem

MenuItem 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 MenuItem call [Link]

Namespace: [Link]
Assembly: [Link]
Properties

DisplayText

Description

IconPath

Shortcut

Toggleable

HasToolbarButton

Events

Execute

CanExecute

Delegates

CanExecuteHandler

Example
#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.55.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

# First import the UserInterface classes


from [Link] import MenuManager, Menu, MenuItem

# Also add the [Link] dll and import Keys so we can set a keyboard shortcut
[Link]("[Link]")
from [Link] import Keys

class UiExample():
def __init__(self):
# Create a new menu
menu = [Link]("Example Menu")

# Create a new MenuItem


itemDisplayText = "Example Item"
menuItem = [Link](itemDisplayText)
[Link] = "Example menu item used in the UI Example"
[Link] = True
[Link] = [Link] | [Link] | Keys.M
[Link] = True

# Hook up the execute event to set what happens when the menu item is pressed
[Link] += [Link]

# Hook up the can execute event to set whether the menu item is enabled
[Link] += [Link]

# Add the MenuItem to the example menu


[Link](menuItem)

def exampleCanExecute(self):
return True

def exampleExecute(self, sender, args):


print("Example executed")

example = UiExample()

Associated Types

[Link]

[Link]

[Link]

MenuManager

MenuManager is used to add new menus and menu items to the Object Editor UI, to add a new menu call CreateMenu, to add a new menu item
call CreateMenuItem and then pass the returned MenuItem to a menu's AddMenuItem function

Namespace: [Link]
Assembly: [Link]

Methods
[Link] [Link]( name )

[Link] [Link]( name )

[Link] [Link]( displayText )

Example

#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.55.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

# First import the UserInterface classes


from [Link] import MenuManager, Menu, MenuItem

# Also add the [Link] dll and import Keys so we can set a keyboard shortcut
[Link]("[Link]")
from [Link] import Keys

class UiExample():
def __init__(self):
# Create a new menu
menu = [Link]("Example Menu")

# Create a new MenuItem


itemDisplayText = "Example Item"
menuItem = [Link](itemDisplayText)
[Link] = "Example menu item used in the UI Example"
[Link] = True
[Link] = [Link] | [Link] | Keys.M
[Link] = True

# Hook up the execute event to set what happens when the menu item is pressed
[Link] += [Link]

# Hook up the can execute event to set whether the menu item is enabled
[Link] += [Link]

# Add the MenuItem to the example menu


[Link](menuItem)

def exampleCanExecute(self):
return True

def exampleExecute(self, sender, args):


print("Example executed")

example = UiExample()

Associated Types

[Link]

[Link]

[Link]
Summary
Type

Description

Assembly

Action

An action defines one off animations within repertoire

[Link]

Behaviour

A behaviour defines repetitive behaviour in repertoire

[Link]

EaseCurveType

Determines how a curve blends over time

[Link]

EaseCurve

Describes how a blend in or out of a state happens over time

[Link]

Locomotion

Locomotion defines movement within repertoires

[Link]

LocomotionState

Locomotion state module used to define locomotions in repertoire

[Link]

RepertoireRegister

[Link]

BooleanRegister
A boolean value register

[Link]

IntegerRegister

An integer value register

[Link]

NumberRegister

A number value register

[Link]

StringRegister

A string value register

[Link]

Repertoire

Repertoire class used to create and access repertoire modules

[Link]

RepertoireEditor

The main class for repertoire editor, use it to access currently open repertoires

[Link]

RepertoireEvent

[Link]

RepertoireTargetRig

The rig, emotes and repertoire resources referenced in the repertoire component.

[Link]

State

A state can be part of a behaviour or an action


[Link]

Transition

Create a transition between 2 animations by specifying a transition animation

[Link]

[Link]

Action

An action defines one off animations within repertoire

Namespace: [Link]
Assembly: [Link]

Methods

[Link] GetCondition( )

[Link] CreateCondition( name )

SetDuration( duration )

[Link] GetDuration( )

[Link] GetInitialState( )

SetInitialState( state )

[Link][[Link]] GetOutputs( )

[Link] CreateOutput( name )

[Link][[Link]] GetStates( )

[Link] CreateState( name )

Delete( )

Properties

Layer

Blocking

Priority

States

Attributes

Position

Name

Example
#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.65.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

def CreateAction():
rep = [Link]
if(rep):
action = [Link]("Action")
if(action):
#set some properties
[Link] = "Action"
[Link] = "my_layer"
[Link] = True
[Link] = 1
[Link] = Point(500,100)

#set the duration of the action


[Link](5)

#set some attributes


[Link]["something"] = 10

#create a condition for this action


condition = [Link]("condition")
if(condition):
print("created condition, you may wish to use this to add some logic")
[Link] = Point(350, 100)

#create a state for this action


state = [Link]("State")
if(state):
print("created state, you may wish to add animations to this state")
[Link] = Point(500, 100)

#set this state as the initial state for the action


[Link](state)

#create an output for this action


output = [Link]("Output")
if(output):
print("created output, you may wish to use this to define behaviour on entry and exit
to this action")
[Link] = Point(500, 200)

#get the conditon back from the action


theCondition = [Link]()
if(theCondition):
print("got the condition of this action")

#get the list of states from this action


theStates = [Link]()
if(theStates):
print("got the states of this action")

#get the list of outputs from this action


theOutputs = [Link]()
if(theOutputs):
print("got the list of outputs of this action")

CreateAction()
[Link]

Behaviour

A behaviour defines repetitive behaviour in repertoire

Namespace: [Link]
Assembly: [Link]

Methods

[Link] GetCondition( )

[Link] CreateCondition( name )

[Link][[Link]] GetOutputs( )

[Link] CreateOutput( name )

[Link] GetInitialState( )

SetInitialState( state )

[Link][[Link]] GetStates( )

[Link] CreateState( name )

[Link][[Link]] GetLocomotionStates( )

[Link] CreateLocomotionState( name )

Delete( )

Properties

States

Attributes

Position

Name

Example

#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.65.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

def CreateBehaviour():
rep = [Link]
if(rep):
behaviour = [Link]("Behaviour")
if(behaviour):
#set some properties
[Link] = "Behaviour"
[Link] = Point(500,100)

#set some attributes


[Link]["something"] = 10
#create a condition for this behaviour
condition = [Link]("condition")
if(condition):
print("created condition, you may wish to use this to add some logic")
[Link] = Point(350,100)

#create a state for this behaviour


state = [Link]("State")
if(state):
print("created state, you may wish to add animations to this state")
[Link] = Point(500,100)

#set the initial state


[Link](state)

#create a locomotion state for this behaviour


locomotionState = [Link]("Locomotion_State")
if(locomotionState):
print("created locomotion state, you may wish to add animations to this state")
[Link] = Point(500,200)

#create an output for this behaviour


output = [Link]("Output")
if(output):
print("created output, you may wish to use this to define behaviour on entry and exit
to this behaviour")
[Link] = Point(500,300)

#get the conditon back from the behaviour


theCondition = [Link]()
if(theCondition):
print("got the condition of this behaviour")

#get the list of states from this behaviour


theStates = [Link]()
if(theStates):
print("got the states of this behaviour")

#get the list of states from this behaviour


theLocomotionStates = [Link]()
if(theLocomotionStates):
print("got the locomotion states of this behaviour")

#get the list of outputs from this behaviour


theOutputs = [Link]()
if(theOutputs):
print("got the list of outputs of this behaviour")

CreateBehaviour()

[Link]

BooleanRegister

A boolean value register

Namespace: [Link]
Assembly: [Link]

Methods

Delete( )

Properties

Name

RepertoireWrite

RepertoireRead

LuaRead

LuaWrite

IsCore

[Link]

EaseCurve

Describes how a blend in or out of a state happens over time

Namespace: [Link]
Assembly: [Link]

Constructors

EaseCurve( curveType, duration )

Methods

SetDuration( duration )

[Link] GetDuration( )

[Link] GetCurveType( )

SetCurveType( curveType )

Example
#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.65.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

def CreateEaseCurve():
#create an ease curve
easeCurve = EaseCurve([Link], 5.0)

if(easeCurve):
print("created ease curve")

#get the type


type = [Link]()
print("type = " + str(type))
#get the duration
duration = [Link]()
print("duration = " + str(duration))

#set the duration


[Link](2.5)

#set the type


[Link](EaseCurveType.s_curve)

CreateEaseCurve()

[Link]

EaseCurveType

Determines how a curve blends over time

Namespace: [Link]
Assembly: [Link]

Fields

linear

s_curve

Example
#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.65.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

def CreateEaseCurve():
#create an ease curve
easeCurve = EaseCurve([Link], 5.0)

if(easeCurve):
print("created ease curve")

#get the type


type = [Link]()
print("type = " + str(type))
#get the duration
duration = [Link]()
print("duration = " + str(duration))

#set the duration


[Link](2.5)

#set the type


[Link](EaseCurveType.s_curve)

CreateEaseCurve()

[Link]

IntegerRegister

An integer value register

Namespace: [Link]
Assembly: [Link]

Methods

Delete( )

Properties

Min

Max

Name

RepertoireWrite

RepertoireRead

LuaRead

LuaWrite

IsCore

[Link]
Locomotion

Locomotion defines movement within repertoires

Namespace: [Link]
Assembly: [Link]

Methods

[Link] GetSkeletalAnimation( )

[Link] CreateSkeletalAnimation( name )

[Link] GetBlendTreeAnimation( )

[Link] CreateBlendTreeAnimation( name )

Delete( )

Properties

Speed

Threshold

Position

Name

[Link]

LocomotionState

Locomotion state module used to define locomotions in repertoire

Namespace: [Link]
Assembly: [Link]

Methods

[Link] GetCondition( )

[Link] CreateCondition( name )

[Link][[Link]] GetLocomotions( )

[Link] CreateLocomotion( name )

[Link][[Link]] GetSkeletalAnimations( )

[Link][[Link]] GetBlendTreeAnimations( )

SetDuration( duration )

[Link] GetDuration( )

[Link] GetEaseIn( )

SetEaseIn( easeCurve )

[Link] GetEaseOut( )

SetEaseOut( easeCurve )

[Link][[Link]] GetOutputs( )

[Link] CreateOutput( name )


Delete( )

Properties

SkeletalAnimations

BlendTreeAnimations

Position

Name

[Link]

NumberRegister

A number value register

Namespace: [Link]
Assembly: [Link]

Methods

Delete( )

Properties

Min

Max

Name

RepertoireWrite

RepertoireRead

LuaRead

LuaWrite

IsCore

[Link]

Repertoire

Repertoire class used to create and access repertoire modules

Namespace: [Link]
Assembly: [Link]

Methods

[Link] Save( )

[Link][[Link],[Link][[Link]]] Validate( )

[Link] Export( )

[Link][[Link]] GetActions( )

[Link] CreateAction( name )

[Link] CreateBehaviour( name )


[Link][[Link]] GetBehaviours( )

[Link][[Link]] GetTransitions( )

[Link] CreateRegionalEmotes( name )

[Link][[Link]] GetRegionalEmotes( )

[Link] CreateGlobalEmotes( name )

[Link] GetGlobalEmotes( )

[Link] CreateBlendTree( name )

[Link][[Link]] GetBlendTrees( )

[Link] GetObject( )

[Link][[Link]] GetAnimationResources( )

[Link] CreateStringRegister( name )

[Link] CreateBooleanRegister( name )

[Link] CreateNumberRegister( name )

[Link] CreateIntegerRegister( name )

Properties

RepertoireCircuitFilepath

RepertoireFilepath

EmotesFilepath

Actions

Behaviours

Transitions

BlendTrees

Events

Registers

Example
#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.65.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>
import System

def UseRepertoire():
repertoire = [Link]
if(repertoire):
action = [Link]("action")
if(action):
[Link] = Point(500,100)
print("created action")

behaviour = [Link]("behaviour")
if(behaviour):
[Link] = Point(500,100)
print("created behaviour")

emotes = [Link]("global_emotes")
if(emotes):
[Link] = Point(500,100)
print("created emotes")

object = [Link]()
if(object):
print "Object Name : " + [Link]

animationResources = [Link]()
for resource in animationResources:
print "Object Resource : " + [Link]

print("Save")
[Link]()

#you could validate your repertoire like this:


print("Validate")
results = [Link]()

for resultLevel in [Link]:


for resultValue in results[resultLevel]:
print(resultLevel + " : " + resultValue)

#or handle the exceptions thrown from the validation that happens when you export.
try:
[Link]()
except [Link], e:
print([Link])
print([Link])

UseRepertoire()

[Link]

RepertoireEditor

The main class for repertoire editor, use it to access currently open repertoires
Namespace: [Link]
Assembly: [Link]

Methods

[Link] [Link]( homeObject, targetRig )

[Link]( repertoire )

[Link]( )

[Link][[Link]] [Link]( )

[Link][[Link]] [Link]( homeObject )

Properties

SynchronizationObject

CurrentRepertoire

Events

OnSaving

OnSaved

OnOpened

OnExporting

OnExported

Delegates

RepertoireAction

Example
#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.65.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>
class TestRepertoireEditor():
def __init__(self):
[Link] += [Link]
[Link] += [Link]
[Link] += [Link]
[Link] += [Link]
[Link] += [Link]

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 = [Link](components)
if(len(foundObjects) > 0):
#we have a loaded object that contains a repertoire component
obj = [Link](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 = [Link](obj)
if(len(supportedTargetRigs) > 0):
[Link](obj, supportedTargetRigs[0])

example = TestRepertoireEditor()
[Link]()

[Link]

RepertoireEvent

Namespace: [Link]
Assembly: [Link]

Properties

Name

Values
[Link]

RepertoireRegister

Namespace: [Link]
Assembly: [Link]

Methods

Delete( )

Properties

Name

RepertoireWrite

RepertoireRead

LuaRead

LuaWrite

IsCore

[Link]

RepertoireTargetRig

The rig, emotes and repertoire resources referenced in the repertoire component.

Namespace: [Link]
Assembly: [Link]

Properties

Name

RepertoireResource

EmotesResource

[Link]

State

A state can be part of a behaviour or an action

Namespace: [Link]
Assembly: [Link]

Methods

[Link] GetCondition( )

[Link] CreateCondition( name )

[Link][[Link]] GetSkeletalAnimations( )
[Link] CreateSkeletalAnimation( name )

[Link][[Link]] GetBlendTreeAnimations( )

[Link] CreateBlendTreeAnimation( name )

[Link][[Link]] GetOutputs( )

[Link] CreateOutput( name )

SetDuration( duration )

[Link] GetDuration( )

[Link] GetEaseIn( )

SetEaseIn( easeCurve )

[Link] GetEaseOut( )

SetEaseOut( easeCurve )

Delete( )

Properties

SkeletalAnimations

BlendTreeAnimations

Position

Name

Example

#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.65.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

def CreateState():
rep = [Link]
if(rep):
action = [Link]("Action")
if(action):
#set some properties
[Link] = "Action"
[Link] = Point(500,100)

#create a state for this action


state = [Link]("State")
if(state):
[Link] = Point(500,100)

condition = [Link]("Condition")
if(condition):
[Link] = Point(350,100)

animation = [Link]("Animation")
if(animation):
[Link] = Point(500,100)
CreateState()
[Link]

StringRegister

A string value register

Namespace: [Link]
Assembly: [Link]

Methods

Delete( )

Properties

Values

Name

RepertoireWrite

RepertoireRead

LuaRead

LuaWrite

IsCore

[Link]

Transition

Create a transition between 2 animations by specifying a transition animation

Namespace: [Link]
Assembly: [Link]

Remarks

Transitions can be achieved by other means

Methods

[Link] GetToAnimation( )

[Link] GetFromAnimation( )

[Link] GetSkeletalAnimation( )

Delete( )

Properties

Position

Name

Example
#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.65.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

def GetTransitions():
rep = [Link]
if(rep):
transitions = [Link]()
for transition in transitions:
print([Link])
fromAnimationResource = [Link]()
if(fromAnimationResource):
print("From: " + [Link])

transitionAnimationModule = [Link]()

if(transitionAnimationModule):
transitionAnimationResource = [Link]()
if(transitionAnimationResource):
print("Via: " + [Link])

toAnimationResource = [Link]()
if(toAnimationResource):
print("To: " + [Link])

GetTransitions()

[Link]
Summary

Type

Description

Assembly

BlendTreeAnimation

Blend tree animation used for referencing blend trees

[Link]

BlendNode

Blends up to 8 animations or blends together to produce one output

[Link]

BlendTree
A circuit of blend node animations

[Link]

SkeletalAnimation

Skeletal animation used for referencing animation object resources

[Link]

[Link]

BlendNode

Blends up to 8 animations or blends together to produce one output

Namespace: [Link]
Assembly: [Link]

Methods

[Link][System.Int32,[Link]] GetBlendNodes( )

[Link] GetBlendNode( index )

[Link] CreateBlendNode( name, index )

[Link][System.Int32,[Link]] GetSkeletalAnimations( )

[Link] GetSkeletalAnimation( index )

[Link] CreateSkeletalAnimation( name, index )

SetRegister( register )

[Link] GetRegister( )

Delete( )

Properties

Position

Name

Example
#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.65.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>
def CreateBlendTree():
blendTree = [Link](name)
if(blendTree):
root = [Link]()
if(root):
child1 = [Link](0)
anim0 = [Link]("0", 0)
anim1 = [Link]("1", 1)

child2 = [Link](1)
anim2 = [Link]("0", 0)
anim3 = [Link]("1", 1)

CreateBlendTree()

[Link]

BlendTree

A circuit of blend node animations

Namespace: [Link]
Assembly: [Link]

Methods

[Link] GetBlendNode( )

[Link] CreateBlendNode( name )

Delete( )

Properties

Position

Name

Example
#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.65.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>
def CreateBlendTree():
blendTree = [Link](name)
if(blendTree):
root = [Link]()
if(root):
child1 = [Link](0)
anim0 = [Link]("0", 0)
anim1 = [Link]("1", 1)

child2 = [Link](1)
anim2 = [Link]("0", 0)
anim3 = [Link]("1", 1)

CreateBlendTree()

[Link]

BlendTreeAnimation

Blend tree animation used for referencing blend trees

Namespace: [Link]
Assembly: [Link]

Methods

[Link] GetBlendTree( )

SetBlendTree( blendTree )

Delete( )

Properties

Position

Name

[Link]

SkeletalAnimation

Skeletal animation used for referencing animation object resources

Namespace: [Link]
Assembly: [Link]

Methods

[Link] GetResource( )

SetResource( resource )
Delete( )

Properties

OverrideDuration

Position

Name

[Link]
Summary

Type

Description

Assembly

And

Performs an and operation on inputs

[Link]

RandomValue

A random value from a selection or range

[Link]

CompareCurrentBehaviour

Compare a behaviour to the behaviour which is currently playing

[Link]

CompareCurrentNetworkAge

Compare the current network age to a number

[Link]

CompareNetworkAge

Compare the network age to a number

[Link]

ComparePreviousBehaviour
Compare the previous behaviour to behaviour

[Link]

ComparePreviousState

Compare the previous state to a state

[Link]

CompareRegister

Compare a register to a value

[Link]

CompareStateAge

Compare the current state age to a value

[Link]

ComparisonType

An enumeration of comparison types

[Link]

Condition

Define condition logic for use with behaviours, actions and states

[Link]

Or

Performs an or operation on inputs

[Link]

[Link]

And

Performs an and operation on inputs

Namespace: [Link]
Assembly: [Link]

Methods

[Link][[Link]] GetInputs( )

[Link] CreateCompareCurrentBehaviour( )

[Link] CreateCompareCurrentNetworkAge( )

[Link] CreateCompareNetworkAge( )

[Link] CreateComparePreviousBehaviour( )

[Link] CreateComparePreviousState( )

[Link] CreateCompareRegister( )

[Link] CreateCompareStateAge( )

[Link] CreateAnd( )

[Link] CreateOr( )

[Link] CreateRandomValue( )

Delete( )

Properties

Position

Name

Example

#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.65.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

[Link]

CompareCurrentBehaviour

Compare a behaviour to the behaviour which is currently playing

Namespace: [Link]
Assembly: [Link]

Methods

SetComparison( comparisonType, behaviour )

[Link] GetComparison( )

Delete( )

Properties

Position
Name

Example

#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.65.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

[Link]

CompareCurrentNetworkAge

Compare the current network age to a number

Namespace: [Link]
Assembly: [Link]

Methods

SetComparison( comparisonType, value )

[Link] GetComparison( )

Delete( )

Properties

Position

Name

Example

#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.65.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

[Link]

CompareNetworkAge

Compare the network age to a number

Namespace: [Link]
Assembly: [Link]

Methods
SetComparison( comparisonType, value )

[Link] GetComparison( )

Delete( )

Properties

Position

Name

[Link]

ComparePreviousBehaviour

Compare the previous behaviour to behaviour

Namespace: [Link]
Assembly: [Link]

Methods

SetComparison( comparisonType, behaviour )

[Link] GetComparison( )

Delete( )

Properties

Position

Name

Example

#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.65.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

[Link]

ComparePreviousState

Compare the previous state to a state

Namespace: [Link]
Assembly: [Link]

Methods

SetComparison( comparisonType, state )

[Link] GetComparison( )
Delete( )

Properties

Position

Name

Example

#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.65.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

[Link]

CompareRegister

Compare a register to a value

Namespace: [Link]
Assembly: [Link]

Methods

SetComparison( type, register, value )

[Link] GetComparison( )

Delete( )

Properties

Position

Name

Example

#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.65.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

[Link]

CompareStateAge

Compare the current state age to a value


Namespace: [Link]
Assembly: [Link]

Methods

SetComparison( comparisonType, value )

[Link] GetComparison( )

Delete( )

Properties

Position

Name

Example

#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.65.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

[Link]

ComparisonType

An enumeration of comparison types

Namespace: [Link]
Assembly: [Link]

Fields

Equal

Not_Equal

Less_Than

Less_Than_Or_Equal_To

Greater_Than

Greater_Than_Or_Equal_To

[Link]

Condition

Define condition logic for use with behaviours, actions and states

Namespace: [Link]
Assembly: [Link]
Methods

Delete( )

[Link] CreateCompareCurrentBehaviour( )

[Link] CreateCompareCurrentNetworkAge( )

[Link] CreateCompareNetworkAge( )

[Link] CreateComparePreviousBehaviour( )

[Link] CreateComparePreviousState( )

[Link] CreateCompareRegister( )

[Link] CreateCompareStateAge( )

[Link] CreateAnd( )

[Link] CreateOr( )

[Link] CreateRandomValue( )

[Link] GetInput( )

Properties

Position

Name

[Link]

Or

Performs an or operation on inputs

Namespace: [Link]
Assembly: [Link]

Methods

[Link][[Link]] GetInputs( )

[Link] CreateCompareCurrentBehaviour( )

[Link] CreateCompareCurrentNetworkAge( )

[Link] CreateCompareNetworkAge( )

[Link] CreateComparePreviousBehaviour( )

[Link] CreateComparePreviousState( )

[Link] CreateCompareRegister( )

[Link] CreateCompareStateAge( )

[Link] CreateAnd( )

[Link] CreateOr( )

[Link] CreateRandomValue( )

Delete( )

Properties

Position
Name

Example

#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.65.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

[Link]

RandomValue

A random value from a selection or range

Namespace: [Link]
Assembly: [Link]

Methods

SetComparison( type, value, range )

SetComparison( type, value, intSelection )

[Link] GetComparison( )

Delete( )

Properties

Position

Name

Example

#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.65.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

[Link]
Summary

Type

Description
Assembly

ActionEmote

An emote to trigger an action

[Link]

BehaviourEmote

An emote to trigger a behaviour

[Link]

EmoteContext

Group emotes into sub-menus

[Link]

EmoteGroup

Group emotes into sub-menus

[Link]

GlobalEmotes

Global emotes are emotes that are available in every region.

[Link]

RegionalEmotes

Determines which region these emotes will be used

[Link]

[Link]

ActionEmote

An emote to trigger an action

Namespace: [Link]
Assembly: [Link]

Methods
SetAction( action )

[Link] GetAction( )

Delete( )

Properties

Position

Name

Example

#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.65.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>
def CreateEmotes():
rep = [Link]
if(rep):
print("create a test behaviour and a test action")
behaviour = [Link]("Behaviour")
action = [Link]("Action")

if(behaviour and action):


[Link] = Point(500,100)
[Link] = Point(500,100)

globalEmotes = [Link]("global")
print("Created global emotes")
if(globalEmotes):
[Link] = Point(500,100)

regionalSitIdleContext = [Link]
regionalSitOnFloorContext = [Link]
regionalStandIdleContext = [Link]

if(regionalSitIdleContext):
someGroup = [Link]("group")
print("Created an emote group within the sit on floor context")
if(someGroup):
[Link] = Point(500,100)

actionEmote = [Link]("action_emote")
print("Created an action emote")
if(actionEmote):
[Link] = Point(500,100)
[Link](action)

behaviourEmote = [Link]("behaviour_emote")
print("Created a behaviour emote")
if(behaviourEmote):
[Link] = Point(500,200)
[Link](behaviour)

CreateEmotes()

[Link]

BehaviourEmote
An emote to trigger a behaviour

Namespace: [Link]
Assembly: [Link]

Methods

SetBehaviour( behaviour )

[Link] GetBehaviour( )

Delete( )

Properties

Position

Name

Example
#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.65.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>
def CreateEmotes():
rep = [Link]
if(rep):
print("create a test behaviour and a test action")
behaviour = [Link]("Behaviour")
action = [Link]("Action")

if(behaviour and action):


[Link] = Point(500,100)
[Link] = Point(500,100)

globalEmotes = [Link]("global")
print("Created global emotes")
if(globalEmotes):
[Link] = Point(500,100)

regionalSitIdleContext = [Link]
regionalSitOnFloorContext = [Link]
regionalStandIdleContext = [Link]

if(regionalSitIdleContext):
someGroup = [Link]("group")
print("Created an emote group within the sit on floor context")
if(someGroup):
[Link] = Point(500,100)

actionEmote = [Link]("action_emote")
print("Created an action emote")
if(actionEmote):
[Link] = Point(500,100)
[Link](action)

behaviourEmote = [Link]("behaviour_emote")
print("Created a behaviour emote")
if(behaviourEmote):
[Link] = Point(500,200)
[Link](behaviour)

CreateEmotes()

[Link]

EmoteContext

Group emotes into sub-menus

Namespace: [Link]
Assembly: [Link]

Remarks

The available emote contexts are specified by the client and may not be created, deleted or renamed.

Methods
[Link] CreateEmoteGroup( groupName )

[Link][[Link]] GetEmoteGroups( )

Delete( )

Properties

Position

Name

Example

#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.65.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>
def CreateEmotes():
rep = [Link]
if(rep):
print("create a test behaviour and a test action")
behaviour = [Link]("Behaviour")
action = [Link]("Action")

if(behaviour and action):


[Link] = Point(500,100)
[Link] = Point(500,100)

globalEmotes = [Link]("global")
print("Created global emotes")
if(globalEmotes):
[Link] = Point(500,100)

regionalSitIdleContext = [Link]
regionalSitOnFloorContext = [Link]
regionalStandIdleContext = [Link]

if(regionalSitIdleContext):
someGroup = [Link]("group")
print("Created an emote group within the sit on floor context")
if(someGroup):
[Link] = Point(500,100)

actionEmote = [Link]("action_emote")
print("Created an action emote")
if(actionEmote):
[Link] = Point(500,100)
[Link](action)

behaviourEmote = [Link]("behaviour_emote")
print("Created a behaviour emote")
if(behaviourEmote):
[Link] = Point(500,200)
[Link](behaviour)

CreateEmotes()

[Link]

EmoteGroup
Group emotes into sub-menus

Namespace: [Link]
Assembly: [Link]

Methods

[Link][[Link]] GetActionEmotes( )

[Link] CreateActionEmote( emoteName )

[Link][[Link]] GetBehaviourEmotes( )

[Link] CreateBehaviourEmote( emoteName )

Delete( )

Properties

Position

Name

Example
#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.65.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>
def CreateEmotes():
rep = [Link]
if(rep):
print("create a test behaviour and a test action")
behaviour = [Link]("Behaviour")
action = [Link]("Action")

if(behaviour and action):


[Link] = Point(500,100)
[Link] = Point(500,100)

globalEmotes = [Link]("global")
print("Created global emotes")
if(globalEmotes):
[Link] = Point(500,100)

regionalSitIdleContext = [Link]
regionalSitOnFloorContext = [Link]
regionalStandIdleContext = [Link]

if(regionalSitIdleContext):
someGroup = [Link]("group")
print("Created an emote group within the sit on floor context")
if(someGroup):
[Link] = Point(500,100)

actionEmote = [Link]("action_emote")
print("Created an action emote")
if(actionEmote):
[Link] = Point(500,100)
[Link](action)

behaviourEmote = [Link]("behaviour_emote")
print("Created a behaviour emote")
if(behaviourEmote):
[Link] = Point(500,200)
[Link](behaviour)

CreateEmotes()

[Link]

GlobalEmotes

Global emotes are emotes that are available in every region.

Namespace: [Link]
Assembly: [Link]

Methods

Delete( )

Properties
StandIdle

SitIdle

SitOnFloor

Position

Name

Example

#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.65.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>
def CreateEmotes():
rep = [Link]
if(rep):
print("create a test behaviour and a test action")
behaviour = [Link]("Behaviour")
action = [Link]("Action")

if(behaviour and action):


[Link] = Point(500,100)
[Link] = Point(500,100)

globalEmotes = [Link]("global")
print("Created global emotes")
if(globalEmotes):
[Link] = Point(500,100)

regionalSitIdleContext = [Link]
regionalSitOnFloorContext = [Link]
regionalStandIdleContext = [Link]

if(regionalSitIdleContext):
someGroup = [Link]("group")
print("Created an emote group within the sit on floor context")
if(someGroup):
[Link] = Point(500,100)

actionEmote = [Link]("action_emote")
print("Created an action emote")
if(actionEmote):
[Link] = Point(500,100)
[Link](action)

behaviourEmote = [Link]("behaviour_emote")
print("Created a behaviour emote")
if(behaviourEmote):
[Link] = Point(500,200)
[Link](behaviour)

CreateEmotes()

[Link]

RegionalEmotes

Determines which region these emotes will be used


Namespace: [Link]
Assembly: [Link]

Methods

Delete( )

Properties

Region

StandIdle

SitIdle

SitOnFloor

Position

Name

Example
#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.65.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>
def CreateEmotes():
rep = [Link]
if(rep):
print("create a test behaviour and a test action")
behaviour = [Link]("Behaviour")
action = [Link]("Action")

if(behaviour and action):


[Link] = Point(500,100)
[Link] = Point(500,100)

regionalEmotes = [Link]("japan")
print("Created regional emotes")
if(regionalEmotes):
[Link] = Point(500,100)
[Link] = "ja-JP"

regionalSitIdleContext = [Link]
regionalSitOnFloorContext = [Link]
regionalStandIdleContext = [Link]

if(regionalSitIdleContext):
someGroup = [Link]("group")
print("Created an emote group within the sit idle context")
if(someGroup):
[Link] = Point(500,100)

actionEmote = [Link]("action_emote")
print("Created an action emote")
if(actionEmote):
[Link] = Point(500,100)
[Link](action)

behaviourEmote = [Link]("behaviour_emote")
print("Created a behaviour emote")
if(behaviourEmote):
[Link] = Point(500,200)
[Link](behaviour)

CreateEmotes()

[Link]
Summary

Type

Description

Assembly

ClearRegister
Clear a register value as part of an output

[Link]

OutputType

Whether onEntry or onExit

[Link]

Output

Outputs are a way of defining behaviour before or after an action/behaviour/state is triggered

[Link]

SetNextBehaviour

Set the next behaviour as part of an output

[Link]

SetRegister

Set a register value as part of an output

[Link]

SpawnAction

Spawn an action as part of an output

[Link]

TriggerEvent

Trigger an event as part of an output

[Link]

[Link]

ClearRegister

Clear a register value as part of an output

Namespace: [Link]
Assembly: [Link]
Methods

SetRegister( register )

[Link] GetRegister( )

Delete( )

Properties

Position

Name

Example

#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.65.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

def CreateOutput():
repertoire = [Link]

#create action
action = [Link]("action")

#add an output
output = [Link]("output")

#add a few output types


clearRegister = [Link]("clearRegister", [Link])
[Link](register)

setNextBehaviour = [Link]("setNextBehaviour", [Link])


[Link](behaviour)

setRegister = [Link]("setRegister", [Link])


[Link](register, value)

spawnAction = [Link]("spawnAction", [Link])


[Link](action)

triggerEvent = [Link]("triggerEvent", [Link])


[Link](event)

CreateOutput()

[Link]

Output

Outputs are a way of defining behaviour before or after an action/behaviour/state is triggered

Namespace: [Link]
Assembly: [Link]

Methods

[Link][[Link]] GetOutputs( type )


[Link] CreateClearRegister( type )

[Link] CreateSetNextBehaviour( type )

[Link] CreateSetRegister( type )

[Link] CreateSpawnAction( type )

[Link] CreateTriggerEvent( type )

Delete( )

Properties

Position

Name

Example

#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.65.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

def CreateOutput():
repertoire = [Link]

#create action
action = [Link]("action")

#add an output
output = [Link]("output")

#add a few output types


clearRegister = [Link]("clearRegister", [Link])
[Link](register)

setNextBehaviour = [Link]("setNextBehaviour", [Link])


[Link](behaviour)

setRegister = [Link]("setRegister", [Link])


[Link](register, value)

spawnAction = [Link]("spawnAction", [Link])


[Link](action)

triggerEvent = [Link]("triggerEvent", [Link])


[Link](event)

CreateOutput()

[Link]

OutputType

Whether onEntry or onExit

Namespace: [Link]
Assembly: [Link]
Fields

OnEntry

OnExit

Example

#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.65.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

def CreateOutput():
repertoire = [Link]

#create action
action = [Link]("action")

#add an output
output = [Link]("output")

#add a few output types


clearRegister = [Link]("clearRegister", [Link])
[Link](register)

setNextBehaviour = [Link]("setNextBehaviour", [Link])


[Link](behaviour)

setRegister = [Link]("setRegister", [Link])


[Link](register, value)

spawnAction = [Link]("spawnAction", [Link])


[Link](action)

triggerEvent = [Link]("triggerEvent", [Link])


[Link](event)

CreateOutput()

[Link]

SetNextBehaviour

Set the next behaviour as part of an output

Namespace: [Link]
Assembly: [Link]

Methods

[Link] GetBehaviour( )

SetBehaviour( behaviour )

Delete( )

Properties
Position

Name

Example

#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.65.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

def CreateOutput():
repertoire = [Link]

#create action
action = [Link]("action")

#add an output
output = [Link]("output")

#add a few output types


clearRegister = [Link]("clearRegister", [Link])
[Link](register)

setNextBehaviour = [Link]("setNextBehaviour", [Link])


[Link](behaviour)

setRegister = [Link]("setRegister", [Link])


[Link](register, value)

spawnAction = [Link]("spawnAction", [Link])


[Link](action)

triggerEvent = [Link]("triggerEvent", [Link])


[Link](event)

CreateOutput()

[Link]

SetRegister

Set a register value as part of an output

Namespace: [Link]
Assembly: [Link]

Methods

SetValue( register, value )

[Link] GetValue( )

Delete( )

Properties

Position

Name
Example

#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.65.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

def CreateOutput():
repertoire = [Link]

#create action
action = [Link]("action")

#add an output
output = [Link]("output")

#add a few output types


clearRegister = [Link]("clearRegister", [Link])
[Link](register)

setNextBehaviour = [Link]("setNextBehaviour", [Link])


[Link](behaviour)

setRegister = [Link]("setRegister", [Link])


[Link](register, value)

spawnAction = [Link]("spawnAction", [Link])


[Link](action)

triggerEvent = [Link]("triggerEvent", [Link])


[Link](event)

CreateOutput()

[Link]

SpawnAction

Spawn an action as part of an output

Namespace: [Link]
Assembly: [Link]

Methods

[Link] GetAction( )

SetAction( action )

Delete( )

Properties

Position

Name

Example
#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.65.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

def CreateOutput():
repertoire = [Link]

#create action
action = [Link]("action")

#add an output
output = [Link]("output")

#add a few output types


clearRegister = [Link]("clearRegister", [Link])
[Link](register)

setNextBehaviour = [Link]("setNextBehaviour", [Link])


[Link](behaviour)

setRegister = [Link]("setRegister", [Link])


[Link](register, value)

spawnAction = [Link]("spawnAction", [Link])


[Link](action)

triggerEvent = [Link]("triggerEvent", [Link])


[Link](event)

CreateOutput()

[Link]

TriggerEvent

Trigger an event as part of an output

Namespace: [Link]
Assembly: [Link]

Methods

SetEvent( repertoireEvent, value )

[Link] GetEvent( )

Delete( )

Properties

Position

Name

Example
#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.65.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

def CreateOutput():
repertoire = [Link]

#create action
action = [Link]("action")

#add an output
output = [Link]("output")

#add a few output types


clearRegister = [Link]("clearRegister", [Link])
[Link](register)

setNextBehaviour = [Link]("setNextBehaviour", [Link])


[Link](behaviour)

setRegister = [Link]("setRegister", [Link])


[Link](register, value)

spawnAction = [Link]("spawnAction", [Link])


[Link](action)

triggerEvent = [Link]("triggerEvent", [Link])


[Link](event)

CreateOutput()

[Link]
Summary

Type

Description

Assembly

Menu

Menu represents a menu in the Scene Editor UI, new items can be added to the menu by calling the AddMenuItem function, a new Menu can be
created through [Link]

[Link]

MenuItem

MenuItem 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 MenuItem call [Link]
[Link]

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 item
call CreateMenuItem and then pass the returned MenuItem to a menu's AddMenuItem function

[Link]

[Link]

Menu

Menu represents a menu in the Scene Editor UI, new items can be added to the menu by calling the AddMenuItem function, a new Menu can be
created through [Link]

Namespace: [Link]
Assembly: [Link]

Methods

AddMenuItem( menuItem )

Example

#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.65.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>
# Also add the [Link] dll and import Keys so we can set a keyboard shortcut
[Link]("[Link]")
from [Link] import Keys

class UiExample():
def __init__(self):
# Create a new menu
menu = [Link]("My Hdk API Scripts")

actionMenuItem = [Link]()
behaviourMenuItem = [Link]()

# Add the MenuItem to the example menu


[Link](actionMenuItem)
[Link](behaviourMenuItem)

def createActionMenu(self):
# Create a new MenuItem
itemDisplayText = "CreateAction"
menuItem = [Link](itemDisplayText)
[Link] = "Create an action with one state"
[Link] = True
[Link] = [Link] | [Link] | Keys.A
#[Link] = True

# Hook up the execute event to set what happens when the menu item is pressed
[Link] += [Link]

# Hook up the can execute event to set whether the menu item is enabled
[Link] += [Link]

return menuItem

def createBehaviourMenu(self):
# Create a new MenuItem
itemDisplayText = "CreateBehaviour"
menuItem = [Link](itemDisplayText)
[Link] = "Create a behaviour with one state"
[Link] = True
[Link] = [Link] | [Link] | Keys.B
#[Link] = True

# Hook up the execute event to set what happens when the menu item is pressed
[Link] += [Link]

# Hook up the can execute event to set whether the menu item is enabled
[Link] += [Link]

return menuItem

def repertoireCanExecute(self):
rep = [Link]
if(rep is None):
return False
return True

def createBehaviour(self, sender, args):


rep = [Link]
if(rep):
behaviour = [Link]("behaviour")
if(behaviour):
[Link] = Point(500,100)

state = [Link]("state")
if(state):
[Link] = Point(500,100)

print("Created behaviour")

def createAction(self, sender, args):


rep = [Link]
if(rep):
action = [Link]("action")
[Link] = Point(416,192)

state = [Link]("state")
if(state):
[Link] = Point(500,100)
print("Created action")

example = UiExample()

Associated Types

[Link]

[Link]

[Link]

MenuItem

MenuItem 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 MenuItem call [Link]

Namespace: [Link]
Assembly: [Link]

Properties

DisplayText

Description

IconPath

Shortcut

Toggleable

HasToolbarButton

Events

Execute

CanExecute

Delegates

CanExecuteHandler

Example

#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.65.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>
# Also add the [Link] dll and import Keys so we can set a keyboard shortcut
[Link]("[Link]")
from [Link] import Keys

class UiExample():
def __init__(self):
# Create a new menu
menu = [Link]("My Hdk API Scripts")

actionMenuItem = [Link]()
behaviourMenuItem = [Link]()

# Add the MenuItem to the example menu


[Link](actionMenuItem)
[Link](behaviourMenuItem)

def createActionMenu(self):
# Create a new MenuItem
itemDisplayText = "CreateAction"
menuItem = [Link](itemDisplayText)
[Link] = "Create an action with one state"
[Link] = True
[Link] = [Link] | [Link] | Keys.A
#[Link] = True

# Hook up the execute event to set what happens when the menu item is pressed
[Link] += [Link]

# Hook up the can execute event to set whether the menu item is enabled
[Link] += [Link]

return menuItem

def createBehaviourMenu(self):
# Create a new MenuItem
itemDisplayText = "CreateBehaviour"
menuItem = [Link](itemDisplayText)
[Link] = "Create a behaviour with one state"
[Link] = True
[Link] = [Link] | [Link] | Keys.B
#[Link] = True

# Hook up the execute event to set what happens when the menu item is pressed
[Link] += [Link]

# Hook up the can execute event to set whether the menu item is enabled
[Link] += [Link]

return menuItem

def repertoireCanExecute(self):
rep = [Link]
if(rep is None):
return False
return True

def createBehaviour(self, sender, args):


rep = [Link]
if(rep):
behaviour = [Link]("behaviour")
if(behaviour):
[Link] = Point(500,100)

state = [Link]("state")
if(state):
[Link] = Point(500,100)

print("Created behaviour")

def createAction(self, sender, args):


rep = [Link]
if(rep):
action = [Link]("action")
[Link] = Point(416,192)
state = [Link]("state")
if(state):
[Link] = Point(500,100)
print("Created action")

example = UiExample()

Associated Types

[Link]

[Link]

[Link]

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 item
call CreateMenuItem and then pass the returned MenuItem to a menu's AddMenuItem function

Namespace: [Link]
Assembly: [Link]

Methods

[Link] [Link]( name )

[Link] [Link]( name )

[Link] [Link]( displayText )

Example

#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.65.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>
# Also add the [Link] dll and import Keys so we can set a keyboard shortcut
[Link]("[Link]")
from [Link] import Keys

class UiExample():
def __init__(self):
# Create a new menu
menu = [Link]("My Hdk API Scripts")

actionMenuItem = [Link]()
behaviourMenuItem = [Link]()

# Add the MenuItem to the example menu


[Link](actionMenuItem)
[Link](behaviourMenuItem)

def createActionMenu(self):
# Create a new MenuItem
itemDisplayText = "CreateAction"
menuItem = [Link](itemDisplayText)
[Link] = "Create an action with one state"
[Link] = True
[Link] = [Link] | [Link] | Keys.A
#[Link] = True

# Hook up the execute event to set what happens when the menu item is pressed
[Link] += [Link]

# Hook up the can execute event to set whether the menu item is enabled
[Link] += [Link]

return menuItem

def createBehaviourMenu(self):
# Create a new MenuItem
itemDisplayText = "CreateBehaviour"
menuItem = [Link](itemDisplayText)
[Link] = "Create a behaviour with one state"
[Link] = True
[Link] = [Link] | [Link] | Keys.B
#[Link] = True

# Hook up the execute event to set what happens when the menu item is pressed
[Link] += [Link]

# Hook up the can execute event to set whether the menu item is enabled
[Link] += [Link]

return menuItem

def repertoireCanExecute(self):
rep = [Link]
if(rep is None):
return False
return True

def createBehaviour(self, sender, args):


rep = [Link]
if(rep):
behaviour = [Link]("behaviour")
if(behaviour):
[Link] = Point(500,100)

state = [Link]("state")
if(state):
[Link] = Point(500,100)

print("Created behaviour")

def createAction(self, sender, args):


rep = [Link]
if(rep):
action = [Link]("action")
[Link] = Point(416,192)

state = [Link]("state")
if(state):
[Link] = Point(500,100)
print("Created action")

example = UiExample()

Associated Types

[Link]

[Link]

[Link]
Summary

Type

Description

Assembly

SceneEditor

Provides access to core functionality of the Scene Editor, such as getting the currently open scene.

[Link]

[Link]

SceneEditor

Provides access to core functionality of the Scene Editor, such as getting the currently open scene.

Namespace: [Link]
Assembly: [Link]

Methods

[Link]( scprojPath )

[Link] [Link]( validate )

Properties

CurrentScene

Events

OnSaving

OnSaved

OnOpened

OnExporting
OnExported

OnPackaging

OnPackaged

Delegates

SceneAction

Example

#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.70.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

# First import the SceneEditor class


from [Link] import SceneEditor

# Import the HomeScene class


from [Link] import HomeScene

class SceneEditorExample():
def __init__(self):
# Get the current scene which is open in the Scene Editor
openScene = [Link]

# Print the scene's filepath


print [Link]

# Export the currently open scene to a (.scene) file so it can be tested in game
validate = True
succeeded = [Link](validate)
print succeeded

[Link]()

def RegisterCallbacks(self):
# Hook up to the OnOpened event called when a scene is opened in the Scene Editor
[Link] += [Link]

# Hook up to the OnSaving event called when a scene is about to be saved


[Link] += [Link]

# Hook up to the OnSaved event called when a scene has been successfully saved
[Link] += [Link]

# Hook up to the OnExporting event called when a scene is about to be exported from an .scproj
file to a .scene file
[Link] += [Link]

# Hook up to the OnExported event called when a scene has been successfully exported from an
.scproj file to a .scene file
[Link] += [Link]

# Hook up to the OnPackaging event called when a scene is about to be packaged


[Link] += [Link]

# Hook up to the OnPackaged event called when a scene has been successfully packaged
[Link] += [Link]

# Example of a callback function triggered when a scene is opened in the Scene Editor
def onOpened(self, scene):
print "Opened: {0}".format([Link])

# 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([Link])

# 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([Link])

# 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([Link])

# 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([Link])

# 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([Link])

# 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([Link])

Associated Types

[Link]

[Link]
Summary

Type

Description

Assembly

Camera

The Camera class is the basis for derived camera classes in the HdkApi such as SceneCamera.

[Link]

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.

[Link]

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.

[Link]

[Link]

Camera

The Camera class is the basis for derived camera classes in the HdkApi such as SceneCamera.

Namespace: [Link]
Assembly: [Link]

Properties

Position
LookAt

Events

CameraChanged

Example

#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.70.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

# First import the Camera classes


from [Link] import CameraManager, SceneCamera

class CameraExample():
def __init__(self):
[Link] = [Link]
[Link] += [Link]

def printPosition(self):
str = "{0}{1}{2}".format([Link].X, [Link].Y, [Link].Z)
print(str)

def printLookAt(self):
str = "{0}{1}{2}".format([Link].X, [Link].Y, [Link].Z)
print(str)

def cameraUpdated(self, sender, args):


print("Camera Updated")
[Link]()
[Link]()

camExample = CameraExample()

Associated Types

[Link]

[Link]

[Link]

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: [Link]
Assembly: [Link]

Properties

SceneCamera

Example
#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.70.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

# First import the Camera classes


from [Link] import CameraManager, SceneCamera

class CameraExample():
def __init__(self):
[Link] = [Link]
[Link] += [Link]

def printPosition(self):
str = "{0}{1}{2}".format([Link].X, [Link].Y, [Link].Z)
print(str)

def printLookAt(self):
str = "{0}{1}{2}".format([Link].X, [Link].Y, [Link].Z)
print(str)

def cameraUpdated(self, sender, args):


print("Camera Updated")
[Link]()
[Link]()

camExample = CameraExample()

Associated Types

[Link]

[Link]

[Link]

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: [Link]
Assembly: [Link]

Methods

ZoomToSelection( )

Properties

Position

LookAt

Events

CameraChanged

Example
#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.70.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

# First import the Camera classes


from [Link] import CameraManager, SceneCamera

class CameraExample():
def __init__(self):
[Link] = [Link]
[Link] += [Link]

def printPosition(self):
str = "{0}{1}{2}".format([Link].X, [Link].Y, [Link].Z)
print(str)

def printLookAt(self):
str = "{0}{1}{2}".format([Link].X, [Link].Y, [Link].Z)
print(str)

def cameraUpdated(self, sender, args):


print("Camera Updated")
[Link]()
[Link]()

camExample = CameraExample()

Associated Types

[Link]

[Link]

[Link]
Summary

Type

Description

Assembly

SelectionManager

Provides events and data relating to the current selection in the Scene Editor

[Link]

[Link]
SelectionManager

Provides events and data relating to the current selection in the Scene Editor

Namespace: [Link]
Assembly: [Link]

Events

SelectionChanged

Example

#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.70.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

# First import the Selection classes


from [Link] import SelectionManager

class SelectionExample():
def __init__(self):
# Hook up to the SelectionChanged event
[Link] += [Link]

def selectionChanged(self, sender, args):


# Print a message when ever the selection in the Scene Editor changes
print("Selection Changed")

selExample = SelectionExample()

[Link]
Summary

Type

Description

Assembly

Menu

Menu represents a menu in the Scene Editor UI, new items can be added to the menu by calling the AddMenuItem function, a new Menu can be
created through [Link]

[Link]

MenuItem

MenuItem 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 MenuItem call [Link]

[Link]

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 item
call CreateMenuItem and then pass the returned MenuItem to a menu's AddMenuItem function

[Link]

[Link]

Menu

Menu represents a menu in the Scene Editor UI, new items can be added to the menu by calling the AddMenuItem function, a new Menu can be
created through [Link]

Namespace: [Link]
Assembly: [Link]

Methods

AddMenuItem( menuItem )

Example
#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.70.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

# First import the UserInterface classes


from [Link] import MenuManager, Menu, MenuItem

# Also add the [Link] dll and import Keys so we can set a keyboard shortcut
[Link]("[Link]")
from [Link] import Keys

class UiExample():
def __init__(self):
# Create a new menu
menu = [Link]("Example Menu")

# Create a new MenuItem


itemDisplayText = "Example Item"
menuItem = [Link](itemDisplayText)
[Link] = "Example menu item used in the UI Example"
[Link] = True
[Link] = [Link] | [Link] | Keys.M
[Link] = True

# Hook up the execute event to set what happens when the menu item is pressed
[Link] += [Link]

# Hook up the can execute event to set whether the menu item is enabled
[Link] += [Link]

# Add the MenuItem to the example menu


[Link](menuItem)

def exampleCanExecute(self):
return True

def exampleExecute(self, sender, args):


print("Example executed")

example = UiExample()

Associated Types

[Link]

[Link]

[Link]

MenuItem

MenuItem 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 MenuItem call [Link]

Namespace: [Link]
Assembly: [Link]
Properties

DisplayText

Description

IconPath

Shortcut

Toggleable

HasToolbarButton

Events

Execute

CanExecute

Delegates

CanExecuteHandler

Example
#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.70.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

# First import the UserInterface classes


from [Link] import MenuManager, Menu, MenuItem

# Also add the [Link] dll and import Keys so we can set a keyboard shortcut
[Link]("[Link]")
from [Link] import Keys

class UiExample():
def __init__(self):
# Create a new menu
menu = [Link]("Example Menu")

# Create a new MenuItem


itemDisplayText = "Example Item"
menuItem = [Link](itemDisplayText)
[Link] = "Example menu item used in the UI Example"
[Link] = True
[Link] = [Link] | [Link] | Keys.M
[Link] = True

# Hook up the execute event to set what happens when the menu item is pressed
[Link] += [Link]

# Hook up the can execute event to set whether the menu item is enabled
[Link] += [Link]

# Add the MenuItem to the example menu


[Link](menuItem)

def exampleCanExecute(self):
return True

def exampleExecute(self, sender, args):


print("Example executed")

example = UiExample()

Associated Types

[Link]

[Link]

[Link]

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 item
call CreateMenuItem and then pass the returned MenuItem to a menu's AddMenuItem function

Namespace: [Link]
Assembly: [Link]

Methods
[Link] [Link]( name )

[Link] [Link]( name )

[Link] [Link]( displayText )

Example

#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.70.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

# First import the UserInterface classes


from [Link] import MenuManager, Menu, MenuItem

# Also add the [Link] dll and import Keys so we can set a keyboard shortcut
[Link]("[Link]")
from [Link] import Keys

class UiExample():
def __init__(self):
# Create a new menu
menu = [Link]("Example Menu")

# Create a new MenuItem


itemDisplayText = "Example Item"
menuItem = [Link](itemDisplayText)
[Link] = "Example menu item used in the UI Example"
[Link] = True
[Link] = [Link] | [Link] | Keys.M
[Link] = True

# Hook up the execute event to set what happens when the menu item is pressed
[Link] += [Link]

# Hook up the can execute event to set whether the menu item is enabled
[Link] += [Link]

# Add the MenuItem to the example menu


[Link](menuItem)

def exampleCanExecute(self):
return True

def exampleExecute(self, sender, args):


print("Example executed")

example = UiExample()

Associated Types

[Link]

[Link]

[Link]
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:
[Link]

[Link]

[Link]

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:
[Link]

Namespace: [Link]
Assembly: [Link]

Remarks

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

[Link] [Link]( )

Example
#<copyright>
#--------------------------------------------------------------------------------------------------
# SCE CONFIDENTIAL
# Home Development Kit (HDK) 1.70.0
# Copyright (C) 2011 Sony Computer Entertainment Inc.
# All Rights Reserved.
#--------------------------------------------------------------------------------------------------
#</copyright>

# First import the SynchronizationObject class


from [Link] import SynchronizationObject

# We also use the communications classes in this example, so import them as well
from [Link] import TargetManager, Target, TargetResult, TargetException

class SyncObjectExample():
def __init__(self):
# Create a timer
[Link] = 30
[Link] = Timer()
[Link] = (1000/timerInterval)

# Initialise the TargetManager so it is ready to be used


[Link]()

# 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
[Link] = [Link]()

[Link] += [Link]

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
[Link]()

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