blender/source/gameengine/GameLogic/SCA_ILogicBrick.h

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/*
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* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
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*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
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*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
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*/
/** \file SCA_ILogicBrick.h
* \ingroup gamelogic
*/
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#ifndef __KX_ILOGICBRICK
#define __KX_ILOGICBRICK
#include "Value.h"
#include "SCA_IObject.h"
#include "BoolValue.h"
#include "GEN_Map.h"
#include "GEN_HashedPtr.h"
class NG_NetworkScene;
class SCA_IScene;
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class SCA_ILogicBrick : public CValue
{
Py_Header;
protected:
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SCA_IObject* m_gameobj;
int m_Execute_Priority;
int m_Execute_Ueber_Priority;
bool m_bActive;
CValue* m_eventval;
STR_String m_text;
STR_String m_name;
//unsigned long m_drawcolor;
void RegisterEvent(CValue* eventval);
void RemoveEvent();
CValue* GetEvent();
public:
SCA_ILogicBrick(SCA_IObject* gameobj);
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virtual ~SCA_ILogicBrick();
void SetExecutePriority(int execute_Priority);
void SetUeberExecutePriority(int execute_Priority);
SCA_IObject* GetParent() { return m_gameobj; }
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virtual void ReParent(SCA_IObject* parent);
virtual void Relink(GEN_Map<GEN_HashedPtr, void*> *obj_map);
virtual void Delete() { Release(); }
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// act as a BoolValue (with value IsPositiveTrigger)
virtual CValue* Calc(VALUE_OPERATOR op, CValue *val);
virtual CValue* CalcFinal(VALUE_DATA_TYPE dtype, VALUE_OPERATOR op, CValue *val);
virtual const STR_String & GetText();
virtual double GetNumber();
virtual STR_String& GetName();
virtual void SetName(const char *);
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bool IsActive()
{
return m_bActive;
}
void SetActive(bool active)
{
m_bActive=active;
}
// insert in a QList at position corresponding to m_Execute_Priority
void InsertActiveQList(SG_QList& head)
{
SG_QList::iterator<SCA_ILogicBrick> it(head);
for(it.begin(); !it.end() && m_Execute_Priority > (*it)->m_Execute_Priority; ++it);
it.add_back(this);
}
// insert in a QList at position corresponding to m_Execute_Priority
// inside a longer list that contains elements of other objects.
// Sorting is done only between the elements of the same object.
// head is the head of the combined list
// current points to the first element of the object in the list, NULL if none yet
void InsertSelfActiveQList(SG_QList& head, SG_QList** current)
{
if (!*current)
{
// first element can be put anywhere
head.QAddBack(this);
*current = this;
return;
}
// note: we assume current points actually to one o our element, skip the tests
SG_QList::iterator<SCA_ILogicBrick> it(head,*current);
if (m_Execute_Priority <= (*it)->m_Execute_Priority)
{
// this element comes before the first
*current = this;
}
else
{
for(++it; !it.end() && (*it)->m_gameobj == m_gameobj && m_Execute_Priority > (*it)->m_Execute_Priority; ++it);
}
it.add_back(this);
}
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virtual bool LessComparedTo(SCA_ILogicBrick* other);
/* runtime variable, set when Triggering the python controller */
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static class SCA_LogicManager* m_sCurrentLogicManager;
/* for moving logic bricks between scenes */
virtual void Replace_IScene(SCA_IScene *val) {};
virtual void Replace_NetworkScene(NG_NetworkScene *val) {};
#ifdef WITH_PYTHON
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// python methods
static PyObject* pyattr_get_owner(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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// check that attribute is a property
static int CheckProperty(void *self, const PyAttributeDef *attrdef);
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enum KX_BOOL_TYPE {
KX_BOOL_NODEF = 0,
KX_TRUE,
KX_FALSE,
KX_BOOL_MAX
};
protected:
/* Some conversions to go with the bool type. */
/** Convert a KX_TRUE, KX_FALSE in Python to a c++ value. */
bool PyArgToBool(int boolArg);
/** Convert a a c++ value to KX_TRUE, KX_FALSE in Python. */
PyObject* BoolToPyArg(bool);
#endif // WITH_PYTHON
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};
#endif