blender/source/gameengine/GameLogic/SCA_ISensor.h
Campbell Barton 33170295c8 use long long rather then int for storing game logic properties.
There were also some problems with int to python conversion
- assigning a PyLong to a KX_GameObject from python would raise an error
- PyLong were coerced into floats when used with internal CValue arithmetic

Changes...
- PyLong is converted into CIntValue for coercing and assigning from python
- CValue's generic GetNumber() function returns a double rather then a float.
- Print an error when a PyType cant be coerced into a CValue

Tested with python, expressions and property sensor.
2009-04-12 06:41:01 +00:00

164 lines
4.6 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* 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,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* 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 *****
* Interface Class for all logic Sensors. Implements
* pulsemode and pulsefrequency, and event suppression.
*/
#ifndef __SCA_ISENSOR
#define __SCA_ISENSOR
#include "SCA_ILogicBrick.h"
#include <vector>
/**
* Interface Class for all logic Sensors. Implements
* pulsemode,pulsefrequency */
class SCA_ISensor : public SCA_ILogicBrick
{
Py_Header;
class SCA_EventManager* m_eventmgr;
bool m_triggered;
/** Pulse positive pulses? */
bool m_pos_pulsemode;
/** Pulse negative pulses? */
bool m_neg_pulsemode;
/** Repeat frequency in pulse mode. */
int m_pulse_frequency;
/** Number of ticks since the last positive pulse. */
int m_pos_ticks;
/** Number of ticks since the last negative pulse. */
int m_neg_ticks;
/** invert the output signal*/
bool m_invert;
/** detect level instead of edge*/
bool m_level;
/** sensor has been reset */
bool m_reset;
/** Sensor must ignore updates? */
bool m_suspended;
/** number of connections to controller */
int m_links;
/** list of controllers that have just activated this sensor because of a state change */
std::vector<class SCA_IController*> m_newControllers;
public:
SCA_ISensor(SCA_IObject* gameobj,
class SCA_EventManager* eventmgr,
PyTypeObject* T );;
~SCA_ISensor();
virtual void ReParent(SCA_IObject* parent);
/** Because we want sensors to share some behaviour, the Activate has */
/* an implementation on this level. It requires an evaluate on the lower */
/* level of individual sensors. Mapping the old activate()s is easy. */
/* The IsPosTrig() also has to change, to keep things consistent. */
void Activate(class SCA_LogicManager* logicmgr,CValue* event);
virtual bool Evaluate(CValue* event) = 0;
virtual bool IsPositiveTrigger();
virtual void Init();
virtual CValue* GetReplica()=0;
/** Set parameters for the pulsing behaviour.
* @param posmode Trigger positive pulses?
* @param negmode Trigger negative pulses?
* @param freq Frequency to use when doing pulsing.
*/
void SetPulseMode(bool posmode,
bool negmode,
int freq);
/** Set inversion of pulses on or off. */
void SetInvert(bool inv);
/** set the level detection on or off */
void SetLevel(bool lvl);
virtual void RegisterToManager();
virtual void UnregisterToManager();
virtual double GetNumber();
/** Stop sensing for a while. */
void Suspend();
/** Is this sensor switched off? */
bool IsSuspended();
/** Resume sensing. */
void Resume();
void AddNewController(class SCA_IController* controller)
{ m_newControllers.push_back(controller); }
void ClrLink()
{ m_links = 0; }
void IncLink()
{ if (!m_links++) RegisterToManager(); }
void DecLink();
bool IsNoLink() const
{ return !m_links; }
/* Python functions: */
virtual PyObject* py_getattro(PyObject *attr);
virtual int py_setattro(PyObject *attr, PyObject *value);
//Deprecated functions ----->
KX_PYMETHOD_DOC_NOARGS(SCA_ISensor,IsPositive);
KX_PYMETHOD_DOC_NOARGS(SCA_ISensor,IsTriggered);
KX_PYMETHOD_DOC_NOARGS(SCA_ISensor,GetUsePosPulseMode);
KX_PYMETHOD_DOC(SCA_ISensor,SetUsePosPulseMode);
KX_PYMETHOD_DOC_NOARGS(SCA_ISensor,GetFrequency);
KX_PYMETHOD_DOC(SCA_ISensor,SetFrequency);
KX_PYMETHOD_DOC_NOARGS(SCA_ISensor,GetUseNegPulseMode);
KX_PYMETHOD_DOC(SCA_ISensor,SetUseNegPulseMode);
KX_PYMETHOD_DOC_NOARGS(SCA_ISensor,GetInvert);
KX_PYMETHOD_DOC(SCA_ISensor,SetInvert);
KX_PYMETHOD_DOC_NOARGS(SCA_ISensor,GetLevel);
KX_PYMETHOD_DOC(SCA_ISensor,SetLevel);
//<------
KX_PYMETHOD_DOC_NOARGS(SCA_ISensor,reset);
static PyObject* pyattr_get_triggered(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_positive(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
};
#endif //__SCA_ISENSOR