blender/source/gameengine/GameLogic/SCA_IController.h
Campbell Barton 6b9f3b5f5c BGE Python API
Remove the last of the odd C++/python wrapper code from http://www.python.org/doc/PyCPP.html (~1998)

* Use python subclasses rather then having fake subclassing through get/set attributes calling parent types.
* PyObject getset arrays are created while initializing the types, converted from our own attribute arrays. This way python deals with subclasses and we dont have to define getattro or setattro functions for each type.
* GameObjects and Scenes no longer have attribute access to properties. only dictionary style access - ob['prop']
* remove each class's get/set/dir functions.
* remove isA() methods, can use PyObject_TypeCheck() in C and issubclass() in python.
* remove Parents[] array for each C++ class, was only used for isA() and wasnt correct in quite a few cases.
* remove PyTypeObject that was being passed as the last argument to each class (the parent classes too).

TODO -
* Light and VertexProxy need to be converted to using attributes.
* memory for getset arrays is never freed, not that bad since its will only allocates once.
2009-06-28 11:22:26 +00:00

115 lines
3.3 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 *****
*/
#ifndef __KX_ICONTROLLER
#define __KX_ICONTROLLER
#include "SCA_ILogicBrick.h"
#include "PyObjectPlus.h"
/*
* Use of SG_DList element: none
* Use of SG_QList element: build ordered list of activated controller on the owner object
* Head: SCA_IObject::m_activeControllers
*/
class SCA_IController : public SCA_ILogicBrick
{
Py_Header;
protected:
std::vector<class SCA_ISensor*> m_linkedsensors;
std::vector<class SCA_IActuator*> m_linkedactuators;
unsigned int m_statemask;
bool m_justActivated;
bool m_bookmark;
public:
SCA_IController(SCA_IObject* gameobj);
virtual ~SCA_IController();
virtual void Trigger(class SCA_LogicManager* logicmgr)=0;
void LinkToSensor(SCA_ISensor* sensor);
void LinkToActuator(SCA_IActuator*);
std::vector<class SCA_ISensor*>& GetLinkedSensors();
std::vector<class SCA_IActuator*>& GetLinkedActuators();
void ReserveActuator(int num)
{
m_linkedactuators.reserve(num);
}
void UnlinkAllSensors();
void UnlinkAllActuators();
void UnlinkActuator(class SCA_IActuator* actua);
void UnlinkSensor(class SCA_ISensor* sensor);
void SetState(unsigned int state) { m_statemask = state; }
void ApplyState(unsigned int state);
void Deactivate()
{
// the controller can only be part of a sensor m_newControllers list
Delink();
}
bool IsJustActivated()
{
return m_justActivated;
}
void ClrJustActivated()
{
m_justActivated = false;
}
void SetBookmark(bool bookmark)
{
m_bookmark = bookmark;
}
void Activate(SG_DList& head)
{
if (QEmpty())
{
if (m_bookmark)
{
m_gameobj->m_activeBookmarkedControllers.QAddBack(this);
head.AddFront(&m_gameobj->m_activeBookmarkedControllers);
}
else
{
InsertActiveQList(m_gameobj->m_activeControllers);
head.AddBack(&m_gameobj->m_activeControllers);
}
}
}
KX_PYMETHOD_NOARGS(SCA_IController,GetSensors);
KX_PYMETHOD_NOARGS(SCA_IController,GetActuators);
KX_PYMETHOD_O(SCA_IController,GetSensor);
KX_PYMETHOD_O(SCA_IController,GetActuator);
KX_PYMETHOD_NOARGS(SCA_IController,GetState);
static PyObject* pyattr_get_state(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_sensors(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_actuators(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
};
#endif