blender/source/gameengine/GameLogic/SCA_ISensor.h
2015-01-21 11:57:11 +11:00

219 lines
5.6 KiB
C++

/*
* ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 *****
*/
/** \file SCA_ISensor.h
* \ingroup gamelogic
* \brief Interface Class for all logic Sensors. Implements
* pulsemode and pulsefrequency, and event suppression.
*/
#ifndef __SCA_ISENSOR_H__
#define __SCA_ISENSOR_H__
#include "SCA_IController.h"
#include <vector>
/**
* Interface Class for all logic Sensors. Implements
* pulsemode,pulsefrequency
* Use of SG_DList element: link sensors to their respective event manager
* Head: SCA_EventManager::m_sensors
* Use of SG_QList element: not used
*/
class SCA_ISensor : public SCA_ILogicBrick
{
Py_Header
protected:
class SCA_EventManager* m_eventmgr;
/** 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;
/** tap mode */
bool m_tap;
/** sensor has been reset */
bool m_reset;
/** Sensor must ignore updates? */
bool m_suspended;
/** number of connections to controller */
int m_links;
/** current sensor state */
bool m_state;
/** previous state (for tap option) */
bool m_prev_state;
std::vector<class SCA_IController*> m_linkedcontrollers;
public:
enum sensortype {
ST_NONE = 0,
ST_TOUCH,
ST_NEAR,
ST_RADAR,
// to be updated as needed
};
SCA_ISensor(SCA_IObject* gameobj,
class SCA_EventManager* eventmgr);
~SCA_ISensor();
virtual void ReParent(SCA_IObject* parent);
/** Because we want sensors to share some behavior, 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);
virtual bool Evaluate() = 0;
virtual bool IsPositiveTrigger();
virtual void Init();
virtual CValue* GetReplica()=0;
/** Set parameters for the pulsing behavior.
* \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);
void SetTap(bool tap);
virtual void RegisterToManager();
virtual void UnregisterToManager();
void Replace_EventManager(class SCA_LogicManager* logicmgr);
void ReserveController(int num)
{
m_linkedcontrollers.reserve(num);
}
void LinkToController(SCA_IController* controller);
void UnlinkController(SCA_IController* controller);
void UnlinkAllControllers();
void ActivateControllers(class SCA_LogicManager* logicmgr);
virtual void ProcessReplica();
virtual double GetNumber();
virtual sensortype GetSensorType() { return ST_NONE; }
/** Stop sensing for a while. */
void Suspend();
/** Is this sensor switched off? */
bool IsSuspended();
/** get the state of the sensor: positive or negative */
bool GetState()
{
return m_state;
}
/** get the previous state of the sensor: positive or negative */
bool GetPrevState()
{
return m_prev_state;
}
/** get the number of ticks since the last positive pulse */
int GetPosTicks()
{
return m_pos_ticks;
}
/** get the number of ticks since the last negative pulse */
int GetNegTicks()
{
return m_neg_ticks;
}
/** Resume sensing. */
void Resume();
void ClrLink()
{ m_links = 0; }
void IncLink()
{ if (!m_links++) RegisterToManager(); }
void DecLink();
bool IsNoLink() const
{ return !m_links; }
#ifdef WITH_PYTHON
/* Python functions: */
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);
static PyObject* pyattr_get_status(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_posTicks(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_negTicks(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_check_level(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_check_tap(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
enum SensorStatus {
KX_SENSOR_INACTIVE = 0,
KX_SENSOR_JUST_ACTIVATED,
KX_SENSOR_ACTIVE,
KX_SENSOR_JUST_DEACTIVATED
};
#endif /* WITH_PYTHON */
};
#endif /* __SCA_ISENSOR_H__ */