blender/source/gameengine/Ketsji/KX_StateActuator.cpp

172 lines
4.1 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 *****
* Actuator to toggle visibility/invisibility of objects
*/
/** \file gameengine/Ketsji/KX_StateActuator.cpp
* \ingroup ketsji
*/
#include "KX_StateActuator.h"
#include "KX_GameObject.h"
KX_StateActuator::KX_StateActuator(
SCA_IObject* gameobj,
int operation,
unsigned int mask
)
: SCA_IActuator(gameobj, KX_ACT_STATE),
m_operation(operation),
m_mask(mask)
{
// intentionally empty
}
KX_StateActuator::~KX_StateActuator(
void
)
{
// intentionally empty
}
// used to put state actuator to be executed before any other actuators
SG_QList KX_StateActuator::m_stateActuatorHead;
CValue*
KX_StateActuator::GetReplica(
void
)
{
KX_StateActuator* replica = new KX_StateActuator(*this);
replica->ProcessReplica();
return replica;
}
bool
KX_StateActuator::Update()
{
bool bNegativeEvent = IsNegativeEvent();
unsigned int objMask;
// execution of state actuator means that we are in the execution phase, reset this pointer
// because all the active actuator of this object will be removed for sure.
m_gameobj->m_firstState = NULL;
RemoveAllEvents();
if (bNegativeEvent) return false;
KX_GameObject *obj = (KX_GameObject*) GetParent();
objMask = obj->GetState();
switch (m_operation)
{
case OP_CPY:
objMask = m_mask;
break;
case OP_SET:
objMask |= m_mask;
break;
case OP_CLR:
objMask &= ~m_mask;
break;
case OP_NEG:
objMask ^= m_mask;
break;
default:
// unsupported operation, no nothing
return false;
}
obj->SetState(objMask);
return false;
}
// this function is only used to deactivate actuators outside the logic loop
// e.g. when an object is deleted.
void KX_StateActuator::Deactivate()
{
if (QDelink())
{
// the actuator was in the active list
if (m_stateActuatorHead.QEmpty())
// no more state object active
m_stateActuatorHead.Delink();
}
}
void KX_StateActuator::Activate(SG_DList& head)
{
// sort the state actuators per object on the global list
if (QEmpty())
{
InsertSelfActiveQList(m_stateActuatorHead, &m_gameobj->m_firstState);
// add front to make sure it runs before other actuators
head.AddFront(&m_stateActuatorHead);
}
}
#ifdef WITH_PYTHON
/* ------------------------------------------------------------------------- */
/* Python functions */
/* ------------------------------------------------------------------------- */
/* Integration hooks ------------------------------------------------------- */
PyTypeObject KX_StateActuator::Type = {
PyVarObject_HEAD_INIT(NULL, 0)
"KX_StateActuator",
sizeof(PyObjectPlus_Proxy),
0,
py_base_dealloc,
0,
0,
0,
0,
py_base_repr,
0,0,0,0,0,0,0,0,0,
Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
0,0,0,0,0,0,0,
Methods,
0,
0,
&SCA_IActuator::Type,
0,0,0,0,0,0,
py_base_new
};
PyMethodDef KX_StateActuator::Methods[] = {
{NULL,NULL} //Sentinel
};
PyAttributeDef KX_StateActuator::Attributes[] = {
KX_PYATTRIBUTE_INT_RW("operation",KX_StateActuator::OP_NOP+1,KX_StateActuator::OP_COUNT-1,false,KX_StateActuator,m_operation),
KX_PYATTRIBUTE_INT_RW("mask",0,0x3FFFFFFF,false,KX_StateActuator,m_mask),
{ NULL } //Sentinel
};
#endif // WITH_PYTHON