172 lines
4.2 KiB
C++
172 lines
4.2 KiB
C++
/*
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* 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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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file SCA_IActuator.h
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* \ingroup gamelogic
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*/
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#ifndef __KX_IACTUATOR
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#define __KX_IACTUATOR
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#include "SCA_IController.h"
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#include <vector>
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/**
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* Use of SG_DList : None
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* Use of SG_QList : element of activated actuator list of their owner
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* Head: SCA_IObject::m_activeActuators
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*/
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class SCA_IActuator : public SCA_ILogicBrick
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{
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friend class SCA_LogicManager;
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protected:
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int m_type;
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int m_links; // number of active links to controllers
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// when 0, the actuator is automatically stopped
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//std::vector<CValue*> m_events;
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bool m_posevent;
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bool m_negevent;
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std::vector<class SCA_IController*> m_linkedcontrollers;
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void RemoveAllEvents()
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{
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m_posevent = false;
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m_negevent = false;
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}
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public:
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/**
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* This class also inherits the default copy constructors
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*/
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enum KX_ACTUATOR_TYPE {
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KX_ACT_OBJECT,
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KX_ACT_IPO,
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KX_ACT_CAMERA,
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KX_ACT_SOUND,
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KX_ACT_PROPERTY,
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KX_ACT_ADD_OBJECT,
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KX_ACT_END_OBJECT,
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KX_ACT_DYNAMIC,
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KX_ACT_REPLACE_MESH,
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KX_ACT_TRACKTO,
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KX_ACT_CONSTRAINT,
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KX_ACT_SCENE,
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KX_ACT_RANDOM,
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KX_ACT_MESSAGE,
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KX_ACT_ACTION,
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KX_ACT_CD,
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KX_ACT_GAME,
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KX_ACT_VISIBILITY,
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KX_ACT_2DFILTER,
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KX_ACT_PARENT,
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KX_ACT_SHAPEACTION,
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KX_ACT_STATE,
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KX_ACT_ARMATURE,
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};
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SCA_IActuator(SCA_IObject* gameobj, KX_ACTUATOR_TYPE type);
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/**
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* UnlinkObject(...)
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* Certain actuator use gameobject pointers (like TractTo actuator)
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* This function can be called when an object is removed to make
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* sure that the actuator will not use it anymore.
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*/
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virtual bool UnlinkObject(SCA_IObject* clientobj) { return false; }
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/**
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* Update(...)
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* Update the actuator based upon the events received since
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* the last call to Update, the current time and deltatime the
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* time elapsed in this frame ?
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* It is the responsibility of concrete Actuators to clear
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* their event's. This is usually done in the Update() method via
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* a call to RemoveAllEvents()
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*/
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virtual bool Update(double curtime, bool frame);
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virtual bool Update();
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/**
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* Add an event to an actuator.
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*/
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//void AddEvent(CValue* event)
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void AddEvent(bool event)
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{
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if (event)
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m_posevent = true;
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else
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m_negevent = true;
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}
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virtual void ProcessReplica();
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/**
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* Return true iff all the current events
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* are negative. The definition of negative event is
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* not immediately clear. But usually refers to key-up events
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* or events where no action is required.
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*/
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bool IsNegativeEvent() const
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{
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return !m_posevent && m_negevent;
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}
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virtual ~SCA_IActuator();
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/**
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* remove this actuator from the list of active actuators
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*/
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virtual void Deactivate();
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virtual void Activate(SG_DList& head);
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void LinkToController(SCA_IController* controller);
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void UnlinkController(class SCA_IController* cont);
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void UnlinkAllControllers();
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void ClrLink() { m_links=0; }
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void IncLink() { m_links++; }
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void DecLink();
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bool IsNoLink() const { return !m_links; }
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bool IsType(KX_ACTUATOR_TYPE type) { return m_type == type; }
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#ifdef WITH_CXX_GUARDEDALLOC
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public:
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void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:SCA_IActuator"); }
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void operator delete( void *mem ) { MEM_freeN(mem); }
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#endif
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};
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#endif //__KX_IACTUATOR
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