cb12337363
anything, only contained a hash map and functions to pass command line args to the game engine. Moved those to container and BlenderRoutines modules.
160 lines
5.2 KiB
C++
160 lines
5.2 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., 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_IController.h
|
|
* \ingroup gamelogic
|
|
* \brief Regulates the top-level logic behaviour for one scene.
|
|
*/
|
|
#ifndef __KX_LOGICMANAGER
|
|
#define __KX_LOGICMANAGER
|
|
|
|
#if defined(WIN32) && !defined(FREE_WINDOWS)
|
|
#pragma warning (disable:4786)
|
|
#endif
|
|
|
|
#include <vector>
|
|
//#include "CTR_Map.h"
|
|
#include <set>
|
|
#include <map>
|
|
#include <list>
|
|
|
|
#include "CTR_Map.h"
|
|
#include "STR_HashedString.h"
|
|
#include "Value.h"
|
|
#include "SG_QList.h"
|
|
|
|
#include "KX_HashedPtr.h"
|
|
|
|
using namespace std;
|
|
typedef std::list<class SCA_IController*> controllerlist;
|
|
typedef std::map<class SCA_ISensor*,controllerlist > sensormap_t;
|
|
|
|
/**
|
|
* This manager handles sensor, controllers and actuators.
|
|
* logic executes each frame the following way:
|
|
* find triggering sensors
|
|
* build list of controllers that are triggered by these triggering sensors
|
|
* process all triggered controllers
|
|
* during this phase actuators can be added to the active actuator list
|
|
* process all active actuators
|
|
* clear triggering sensors
|
|
* clear triggered controllers
|
|
* (actuators may be active during a longer timeframe)
|
|
*/
|
|
|
|
#include "SCA_ILogicBrick.h"
|
|
#include "SCA_IActuator.h"
|
|
#include "SCA_EventManager.h"
|
|
|
|
|
|
class SCA_LogicManager
|
|
{
|
|
vector<class SCA_EventManager*> m_eventmanagers;
|
|
|
|
// SG_DList: Head of objects having activated actuators
|
|
// element: SCA_IObject::m_activeActuators
|
|
SG_DList m_activeActuators;
|
|
// SG_DList: Head of objects having activated controllers
|
|
// element: SCA_IObject::m_activeControllers
|
|
SG_DList m_triggeredControllerSet;
|
|
|
|
// need to find better way for this
|
|
// also known as FactoryManager...
|
|
CTR_Map<STR_HashedString,CValue*> m_mapStringToGameObjects;
|
|
CTR_Map<STR_HashedString,void*> m_mapStringToMeshes;
|
|
CTR_Map<STR_HashedString,void*> m_mapStringToActions;
|
|
|
|
CTR_Map<STR_HashedString,void*> m_map_gamemeshname_to_blendobj;
|
|
CTR_Map<CHashedPtr,void*> m_map_blendobj_to_gameobj;
|
|
public:
|
|
SCA_LogicManager();
|
|
virtual ~SCA_LogicManager();
|
|
|
|
//void SetKeyboardManager(SCA_KeyboardManager* keyboardmgr) { m_keyboardmgr=keyboardmgr;}
|
|
void RegisterEventManager(SCA_EventManager* eventmgr);
|
|
void RegisterToSensor(SCA_IController* controller,
|
|
class SCA_ISensor* sensor);
|
|
void RegisterToActuator(SCA_IController* controller,
|
|
class SCA_IActuator* actuator);
|
|
|
|
void BeginFrame(double curtime, double fixedtime);
|
|
void UpdateFrame(double curtime, bool frame);
|
|
void EndFrame();
|
|
void AddActiveActuator(SCA_IActuator* actua,bool event)
|
|
{
|
|
actua->SetActive(true);
|
|
actua->Activate(m_activeActuators);
|
|
actua->AddEvent(event);
|
|
}
|
|
|
|
void AddTriggeredController(SCA_IController* controller, SCA_ISensor* sensor);
|
|
SCA_EventManager* FindEventManager(int eventmgrtype);
|
|
vector<class SCA_EventManager*> GetEventManagers() { return m_eventmanagers; }
|
|
|
|
void RemoveGameObject(const STR_String& gameobjname);
|
|
|
|
/**
|
|
* remove Logic Bricks from the running logicmanager
|
|
*/
|
|
void RemoveSensor(SCA_ISensor* sensor);
|
|
void RemoveController(SCA_IController* controller);
|
|
void RemoveActuator(SCA_IActuator* actuator);
|
|
|
|
|
|
// for the scripting... needs a FactoryManager later (if we would have time... ;)
|
|
void RegisterMeshName(const STR_String& meshname,void* mesh);
|
|
void UnregisterMeshName(const STR_String& meshname,void* mesh);
|
|
CTR_Map<STR_HashedString,void*>& GetMeshMap() { return m_mapStringToMeshes; };
|
|
CTR_Map<STR_HashedString,void*>& GetActionMap() { return m_mapStringToActions; };
|
|
|
|
void RegisterActionName(const STR_String& actname,void* action);
|
|
|
|
void* GetActionByName (const STR_String& actname);
|
|
void* GetMeshByName(const STR_String& meshname);
|
|
|
|
void RegisterGameObjectName(const STR_String& gameobjname,CValue* gameobj);
|
|
class CValue* GetGameObjectByName(const STR_String& gameobjname);
|
|
|
|
void RegisterGameMeshName(const STR_String& gamemeshname, void* blendobj);
|
|
void* FindBlendObjByGameMeshName(const STR_String& gamemeshname);
|
|
|
|
void RegisterGameObj(void* blendobj, CValue* gameobj);
|
|
void UnregisterGameObj(void* blendobj, CValue* gameobj);
|
|
CValue* FindGameObjByBlendObj(void* blendobj);
|
|
|
|
|
|
#ifdef WITH_CXX_GUARDEDALLOC
|
|
public:
|
|
void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:SCA_LogicManager"); }
|
|
void operator delete( void *mem ) { MEM_freeN(mem); }
|
|
#endif
|
|
};
|
|
|
|
#endif //__KX_LOGICMANAGER
|
|
|