blender/source/gameengine/Converter/KX_ConvertControllers.cpp

249 lines
6.8 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 gameengine/Converter/KX_ConvertControllers.cpp
* \ingroup bgeconv
*/
#include "MEM_guardedalloc.h"
#include "KX_BlenderSceneConverter.h"
#include "KX_ConvertControllers.h"
#include "KX_Python.h"
// Controller
#include "SCA_ANDController.h"
#include "SCA_ORController.h"
#include "SCA_NANDController.h"
#include "SCA_NORController.h"
#include "SCA_XORController.h"
#include "SCA_XNORController.h"
#include "SCA_PythonController.h"
#include "SCA_ExpressionController.h"
#include "SCA_LogicManager.h"
#include "KX_GameObject.h"
#include "IntValue.h"
/* This little block needed for linking to Blender... */
#ifdef WIN32
#include "BLI_winstuff.h"
#endif
#include "DNA_object_types.h"
#include "DNA_controller_types.h"
#include "DNA_text_types.h"
#include "BKE_text.h"
#include "BLI_blenlib.h"
/* end of blender include block */
static void
LinkControllerToActuators(
SCA_IController *game_controller,
bController* bcontr,
SCA_LogicManager* logicmgr,
KX_BlenderSceneConverter* converter
) {
// Iterate through the actuators of the game blender
// controller and find the corresponding ketsji actuator.
game_controller->ReserveActuator(bcontr->totlinks);
for (int i=0;i<bcontr->totlinks;i++)
{
bActuator* bact = (bActuator*) bcontr->links[i];
SCA_IActuator *game_actuator = converter->FindGameActuator(bact);
if (game_actuator) {
logicmgr->RegisterToActuator(game_controller, game_actuator);
}
}
}
void BL_ConvertControllers(
struct Object* blenderobject,
class KX_GameObject* gameobj,
SCA_LogicManager* logicmgr,
int activeLayerBitInfo,
bool isInActiveLayer,
KX_BlenderSceneConverter* converter
) {
int uniqueint=0;
int count = 0;
int executePriority=0;
bController* bcontr = (bController*)blenderobject->controllers.first;
while (bcontr)
{
bcontr = bcontr->next;
count++;
}
gameobj->ReserveController(count);
bcontr = (bController*)blenderobject->controllers.first;
while (bcontr)
{
SCA_IController* gamecontroller = NULL;
switch (bcontr->type) {
case CONT_LOGIC_AND:
{
gamecontroller = new SCA_ANDController(gameobj);
break;
}
case CONT_LOGIC_OR:
{
gamecontroller = new SCA_ORController(gameobj);
break;
}
case CONT_LOGIC_NAND:
{
gamecontroller = new SCA_NANDController(gameobj);
break;
}
case CONT_LOGIC_NOR:
{
gamecontroller = new SCA_NORController(gameobj);
break;
}
case CONT_LOGIC_XOR:
{
gamecontroller = new SCA_XORController(gameobj);
break;
}
case CONT_LOGIC_XNOR:
{
gamecontroller = new SCA_XNORController(gameobj);
break;
}
case CONT_EXPRESSION:
{
bExpressionCont* bexpcont = (bExpressionCont*) bcontr->data;
STR_String expressiontext = STR_String(bexpcont->str);
if (expressiontext.Length() > 0)
{
gamecontroller = new SCA_ExpressionController(gameobj,expressiontext);
}
break;
}
case CONT_PYTHON:
{
bPythonCont* pycont = (bPythonCont*) bcontr->data;
SCA_PythonController* pyctrl = new SCA_PythonController(gameobj, pycont->mode);
gamecontroller = pyctrl;
#ifdef WITH_PYTHON
PyGILState_STATE gstate = PyGILState_Ensure();
pyctrl->SetNamespace(converter->GetPyNamespace());
if (pycont->mode==SCA_PythonController::SCA_PYEXEC_SCRIPT) {
if (pycont->text)
{
char *buf;
// this is some blender specific code
buf= txt_to_buf(pycont->text);
if (buf)
{
pyctrl->SetScriptText(STR_String(buf));
pyctrl->SetScriptName(pycont->text->id.name+2);
MEM_freeN(buf);
}
}
}
else {
/* let the controller print any warnings here when importing */
pyctrl->SetScriptText(STR_String(pycont->module));
pyctrl->SetScriptName(pycont->module); /* will be something like module.func so using it as the name is OK */
if (pycont->flag & CONT_PY_DEBUG) {
printf("\nDebuging \"%s\", module for object %s\n\texpect worse performance.\n", pycont->module, blenderobject->id.name+2);
pyctrl->SetDebug(true);
}
}
PyGILState_Release(gstate);
#endif // WITH_PYTHON
break;
}
default:
{
}
}
if (gamecontroller)
{
LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter);
gamecontroller->SetExecutePriority(executePriority++);
gamecontroller->SetBookmark((bcontr->flag & CONT_PRIO) != 0);
gamecontroller->SetState(bcontr->state_mask);
STR_String uniquename = bcontr->name;
uniquename += "#CONTR#";
uniqueint++;
CIntValue* uniqueval = new CIntValue(uniqueint);
uniquename += uniqueval->GetText();
uniqueval->Release();
//unique name was never implemented for sensors and actuators, only for controllers
//and it's producing difference in the keys for the lists: obj.controllers/sensors/actuators
//at some point it should either be implemented globally (and saved as a separate var) or removed.
//gamecontroller->SetName(uniquename);
gamecontroller->SetName(bcontr->name);
gameobj->AddController(gamecontroller);
converter->RegisterGameController(gamecontroller, bcontr);
#ifdef WITH_PYTHON
PyGILState_STATE gstate = PyGILState_Ensure();
if (bcontr->type==CONT_PYTHON) {
SCA_PythonController *pyctrl= static_cast<SCA_PythonController*>(gamecontroller);
/* not strictly needed but gives syntax errors early on and
* gives more predictable performance for larger scripts */
if (pyctrl->m_mode==SCA_PythonController::SCA_PYEXEC_SCRIPT)
pyctrl->Compile();
else {
/* We cant do this because importing runs the script which could end up accessing
* internal BGE functions, this is unstable while we're converting the scene.
* This is a pity because its useful to see errors at startup but cant help it */
// pyctrl->Import();
}
}
PyGILState_Release(gstate);
#endif // WITH_PYTHON
//done with gamecontroller
gamecontroller->Release();
}
bcontr = bcontr->next;
}
}