2050ecc307
Previously the logic manager was used as a global variable for SCA_ILogicBrick::m_sCurrentLogicManager, this request to always update it before run any python script and allow call function like ConvertPythonTo[GameObject/Mesh]. The bug showed in T48071 is that as exepted the global m_sCurrentLogicManager is not updated with the proper scene logic manager. Instead of trying to fix it by updating the logic manager everywhere and wait next bug report to add a similar line. The following patch propose a different way: - Every logic brick now contain its logic manager to SCA_ILogicBrick::m_logicManager, this value is set and get by SCA_ILogicBrick::[Set/Get]LogicManager, It's initialized from blender conversion and scene merging. - Function ConvertPythonTo[GameObject/mesh] now take as first argument the logic manager to find name coresponding object or mesh. Only ConvertPythonToCamera doesn't do that because it uses the KX_Scene::FindCamera function. Reviewers: moguri Differential Revision: https://developer.blender.org/D1913
168 lines
4.6 KiB
C++
168 lines
4.6 KiB
C++
/*
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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_ILogicBrick.h
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* \ingroup gamelogic
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*/
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#ifndef __SCA_ILOGICBRICK_H__
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#define __SCA_ILOGICBRICK_H__
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#include "EXP_Value.h"
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#include "SCA_IObject.h"
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#include "EXP_BoolValue.h"
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#include "CTR_Map.h"
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#include "CTR_HashedPtr.h"
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class NG_NetworkScene;
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class SCA_IScene;
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class SCA_LogicManager;
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class SCA_ILogicBrick : public CValue
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{
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Py_Header
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protected:
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SCA_IObject* m_gameobj;
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SCA_LogicManager *m_logicManager;
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int m_Execute_Priority;
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int m_Execute_Ueber_Priority;
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bool m_bActive;
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CValue* m_eventval;
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STR_String m_text;
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STR_String m_name;
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//unsigned long m_drawcolor;
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void RegisterEvent(CValue* eventval);
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void RemoveEvent();
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CValue* GetEvent();
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public:
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SCA_ILogicBrick(SCA_IObject* gameobj);
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virtual ~SCA_ILogicBrick();
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void SetExecutePriority(int execute_Priority);
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void SetUeberExecutePriority(int execute_Priority);
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SCA_IObject* GetParent() { return m_gameobj; }
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virtual void ReParent(SCA_IObject* parent);
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virtual void Relink(CTR_Map<CTR_HashedPtr, void*> *obj_map);
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virtual void Delete() { Release(); }
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// act as a BoolValue (with value IsPositiveTrigger)
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virtual CValue* Calc(VALUE_OPERATOR op, CValue *val);
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virtual CValue* CalcFinal(VALUE_DATA_TYPE dtype, VALUE_OPERATOR op, CValue *val);
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virtual const STR_String & GetText();
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virtual double GetNumber();
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virtual STR_String& GetName();
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virtual void SetName(const char *);
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bool IsActive()
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{
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return m_bActive;
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}
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void SetActive(bool active)
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{
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m_bActive=active;
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}
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// insert in a QList at position corresponding to m_Execute_Priority
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void InsertActiveQList(SG_QList& head)
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{
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SG_QList::iterator<SCA_ILogicBrick> it(head);
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for (it.begin(); !it.end() && m_Execute_Priority > (*it)->m_Execute_Priority; ++it);
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it.add_back(this);
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}
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// insert in a QList at position corresponding to m_Execute_Priority
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// inside a longer list that contains elements of other objects.
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// Sorting is done only between the elements of the same object.
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// head is the head of the combined list
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// current points to the first element of the object in the list, NULL if none yet
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void InsertSelfActiveQList(SG_QList& head, SG_QList** current)
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{
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if (!*current)
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{
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// first element can be put anywhere
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head.QAddBack(this);
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*current = this;
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return;
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}
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// note: we assume current points actually to one o our element, skip the tests
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SG_QList::iterator<SCA_ILogicBrick> it(head,*current);
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if (m_Execute_Priority <= (*it)->m_Execute_Priority)
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{
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// this element comes before the first
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*current = this;
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}
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else {
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for (++it; !it.end() && (*it)->m_gameobj == m_gameobj && m_Execute_Priority > (*it)->m_Execute_Priority; ++it);
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}
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it.add_back(this);
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}
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virtual bool LessComparedTo(SCA_ILogicBrick* other);
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virtual void SetLogicManager(SCA_LogicManager *logicmgr);
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SCA_LogicManager *GetLogicManager();
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/* for moving logic bricks between scenes */
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virtual void Replace_IScene(SCA_IScene *val) {}
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virtual void Replace_NetworkScene(NG_NetworkScene *val) {}
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#ifdef WITH_PYTHON
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// python methods
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static PyObject* pyattr_get_owner(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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// check that attribute is a property
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static int CheckProperty(void *self, const PyAttributeDef *attrdef);
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enum KX_BOOL_TYPE {
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KX_BOOL_NODEF = 0,
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KX_TRUE,
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KX_FALSE,
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KX_BOOL_MAX
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};
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protected:
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/* Some conversions to go with the bool type. */
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/** Convert a KX_TRUE, KX_FALSE in Python to a c++ value. */
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bool PyArgToBool(int boolArg);
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/** Convert a a c++ value to KX_TRUE, KX_FALSE in Python. */
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PyObject *BoolToPyArg(bool);
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#endif /* WITH_PYTHON */
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};
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#endif /* __SCA_ILOGICBRICK_H__ */
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