blender/source/gameengine/GameLogic/SCA_AlwaysEventManager.cpp

60 lines
1.6 KiB
C++

/*
* Manager for 'always' events. Since always sensors can operate in pulse
* mode, they need to be activated.
*
*
* ***** 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/GameLogic/SCA_AlwaysEventManager.cpp
* \ingroup gamelogic
*/
#include "SCA_AlwaysEventManager.h"
#include "SCA_LogicManager.h"
#include <vector>
#include "SCA_ISensor.h"
using namespace std;
SCA_AlwaysEventManager::SCA_AlwaysEventManager(class SCA_LogicManager* logicmgr)
: SCA_EventManager(logicmgr, ALWAYS_EVENTMGR)
{
}
void SCA_AlwaysEventManager::NextFrame()
{
SG_DList::iterator<SCA_ISensor> it(m_sensors);
for (it.begin();!it.end();++it)
{
(*it)->Activate(m_logicmgr);
}
}