blender/source/gameengine/Ketsji/KX_CDActuator.cpp
Kester Maddock 7b2567924b Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware.
Keyboard sensors can now hook escape key.  Ctrl-Break can be used from within blender if you've forgotten an end game actuator.

Fixed a stupid bug preventing some actuators working (like TrackTo).
2004-10-16 11:41:50 +00:00

257 lines
5.8 KiB
C++

/**
* KX_CDActuator.cpp
*
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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/BL DUAL LICENSE BLOCK *****
*
*/
#include "KX_CDActuator.h"
#include "SND_CDObject.h"
#include "KX_GameObject.h"
#include "SND_Scene.h" // needed for replication
#include <iostream>
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
/* ------------------------------------------------------------------------- */
/* Native functions */
/* ------------------------------------------------------------------------- */
KX_CDActuator::KX_CDActuator(SCA_IObject* gameobject,
SND_Scene* soundscene,
KX_CDACT_TYPE type,
int track,
short start,
short end,
PyTypeObject* T)
: SCA_IActuator(gameobject,T)
{
m_soundscene = soundscene;
m_type = type;
m_track = track;
m_lastEvent = true;
m_isplaying = false;
m_startFrame = start;
m_endFrame = end;
m_gain = SND_CDObject::Instance()->GetGain();
}
KX_CDActuator::~KX_CDActuator()
{
}
/* hmmm, do we want this? */
CValue* KX_CDActuator::GetReplica()
{
KX_CDActuator* replica = new KX_CDActuator(*this);
replica->ProcessReplica();
// this will copy properties and so on...
CValue::AddDataToReplica(replica);
return replica;
};
bool KX_CDActuator::Update()
{
bool result = false;
bool bNegativeEvent = IsNegativeEvent();
RemoveAllEvents();
if (!bNegativeEvent)
{
switch (m_type)
{
case KX_CDACT_PLAY_ALL:
{
SND_CDObject::Instance()->SetPlaymode(SND_CD_ALL);
SND_CDObject::Instance()->SetTrack(1);
SND_CDObject::Instance()->SetPlaystate(SND_MUST_PLAY);
result = true;
break;
}
case KX_CDACT_PLAY_TRACK:
{
SND_CDObject::Instance()->SetPlaymode(SND_CD_TRACK);
SND_CDObject::Instance()->SetTrack(m_track);
SND_CDObject::Instance()->SetPlaystate(SND_MUST_PLAY);
result = true;
break;
}
case KX_CDACT_LOOP_TRACK:
{
SND_CDObject::Instance()->SetPlaymode(SND_CD_ALL);
SND_CDObject::Instance()->SetTrack(m_track);
SND_CDObject::Instance()->SetPlaystate(SND_MUST_PLAY);
result = true;
break;
}
case KX_CDACT_STOP:
{
SND_CDObject::Instance()->SetPlaystate(SND_MUST_STOP);
break;
}
case KX_CDACT_PAUSE:
{
SND_CDObject::Instance()->SetPlaystate(SND_MUST_PAUSE);
result = true;
break;
}
case KX_CDACT_RESUME:
{
SND_CDObject::Instance()->SetPlaystate(SND_MUST_RESUME);
result = true;
break;
}
case KX_CDACT_VOLUME:
{
SND_CDObject::Instance()->SetGain(m_gain);
result = true;
break;
}
default:
// implement me !!
break;
}
}
return result;
}
/* ------------------------------------------------------------------------- */
/* Python functions */
/* ------------------------------------------------------------------------- */
/* Integration hooks ------------------------------------------------------- */
PyTypeObject KX_CDActuator::Type = {
PyObject_HEAD_INIT(&PyType_Type)
0,
"KX_SoundActuator",
sizeof(KX_CDActuator),
0,
PyDestructor,
0,
__getattr,
__setattr,
0, //&MyPyCompare,
__repr,
0, //&cvalue_as_number,
0,
0,
0,
0
};
PyParentObject KX_CDActuator::Parents[] = {
&KX_CDActuator::Type,
&SCA_IActuator::Type,
&SCA_ILogicBrick::Type,
&CValue::Type,
NULL
};
PyMethodDef KX_CDActuator::Methods[] = {
{"startCD",(PyCFunction) KX_CDActuator::sPyStartCD,METH_VARARGS,NULL},
{"pauseCD",(PyCFunction) KX_CDActuator::sPyPauseCD,METH_VARARGS,NULL},
{"stopCD",(PyCFunction) KX_CDActuator::sPyStopCD,METH_VARARGS,NULL},
{"setGain",(PyCFunction) KX_CDActuator::sPySetGain,METH_VARARGS,NULL},
{"getGain",(PyCFunction) KX_CDActuator::sPyGetGain,METH_VARARGS,NULL},
{NULL,NULL,NULL,NULL} //Sentinel
};
PyObject* KX_CDActuator::_getattr(const STR_String& attr)
{
_getattr_up(SCA_IActuator);
}
PyObject* KX_CDActuator::PyStartCD(PyObject* self, PyObject* args, PyObject* kwds)
{
SND_CDObject::Instance()->SetPlaystate(SND_MUST_PLAY);
Py_Return;
}
PyObject* KX_CDActuator::PyPauseCD(PyObject* self, PyObject* args, PyObject* kwds)
{
SND_CDObject::Instance()->SetPlaystate(SND_MUST_PAUSE);
Py_Return;
}
PyObject* KX_CDActuator::PyStopCD(PyObject* self, PyObject* args, PyObject* kwds)
{
SND_CDObject::Instance()->SetPlaystate(SND_MUST_STOP);
Py_Return;
}
PyObject* KX_CDActuator::PySetGain(PyObject* self, PyObject* args, PyObject* kwds)
{
float gain = 1.0;
if (!PyArg_ParseTuple(args, "f", &gain))
return NULL;
SND_CDObject::Instance()->SetGain(gain);
Py_Return;
}
PyObject* KX_CDActuator::PyGetGain(PyObject* self, PyObject* args, PyObject* kwds)
{
float gain = SND_CDObject::Instance()->GetGain();
PyObject* result = PyFloat_FromDouble(gain);
return result;
}