blender/source/gameengine/GameLogic/SCA_ISensor.h

130 lines
3.7 KiB
C++

/**
* $Id$
*
* ***** 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 *****
* Interface Class for all logic Sensors. Implements
* pulsemode and pulsefrequency, and event suppression.
*/
#ifndef __SCA_ISENSOR
#define __SCA_ISENSOR
#include "SCA_ILogicBrick.h"
/**
* Interface Class for all logic Sensors. Implements
* pulsemode,pulsefrequency */
class SCA_ISensor : public SCA_ILogicBrick
{
Py_Header;
class SCA_EventManager* m_eventmgr;
bool m_triggered;
/** Pulse positive pulses? */
bool m_pos_pulsemode;
/** Pulse negative pulses? */
bool m_neg_pulsemode;
/** Repeat frequency in pulse mode. */
int m_pulse_frequency;
/** Number of ticks since the last positive pulse. */
int m_pos_ticks;
/** Number of ticks since the last negative pulse. */
int m_neg_ticks;
/** invert the output signal*/
bool m_invert;
/** Sensor must ignore updates? */
bool m_suspended;
/** Pass the activation on to the logic manager.*/
void SignalActivation(class SCA_LogicManager* logicmgr);
public:
SCA_ISensor(SCA_IObject* gameobj,
class SCA_EventManager* eventmgr,
PyTypeObject* T );;
~SCA_ISensor();
virtual void ReParent(SCA_IObject* parent);
/** Because we want sensors to share some behaviour, the Activate has */
/* an implementation on this level. It requires an evaluate on the lower */
/* level of individual sensors. Mapping the old activate()s is easy. */
/* The IsPosTrig() also has to change, to keep things consistent. */
void Activate(class SCA_LogicManager* logicmgr,CValue* event);
virtual bool Evaluate(CValue* event) = 0;
virtual bool IsPositiveTrigger();
virtual PyObject* _getattr(const STR_String& attr);
virtual CValue* GetReplica()=0;
/** Set parameters for the pulsing behaviour.
* @param posmode Trigger positive pulses?
* @param negmode Trigger negative pulses?
* @param freq Frequency to use when doing pulsing.
*/
void SetPulseMode(bool posmode,
bool negmode,
int freq);
/** Set inversion of pulses on or off. */
void SetInvert(bool inv);
void RegisterToManager();
virtual float GetNumber();
/** Stop sensing for a while. */
void Suspend();
/** Is this sensor switched off? */
bool IsSuspended();
/** Resume sensing. */
void Resume();
/* Python functions: */
KX_PYMETHOD_DOC(SCA_ISensor,IsPositive);
KX_PYMETHOD_DOC(SCA_ISensor,GetUsePosPulseMode);
KX_PYMETHOD_DOC(SCA_ISensor,SetUsePosPulseMode);
KX_PYMETHOD_DOC(SCA_ISensor,GetFrequency);
KX_PYMETHOD_DOC(SCA_ISensor,SetFrequency);
KX_PYMETHOD_DOC(SCA_ISensor,GetUseNegPulseMode);
KX_PYMETHOD_DOC(SCA_ISensor,SetUseNegPulseMode);
KX_PYMETHOD_DOC(SCA_ISensor,GetInvert);
KX_PYMETHOD_DOC(SCA_ISensor,SetInvert);
};
#endif //__SCA_ISENSOR