blender/source/gameengine/Ketsji/KX_SceneActuator.h
2002-12-27 13:11:01 +00:00

117 lines
3.6 KiB
C++

//
// Add object to the game world on action of this actuator
//
// $Id$
//
// ***** 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 *****
//
#ifndef __KX_SCENEACTUATOR
#define __KX_SCENEACTUATOR
#include "SCA_IActuator.h"
class KX_SceneActuator : public SCA_IActuator
{
Py_Header;
int m_mode;
// (restart) has become a toggle internally... not in the interface though
bool m_restart;
// (set Scene) Scene
/** The current scene. */
class KX_Scene* m_scene;
class KX_KetsjiEngine* m_KetsjiEngine;
/** The scene to switch to. */
STR_String m_nextSceneName;
// (Set Camera) Object
class KX_Camera* m_camera;
/** Is this a valid scene? */
class KX_Scene* FindScene(char* sceneName);
/** Is this a valid camera? */
class KX_Camera* FindCamera(char* cameraName);
public:
enum SCA_SceneActuatorMode
{
KX_SCENE_NODEF = 0,
KX_SCENE_RESTART,
KX_SCENE_SET_SCENE,
KX_SCENE_SET_CAMERA,
KX_SCENE_ADD_FRONT_SCENE,
KX_SCENE_ADD_BACK_SCENE,
KX_SCENE_REMOVE_SCENE,
KX_SCENE_SUSPEND,
KX_SCENE_RESUME,
KX_SCENE_MAX
};
KX_SceneActuator(SCA_IObject* gameobj,
int mode,
KX_Scene* scene,
KX_KetsjiEngine* ketsjiEngine,
const STR_String& nextSceneName,
KX_Camera* camera,
PyTypeObject* T=&Type);
virtual ~KX_SceneActuator();
virtual CValue* GetReplica();
virtual bool Update(double curtime,double deltatime);
/* --------------------------------------------------------------------- */
/* Python interface ---------------------------------------------------- */
/* --------------------------------------------------------------------- */
virtual PyObject* _getattr(char *attr);
/* 1. set */
/* Removed */
/* 2. setUseRestart: */
KX_PYMETHOD_DOC(KX_SceneActuator,SetUseRestart);
/* 3. getUseRestart: */
KX_PYMETHOD_DOC(KX_SceneActuator,GetUseRestart);
/* 4. setScene: */
KX_PYMETHOD_DOC(KX_SceneActuator,SetScene);
/* 5. getScene: */
KX_PYMETHOD_DOC(KX_SceneActuator,GetScene);
/* 6. setCamera: */
KX_PYMETHOD_DOC(KX_SceneActuator,SetCamera);
/* 7. getCamera: */
KX_PYMETHOD_DOC(KX_SceneActuator,GetCamera);
}; /* end of class KXSceneActuator */
#endif