blender/source/gameengine/GameLogic/SCA_IController.h
Brecht Van Lommel c8b4cf9206 2.50:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD

Notes:
* Game and sequencer RNA, and sequencer header are now out of date
  a bit after changes in trunk.
* I didn't know how to port these bugfixes, most likely they are
  not needed anymore.
  * Fix "duplicate strip" always increase the user count for ipo.
  * IPO pinning on sequencer strips was lost during Undo.
2009-06-08 20:08:19 +00:00

119 lines
3.4 KiB
C++

/**
* $Id$
*
* ***** 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., 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 LICENSE BLOCK *****
*/
#ifndef __KX_ICONTROLLER
#define __KX_ICONTROLLER
#include "SCA_ILogicBrick.h"
#include "PyObjectPlus.h"
/*
* Use of SG_DList element: none
* Use of SG_QList element: build ordered list of activated controller on the owner object
* Head: SCA_IObject::m_activeControllers
*/
class SCA_IController : public SCA_ILogicBrick
{
Py_Header;
protected:
std::vector<class SCA_ISensor*> m_linkedsensors;
std::vector<class SCA_IActuator*> m_linkedactuators;
unsigned int m_statemask;
bool m_justActivated;
bool m_bookmark;
public:
SCA_IController(SCA_IObject* gameobj,PyTypeObject* T);
virtual ~SCA_IController();
virtual void Trigger(class SCA_LogicManager* logicmgr)=0;
void LinkToSensor(SCA_ISensor* sensor);
void LinkToActuator(SCA_IActuator*);
std::vector<class SCA_ISensor*>& GetLinkedSensors();
std::vector<class SCA_IActuator*>& GetLinkedActuators();
void ReserveActuator(int num)
{
m_linkedactuators.reserve(num);
}
void UnlinkAllSensors();
void UnlinkAllActuators();
void UnlinkActuator(class SCA_IActuator* actua);
void UnlinkSensor(class SCA_ISensor* sensor);
void SetState(unsigned int state) { m_statemask = state; }
void ApplyState(unsigned int state);
void Deactivate()
{
// the controller can only be part of a sensor m_newControllers list
Delink();
}
bool IsJustActivated()
{
return m_justActivated;
}
void ClrJustActivated()
{
m_justActivated = false;
}
void SetBookmark(bool bookmark)
{
m_bookmark = bookmark;
}
void Activate(SG_DList& head)
{
if (QEmpty())
{
if (m_bookmark)
{
m_gameobj->m_activeBookmarkedControllers.QAddBack(this);
head.AddFront(&m_gameobj->m_activeBookmarkedControllers);
}
else
{
InsertActiveQList(m_gameobj->m_activeControllers);
head.AddBack(&m_gameobj->m_activeControllers);
}
}
}
virtual PyObject* py_getattro(PyObject *attr);
virtual PyObject* py_getattro_dict();
virtual int py_setattro(PyObject *attr, PyObject *value);
KX_PYMETHOD_NOARGS(SCA_IController,GetSensors);
KX_PYMETHOD_NOARGS(SCA_IController,GetActuators);
KX_PYMETHOD_O(SCA_IController,GetSensor);
KX_PYMETHOD_O(SCA_IController,GetActuator);
KX_PYMETHOD_NOARGS(SCA_IController,GetState);
static PyObject* pyattr_get_state(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_sensors(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_actuators(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
};
#endif