forked from bartvdbraak/blender
98ee2a781d
when python is disabled videotextures are not built.
141 lines
3.3 KiB
C++
141 lines
3.3 KiB
C++
/**
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* $Id$
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include "SCA_IActuator.h"
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#include <stdio.h>
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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using namespace std;
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SCA_IActuator::SCA_IActuator(SCA_IObject* gameobj, KX_ACTUATOR_TYPE type) :
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SCA_ILogicBrick(gameobj),
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m_type(type),
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m_links(0),
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m_posevent(false),
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m_negevent(false)
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{
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// nothing to do
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}
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bool SCA_IActuator::Update(double curtime, bool frame)
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{
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if (frame)
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return Update();
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return true;
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}
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bool SCA_IActuator::Update()
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{
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assert(false && "Actuators should override an Update method.");
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return false;
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}
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void SCA_IActuator::Activate(SG_DList& head)
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{
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if (QEmpty())
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{
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InsertActiveQList(m_gameobj->m_activeActuators);
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head.AddBack(&m_gameobj->m_activeActuators);
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}
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}
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// this function is only used to deactivate actuators outside the logic loop
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// e.g. when an object is deleted.
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void SCA_IActuator::Deactivate()
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{
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if (QDelink())
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{
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// the actuator was in the active list
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if (m_gameobj->m_activeActuators.QEmpty())
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// the owner object has no more active actuators, remove it from the global list
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m_gameobj->m_activeActuators.Delink();
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}
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}
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void SCA_IActuator::ProcessReplica()
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{
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SCA_ILogicBrick::ProcessReplica();
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RemoveAllEvents();
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m_linkedcontrollers.clear();
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}
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SCA_IActuator::~SCA_IActuator()
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{
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RemoveAllEvents();
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}
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void SCA_IActuator::DecLink()
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{
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m_links--;
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if (m_links < 0)
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{
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printf("Warning: actuator %s has negative m_links: %d\n", m_name.Ptr(), m_links);
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m_links = 0;
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}
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}
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void SCA_IActuator::LinkToController(SCA_IController* controller)
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{
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m_linkedcontrollers.push_back(controller);
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}
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void SCA_IActuator::UnlinkController(SCA_IController* controller)
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{
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std::vector<class SCA_IController*>::iterator contit;
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for (contit = m_linkedcontrollers.begin();!(contit==m_linkedcontrollers.end());++contit)
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{
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if ((*contit) == controller)
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{
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*contit = m_linkedcontrollers.back();
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m_linkedcontrollers.pop_back();
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return;
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}
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}
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printf("Missing link from actuator %s:%s to controller %s:%s\n",
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m_gameobj->GetName().ReadPtr(), GetName().ReadPtr(),
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controller->GetParent()->GetName().ReadPtr(), controller->GetName().ReadPtr());
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}
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void SCA_IActuator::UnlinkAllControllers()
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{
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std::vector<class SCA_IController*>::iterator contit;
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for (contit = m_linkedcontrollers.begin();!(contit==m_linkedcontrollers.end());++contit)
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{
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(*contit)->UnlinkActuator(this);
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}
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m_linkedcontrollers.clear();
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}
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