blender/source/gameengine/Ketsji/KX_StateActuator.cpp
Campbell Barton f510057fef [#17600] char* -> const char*
Thanks to Sean Bartell (wtachi), was causing many many warnings which distracted from the real problems.
2008-09-20 11:08:35 +00:00

208 lines
4.5 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 *****
* Actuator to toggle visibility/invisibility of objects
*/
#include "KX_StateActuator.h"
#include "KX_GameObject.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
KX_StateActuator::KX_StateActuator(
SCA_IObject* gameobj,
int operation,
unsigned int mask,
PyTypeObject* T
)
: SCA_IActuator(gameobj,T),
m_operation(operation),
m_mask(mask)
{
// intentionally empty
}
KX_StateActuator::~KX_StateActuator(
void
)
{
// intentionally empty
}
CValue*
KX_StateActuator::GetReplica(
void
)
{
KX_StateActuator* replica = new KX_StateActuator(*this);
replica->ProcessReplica();
// this will copy properties and so on...
CValue::AddDataToReplica(replica);
return replica;
}
bool
KX_StateActuator::Update()
{
bool bNegativeEvent = IsNegativeEvent();
unsigned int objMask;
RemoveAllEvents();
if (bNegativeEvent) return false;
KX_GameObject *obj = (KX_GameObject*) GetParent();
objMask = obj->GetState();
switch (m_operation)
{
case OP_CPY:
objMask = m_mask;
break;
case OP_SET:
objMask |= m_mask;
break;
case OP_CLR:
objMask &= ~m_mask;
break;
case OP_NEG:
objMask ^= m_mask;
break;
default:
// unsupported operation, no nothing
return false;
}
obj->SetState(objMask);
return false;
}
/* ------------------------------------------------------------------------- */
/* Python functions */
/* ------------------------------------------------------------------------- */
/* Integration hooks ------------------------------------------------------- */
PyTypeObject
KX_StateActuator::Type = {
PyObject_HEAD_INIT(&PyType_Type)
0,
"KX_StateActuator",
sizeof(KX_StateActuator),
0,
PyDestructor,
0,
__getattr,
__setattr,
0, //&MyPyCompare,
__repr,
0, //&cvalue_as_number,
0,
0,
0,
0
};
PyParentObject
KX_StateActuator::Parents[] = {
&KX_StateActuator::Type,
&SCA_IActuator::Type,
&SCA_ILogicBrick::Type,
&CValue::Type,
NULL
};
PyMethodDef
KX_StateActuator::Methods[] = {
{"setOperation", (PyCFunction) KX_StateActuator::sPySetOperation,
METH_VARARGS, SetOperation_doc},
{"setMask", (PyCFunction) KX_StateActuator::sPySetMask,
METH_VARARGS, SetMask_doc},
{NULL,NULL} //Sentinel
};
PyObject*
KX_StateActuator::_getattr(
const STR_String& attr
)
{
_getattr_up(SCA_IActuator);
};
/* set operation ---------------------------------------------------------- */
const char
KX_StateActuator::SetOperation_doc[] =
"setOperation(op)\n"
"\t - op : bit operation (0=Copy, 1=Set, 2=Clear, 3=Negate)"
"\tSet the type of bit operation to be applied on object state mask.\n"
"\tUse setMask() to specify the bits that will be modified.\n";
PyObject*
KX_StateActuator::PySetOperation(PyObject* self,
PyObject* args,
PyObject* kwds) {
int oper;
if(!PyArg_ParseTuple(args, "i", &oper)) {
return NULL;
}
m_operation = oper;
Py_Return;
}
/* set mask ---------------------------------------------------------- */
const char
KX_StateActuator::SetMask_doc[] =
"setMask(mask)\n"
"\t - mask : bits that will be modified"
"\tSet the value that defines the bits that will be modified by the operation.\n"
"\tThe bits that are 1 in the value will be updated in the object state,\n"
"\tthe bits that are 0 are will be left unmodified expect for the Copy operation\n"
"\twhich copies the value to the object state.\n";
PyObject*
KX_StateActuator::PySetMask(PyObject* self,
PyObject* args,
PyObject* kwds) {
int mask;
if(!PyArg_ParseTuple(args, "i", &mask)) {
return NULL;
}
m_mask = mask;
Py_Return;
}