blender/source/gameengine/GameLogic/SCA_PropertyActuator.h
Benoit Bolsee 9ed079bf5c BGE patch: Relink actuators with target within group when duplicating group; generalize protection against object deletion for all actuators that point to objects.
Certain actuators hold a pointer to an objects: Property,
SceneCamera, AddObject, Camera, Parent, TractTo. When a
group is duplicated, the actuators that point to objects
within the group will be relinked to point to the
replicated objects and not to the original objects.
This helps to setup self-contained group with a camera
following a character for example.
This feature also works when adding a single object
(and all its children) with the AddObject actuator.

The second part of the patch extends the protection
against object deletion to all the actuators of the above
list (previously, only the TrackTo, AddObject and
Property actuators were protected). In case the target
object of these actuators is deleted, the BGE won't
crash.
2008-07-19 07:45:19 +00:00

102 lines
2.5 KiB
C++

/**
* SCA_PropertyActuator.h
*
* $Id$
*
* ***** 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_PROPERTYACTUATOR
#define __KX_PROPERTYACTUATOR
#include "SCA_IActuator.h"
class SCA_PropertyActuator : public SCA_IActuator
{
Py_Header;
enum KX_ACT_PROP_MODE {
KX_ACT_PROP_NODEF = 0,
KX_ACT_PROP_ASSIGN,
KX_ACT_PROP_ADD,
KX_ACT_PROP_COPY,
KX_ACT_PROP_MAX
};
/**check whether this value is valid */
bool isValid(KX_ACT_PROP_MODE mode);
int m_type;
STR_String m_propname;
STR_String m_exprtxt;
SCA_IObject* m_sourceObj; // for copy property actuator
public:
SCA_PropertyActuator(
SCA_IObject* gameobj,
SCA_IObject* sourceObj,
const STR_String& propname,
const STR_String& expr,
int acttype,
PyTypeObject* T=&Type
);
~SCA_PropertyActuator();
CValue*
GetReplica(
);
virtual void ProcessReplica();
virtual bool UnlinkObject(SCA_IObject* clientobj);
virtual void Relink(GEN_Map<GEN_HashedPtr, void*> *obj_map);
virtual bool
Update();
/* --------------------------------------------------------------------- */
/* Python interface ---------------------------------------------------- */
/* --------------------------------------------------------------------- */
virtual PyObject* _getattr(const STR_String& attr);
// python wrapped methods
KX_PYMETHOD_DOC(SCA_PropertyActuator,SetProperty);
KX_PYMETHOD_DOC(SCA_PropertyActuator,GetProperty);
KX_PYMETHOD_DOC(SCA_PropertyActuator,SetValue);
KX_PYMETHOD_DOC(SCA_PropertyActuator,GetValue);
/* 5. - ... setObject, getObject, setProp2, getProp2, setMode, getMode*/
};
#endif //__KX_PROPERTYACTUATOR_DOC