forked from bartvdbraak/blender
9a40f4d2a6
A new bookmark button is available on the controller UI. When set, the controller is guaranteed to execute before all other non-bookmarked controllers, provided it is scheduled for execution. This is useful for initialization scripts that run once at startup or scripts that must set some prerequisite for the other controllers at the start of each logic frame. This feature is also available at python level with the "bookmark" attribute. It can be changed during the game. Note that if several script are bookmarked, their relative order of execution is not guaranteed. Make sure they don't depend on each other.
238 lines
6.2 KiB
C++
238 lines
6.2 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 "MEM_guardedalloc.h"
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#include "KX_BlenderSceneConverter.h"
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#include "KX_ConvertControllers.h"
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#include "KX_Python.h"
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// Controller
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#include "SCA_ANDController.h"
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#include "SCA_ORController.h"
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#include "SCA_NANDController.h"
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#include "SCA_NORController.h"
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#include "SCA_XORController.h"
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#include "SCA_XNORController.h"
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#include "SCA_PythonController.h"
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#include "SCA_ExpressionController.h"
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#include "SCA_LogicManager.h"
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#include "KX_GameObject.h"
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#include "IntValue.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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/* This little block needed for linking to Blender... */
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#ifdef WIN32
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#include "BLI_winstuff.h"
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#endif
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#include "DNA_object_types.h"
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#include "DNA_controller_types.h"
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#include "DNA_text_types.h"
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#include "BKE_text.h"
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#include "BLI_blenlib.h"
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/* end of blender include block */
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static void
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LinkControllerToActuators(
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SCA_IController *game_controller,
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bController* bcontr,
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SCA_LogicManager* logicmgr,
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KX_BlenderSceneConverter* converter
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) {
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// Iterate through the actuators of the game blender
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// controller and find the corresponding ketsji actuator.
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game_controller->ReserveActuator(bcontr->totlinks);
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for (int i=0;i<bcontr->totlinks;i++)
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{
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bActuator* bact = (bActuator*) bcontr->links[i];
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SCA_IActuator *game_actuator = converter->FindGameActuator(bact);
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if (game_actuator) {
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logicmgr->RegisterToActuator(game_controller, game_actuator);
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}
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}
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}
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void BL_ConvertControllers(
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struct Object* blenderobject,
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class KX_GameObject* gameobj,
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SCA_LogicManager* logicmgr,
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PyObject* pythondictionary,
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int activeLayerBitInfo,
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bool isInActiveLayer,
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KX_BlenderSceneConverter* converter
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) {
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int uniqueint=0;
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int count = 0;
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int executePriority=0;
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bController* bcontr = (bController*)blenderobject->controllers.first;
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while (bcontr)
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{
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bcontr = bcontr->next;
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count++;
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}
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gameobj->ReserveController(count);
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bcontr = (bController*)blenderobject->controllers.first;
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while (bcontr)
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{
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SCA_IController* gamecontroller = NULL;
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switch(bcontr->type)
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{
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case CONT_LOGIC_AND:
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{
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gamecontroller = new SCA_ANDController(gameobj);
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break;
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}
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case CONT_LOGIC_OR:
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{
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gamecontroller = new SCA_ORController(gameobj);
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break;
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}
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case CONT_LOGIC_NAND:
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{
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gamecontroller = new SCA_NANDController(gameobj);
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break;
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}
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case CONT_LOGIC_NOR:
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{
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gamecontroller = new SCA_NORController(gameobj);
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break;
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}
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case CONT_LOGIC_XOR:
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{
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gamecontroller = new SCA_XORController(gameobj);
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break;
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}
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case CONT_LOGIC_XNOR:
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{
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gamecontroller = new SCA_XNORController(gameobj);
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break;
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}
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case CONT_EXPRESSION:
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{
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bExpressionCont* bexpcont = (bExpressionCont*) bcontr->data;
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STR_String expressiontext = STR_String(bexpcont->str);
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if (expressiontext.Length() > 0)
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{
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gamecontroller = new SCA_ExpressionController(gameobj,expressiontext);
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}
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break;
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}
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case CONT_PYTHON:
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{
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bPythonCont* pycont = (bPythonCont*) bcontr->data;
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SCA_PythonController* pyctrl = new SCA_PythonController(gameobj, pycont->mode);
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gamecontroller = pyctrl;
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pyctrl->SetDictionary(pythondictionary);
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if(pycont->mode==SCA_PythonController::SCA_PYEXEC_SCRIPT) {
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if (pycont->text)
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{
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char *buf;
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// this is some blender specific code
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buf= txt_to_buf(pycont->text);
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if (buf)
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{
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pyctrl->SetScriptText(STR_String(buf));
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pyctrl->SetScriptName(pycont->text->id.name+2);
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MEM_freeN(buf);
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}
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}
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}
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else {
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/* let the controller print any warnings here when importing */
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pyctrl->SetScriptText(STR_String(pycont->module));
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pyctrl->SetScriptName(pycont->module); /* will be something like module.func so using it as the name is OK */
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}
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if(pycont->flag & CONT_PY_DEBUG) {
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printf("\nDebuging \"%s\", module for object %s\n\texpect worse performance.\n", pycont->module, blenderobject->id.name+2);
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pyctrl->SetDebug(true);
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}
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break;
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}
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default:
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{
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}
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}
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if (gamecontroller)
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{
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LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter);
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gamecontroller->SetExecutePriority(executePriority++);
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gamecontroller->SetBookmark((bcontr->flag & CONT_PRIO) != 0);
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gamecontroller->SetState(bcontr->state_mask);
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STR_String uniquename = bcontr->name;
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uniquename += "#CONTR#";
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uniqueint++;
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CIntValue* uniqueval = new CIntValue(uniqueint);
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uniquename += uniqueval->GetText();
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uniqueval->Release();
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gamecontroller->SetName(uniquename);
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gameobj->AddController(gamecontroller);
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converter->RegisterGameController(gamecontroller, bcontr);
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if (bcontr->type==CONT_PYTHON) {
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SCA_PythonController *pyctrl= static_cast<SCA_PythonController*>(gamecontroller);
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/* not strictly needed but gives syntax errors early on and
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* gives more pradictable performance for larger scripts */
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if(pyctrl->m_mode==SCA_PythonController::SCA_PYEXEC_SCRIPT)
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pyctrl->Compile();
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else {
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/* We cant do this because importing runs the script which could end up accessing
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* internal BGE functions, this is unstable while we're converting the scene.
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* This is a pitty because its useful to see errors at startup but cant help it */
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// pyctrl->Import();
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}
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}
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//done with gamecontroller
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gamecontroller->Release();
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}
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bcontr = bcontr->next;
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}
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}
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