blender/source/gameengine/Ketsji/KX_GameActuator.h
Campbell Barton 4c17f8e5de PyUnicode_From_STR_String utility function which passes STR_String to PyUnicode_FromStringAndSize (saves a call to strlen).
Also made CValue::ConvertKeysToPython use faster list creation and improved some of the macro formatting.
2011-11-06 01:39:36 +00:00

91 lines
2.3 KiB
C++

//
// ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 *****
//
/** \file KX_GameActuator.h
* \ingroup ketsji
* \brief actuator for global game stuff
*/
#ifndef __KX_GAMEACTUATOR
#define __KX_GAMEACTUATOR
#include "SCA_IActuator.h"
#include "SCA_IScene.h" /* Replace_IScene only */
#include "KX_Scene.h" /* Replace_IScene only */
class KX_GameActuator : public SCA_IActuator
{
Py_Header
protected:
int m_mode;
bool m_restart;
STR_String m_filename;
STR_String m_loadinganimationname;
class SCA_IScene* m_scene;
class KX_KetsjiEngine* m_ketsjiengine;
public:
enum KX_GameActuatorMode
{
KX_GAME_NODEF = 0,
KX_GAME_LOAD,
KX_GAME_START,
KX_GAME_RESTART,
KX_GAME_QUIT,
KX_GAME_SAVECFG,
KX_GAME_LOADCFG,
KX_GAME_MAX
};
KX_GameActuator(SCA_IObject* gameobj,
int mode,
const STR_String& filename,
const STR_String& loadinganimationname,
SCA_IScene* scene,
KX_KetsjiEngine* ketsjiEngine);
virtual ~KX_GameActuator();
virtual CValue* GetReplica();
virtual bool Update();
virtual void Replace_IScene(SCA_IScene *val)
{
m_scene= val;
};
/* --------------------------------------------------------------------- */
/* Python interface ---------------------------------------------------- */
/* --------------------------------------------------------------------- */
}; /* end of class KX_GameActuator */
#endif