blender/source/gameengine/GameLogic/SCA_IActuator.h
Jorge Bernal 7d99a4ded9 BGE: New Mouse Actuator
Disclaimer: The author of this patch is Geoffrey Gollmer (gomer). I only updated the patch to the current git master status, reworked several parts to fit well with current coding style and applied several fixes.

This actuator allows users to show/hide the mouse cursor using logic bricks, as well as control object rotation with a mouse in the BGE.
The mouse rotation is flexible enough to allow any type of mouse look, as well as banking for flight controls.

{F94520}

{F91859}

Blend file for testing Mouse actuator (with default parameters and crosshair): {F94920}

Reviewers: moguri

Reviewed By: moguri

CC: gomer, lordodin

Differential Revision: https://developer.blender.org/D559
2014-06-25 15:47:37 -07:00

169 lines
4.1 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 SCA_IActuator.h
* \ingroup gamelogic
*/
#ifndef __SCA_IACTUATOR_H__
#define __SCA_IACTUATOR_H__
#include "SCA_IController.h"
#include <vector>
/**
* Use of SG_DList : None
* Use of SG_QList : element of activated actuator list of their owner
* Head: SCA_IObject::m_activeActuators
*/
class SCA_IActuator : public SCA_ILogicBrick
{
friend class SCA_LogicManager;
protected:
int m_type;
int m_links; // number of active links to controllers
// when 0, the actuator is automatically stopped
//std::vector<CValue*> m_events;
bool m_posevent;
bool m_negevent;
std::vector<class SCA_IController*> m_linkedcontrollers;
void RemoveAllEvents()
{
m_posevent = false;
m_negevent = false;
}
public:
/**
* This class also inherits the default copy constructors
*/
enum KX_ACTUATOR_TYPE {
KX_ACT_OBJECT,
KX_ACT_IPO,
KX_ACT_CAMERA,
KX_ACT_SOUND,
KX_ACT_PROPERTY,
KX_ACT_ADD_OBJECT,
KX_ACT_END_OBJECT,
KX_ACT_DYNAMIC,
KX_ACT_REPLACE_MESH,
KX_ACT_TRACKTO,
KX_ACT_CONSTRAINT,
KX_ACT_SCENE,
KX_ACT_RANDOM,
KX_ACT_MESSAGE,
KX_ACT_ACTION,
KX_ACT_CD,
KX_ACT_GAME,
KX_ACT_VISIBILITY,
KX_ACT_2DFILTER,
KX_ACT_PARENT,
KX_ACT_SHAPEACTION,
KX_ACT_STATE,
KX_ACT_ARMATURE,
KX_ACT_STEERING,
KX_ACT_MOUSE,
};
SCA_IActuator(SCA_IObject* gameobj, KX_ACTUATOR_TYPE type);
/**
* UnlinkObject(...)
* Certain actuator use gameobject pointers (like TractTo actuator)
* This function can be called when an object is removed to make
* sure that the actuator will not use it anymore.
*/
virtual bool UnlinkObject(SCA_IObject* clientobj) { return false; }
/**
* Update(...)
* Update the actuator based upon the events received since
* the last call to Update, the current time and deltatime the
* time elapsed in this frame ?
* It is the responsibility of concrete Actuators to clear
* their event's. This is usually done in the Update() method via
* a call to RemoveAllEvents()
*/
virtual bool Update(double curtime, bool frame);
virtual bool Update();
/**
* Add an event to an actuator.
*/
//void AddEvent(CValue* event)
void AddEvent(bool event)
{
if (event)
m_posevent = true;
else
m_negevent = true;
}
virtual void ProcessReplica();
/**
* Return true if all the current events
* are negative. The definition of negative event is
* not immediately clear. But usually refers to key-up events
* or events where no action is required.
*/
bool IsNegativeEvent() const
{
return !m_posevent && m_negevent;
}
virtual ~SCA_IActuator();
/**
* remove this actuator from the list of active actuators
*/
virtual void Deactivate();
virtual void Activate(SG_DList& head);
void LinkToController(SCA_IController* controller);
void UnlinkController(class SCA_IController* cont);
void UnlinkAllControllers();
void ClrLink() { m_links=0; }
void IncLink() { m_links++; }
void DecLink();
bool IsNoLink() const { return !m_links; }
bool IsType(KX_ACTUATOR_TYPE type) { return m_type == type; }
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:SCA_IActuator")
#endif
};
#endif /* __SCA_IACTUATOR_H__ */