forked from bartvdbraak/blender
bc8f002a4c
Previously, this behaviour was available only for sensors that were not connected to any active state, which was forcing the game designer to duplicate sensors in some cases. For example the Always sensors used to initialize the states needed to be duplicated for each state. With this patch, a single Always sensor with Level option enabled will suffice to initialize all the states. A Python controller can determine which sensor did trigger with the new SCA_ISensor::isTriggered() function. Notes: - When a sensor with level option enabled is connected to multiple controllers, only those of newly activated states will be triggered. The controllers of already activated states will receive no trigger, unless the sensor internal state toggled, in which case all the controllers are triggered as always. - The old isPositive() function returns the internal state of the sensor, positive or negative; the new isTriggered() function returns 1 only for sensors that generated an event in the current frame.
164 lines
5.2 KiB
C++
164 lines
5.2 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 *****
|
|
* Regulates the top-level logic behaviour for one scene.
|
|
*/
|
|
#ifndef __KX_LOGICMANAGER
|
|
#define __KX_LOGICMANAGER
|
|
|
|
#ifdef WIN32
|
|
#pragma warning (disable:4786)
|
|
#endif
|
|
|
|
#include <vector>
|
|
//#include "GEN_Map.h"
|
|
#include <set>
|
|
#include <map>
|
|
#include <list>
|
|
|
|
#include "GEN_Map.h"
|
|
#include "STR_HashedString.h"
|
|
#include "Value.h"
|
|
|
|
#include "KX_HashedPtr.h"
|
|
|
|
using namespace std;
|
|
typedef list<class SCA_IController*> controllerlist;
|
|
|
|
/**
|
|
* This manager handles sensor, controllers and actuators.
|
|
* logic executes each frame the following way:
|
|
* find triggering sensors
|
|
* build list of controllers that are triggered by these triggering sensors
|
|
* process all triggered controllers
|
|
* during this phase actuators can be added to the active actuator list
|
|
* process all active actuators
|
|
* clear triggering sensors
|
|
* clear triggered controllers
|
|
* (actuators may be active during a longer timeframe)
|
|
*/
|
|
|
|
#include "SCA_ILogicBrick.h"
|
|
|
|
// todo: make this into a template, but first I want to think about what exactly to put in
|
|
class SmartActuatorPtr
|
|
{
|
|
SCA_IActuator* m_actuator;
|
|
public:
|
|
SmartActuatorPtr(SCA_IActuator* actua,int dummy);
|
|
SmartActuatorPtr(const SmartActuatorPtr& other);
|
|
virtual ~SmartActuatorPtr();
|
|
bool operator <(const SmartActuatorPtr& other) const;
|
|
bool operator ==(const SmartActuatorPtr& other) const;
|
|
SCA_IActuator* operator->() const;
|
|
SCA_IActuator* operator*() const;
|
|
|
|
};
|
|
|
|
class SmartControllerPtr
|
|
{
|
|
SCA_IController* m_controller;
|
|
public:
|
|
SmartControllerPtr(const SmartControllerPtr& copy);
|
|
SmartControllerPtr(SCA_IController* contr,int dummy);
|
|
virtual ~SmartControllerPtr();
|
|
bool operator <(const SmartControllerPtr& other) const;
|
|
bool operator ==(const SmartControllerPtr& other) const;
|
|
SCA_IController* operator->() const;
|
|
SCA_IController* operator*() const;
|
|
|
|
};
|
|
|
|
class SCA_LogicManager
|
|
{
|
|
vector<class SCA_EventManager*> m_eventmanagers;
|
|
|
|
vector<class SCA_ISensor*> m_activatedsensors;
|
|
set<class SmartActuatorPtr> m_activeActuators;
|
|
set<class SmartControllerPtr> m_triggeredControllerSet;
|
|
|
|
map<SCA_ISensor*,controllerlist > m_sensorcontrollermapje;
|
|
|
|
// need to find better way for this
|
|
// also known as FactoryManager...
|
|
GEN_Map<STR_HashedString,CValue*> m_mapStringToGameObjects;
|
|
GEN_Map<STR_HashedString,void*> m_mapStringToMeshes;
|
|
GEN_Map<STR_HashedString,void*> m_mapStringToActions;
|
|
|
|
GEN_Map<STR_HashedString,void*> m_map_gamemeshname_to_blendobj;
|
|
GEN_Map<CHashedPtr,void*> m_map_blendobj_to_gameobj;
|
|
|
|
vector<SmartActuatorPtr> m_removedActuators;
|
|
public:
|
|
SCA_LogicManager();
|
|
virtual ~SCA_LogicManager();
|
|
//void SetKeyboardManager(SCA_KeyboardManager* keyboardmgr) { m_keyboardmgr=keyboardmgr;}
|
|
void RegisterEventManager(SCA_EventManager* eventmgr);
|
|
void RegisterToSensor(SCA_IController* controller,
|
|
class SCA_ISensor* sensor);
|
|
void RegisterToActuator(SCA_IController* controller,
|
|
class SCA_IActuator* actuator);
|
|
|
|
void BeginFrame(double curtime, double fixedtime);
|
|
void UpdateFrame(double curtime, bool frame);
|
|
void EndFrame();
|
|
void AddActivatedSensor(SCA_ISensor* sensor);
|
|
void AddActiveActuator(SCA_IActuator* sensor,class CValue* event);
|
|
void AddTriggeredController(SCA_IController* controller, SCA_ISensor* sensor);
|
|
SCA_EventManager* FindEventManager(int eventmgrtype);
|
|
|
|
void RemoveGameObject(const STR_String& gameobjname);
|
|
|
|
/**
|
|
* remove Logic Bricks from the running logicmanager
|
|
*/
|
|
void RemoveSensor(SCA_ISensor* sensor);
|
|
void RemoveController(SCA_IController* controller);
|
|
void RemoveDestroyedActuator(SCA_IActuator* actuator);
|
|
|
|
|
|
// for the scripting... needs a FactoryManager later (if we would have time... ;)
|
|
void RegisterMeshName(const STR_String& meshname,void* mesh);
|
|
void RegisterActionName(const STR_String& actname,void* action);
|
|
|
|
void* GetActionByName (const STR_String& actname);
|
|
void* GetMeshByName(const STR_String& meshname);
|
|
|
|
void RegisterGameObjectName(const STR_String& gameobjname,CValue* gameobj);
|
|
class CValue* GetGameObjectByName(const STR_String& gameobjname);
|
|
|
|
void RegisterGameMeshName(const STR_String& gamemeshname, void* blendobj);
|
|
void* FindBlendObjByGameMeshName(const STR_String& gamemeshname);
|
|
|
|
void RegisterGameObj(void* blendobj, CValue* gameobj);
|
|
void UnregisterGameObj(void* blendobj, CValue* gameobj);
|
|
CValue* FindGameObjByBlendObj(void* blendobj);
|
|
};
|
|
|
|
#endif //__KX_LOGICMANAGER
|
|
|