forked from bartvdbraak/blender
61 lines
1.6 KiB
C++
61 lines
1.6 KiB
C++
/*
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* Manager for 'always' events. Since always sensors can operate in pulse
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* mode, they need to be activated.
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*
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* $Id$
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*
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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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/** \file gameengine/GameLogic/SCA_AlwaysEventManager.cpp
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* \ingroup gamelogic
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*/
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#include "SCA_AlwaysEventManager.h"
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#include "SCA_LogicManager.h"
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#include <vector>
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#include "SCA_ISensor.h"
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using namespace std;
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SCA_AlwaysEventManager::SCA_AlwaysEventManager(class SCA_LogicManager* logicmgr)
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: SCA_EventManager(logicmgr, ALWAYS_EVENTMGR)
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{
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}
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void SCA_AlwaysEventManager::NextFrame()
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{
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SG_DList::iterator<SCA_ISensor> it(m_sensors);
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for (it.begin();!it.end();++it)
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{
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(*it)->Activate(m_logicmgr);
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}
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}
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