blender/source/gameengine/GameLogic/SCA_LogicManager.h
Benoit Bolsee bc8f002a4c BGE state system improvement: the sensor with Level option enabled will trigger the controller of a newly activated state, even if the sensor is already connected to an active state; new isTriggered() python function to determine which sensor triggered the current controller.
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.
2008-08-23 11:54:27 +00:00

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