forked from bartvdbraak/blender
174 lines
4.1 KiB
C++
174 lines
4.1 KiB
C++
/*
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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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* Actuator to toggle visibility/invisibility of objects
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*/
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/** \file gameengine/Ketsji/KX_StateActuator.cpp
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* \ingroup ketsji
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*/
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#include "KX_StateActuator.h"
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#include "KX_GameObject.h"
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KX_StateActuator::KX_StateActuator(
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SCA_IObject* gameobj,
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int operation,
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unsigned int mask
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)
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: SCA_IActuator(gameobj, KX_ACT_STATE),
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m_operation(operation),
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m_mask(mask)
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{
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// intentionally empty
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}
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KX_StateActuator::~KX_StateActuator(
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void
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)
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{
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// intentionally empty
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}
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// used to put state actuator to be executed before any other actuators
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SG_QList KX_StateActuator::m_stateActuatorHead;
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CValue*
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KX_StateActuator::GetReplica(
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void
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)
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{
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KX_StateActuator* replica = new KX_StateActuator(*this);
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replica->ProcessReplica();
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return replica;
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}
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bool
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KX_StateActuator::Update()
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{
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bool bNegativeEvent = IsNegativeEvent();
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unsigned int objMask;
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// execution of state actuator means that we are in the execution phase, reset this pointer
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// because all the active actuator of this object will be removed for sure.
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m_gameobj->m_firstState = NULL;
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RemoveAllEvents();
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if (bNegativeEvent) return false;
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KX_GameObject *obj = (KX_GameObject*) GetParent();
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objMask = obj->GetState();
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switch (m_operation)
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{
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case OP_CPY:
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objMask = m_mask;
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break;
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case OP_SET:
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objMask |= m_mask;
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break;
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case OP_CLR:
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objMask &= ~m_mask;
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break;
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case OP_NEG:
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objMask ^= m_mask;
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break;
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default:
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// unsupported operation, no nothing
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return false;
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}
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obj->SetState(objMask);
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return false;
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}
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// this function is only used to deactivate actuators outside the logic loop
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// e.g. when an object is deleted.
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void KX_StateActuator::Deactivate()
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{
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if (QDelink())
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{
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// the actuator was in the active list
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if (m_stateActuatorHead.QEmpty())
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// no more state object active
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m_stateActuatorHead.Delink();
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}
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}
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void KX_StateActuator::Activate(SG_DList& head)
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{
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// sort the state actuators per object on the global list
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if (QEmpty())
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{
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InsertSelfActiveQList(m_stateActuatorHead, &m_gameobj->m_firstState);
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// add front to make sure it runs before other actuators
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head.AddFront(&m_stateActuatorHead);
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}
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}
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#ifdef WITH_PYTHON
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/* ------------------------------------------------------------------------- */
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/* Python functions */
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/* ------------------------------------------------------------------------- */
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/* Integration hooks ------------------------------------------------------- */
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PyTypeObject KX_StateActuator::Type = {
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PyVarObject_HEAD_INIT(NULL, 0)
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"KX_StateActuator",
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sizeof(PyObjectPlus_Proxy),
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0,
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py_base_dealloc,
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0,
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0,
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0,
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0,
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py_base_repr,
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0,0,0,0,0,0,0,0,0,
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Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
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0,0,0,0,0,0,0,
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Methods,
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0,
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0,
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&SCA_IActuator::Type,
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0,0,0,0,0,0,
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py_base_new
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};
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PyMethodDef KX_StateActuator::Methods[] = {
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{NULL,NULL} //Sentinel
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};
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PyAttributeDef KX_StateActuator::Attributes[] = {
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KX_PYATTRIBUTE_INT_RW("operation",KX_StateActuator::OP_NOP+1,KX_StateActuator::OP_COUNT-1,false,KX_StateActuator,m_operation),
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KX_PYATTRIBUTE_INT_RW("mask",0,0x3FFFFFFF,false,KX_StateActuator,m_mask),
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{ NULL } //Sentinel
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};
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#endif // WITH_PYTHON
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