blender/source/gameengine/Converter/KX_ConvertControllers.cpp
Kent Mein 209a2ede2c Last of the config.h mods...
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

added to these files.

Kent
--
mein@cs.umn.edu
2002-11-25 15:29:57 +00:00

183 lines
4.6 KiB
C++

/**
* $Id$
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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/BL DUAL LICENSE BLOCK *****
*/
#include "MEM_guardedalloc.h"
#include "KX_BlenderSceneConverter.h"
#include "KX_ConvertControllers.h"
#include "KX_Python.h"
// Controller
#include "SCA_ANDController.h"
#include "SCA_ORController.h"
#include "SCA_PythonController.h"
#include "SCA_ExpressionController.h"
#include "SCA_LogicManager.h"
#include "KX_GameObject.h"
#include "IntValue.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
/* This little block needed for linking to Blender... */
#ifdef WIN32
#include "BLI_winstuff.h"
#endif
#include "DNA_object_types.h"
#include "DNA_controller_types.h"
#include "DNA_text_types.h"
#include "BKE_text.h"
#include "BLI_blenlib.h"
/* end of blender include block */
static void
LinkControllerToActuators(
SCA_IController *game_controller,
bController* bcontr,
SCA_LogicManager* logicmgr,
KX_BlenderSceneConverter* converter
) {
// Iterate through the actuators of the game blender
// controller and find the corresponding ketsji actuator.
for (int i=0;i<bcontr->totlinks;i++)
{
bActuator* bact = (bActuator*) bcontr->links[i];
SCA_IActuator *game_actuator = converter->FindGameActuator(bact);
if (game_actuator) {
logicmgr->RegisterToActuator(game_controller, game_actuator);
}
}
}
void BL_ConvertControllers(
struct Object* blenderobject,
class KX_GameObject* gameobj,
SCA_LogicManager* logicmgr,
PyObject* pythondictionary,
int &executePriority,
int activeLayerBitInfo,
bool isInActiveLayer,
KX_BlenderSceneConverter* converter
) {
int uniqueint=0;
bController* bcontr = (bController*)blenderobject->controllers.first;
while (bcontr)
{
SCA_IController* gamecontroller = NULL;
switch(bcontr->type)
{
case CONT_LOGIC_AND:
{
gamecontroller = new SCA_ANDController(gameobj);
LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter);
break;
}
case CONT_LOGIC_OR:
{
gamecontroller = new SCA_ORController(gameobj);
LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter);
break;
}
case CONT_EXPRESSION:
{
bExpressionCont* bexpcont = (bExpressionCont*) bcontr->data;
STR_String expressiontext = STR_String(bexpcont->str);
if (expressiontext.Length() > 0)
{
gamecontroller = new SCA_ExpressionController(gameobj,expressiontext);
LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter);
}
break;
}
case CONT_PYTHON:
{
// we should create a Python controller here
SCA_PythonController* pyctrl = new SCA_PythonController(gameobj);
gamecontroller = pyctrl;
bPythonCont* pycont = (bPythonCont*) bcontr->data;
pyctrl->SetDictionary(pythondictionary);
if (pycont->text)
{
char *buf;
// this is some blender specific code
buf= txt_to_buf(pycont->text);
if (buf)
{
pyctrl->SetScriptText(STR_String(buf));
pyctrl->SetScriptName(pycont->text->id.name+2);
MEM_freeN(buf);
}
}
LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter);
break;
}
default:
{
}
}
if (gamecontroller)
{
gamecontroller->SetExecutePriority(executePriority++);
STR_String uniquename = bcontr->name;
uniquename += "#CONTR#";
uniqueint++;
CIntValue* uniqueval = new CIntValue(uniqueint);
uniquename += uniqueval->GetText();
uniqueval->Release();
gamecontroller->SetName(uniquename);
gameobj->AddController(gamecontroller);
converter->RegisterGameController(gamecontroller, bcontr);
}
bcontr = bcontr->next;
}
}