forked from bartvdbraak/blender
f1c4f705a1
So we should be all set now :) Kent -- mein@cs.umn.edu
117 lines
3.6 KiB
C++
117 lines
3.6 KiB
C++
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//
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// Add object to the game world on action of this actuator
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//
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// $Id$
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//
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// ***** BEGIN GPL/BL DUAL 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. The Blender
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// Foundation also sells licenses for use in proprietary software under
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// the Blender License. See http://www.blender.org/BL/ for information
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// about this.
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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/BL DUAL LICENSE BLOCK *****
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//
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#ifndef __KX_SCENEACTUATOR
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#define __KX_SCENEACTUATOR
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#include "SCA_IActuator.h"
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class KX_SceneActuator : public SCA_IActuator
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{
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Py_Header;
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int m_mode;
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// (restart) has become a toggle internally... not in the interface though
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bool m_restart;
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// (set Scene) Scene
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/** The current scene. */
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class KX_Scene* m_scene;
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class KX_KetsjiEngine* m_KetsjiEngine;
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/** The scene to switch to. */
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STR_String m_nextSceneName;
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// (Set Camera) Object
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class KX_Camera* m_camera;
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/** Is this a valid scene? */
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class KX_Scene* FindScene(char* sceneName);
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/** Is this a valid camera? */
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class KX_Camera* FindCamera(char* cameraName);
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public:
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enum SCA_SceneActuatorMode
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{
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KX_SCENE_NODEF = 0,
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KX_SCENE_RESTART,
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KX_SCENE_SET_SCENE,
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KX_SCENE_SET_CAMERA,
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KX_SCENE_ADD_FRONT_SCENE,
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KX_SCENE_ADD_BACK_SCENE,
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KX_SCENE_REMOVE_SCENE,
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KX_SCENE_SUSPEND,
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KX_SCENE_RESUME,
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KX_SCENE_MAX
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};
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KX_SceneActuator(SCA_IObject* gameobj,
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int mode,
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KX_Scene* scene,
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KX_KetsjiEngine* ketsjiEngine,
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const STR_String& nextSceneName,
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KX_Camera* camera,
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PyTypeObject* T=&Type);
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virtual ~KX_SceneActuator();
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virtual CValue* GetReplica();
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virtual bool Update(double curtime,double deltatime);
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/* --------------------------------------------------------------------- */
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/* Python interface ---------------------------------------------------- */
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/* --------------------------------------------------------------------- */
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virtual PyObject* _getattr(char *attr);
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/* 1. set */
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/* Removed */
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/* 2. setUseRestart: */
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KX_PYMETHOD_DOC(KX_SceneActuator,SetUseRestart);
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/* 3. getUseRestart: */
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KX_PYMETHOD_DOC(KX_SceneActuator,GetUseRestart);
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/* 4. setScene: */
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KX_PYMETHOD_DOC(KX_SceneActuator,SetScene);
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/* 5. getScene: */
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KX_PYMETHOD_DOC(KX_SceneActuator,GetScene);
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/* 6. setCamera: */
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KX_PYMETHOD_DOC(KX_SceneActuator,SetCamera);
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/* 7. getCamera: */
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KX_PYMETHOD_DOC(KX_SceneActuator,GetCamera);
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}; /* end of class KXSceneActuator */
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#endif
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