forked from bartvdbraak/blender
4c17f8e5de
Also made CValue::ConvertKeysToPython use faster list creation and improved some of the macro formatting.
114 lines
3.1 KiB
C++
114 lines
3.1 KiB
C++
/*
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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 SCA_IController.h
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* \ingroup gamelogic
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*/
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#ifndef __KX_ICONTROLLER
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#define __KX_ICONTROLLER
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#include "SCA_ILogicBrick.h"
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#include "PyObjectPlus.h"
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/**
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* Use of SG_DList element: none
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* Use of SG_QList element: build ordered list of activated controller on the owner object
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* Head: SCA_IObject::m_activeControllers
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*/
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class SCA_IController : public SCA_ILogicBrick
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{
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Py_Header
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protected:
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std::vector<class SCA_ISensor*> m_linkedsensors;
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std::vector<class SCA_IActuator*> m_linkedactuators;
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unsigned int m_statemask;
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bool m_justActivated;
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bool m_bookmark;
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public:
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SCA_IController(SCA_IObject* gameobj);
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virtual ~SCA_IController();
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virtual void Trigger(class SCA_LogicManager* logicmgr)=0;
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void LinkToSensor(SCA_ISensor* sensor);
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void LinkToActuator(SCA_IActuator*);
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std::vector<class SCA_ISensor*>& GetLinkedSensors();
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std::vector<class SCA_IActuator*>& GetLinkedActuators();
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void ReserveActuator(int num)
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{
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m_linkedactuators.reserve(num);
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}
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void UnlinkAllSensors();
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void UnlinkAllActuators();
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void UnlinkActuator(class SCA_IActuator* actua);
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void UnlinkSensor(class SCA_ISensor* sensor);
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void SetState(unsigned int state) { m_statemask = state; }
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void ApplyState(unsigned int state);
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void Deactivate()
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{
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// the controller can only be part of a sensor m_newControllers list
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Delink();
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}
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bool IsJustActivated()
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{
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return m_justActivated;
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}
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void ClrJustActivated()
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{
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m_justActivated = false;
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}
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void SetBookmark(bool bookmark)
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{
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m_bookmark = bookmark;
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}
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void Activate(SG_DList& head)
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{
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if (QEmpty())
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{
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if (m_bookmark)
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{
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m_gameobj->m_activeBookmarkedControllers.QAddBack(this);
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head.AddFront(&m_gameobj->m_activeBookmarkedControllers);
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}
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else
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{
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InsertActiveQList(m_gameobj->m_activeControllers);
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head.AddBack(&m_gameobj->m_activeControllers);
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}
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}
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}
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#ifdef WITH_PYTHON
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static PyObject* pyattr_get_state(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static PyObject* pyattr_get_sensors(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static PyObject* pyattr_get_actuators(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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#endif // WITH_PYTHON
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};
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#endif
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