blender/source/gameengine/GameLogic/SCA_IActuator.cpp
Campbell Barton 98ee2a781d option to build the BGE without python, uses existing python check (cmake and scons)
when python is disabled videotextures are not built.
2009-09-29 21:42:40 +00:00

141 lines
3.3 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 *****
*/
#include "SCA_IActuator.h"
#include <stdio.h>
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
using namespace std;
SCA_IActuator::SCA_IActuator(SCA_IObject* gameobj, KX_ACTUATOR_TYPE type) :
SCA_ILogicBrick(gameobj),
m_type(type),
m_links(0),
m_posevent(false),
m_negevent(false)
{
// nothing to do
}
bool SCA_IActuator::Update(double curtime, bool frame)
{
if (frame)
return Update();
return true;
}
bool SCA_IActuator::Update()
{
assert(false && "Actuators should override an Update method.");
return false;
}
void SCA_IActuator::Activate(SG_DList& head)
{
if (QEmpty())
{
InsertActiveQList(m_gameobj->m_activeActuators);
head.AddBack(&m_gameobj->m_activeActuators);
}
}
// this function is only used to deactivate actuators outside the logic loop
// e.g. when an object is deleted.
void SCA_IActuator::Deactivate()
{
if (QDelink())
{
// the actuator was in the active list
if (m_gameobj->m_activeActuators.QEmpty())
// the owner object has no more active actuators, remove it from the global list
m_gameobj->m_activeActuators.Delink();
}
}
void SCA_IActuator::ProcessReplica()
{
SCA_ILogicBrick::ProcessReplica();
RemoveAllEvents();
m_linkedcontrollers.clear();
}
SCA_IActuator::~SCA_IActuator()
{
RemoveAllEvents();
}
void SCA_IActuator::DecLink()
{
m_links--;
if (m_links < 0)
{
printf("Warning: actuator %s has negative m_links: %d\n", m_name.Ptr(), m_links);
m_links = 0;
}
}
void SCA_IActuator::LinkToController(SCA_IController* controller)
{
m_linkedcontrollers.push_back(controller);
}
void SCA_IActuator::UnlinkController(SCA_IController* controller)
{
std::vector<class SCA_IController*>::iterator contit;
for (contit = m_linkedcontrollers.begin();!(contit==m_linkedcontrollers.end());++contit)
{
if ((*contit) == controller)
{
*contit = m_linkedcontrollers.back();
m_linkedcontrollers.pop_back();
return;
}
}
printf("Missing link from actuator %s:%s to controller %s:%s\n",
m_gameobj->GetName().ReadPtr(), GetName().ReadPtr(),
controller->GetParent()->GetName().ReadPtr(), controller->GetName().ReadPtr());
}
void SCA_IActuator::UnlinkAllControllers()
{
std::vector<class SCA_IController*>::iterator contit;
for (contit = m_linkedcontrollers.begin();!(contit==m_linkedcontrollers.end());++contit)
{
(*contit)->UnlinkActuator(this);
}
m_linkedcontrollers.clear();
}