blender/source/gameengine/Ketsji/KX_SceneActuator.cpp
Kester Maddock 7b2567924b Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware.
Keyboard sensors can now hook escape key.  Ctrl-Break can be used from within blender if you've forgotten an end game actuator.

Fixed a stupid bug preventing some actuators working (like TrackTo).
2004-10-16 11:41:50 +00:00

360 lines
8.3 KiB
C++

/**
* Set scene/camera stuff
*
* $Id$
*
* ***** 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 "SCA_IActuator.h"
#include "KX_SceneActuator.h"
#include <iostream>
#include "KX_Scene.h"
#include "KX_Camera.h"
#include "KX_KetsjiEngine.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
/* ------------------------------------------------------------------------- */
/* Native functions */
/* ------------------------------------------------------------------------- */
KX_SceneActuator::KX_SceneActuator(SCA_IObject *gameobj,
int mode,
KX_Scene *scene,
KX_KetsjiEngine* ketsjiEngine,
const STR_String& nextSceneName,
KX_Camera* camera,
PyTypeObject* T)
: SCA_IActuator(gameobj, T)
{
m_mode = mode;
m_scene = scene;
m_KetsjiEngine=ketsjiEngine;
m_camera = camera;
m_nextSceneName = nextSceneName;
} /* End of constructor */
KX_SceneActuator::~KX_SceneActuator()
{
// there's nothing to be done here, really....
} /* end of destructor */
CValue* KX_SceneActuator::GetReplica()
{
KX_SceneActuator* replica = new KX_SceneActuator(*this);
replica->ProcessReplica();
// this will copy properties and so on...
CValue::AddDataToReplica(replica);
return replica;
}
bool KX_SceneActuator::Update()
{
bool result = false;
bool bNegativeEvent = IsNegativeEvent();
RemoveAllEvents();
if (bNegativeEvent)
return false; // do nothing on negative events
switch (m_mode)
{
case KX_SCENE_RESTART:
{
m_KetsjiEngine->ReplaceScene(m_scene->GetName(),m_scene->GetName());
break;
}
case KX_SCENE_SET_CAMERA:
if (m_camera)
{
m_scene->SetActiveCamera(m_camera);
}
break;
default:
break;
}
if (!m_nextSceneName.Length())
return false;
switch (m_mode)
{
case KX_SCENE_SET_SCENE:
{
m_KetsjiEngine->ReplaceScene(m_scene->GetName(),m_nextSceneName);
break;
}
case KX_SCENE_ADD_FRONT_SCENE:
{
bool overlay=true;
m_KetsjiEngine->ConvertAndAddScene(m_nextSceneName,overlay);
break;
}
case KX_SCENE_ADD_BACK_SCENE:
{
bool overlay=false;
m_KetsjiEngine->ConvertAndAddScene(m_nextSceneName,overlay);
break;
}
case KX_SCENE_REMOVE_SCENE:
{
m_KetsjiEngine->RemoveScene(m_nextSceneName);
break;
}
case KX_SCENE_SUSPEND:
{
m_KetsjiEngine->SuspendScene(m_nextSceneName);
break;
}
case KX_SCENE_RESUME:
{
m_KetsjiEngine->ResumeScene(m_nextSceneName);
break;
}
default:
; /* do nothing? this is an internal error !!! */
}
return false;
}
/* returns a camera if the name is valid */
KX_Camera* KX_SceneActuator::FindCamera(char *camName)
{
KX_SceneList* sl = m_KetsjiEngine->CurrentScenes();
STR_String name = STR_String(camName);
KX_SceneList::iterator it = sl->begin();
KX_Camera* cam = NULL;
while ((it != sl->end()) && (!cam))
{
cam = (*it)->FindCamera(name);
it++;
}
return cam;
}
KX_Scene* KX_SceneActuator::FindScene(char * sceneName)
{
return m_KetsjiEngine->FindScene(sceneName);
}
/* ------------------------------------------------------------------------- */
/* Python functions */
/* ------------------------------------------------------------------------- */
/* Integration hooks ------------------------------------------------------- */
PyTypeObject KX_SceneActuator::Type = {
PyObject_HEAD_INIT(&PyType_Type)
0,
"KX_SceneActuator",
sizeof(KX_SceneActuator),
0,
PyDestructor,
0,
__getattr,
__setattr,
0, //&MyPyCompare,
__repr,
0, //&cvalue_as_number,
0,
0,
0,
0
};
PyParentObject KX_SceneActuator::Parents[] =
{
&KX_SceneActuator::Type,
&SCA_IActuator::Type,
&SCA_ILogicBrick::Type,
&CValue::Type,
NULL
};
PyMethodDef KX_SceneActuator::Methods[] =
{
{"setUseRestart", (PyCFunction) KX_SceneActuator::sPySetUseRestart, METH_VARARGS, SetUseRestart_doc},
{"setScene", (PyCFunction) KX_SceneActuator::sPySetScene, METH_VARARGS, SetScene_doc},
{"setCamera", (PyCFunction) KX_SceneActuator::sPySetCamera, METH_VARARGS, SetCamera_doc},
{"getUseRestart", (PyCFunction) KX_SceneActuator::sPyGetUseRestart, METH_VARARGS, GetUseRestart_doc},
{"getScene", (PyCFunction) KX_SceneActuator::sPyGetScene, METH_VARARGS, GetScene_doc},
{"getCamera", (PyCFunction) KX_SceneActuator::sPyGetCamera, METH_VARARGS, GetCamera_doc},
{NULL,NULL} //Sentinel
};
PyObject* KX_SceneActuator::_getattr(const STR_String& attr)
{
_getattr_up(SCA_IActuator);
}
/* 2. setUseRestart--------------------------------------------------------- */
char KX_SceneActuator::SetUseRestart_doc[] =
"setUseRestart(flag)\n"
"\t- flag: 0 or 1.\n"
"\tSet flag to 1 to restart the scene.\n" ;
PyObject* KX_SceneActuator::PySetUseRestart(PyObject* self,
PyObject* args,
PyObject* kwds)
{
int boolArg;
if (!PyArg_ParseTuple(args, "i", &boolArg))
{
return NULL;
}
m_restart = boolArg != 0;
Py_Return;
}
/* 3. getUseRestart: */
char KX_SceneActuator::GetUseRestart_doc[] =
"getUseRestart()\n"
"\tReturn whether the scene will be restarted.\n" ;
PyObject* KX_SceneActuator::PyGetUseRestart(PyObject* self,
PyObject* args,
PyObject* kwds)
{
return PyInt_FromLong(!(m_restart == 0));
}
/* 4. set scene------------------------------------------------------------- */
char KX_SceneActuator::SetScene_doc[] =
"setScene(scene)\n"
"\t- scene: string\n"
"\tSet the name of scene the actuator will switch to.\n" ;
PyObject* KX_SceneActuator::PySetScene(PyObject* self,
PyObject* args,
PyObject* kwds)
{
/* one argument: a scene, ignore the rest */
char *scene_name;
if(!PyArg_ParseTuple(args, "s", &scene_name))
{
return NULL;
}
/* Scene switch is done by name. */
m_nextSceneName = scene_name;
Py_Return;
}
/* 5. getScene: */
char KX_SceneActuator::GetScene_doc[] =
"getScene()\n"
"\tReturn the name of the scene the actuator wants to switch to.\n" ;
PyObject* KX_SceneActuator::PyGetScene(PyObject* self,
PyObject* args,
PyObject* kwds)
{
return PyString_FromString(m_nextSceneName);
}
/* 6. set camera------------------------------------------------------------ */
char KX_SceneActuator::SetCamera_doc[] =
"setCamera(camera)\n"
"\t- camera: string\n"
"\tSet the camera to switch to.\n" ;
PyObject* KX_SceneActuator::PySetCamera(PyObject* self,
PyObject* args,
PyObject* kwds)
{
PyObject *cam;
if (PyArg_ParseTuple(args, "O!", &KX_Camera::Type, &cam))
{
m_camera = (KX_Camera*) cam;
Py_Return;
}
PyErr_Clear();
/* one argument: a scene, ignore the rest */
char *camName;
if(!PyArg_ParseTuple(args, "s", &camName))
{
return NULL;
}
KX_Camera *camOb = FindCamera(camName);
if (camOb) m_camera = camOb;
Py_Return;
}
/* 7. getCamera: */
char KX_SceneActuator::GetCamera_doc[] =
"getCamera()\n"
"\tReturn the name of the camera to switch to.\n" ;
PyObject* KX_SceneActuator::PyGetCamera(PyObject* self,
PyObject* args,
PyObject* kwds)
{
return PyString_FromString(m_camera->GetName());
}
/* eof */