blender/source/gameengine/GameLogic/SCA_LogicManager.h
Benoit Bolsee c0844b7938 BGE logic patch: fix another incompatibility with YF.
Previous patch was not sorting the state actuators. This was causing 
some problems with YoFrankie that relies on the order of actuators
when multiple state actuators are activated at once.

Active state actuators will now be sorted per object. This doesn't
change the fact that state actuators are executed before all other
actuators as before.

Incidently, made the logic loop faster.
2009-05-20 08:45:42 +00:00

144 lines
4.5 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 *****
* Regulates the top-level logic behaviour for one scene.
*/
#ifndef __KX_LOGICMANAGER
#define __KX_LOGICMANAGER
#ifdef WIN32
#pragma warning (disable:4786)
#endif
#include <vector>
//#include "GEN_Map.h"
#include <set>
#include <map>
#include <list>
#include "GEN_Map.h"
#include "STR_HashedString.h"
#include "Value.h"
#include "SG_QList.h"
#include "KX_HashedPtr.h"
using namespace std;
typedef std::list<class SCA_IController*> controllerlist;
typedef std::map<class SCA_ISensor*,controllerlist > sensormap_t;
/**
* This manager handles sensor, controllers and actuators.
* logic executes each frame the following way:
* find triggering sensors
* build list of controllers that are triggered by these triggering sensors
* process all triggered controllers
* during this phase actuators can be added to the active actuator list
* process all active actuators
* clear triggering sensors
* clear triggered controllers
* (actuators may be active during a longer timeframe)
*/
#include "SCA_ILogicBrick.h"
#include "SCA_IActuator.h"
class SCA_LogicManager
{
vector<class SCA_EventManager*> m_eventmanagers;
// SG_DList: Head of objects having activated actuators
// element: SCA_IObject::m_activeActuators
SG_DList m_activeActuators;
// SG_DList: Head of objects having activated controllers
// element: SCA_IObject::m_activeControllers
SG_DList m_triggeredControllerSet;
// need to find better way for this
// also known as FactoryManager...
GEN_Map<STR_HashedString,CValue*> m_mapStringToGameObjects;
GEN_Map<STR_HashedString,void*> m_mapStringToMeshes;
GEN_Map<STR_HashedString,void*> m_mapStringToActions;
GEN_Map<STR_HashedString,void*> m_map_gamemeshname_to_blendobj;
GEN_Map<CHashedPtr,void*> m_map_blendobj_to_gameobj;
public:
SCA_LogicManager();
virtual ~SCA_LogicManager();
//void SetKeyboardManager(SCA_KeyboardManager* keyboardmgr) { m_keyboardmgr=keyboardmgr;}
void RegisterEventManager(SCA_EventManager* eventmgr);
void RegisterToSensor(SCA_IController* controller,
class SCA_ISensor* sensor);
void RegisterToActuator(SCA_IController* controller,
class SCA_IActuator* actuator);
void BeginFrame(double curtime, double fixedtime);
void UpdateFrame(double curtime, bool frame);
void EndFrame();
void AddActiveActuator(SCA_IActuator* actua,bool event)
{
actua->SetActive(true);
actua->Activate(m_activeActuators);
actua->AddEvent(event);
}
void AddTriggeredController(SCA_IController* controller, SCA_ISensor* sensor);
SCA_EventManager* FindEventManager(int eventmgrtype);
void RemoveGameObject(const STR_String& gameobjname);
/**
* remove Logic Bricks from the running logicmanager
*/
void RemoveSensor(SCA_ISensor* sensor);
void RemoveController(SCA_IController* controller);
void RemoveActuator(SCA_IActuator* actuator);
// for the scripting... needs a FactoryManager later (if we would have time... ;)
void RegisterMeshName(const STR_String& meshname,void* mesh);
void RegisterActionName(const STR_String& actname,void* action);
void* GetActionByName (const STR_String& actname);
void* GetMeshByName(const STR_String& meshname);
void RegisterGameObjectName(const STR_String& gameobjname,CValue* gameobj);
class CValue* GetGameObjectByName(const STR_String& gameobjname);
void RegisterGameMeshName(const STR_String& gamemeshname, void* blendobj);
void* FindBlendObjByGameMeshName(const STR_String& gamemeshname);
void RegisterGameObj(void* blendobj, CValue* gameobj);
void UnregisterGameObj(void* blendobj, CValue* gameobj);
CValue* FindGameObjByBlendObj(void* blendobj);
};
#endif //__KX_LOGICMANAGER