blender/source/gameengine/GameLogic/SCA_IActuator.h
2010-02-12 13:34:04 +00:00

167 lines
4.1 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 *****
*/
#ifndef __KX_IACTUATOR
#define __KX_IACTUATOR
#include "SCA_IController.h"
#include <vector>
/*
* Use of SG_DList : None
* Use of SG_QList : element of activated actuator list of their owner
* Head: SCA_IObject::m_activeActuators
*/
class SCA_IActuator : public SCA_ILogicBrick
{
friend class SCA_LogicManager;
protected:
int m_type;
int m_links; // number of active links to controllers
// when 0, the actuator is automatically stopped
//std::vector<CValue*> m_events;
bool m_posevent;
bool m_negevent;
std::vector<class SCA_IController*> m_linkedcontrollers;
void RemoveAllEvents()
{
m_posevent = false;
m_negevent = false;
}
public:
/**
* This class also inherits the default copy constructors
*/
enum KX_ACTUATOR_TYPE {
KX_ACT_OBJECT,
KX_ACT_IPO,
KX_ACT_CAMERA,
KX_ACT_SOUND,
KX_ACT_PROPERTY,
KX_ACT_ADD_OBJECT,
KX_ACT_END_OBJECT,
KX_ACT_DYNAMIC,
KX_ACT_REPLACE_MESH,
KX_ACT_TRACKTO,
KX_ACT_CONSTRAINT,
KX_ACT_SCENE,
KX_ACT_RANDOM,
KX_ACT_MESSAGE,
KX_ACT_ACTION,
KX_ACT_CD,
KX_ACT_GAME,
KX_ACT_VISIBILITY,
KX_ACT_2DFILTER,
KX_ACT_PARENT,
KX_ACT_SHAPEACTION,
KX_ACT_STATE,
KX_ACT_ARMATURE,
};
SCA_IActuator(SCA_IObject* gameobj, KX_ACTUATOR_TYPE type);
/**
* UnlinkObject(...)
* Certain actuator use gameobject pointers (like TractTo actuator)
* This function can be called when an object is removed to make
* sure that the actuator will not use it anymore.
*/
virtual bool UnlinkObject(SCA_IObject* clientobj) { return false; }
/**
* Update(...)
* Update the actuator based upon the events received since
* the last call to Update, the current time and deltatime the
* time elapsed in this frame ?
* It is the responsibility of concrete Actuators to clear
* their event's. This is usually done in the Update() method via
* a call to RemoveAllEvents()
*/
virtual bool Update(double curtime, bool frame);
virtual bool Update();
/**
* Add an event to an actuator.
*/
//void AddEvent(CValue* event)
void AddEvent(bool event)
{
if (event)
m_posevent = true;
else
m_negevent = true;
}
virtual void ProcessReplica();
/**
* Return true iff all the current events
* are negative. The definition of negative event is
* not immediately clear. But usually refers to key-up events
* or events where no action is required.
*/
bool IsNegativeEvent() const
{
return !m_posevent && m_negevent;
}
virtual ~SCA_IActuator();
/**
* remove this actuator from the list of active actuators
*/
virtual void Deactivate();
virtual void Activate(SG_DList& head);
void LinkToController(SCA_IController* controller);
void UnlinkController(class SCA_IController* cont);
void UnlinkAllControllers();
void ClrLink() { m_links=0; }
void IncLink() { m_links++; }
void DecLink();
bool IsNoLink() const { return !m_links; }
bool IsType(KX_ACTUATOR_TYPE type) { return m_type == type; }
#ifdef WITH_CXX_GUARDEDALLOC
public:
void *operator new( unsigned int num_bytes) { return MEM_mallocN(num_bytes, "GE:SCA_IActuator"); }
void operator delete( void *mem ) { MEM_freeN(mem); }
#endif
};
#endif //__KX_IACTUATOR