forked from bartvdbraak/blender
2e6d576182
Armatures are back Split screen Double sided lightning Ambient lighting Alpha test Material IPO support (one per object atm) Blender materials GLSL shaders - Python access Up to three texture samplers from the material panel ( 2D & Cube map ) Python access to a second set of uv coordinates See http://www.elysiun.com/forum/viewtopic.php?t=58057
164 lines
5.2 KiB
C++
164 lines
5.2 KiB
C++
/**
|
|
* $Id$
|
|
*
|
|
* ***** 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 *****
|
|
* 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 "KX_HashedPtr.h"
|
|
|
|
using namespace std;
|
|
typedef list<class SCA_IController*> controllerlist;
|
|
|
|
/**
|
|
* 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"
|
|
|
|
// todo: make this into a template, but first I want to think about what exactly to put in
|
|
class SmartActuatorPtr
|
|
{
|
|
SCA_IActuator* m_actuator;
|
|
public:
|
|
SmartActuatorPtr(SCA_IActuator* actua,int dummy);
|
|
SmartActuatorPtr(const SmartActuatorPtr& other);
|
|
virtual ~SmartActuatorPtr();
|
|
bool operator <(const SmartActuatorPtr& other) const;
|
|
bool operator ==(const SmartActuatorPtr& other) const;
|
|
SCA_IActuator* operator->() const;
|
|
SCA_IActuator* operator*() const;
|
|
|
|
};
|
|
|
|
class SmartControllerPtr
|
|
{
|
|
SCA_IController* m_controller;
|
|
public:
|
|
SmartControllerPtr(const SmartControllerPtr& copy);
|
|
SmartControllerPtr(SCA_IController* contr,int dummy);
|
|
virtual ~SmartControllerPtr();
|
|
bool operator <(const SmartControllerPtr& other) const;
|
|
bool operator ==(const SmartControllerPtr& other) const;
|
|
SCA_IController* operator->() const;
|
|
SCA_IController* operator*() const;
|
|
|
|
};
|
|
|
|
class SCA_LogicManager
|
|
{
|
|
vector<class SCA_EventManager*> m_eventmanagers;
|
|
|
|
vector<class SCA_ISensor*> m_activatedsensors;
|
|
set<class SmartActuatorPtr> m_activeActuators;
|
|
|
|
map<SCA_ISensor*,controllerlist > m_sensorcontrollermapje;
|
|
|
|
// 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_gameobj_to_blendobj;
|
|
|
|
vector<SmartActuatorPtr> m_removedActuators;
|
|
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 AddActivatedSensor(SCA_ISensor* sensor);
|
|
void AddActiveActuator(SCA_IActuator* sensor,class CValue* event);
|
|
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 RemoveDestroyedActuator(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(CValue* gameobj, void* blendobj);
|
|
void* FindBlendObjByGameObj(CValue* gameobj);
|
|
};
|
|
|
|
#endif //__KX_LOGICMANAGER
|
|
|