blender/source/gameengine/GameLogic/SCA_KeyboardSensor.h
Benoit Bolsee 386122ada6 BGE performance, 4th round: logic
This commit extends the technique of dynamic linked list to the logic
system to eliminate as much as possible temporaries, map lookup or 
full scan. The logic engine is now free of memory allocation, which is
an important stability factor. 

The overhead of the logic system is reduced by a factor between 3 and 6
depending on the logic setup. This is the speed-up you can expect on 
a logic setup using simple bricks. Heavy bricks like python controllers
and ray sensors will still take about the same time to execute so the
speed up will be less important.

The core of the logic engine has been much reworked but the functionality
is still the same except for one thing: the priority system on the 
execution of controllers. The exact same remark applies to actuators but
I'll explain for controllers only:

Previously, it was possible, with the "executePriority" attribute to set
a controller to run before any other controllers in the game. Other than
that, the sequential execution of controllers, as defined in Blender was
guaranteed by default.

With the new system, the sequential execution of controllers is still 
guaranteed but only within the controllers of one object. the user can
no longer set a controller to run before any other controllers in the
game. The "executePriority" attribute controls the execution of controllers
within one object. The priority is a small number starting from 0 for the
first controller and incrementing for each controller.

If this missing feature is a must, a special method can be implemented
to set a controller to run before all other controllers.

Other improvements:
- Systematic use of reference in parameter passing to avoid unnecessary data copy
- Use pre increment in iterator instead of post increment to avoid temporary allocation
- Use const char* instead of STR_String whenever possible to avoid temporary allocation
- Fix reference counting bugs (memory leak)
- Fix a crash in certain cases of state switching and object deletion
- Minor speed up in property sensor
- Removal of objects during the game is a lot faster
2009-05-10 20:53:58 +00:00

166 lines
4.7 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 *****
* Sensor for keyboard input
*/
#ifndef __KX_KEYBOARDSENSOR
#define __KX_KEYBOARDSENSOR
#include "SCA_ISensor.h"
#include "BoolValue.h"
#include <list>
/**
* The keyboard sensor listens to the keyboard, and passes on events
* on selected keystrokes. It has an alternate mode in which it logs
* keypresses to a property. Note that these modes are not mutually
* exclusive. */
class SCA_KeyboardSensor : public SCA_ISensor
{
Py_Header;
class SCA_KeyboardManager* m_pKeyboardMgr;
/**
* the key this sensor is sensing for
*/
int m_hotkey;
short int m_qual,m_qual2;
short int m_val;
/**
* If this toggle is true, all incoming key events generate a
* response.
*/
bool m_bAllKeys;
/**
* The name of the property to which logged text is appended. If
* this property is not defined, no logging takes place.
*/
STR_String m_targetprop;
/**
* The property that indicates whether or not to log text when in
* loggin mode. If the property equals 0, no loggin is done. For
* all other values, logging is active. Logging can only become
* active if there is a property to log to. Logging is independant
* from hotkey settings. */
STR_String m_toggleprop;
/**
* Log the keystrokes from the current input buffer.
*/
void LogKeystrokes(void);
/**
* Adds this key-code to the target prop.
*/
void AddToTargetProp(int keyIndex);
/**
* Tests whether shift is pressed.
*/
bool IsShifted(void);
public:
SCA_KeyboardSensor(class SCA_KeyboardManager* keybdmgr,
short int hotkey,
short int qual,
short int qual2,
bool bAllKeys,
const STR_String& targetProp,
const STR_String& toggleProp,
SCA_IObject* gameobj,
PyTypeObject* T=&Type );
virtual ~SCA_KeyboardSensor();
virtual CValue* GetReplica();
virtual void Init();
short int GetHotkey();
virtual bool Evaluate();
virtual bool IsPositiveTrigger();
bool TriggerOnAllKeys();
/* --------------------------------------------------------------------- */
/* Python interface ---------------------------------------------------- */
/* --------------------------------------------------------------------- */
virtual PyObject* py_getattro(PyObject *attr);
virtual PyObject* py_getattro_dict();
virtual int py_setattro(PyObject *attr, PyObject *value);
//Deprecated functions ----->
/** 1. GetKey : check which key this sensor looks at */
KX_PYMETHOD_DOC_NOARGS(SCA_KeyboardSensor,GetKey);
/** 2. SetKey: change the key to look at */
KX_PYMETHOD_DOC_VARARGS(SCA_KeyboardSensor,SetKey);
/** 3. GetHold1 : set the first bucky bit */
KX_PYMETHOD_DOC_NOARGS(SCA_KeyboardSensor,GetHold1);
/** 4. SetHold1: change the first bucky bit */
KX_PYMETHOD_DOC_VARARGS(SCA_KeyboardSensor,SetHold1);
/** 5. GetHold2 : set the second bucky bit */
KX_PYMETHOD_DOC_NOARGS(SCA_KeyboardSensor,GetHold2);
/** 6. SetHold2: change the second bucky bit */
KX_PYMETHOD_DOC_VARARGS(SCA_KeyboardSensor,SetHold2);
/** 9. GetPressedKeys: */
KX_PYMETHOD_DOC_NOARGS(SCA_KeyboardSensor,GetPressedKeys);
/** 9. GetCurrrentlyPressedKeys: */
KX_PYMETHOD_DOC_NOARGS(SCA_KeyboardSensor,GetCurrentlyPressedKeys);
// <------
// KeyEvents:
KX_PYMETHOD_DOC_NOARGS(SCA_KeyboardSensor,getEventList);
// KeyStatus:
KX_PYMETHOD_DOC_O(SCA_KeyboardSensor,getKeyStatus);
static PyObject* pyattr_get_events(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
};
/**
* Transform keycodes to something printable.
*/
char ToCharacter(int keyIndex, bool shifted);
/**
* Determine whether this character can be printed. We cannot use
* the library functions here, because we need to test our own
* keycodes. */
bool IsPrintable(int keyIndex);
/**
* Tests whether this is a delete key.
*/
bool IsDelete(int keyIndex);
#endif //__KX_KEYBOARDSENSOR