blender/source/gameengine/GameLogic/SCA_IController.h
Jorge Bernal 6ffc988ae3 BGE Clean-up: New EXP prefix for the BGE Expression module
The expression module now uses an EXP prefix and it follows a
distribution similar to blender.

Additionally the hash function in EXP_HashedPtr.h was simplified and the
files EXP_C-Api.h &.EXP_C-Api.cpp were deleted because were unused.

Reviewers: campbellbarton, moguri, sybren, hg1

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1221
2015-07-12 16:58:12 +02:00

113 lines
3.2 KiB
C++

/*
* ***** 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 *****
*/
/** \file SCA_IController.h
* \ingroup gamelogic
*/
#ifndef __SCA_ICONTROLLER_H__
#define __SCA_ICONTROLLER_H__
#include "SCA_ILogicBrick.h"
#include "EXP_PyObjectPlus.h"
/**
* Use of SG_DList element: none
* Use of SG_QList element: build ordered list of activated controller on the owner object
* Head: SCA_IObject::m_activeControllers
*/
class SCA_IController : public SCA_ILogicBrick
{
Py_Header
protected:
std::vector<class SCA_ISensor*> m_linkedsensors;
std::vector<class SCA_IActuator*> m_linkedactuators;
unsigned int m_statemask;
bool m_justActivated;
bool m_bookmark;
public:
SCA_IController(SCA_IObject* gameobj);
virtual ~SCA_IController();
virtual void Trigger(class SCA_LogicManager* logicmgr)=0;
void LinkToSensor(SCA_ISensor* sensor);
void LinkToActuator(SCA_IActuator*);
std::vector<class SCA_ISensor*>& GetLinkedSensors();
std::vector<class SCA_IActuator*>& GetLinkedActuators();
void ReserveActuator(int num)
{
m_linkedactuators.reserve(num);
}
void UnlinkAllSensors();
void UnlinkAllActuators();
void UnlinkActuator(class SCA_IActuator* actua);
void UnlinkSensor(class SCA_ISensor* sensor);
void SetState(unsigned int state) { m_statemask = state; }
void ApplyState(unsigned int state);
void Deactivate()
{
// the controller can only be part of a sensor m_newControllers list
Delink();
}
bool IsJustActivated()
{
return m_justActivated;
}
void ClrJustActivated()
{
m_justActivated = false;
}
void SetBookmark(bool bookmark)
{
m_bookmark = bookmark;
}
void Activate(SG_DList& head)
{
if (QEmpty())
{
if (m_bookmark)
{
m_gameobj->m_activeBookmarkedControllers.QAddBack(this);
head.AddFront(&m_gameobj->m_activeBookmarkedControllers);
}
else
{
InsertActiveQList(m_gameobj->m_activeControllers);
head.AddBack(&m_gameobj->m_activeControllers);
}
}
}
#ifdef WITH_PYTHON
static PyObject* pyattr_get_state(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_sensors(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_actuators(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
#endif /* WITH_PYTHON */
};
#endif /* __SCA_ICONTROLLER_H__ */