diff options
author | Hans Lambermont <hans@lambermont.dyndns.org> | 2002-10-12 15:37:38 +0400 |
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committer | Hans Lambermont <hans@lambermont.dyndns.org> | 2002-10-12 15:37:38 +0400 |
commit | 12315f4d0e0ae993805f141f64cb8c73c5297311 (patch) | |
tree | 59b45827cd8293cfb727758989c7a74b40183974 /source/gameengine/Converter/KX_ConvertControllers.cpp |
Initial revisionv2.25
Diffstat (limited to 'source/gameengine/Converter/KX_ConvertControllers.cpp')
-rw-r--r-- | source/gameengine/Converter/KX_ConvertControllers.cpp | 179 |
1 files changed, 179 insertions, 0 deletions
diff --git a/source/gameengine/Converter/KX_ConvertControllers.cpp b/source/gameengine/Converter/KX_ConvertControllers.cpp new file mode 100644 index 00000000000..1a958744d70 --- /dev/null +++ b/source/gameengine/Converter/KX_ConvertControllers.cpp @@ -0,0 +1,179 @@ +/** + * $Id$ + * ***** 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 ***** + */ + +#include "MEM_guardedalloc.h" + + +#include "KX_BlenderSceneConverter.h" +#include "KX_ConvertControllers.h" +#include "KX_Python.h" + +// Controller +#include "SCA_ANDController.h" +#include "SCA_ORController.h" +#include "SCA_PythonController.h" +#include "SCA_ExpressionController.h" + +#include "SCA_LogicManager.h" +#include "KX_GameObject.h" +#include "IntValue.h" + +/* This little block needed for linking to Blender... */ +#ifdef WIN32 +#include "BLI_winstuff.h" +#endif + +#include "DNA_object_types.h" +#include "DNA_controller_types.h" +#include "DNA_text_types.h" + +#include "BKE_text.h" + +#include "BLI_blenlib.h" + +/* end of blender include block */ + + + static void +LinkControllerToActuators( + SCA_IController *game_controller, + bController* bcontr, + SCA_LogicManager* logicmgr, + KX_BlenderSceneConverter* converter +) { + // Iterate through the actuators of the game blender + // controller and find the corresponding ketsji actuator. + + for (int i=0;i<bcontr->totlinks;i++) + { + bActuator* bact = (bActuator*) bcontr->links[i]; + SCA_IActuator *game_actuator = converter->FindGameActuator(bact); + if (game_actuator) { + logicmgr->RegisterToActuator(game_controller, game_actuator); + } + } +} + + +void BL_ConvertControllers( + struct Object* blenderobject, + class KX_GameObject* gameobj, + SCA_LogicManager* logicmgr, + PyObject* pythondictionary, + int &executePriority, + int activeLayerBitInfo, + bool isInActiveLayer, + KX_BlenderSceneConverter* converter +) { + int uniqueint=0; + bController* bcontr = (bController*)blenderobject->controllers.first; + while (bcontr) + { + SCA_IController* gamecontroller = NULL; + switch(bcontr->type) + { + case CONT_LOGIC_AND: + { + gamecontroller = new SCA_ANDController(gameobj); + LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter); + break; + } + case CONT_LOGIC_OR: + { + gamecontroller = new SCA_ORController(gameobj); + LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter); + break; + } + case CONT_EXPRESSION: + { + bExpressionCont* bexpcont = (bExpressionCont*) bcontr->data; + STR_String expressiontext = STR_String(bexpcont->str); + if (expressiontext.Length() > 0) + { + gamecontroller = new SCA_ExpressionController(gameobj,expressiontext); + LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter); + + } + break; + } + case CONT_PYTHON: + { + + // we should create a Python controller here + + SCA_PythonController* pyctrl = new SCA_PythonController(gameobj); + gamecontroller = pyctrl; + + bPythonCont* pycont = (bPythonCont*) bcontr->data; + pyctrl->SetDictionary(pythondictionary); + + if (pycont->text) + { + char *buf; + // this is some blender specific code + buf= txt_to_buf(pycont->text); + if (buf) + { + pyctrl->SetScriptText(STR_String(buf)); + pyctrl->SetScriptName(pycont->text->id.name+2); + MEM_freeN(buf); + } + + } + + LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter); + break; + } + default: + { + + } + } + + if (gamecontroller) + { + gamecontroller->SetExecutePriority(executePriority++); + STR_String uniquename = bcontr->name; + uniquename += "#CONTR#"; + uniqueint++; + CIntValue* uniqueval = new CIntValue(uniqueint); + uniquename += uniqueval->GetText(); + uniqueval->Release(); + gamecontroller->SetName(uniquename); + gameobj->AddController(gamecontroller); + + converter->RegisterGameController(gamecontroller, bcontr); + } + + bcontr = bcontr->next; + } + +} |