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authorDalai Felinto <dfelinto@gmail.com>2018-04-16 15:07:42 +0300
committerDalai Felinto <dfelinto@gmail.com>2018-04-17 18:51:28 +0300
commit159806140fd33e6ddab951c0f6f180cfbf927d38 (patch)
treeda076be3baa4d987fb5935e220a3d901c926e0e7 /source/gameengine/GameLogic/SCA_ISensor.h
parent28b996a9d2090efdd74115a653629ef9d7d871f7 (diff)
Removing Blender Game Engine from Blender 2.8
Folders removed entirely: * //extern/recastnavigation * //intern/decklink * //intern/moto * //source/blender/editors/space_logic * //source/blenderplayer * //source/gameengine This includes DNA data and any reference to the BGE code in Blender itself. We are bumping the subversion. Pending tasks: * Tile/clamp code in image editor draw code. * Viewport drawing code (so much of this will go away because of BI removal that we can wait until then to remove this.
Diffstat (limited to 'source/gameengine/GameLogic/SCA_ISensor.h')
-rw-r--r--source/gameengine/GameLogic/SCA_ISensor.h220
1 files changed, 0 insertions, 220 deletions
diff --git a/source/gameengine/GameLogic/SCA_ISensor.h b/source/gameengine/GameLogic/SCA_ISensor.h
deleted file mode 100644
index 1e82f3ab11f..00000000000
--- a/source/gameengine/GameLogic/SCA_ISensor.h
+++ /dev/null
@@ -1,220 +0,0 @@
-/*
- * ***** 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_ISensor.h
- * \ingroup gamelogic
- * \brief Interface Class for all logic Sensors. Implements
- * pulsemode and pulsefrequency, and event suppression.
- */
-
-#ifndef __SCA_ISENSOR_H__
-#define __SCA_ISENSOR_H__
-
-#include "SCA_IController.h"
-
-#include <vector>
-
-/**
- * Interface Class for all logic Sensors. Implements
- * pulsemode,pulsefrequency
- * Use of SG_DList element: link sensors to their respective event manager
- * Head: SCA_EventManager::m_sensors
- * Use of SG_QList element: not used
- */
-class SCA_ISensor : public SCA_ILogicBrick
-{
- Py_Header
-protected:
- class SCA_EventManager* m_eventmgr;
-
- /** Pulse positive pulses? */
- bool m_pos_pulsemode;
-
- /** Pulse negative pulses? */
- bool m_neg_pulsemode;
-
- /** Number of skipped ticks between two active pulses. */
- int m_skipped_ticks;
-
- /** Number of ticks since the last positive pulse. */
- int m_pos_ticks;
-
- /** Number of ticks since the last negative pulse. */
- int m_neg_ticks;
-
- /** invert the output signal*/
- bool m_invert;
-
- /** detect level instead of edge*/
- bool m_level;
-
- /** tap mode */
- bool m_tap;
-
- /** sensor has been reset */
- bool m_reset;
-
- /** Sensor must ignore updates? */
- bool m_suspended;
-
- /** number of connections to controller */
- int m_links;
-
- /** current sensor state */
- bool m_state;
-
- /** previous state (for tap option) */
- bool m_prev_state;
-
- std::vector<class SCA_IController*> m_linkedcontrollers;
-
-public:
-
- enum sensortype {
- ST_NONE = 0,
- ST_TOUCH,
- ST_NEAR,
- ST_RADAR,
- // to be updated as needed
- };
-
- SCA_ISensor(SCA_IObject* gameobj,
- class SCA_EventManager* eventmgr);
- ~SCA_ISensor();
- virtual void ReParent(SCA_IObject* parent);
-
- /** Because we want sensors to share some behavior, the Activate has */
- /* an implementation on this level. It requires an evaluate on the lower */
- /* level of individual sensors. Mapping the old activate()s is easy. */
- /* The IsPosTrig() also has to change, to keep things consistent. */
- void Activate(class SCA_LogicManager* logicmgr);
- virtual bool Evaluate() = 0;
- virtual bool IsPositiveTrigger();
- virtual void Init();
-
- virtual CValue* GetReplica()=0;
-
- /** Set parameters for the pulsing behavior.
- * \param posmode Trigger positive pulses?
- * \param negmode Trigger negative pulses?
- * \param freq Frequency to use when doing pulsing.
- */
- void SetPulseMode(bool posmode,
- bool negmode,
- int skippedticks);
-
- /** Set inversion of pulses on or off. */
- void SetInvert(bool inv);
- /** set the level detection on or off */
- void SetLevel(bool lvl);
- void SetTap(bool tap);
-
- virtual void RegisterToManager();
- virtual void UnregisterToManager();
- void Replace_EventManager(class SCA_LogicManager* logicmgr);
- void ReserveController(int num)
- {
- m_linkedcontrollers.reserve(num);
- }
- void LinkToController(SCA_IController* controller);
- void UnlinkController(SCA_IController* controller);
- void UnlinkAllControllers();
- void ActivateControllers(class SCA_LogicManager* logicmgr);
-
- virtual void ProcessReplica();
-
- virtual double GetNumber();
-
- virtual sensortype GetSensorType() { return ST_NONE; }
-
- /** Stop sensing for a while. */
- void Suspend();
-
- /** Is this sensor switched off? */
- bool IsSuspended();
-
- /** get the state of the sensor: positive or negative */
- bool GetState()
- {
- return m_state;
- }
-
- /** get the previous state of the sensor: positive or negative */
- bool GetPrevState()
- {
- return m_prev_state;
- }
-
- /** get the number of ticks since the last positive pulse */
- int GetPosTicks()
- {
- return m_pos_ticks;
- }
-
- /** get the number of ticks since the last negative pulse */
- int GetNegTicks()
- {
- return m_neg_ticks;
- }
-
- /** Resume sensing. */
- void Resume();
-
- void ClrLink()
- { m_links = 0; }
- void IncLink()
- { if (!m_links++) RegisterToManager(); }
- void DecLink();
- bool IsNoLink() const
- { return !m_links; }
-
-#ifdef WITH_PYTHON
- /* Python functions: */
- KX_PYMETHOD_DOC_NOARGS(SCA_ISensor,reset);
-
- static PyObject* pyattr_get_triggered(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
- static PyObject* pyattr_get_positive(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
- static PyObject* pyattr_get_status(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
- static PyObject* pyattr_get_posTicks(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
- static PyObject* pyattr_get_negTicks(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
- static PyObject* pyattr_get_frequency(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
- static int pyattr_set_frequency(void *self_v, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
-
- static int pyattr_check_level(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
- static int pyattr_check_tap(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
-
- enum SensorStatus {
- KX_SENSOR_INACTIVE = 0,
- KX_SENSOR_JUST_ACTIVATED,
- KX_SENSOR_ACTIVE,
- KX_SENSOR_JUST_DEACTIVATED
-
- };
-#endif /* WITH_PYTHON */
-};
-
-#endif /* __SCA_ISENSOR_H__ */