diff options
author | Dalai Felinto <dfelinto@gmail.com> | 2018-04-16 15:07:42 +0300 |
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committer | Dalai Felinto <dfelinto@gmail.com> | 2018-04-17 18:51:28 +0300 |
commit | 159806140fd33e6ddab951c0f6f180cfbf927d38 (patch) | |
tree | da076be3baa4d987fb5935e220a3d901c926e0e7 /source/gameengine/GameLogic/SCA_LogicManager.h | |
parent | 28b996a9d2090efdd74115a653629ef9d7d871f7 (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_LogicManager.h')
-rw-r--r-- | source/gameengine/GameLogic/SCA_LogicManager.h | 154 |
1 files changed, 0 insertions, 154 deletions
diff --git a/source/gameengine/GameLogic/SCA_LogicManager.h b/source/gameengine/GameLogic/SCA_LogicManager.h deleted file mode 100644 index 7319bb537dd..00000000000 --- a/source/gameengine/GameLogic/SCA_LogicManager.h +++ /dev/null @@ -1,154 +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_LogicManager.h - * \ingroup gamelogic - * \brief Regulates the top-level logic behavior for one scene. - */ -#ifndef __SCA_LOGICMANAGER_H__ -#define __SCA_LOGICMANAGER_H__ - -#ifdef _MSC_VER -# pragma warning (disable:4786) -#endif - -#include <vector> -//#include "CTR_Map.h" -#include <set> -#include <map> -#include <list> - -#include "CTR_Map.h" -#include "STR_HashedString.h" -#include "EXP_Value.h" -#include "SG_QList.h" - -#include "EXP_HashedPtr.h" - -using namespace std; -typedef std::list<class SCA_IController*> controllerlist; -typedef std::map<class SCA_ISensor*,controllerlist > sensormap_t; - -/** - * 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" -#include "SCA_IActuator.h" -#include "SCA_EventManager.h" - - -class SCA_LogicManager -{ - vector<class SCA_EventManager*> m_eventmanagers; - - // SG_DList: Head of objects having activated actuators - // element: SCA_IObject::m_activeActuators - SG_DList m_activeActuators; - // SG_DList: Head of objects having activated controllers - // element: SCA_IObject::m_activeControllers - SG_DList m_triggeredControllerSet; - - // need to find better way for this - // also known as FactoryManager... - CTR_Map<STR_HashedString,CValue*> m_mapStringToGameObjects; - CTR_Map<STR_HashedString,void*> m_mapStringToMeshes; - CTR_Map<STR_HashedString,void*> m_mapStringToActions; - - CTR_Map<STR_HashedString,void*> m_map_gamemeshname_to_blendobj; - CTR_Map<CHashedPtr,void*> m_map_blendobj_to_gameobj; -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 AddActiveActuator(SCA_IActuator* actua,bool event) - { - actua->SetActive(true); - actua->Activate(m_activeActuators); - actua->AddEvent(event); - } - - void AddTriggeredController(SCA_IController* controller, SCA_ISensor* sensor); - SCA_EventManager* FindEventManager(int eventmgrtype); - vector<class SCA_EventManager*> GetEventManagers() { return m_eventmanagers; } - - void RemoveGameObject(const STR_String& gameobjname); - - /** - * remove Logic Bricks from the running logicmanager - */ - void RemoveSensor(SCA_ISensor* sensor); - void RemoveController(SCA_IController* controller); - void RemoveActuator(SCA_IActuator* actuator); - - - // for the scripting... needs a FactoryManager later (if we would have time... ;) - void RegisterMeshName(const STR_String& meshname,void* mesh); - void UnregisterMeshName(const STR_String& meshname,void* mesh); - CTR_Map<STR_HashedString,void*>& GetMeshMap() { return m_mapStringToMeshes; } - CTR_Map<STR_HashedString,void*>& GetActionMap() { return m_mapStringToActions; } - - 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(void* blendobj, CValue* gameobj); - void UnregisterGameObj(void* blendobj, CValue* gameobj); - CValue* FindGameObjByBlendObj(void* blendobj); - - -#ifdef WITH_CXX_GUARDEDALLOC - MEM_CXX_CLASS_ALLOC_FUNCS("GE:SCA_LogicManager") -#endif -}; - -#endif /* __SCA_LOGICMANAGER_H__ */ |