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authorBenoit Bolsee <benoit.bolsee@online.be>2009-05-11 00:53:58 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2009-05-11 00:53:58 +0400
commit386122ada6432b29437c3ca7f1eea2b5b919d377 (patch)
tree88923d82aaf1b87c1498db6112d027297ff1c492 /source/gameengine
parent6f5ef6044dabdd383a91a14c65a2f9f454fb5c42 (diff)
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
Diffstat (limited to 'source/gameengine')
-rw-r--r--source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp2
-rw-r--r--source/gameengine/Converter/BL_ActionActuator.cpp13
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp8
-rw-r--r--source/gameengine/Converter/BL_ShapeActionActuator.cpp13
-rw-r--r--source/gameengine/Converter/KX_ConvertActuators.cpp14
-rw-r--r--source/gameengine/Converter/KX_ConvertActuators.h1
-rw-r--r--source/gameengine/Converter/KX_ConvertControllers.cpp21
-rw-r--r--source/gameengine/Converter/KX_ConvertControllers.h1
-rw-r--r--source/gameengine/Converter/KX_ConvertSensors.cpp310
-rw-r--r--source/gameengine/Converter/KX_ConvertSensors.h1
-rw-r--r--source/gameengine/Expressions/BoolValue.cpp8
-rw-r--r--source/gameengine/Expressions/BoolValue.h5
-rw-r--r--source/gameengine/Expressions/CMakeLists.txt1
-rw-r--r--source/gameengine/Expressions/ErrorValue.cpp6
-rw-r--r--source/gameengine/Expressions/ErrorValue.h2
-rw-r--r--source/gameengine/Expressions/FloatValue.cpp2
-rw-r--r--source/gameengine/Expressions/FloatValue.h2
-rw-r--r--source/gameengine/Expressions/IfExpr.cpp7
-rw-r--r--source/gameengine/Expressions/InputParser.cpp10
-rw-r--r--source/gameengine/Expressions/InputParser.h10
-rw-r--r--source/gameengine/Expressions/IntValue.cpp2
-rw-r--r--source/gameengine/Expressions/IntValue.h2
-rw-r--r--source/gameengine/Expressions/ListValue.cpp12
-rw-r--r--source/gameengine/Expressions/ListValue.h2
-rw-r--r--source/gameengine/Expressions/Makefile1
-rw-r--r--source/gameengine/Expressions/PyObjectPlus.cpp2
-rw-r--r--source/gameengine/Expressions/PyObjectPlus.h14
-rw-r--r--source/gameengine/Expressions/SConscript2
-rw-r--r--source/gameengine/Expressions/StringValue.cpp2
-rw-r--r--source/gameengine/Expressions/StringValue.h2
-rw-r--r--source/gameengine/Expressions/Value.cpp10
-rw-r--r--source/gameengine/Expressions/Value.h39
-rw-r--r--source/gameengine/Expressions/VectorValue.cpp2
-rw-r--r--source/gameengine/Expressions/VectorValue.h2
-rw-r--r--source/gameengine/GameLogic/CMakeLists.txt1
-rw-r--r--source/gameengine/GameLogic/Makefile1
-rw-r--r--source/gameengine/GameLogic/SCA_2DFilterActuator.cpp2
-rw-r--r--source/gameengine/GameLogic/SCA_2DFilterActuator.h2
-rw-r--r--source/gameengine/GameLogic/SCA_ANDController.cpp11
-rw-r--r--source/gameengine/GameLogic/SCA_ActuatorEventManager.cpp10
-rw-r--r--source/gameengine/GameLogic/SCA_ActuatorSensor.cpp2
-rw-r--r--source/gameengine/GameLogic/SCA_ActuatorSensor.h2
-rw-r--r--source/gameengine/GameLogic/SCA_AlwaysEventManager.cpp5
-rw-r--r--source/gameengine/GameLogic/SCA_AlwaysSensor.cpp2
-rw-r--r--source/gameengine/GameLogic/SCA_AlwaysSensor.h2
-rw-r--r--source/gameengine/GameLogic/SCA_DelaySensor.cpp2
-rw-r--r--source/gameengine/GameLogic/SCA_DelaySensor.h2
-rw-r--r--source/gameengine/GameLogic/SCA_EventManager.cpp7
-rw-r--r--source/gameengine/GameLogic/SCA_EventManager.h5
-rw-r--r--source/gameengine/GameLogic/SCA_ExpressionController.cpp25
-rw-r--r--source/gameengine/GameLogic/SCA_IActuator.cpp75
-rw-r--r--source/gameengine/GameLogic/SCA_IActuator.h61
-rw-r--r--source/gameengine/GameLogic/SCA_IController.cpp88
-rw-r--r--source/gameengine/GameLogic/SCA_IController.h38
-rw-r--r--source/gameengine/GameLogic/SCA_ILogicBrick.cpp10
-rw-r--r--source/gameengine/GameLogic/SCA_ILogicBrick.h11
-rw-r--r--source/gameengine/GameLogic/SCA_IObject.cpp18
-rw-r--r--source/gameengine/GameLogic/SCA_IObject.h30
-rw-r--r--source/gameengine/GameLogic/SCA_IScene.cpp2
-rw-r--r--source/gameengine/GameLogic/SCA_IScene.h2
-rw-r--r--source/gameengine/GameLogic/SCA_ISensor.cpp87
-rw-r--r--source/gameengine/GameLogic/SCA_ISensor.h28
-rw-r--r--source/gameengine/GameLogic/SCA_JoystickManager.cpp11
-rw-r--r--source/gameengine/GameLogic/SCA_JoystickSensor.cpp2
-rw-r--r--source/gameengine/GameLogic/SCA_JoystickSensor.h2
-rw-r--r--source/gameengine/GameLogic/SCA_KeyboardManager.cpp7
-rw-r--r--source/gameengine/GameLogic/SCA_KeyboardSensor.cpp2
-rw-r--r--source/gameengine/GameLogic/SCA_KeyboardSensor.h2
-rw-r--r--source/gameengine/GameLogic/SCA_LogicManager.cpp320
-rw-r--r--source/gameengine/GameLogic/SCA_LogicManager.h50
-rw-r--r--source/gameengine/GameLogic/SCA_MouseManager.cpp6
-rw-r--r--source/gameengine/GameLogic/SCA_MouseSensor.cpp2
-rw-r--r--source/gameengine/GameLogic/SCA_MouseSensor.h2
-rw-r--r--source/gameengine/GameLogic/SCA_NANDController.cpp11
-rw-r--r--source/gameengine/GameLogic/SCA_NORController.cpp11
-rw-r--r--source/gameengine/GameLogic/SCA_ORController.cpp9
-rw-r--r--source/gameengine/GameLogic/SCA_PropertyEventManager.cpp5
-rw-r--r--source/gameengine/GameLogic/SCA_PropertySensor.cpp18
-rw-r--r--source/gameengine/GameLogic/SCA_PropertySensor.h2
-rw-r--r--source/gameengine/GameLogic/SCA_PythonController.cpp17
-rw-r--r--source/gameengine/GameLogic/SCA_RandomEventManager.cpp5
-rw-r--r--source/gameengine/GameLogic/SCA_RandomSensor.cpp2
-rw-r--r--source/gameengine/GameLogic/SCA_RandomSensor.h2
-rw-r--r--source/gameengine/GameLogic/SCA_TimeEventManager.cpp6
-rw-r--r--source/gameengine/GameLogic/SCA_XNORController.cpp11
-rw-r--r--source/gameengine/GameLogic/SCA_XORController.cpp11
-rw-r--r--source/gameengine/GameLogic/SConscript2
-rw-r--r--source/gameengine/Ketsji/KXNetwork/CMakeLists.txt1
-rw-r--r--source/gameengine/Ketsji/KXNetwork/KX_NetworkEventManager.cpp8
-rw-r--r--source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageActuator.cpp2
-rw-r--r--source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageSensor.cpp10
-rw-r--r--source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageSensor.h2
-rw-r--r--source/gameengine/Ketsji/KXNetwork/Makefile1
-rw-r--r--source/gameengine/Ketsji/KXNetwork/SConscript2
-rw-r--r--source/gameengine/Ketsji/KX_BlenderMaterial.cpp5
-rw-r--r--source/gameengine/Ketsji/KX_CameraActuator.cpp2
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.cpp20
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.h4
-rw-r--r--source/gameengine/Ketsji/KX_IpoActuator.cpp6
-rw-r--r--source/gameengine/Ketsji/KX_MeshProxy.cpp13
-rw-r--r--source/gameengine/Ketsji/KX_MeshProxy.h6
-rw-r--r--source/gameengine/Ketsji/KX_MouseFocusSensor.cpp4
-rw-r--r--source/gameengine/Ketsji/KX_MouseFocusSensor.h2
-rw-r--r--source/gameengine/Ketsji/KX_NearSensor.cpp2
-rw-r--r--source/gameengine/Ketsji/KX_NearSensor.h2
-rw-r--r--source/gameengine/Ketsji/KX_ParentActuator.cpp2
-rw-r--r--source/gameengine/Ketsji/KX_PolyProxy.cpp10
-rw-r--r--source/gameengine/Ketsji/KX_PolyProxy.h6
-rw-r--r--source/gameengine/Ketsji/KX_PythonSeq.cpp8
-rw-r--r--source/gameengine/Ketsji/KX_RayEventManager.cpp5
-rw-r--r--source/gameengine/Ketsji/KX_RaySensor.cpp2
-rw-r--r--source/gameengine/Ketsji/KX_RaySensor.h2
-rw-r--r--source/gameengine/Ketsji/KX_SCA_AddObjectActuator.cpp26
-rw-r--r--source/gameengine/Ketsji/KX_Scene.cpp64
-rw-r--r--source/gameengine/Ketsji/KX_Scene.h7
-rw-r--r--source/gameengine/Ketsji/KX_SoundActuator.cpp14
-rw-r--r--source/gameengine/Ketsji/KX_SoundActuator.h1
-rw-r--r--source/gameengine/Ketsji/KX_TouchEventManager.cpp25
-rw-r--r--source/gameengine/Ketsji/KX_TouchSensor.cpp4
-rw-r--r--source/gameengine/Ketsji/KX_TouchSensor.h2
-rw-r--r--source/gameengine/Ketsji/KX_TrackToActuator.cpp17
-rw-r--r--source/gameengine/Ketsji/KX_VertexProxy.cpp12
-rw-r--r--source/gameengine/Ketsji/KX_VertexProxy.h6
-rw-r--r--source/gameengine/Network/NG_NetworkScene.cpp4
-rw-r--r--source/gameengine/Rasterizer/RAS_BucketManager.cpp12
-rw-r--r--source/gameengine/Rasterizer/RAS_MeshObject.cpp4
-rw-r--r--source/gameengine/Rasterizer/RAS_MeshObject.h4
-rw-r--r--source/gameengine/SceneGraph/SG_DList.h44
-rw-r--r--source/gameengine/SceneGraph/SG_QList.h43
129 files changed, 930 insertions, 1066 deletions
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
index e393b6d9af4..17d1bf65ca4 100644
--- a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
+++ b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
@@ -295,7 +295,7 @@ void KX_BlenderRenderTools::RenderText(
RAS_IPolyMaterial* polymat,
float v1[3], float v2[3], float v3[3], float v4[3], int glattrib)
{
- STR_String mytext = ((CValue*)m_clientobject)->GetPropertyText("Text");
+ const STR_String& mytext = ((CValue*)m_clientobject)->GetPropertyText("Text");
const unsigned int flag = polymat->GetFlag();
struct MTFace* tface = 0;
diff --git a/source/gameengine/Converter/BL_ActionActuator.cpp b/source/gameengine/Converter/BL_ActionActuator.cpp
index 646a65d347b..145cb1f22de 100644
--- a/source/gameengine/Converter/BL_ActionActuator.cpp
+++ b/source/gameengine/Converter/BL_ActionActuator.cpp
@@ -156,16 +156,9 @@ bool BL_ActionActuator::Update(double curtime, bool frame)
// maybe there are events for us in the queue !
if (frame)
{
- for (vector<CValue*>::iterator i=m_events.begin(); !(i==m_events.end());i++)
- {
- if ((*i)->GetNumber() == 0.0f)
- bNegativeEvent = true;
- else
- bPositiveEvent= true;
- (*i)->Release();
-
- }
- m_events.clear();
+ bNegativeEvent = m_negevent;
+ bPositiveEvent = m_posevent;
+ RemoveAllEvents();
if (bPositiveEvent)
m_flag |= ACT_FLAG_ACTIVE;
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index 1d2b275cab9..7d0bbbe107c 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -2610,8 +2610,6 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
templist->Release();
sumolist->Release();
- int executePriority=0; /* incremented by converter routines */
-
// convert global sound stuff
/* XXX, glob is the very very wrong place for this
@@ -2642,7 +2640,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
struct Object* blenderobj = converter->FindBlenderObject(gameobj);
int layerMask = (groupobj.find(blenderobj) == groupobj.end()) ? activeLayerBitInfo : 0;
bool isInActiveLayer = (blenderobj->lay & layerMask)!=0;
- BL_ConvertActuators(maggie->name, blenderobj,gameobj,logicmgr,kxscene,ketsjiEngine,executePriority, layerMask,isInActiveLayer,rendertools,converter);
+ BL_ConvertActuators(maggie->name, blenderobj,gameobj,logicmgr,kxscene,ketsjiEngine,layerMask,isInActiveLayer,rendertools,converter);
}
for ( i=0;i<logicbrick_conversionlist->GetCount();i++)
{
@@ -2650,7 +2648,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
struct Object* blenderobj = converter->FindBlenderObject(gameobj);
int layerMask = (groupobj.find(blenderobj) == groupobj.end()) ? activeLayerBitInfo : 0;
bool isInActiveLayer = (blenderobj->lay & layerMask)!=0;
- BL_ConvertControllers(blenderobj,gameobj,logicmgr,pythondictionary,executePriority,layerMask,isInActiveLayer,converter);
+ BL_ConvertControllers(blenderobj,gameobj,logicmgr,pythondictionary,layerMask,isInActiveLayer,converter);
}
for ( i=0;i<logicbrick_conversionlist->GetCount();i++)
{
@@ -2658,7 +2656,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
struct Object* blenderobj = converter->FindBlenderObject(gameobj);
int layerMask = (groupobj.find(blenderobj) == groupobj.end()) ? activeLayerBitInfo : 0;
bool isInActiveLayer = (blenderobj->lay & layerMask)!=0;
- BL_ConvertSensors(blenderobj,gameobj,logicmgr,kxscene,ketsjiEngine,keydev,executePriority,layerMask,isInActiveLayer,canvas,converter);
+ BL_ConvertSensors(blenderobj,gameobj,logicmgr,kxscene,ketsjiEngine,keydev,layerMask,isInActiveLayer,canvas,converter);
// set the init state to all objects
gameobj->SetInitState((blenderobj->init_state)?blenderobj->init_state:blenderobj->state);
}
diff --git a/source/gameengine/Converter/BL_ShapeActionActuator.cpp b/source/gameengine/Converter/BL_ShapeActionActuator.cpp
index 5fea568dcb2..29bbe9b3d7d 100644
--- a/source/gameengine/Converter/BL_ShapeActionActuator.cpp
+++ b/source/gameengine/Converter/BL_ShapeActionActuator.cpp
@@ -160,16 +160,9 @@ bool BL_ShapeActionActuator::Update(double curtime, bool frame)
// maybe there are events for us in the queue !
if (frame)
{
- for (vector<CValue*>::iterator i=m_events.begin(); !(i==m_events.end());i++)
- {
- if ((*i)->GetNumber() == 0.0f)
- bNegativeEvent = true;
- else
- bPositiveEvent= true;
- (*i)->Release();
-
- }
- m_events.clear();
+ bNegativeEvent = m_negevent;
+ bPositiveEvent = m_posevent;
+ RemoveAllEvents();
if (bPositiveEvent)
m_flag |= ACT_FLAG_ACTIVE;
diff --git a/source/gameengine/Converter/KX_ConvertActuators.cpp b/source/gameengine/Converter/KX_ConvertActuators.cpp
index 73d35a78ded..76b8540118a 100644
--- a/source/gameengine/Converter/KX_ConvertActuators.cpp
+++ b/source/gameengine/Converter/KX_ConvertActuators.cpp
@@ -105,7 +105,6 @@ void BL_ConvertActuators(char* maggiename,
SCA_LogicManager* logicmgr,
KX_Scene* scene,
KX_KetsjiEngine* ketsjiEngine,
- int & executePriority,
int activeLayerBitInfo,
bool isInActiveLayer,
RAS_IRenderTools* rendertools,
@@ -114,11 +113,20 @@ void BL_ConvertActuators(char* maggiename,
{
int uniqueint = 0;
+ int actcount = 0;
+ int executePriority = 0;
bActuator* bact = (bActuator*) blenderobject->actuators.first;
+ while (bact)
+ {
+ actcount++;
+ bact = bact->next;
+ }
+ gameobj->ReserveActuator(actcount);
+ bact = (bActuator*) blenderobject->actuators.first;
while(bact)
{
STR_String uniquename = bact->name;
- STR_String objectname = gameobj->GetName();
+ STR_String& objectname = gameobj->GetName();
SCA_IActuator* baseact = NULL;
switch (bact->type)
@@ -1144,7 +1152,7 @@ void BL_ConvertActuators(char* maggiename,
CIntValue* uniqueval = new CIntValue(uniqueint);
uniquename += uniqueval->GetText();
uniqueval->Release();
- baseact->SetName(STR_String(bact->name));
+ baseact->SetName(bact->name);
//gameobj->SetProperty(uniquename,baseact);
gameobj->AddActuator(baseact);
diff --git a/source/gameengine/Converter/KX_ConvertActuators.h b/source/gameengine/Converter/KX_ConvertActuators.h
index 03ea0db99b9..e38a9c74efc 100644
--- a/source/gameengine/Converter/KX_ConvertActuators.h
+++ b/source/gameengine/Converter/KX_ConvertActuators.h
@@ -35,7 +35,6 @@ void BL_ConvertActuators(char* maggiename,
class SCA_LogicManager* logicmgr,
class KX_Scene* scene,
class KX_KetsjiEngine* ketsjiEngine,
- int & executePriority,
int activeLayerBitInfo,
bool isInActiveLayer,
class RAS_IRenderTools* rendertools,
diff --git a/source/gameengine/Converter/KX_ConvertControllers.cpp b/source/gameengine/Converter/KX_ConvertControllers.cpp
index 856f3f79588..9b0e27b573a 100644
--- a/source/gameengine/Converter/KX_ConvertControllers.cpp
+++ b/source/gameengine/Converter/KX_ConvertControllers.cpp
@@ -76,6 +76,7 @@ LinkControllerToActuators(
// Iterate through the actuators of the game blender
// controller and find the corresponding ketsji actuator.
+ game_controller->ReserveActuator(bcontr->totlinks);
for (int i=0;i<bcontr->totlinks;i++)
{
bActuator* bact = (bActuator*) bcontr->links[i];
@@ -92,52 +93,54 @@ void BL_ConvertControllers(
class KX_GameObject* gameobj,
SCA_LogicManager* logicmgr,
PyObject* pythondictionary,
- int &executePriority,
int activeLayerBitInfo,
bool isInActiveLayer,
KX_BlenderSceneConverter* converter
) {
int uniqueint=0;
+ int count = 0;
+ int executePriority=0;
bController* bcontr = (bController*)blenderobject->controllers.first;
while (bcontr)
{
+ bcontr = bcontr->next;
+ count++;
+ }
+ gameobj->ReserveController(count);
+ 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_LOGIC_NAND:
{
gamecontroller = new SCA_NANDController(gameobj);
- LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter);
break;
}
case CONT_LOGIC_NOR:
{
gamecontroller = new SCA_NORController(gameobj);
- LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter);
break;
}
case CONT_LOGIC_XOR:
{
gamecontroller = new SCA_XORController(gameobj);
- LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter);
break;
}
case CONT_LOGIC_XNOR:
{
gamecontroller = new SCA_XNORController(gameobj);
- LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter);
break;
}
case CONT_EXPRESSION:
@@ -147,8 +150,6 @@ void BL_ConvertControllers(
if (expressiontext.Length() > 0)
{
gamecontroller = new SCA_ExpressionController(gameobj,expressiontext);
- LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter);
-
}
break;
}
@@ -186,7 +187,6 @@ void BL_ConvertControllers(
pyctrl->SetDebug(true);
}
- LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter);
break;
}
default:
@@ -197,6 +197,7 @@ void BL_ConvertControllers(
if (gamecontroller)
{
+ LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter);
gamecontroller->SetExecutePriority(executePriority++);
gamecontroller->SetState(bcontr->state_mask);
STR_String uniquename = bcontr->name;
diff --git a/source/gameengine/Converter/KX_ConvertControllers.h b/source/gameengine/Converter/KX_ConvertControllers.h
index 3e8a87fc90b..d340778290c 100644
--- a/source/gameengine/Converter/KX_ConvertControllers.h
+++ b/source/gameengine/Converter/KX_ConvertControllers.h
@@ -36,7 +36,6 @@ void BL_ConvertControllers(
class KX_GameObject* gameobj,
class SCA_LogicManager* logicmgr,
PyObject* pythondictionary,
- int & executePriority,
int activeLayerBitInfo,
bool isInActiveLayer,
class KX_BlenderSceneConverter* converter
diff --git a/source/gameengine/Converter/KX_ConvertSensors.cpp b/source/gameengine/Converter/KX_ConvertSensors.cpp
index af57094b2b5..07b0abae6df 100644
--- a/source/gameengine/Converter/KX_ConvertSensors.cpp
+++ b/source/gameengine/Converter/KX_ConvertSensors.cpp
@@ -94,161 +94,166 @@ void BL_ConvertSensors(struct Object* blenderobject,
KX_Scene* kxscene,
KX_KetsjiEngine* kxengine,
SCA_IInputDevice* keydev,
- int & executePriority,
int activeLayerBitInfo,
bool isInActiveLayer,
RAS_ICanvas* canvas,
KX_BlenderSceneConverter* converter
)
{
+ static bool reverseTableConverted = false;
-
-
- /* The reverse table. In order to not confuse ourselves, we */
- /* immediately convert all events that come in to KX codes. */
- gReverseKeyTranslateTable[LEFTMOUSE ] = SCA_IInputDevice::KX_LEFTMOUSE;
- gReverseKeyTranslateTable[MIDDLEMOUSE ] = SCA_IInputDevice::KX_MIDDLEMOUSE;
- gReverseKeyTranslateTable[RIGHTMOUSE ] = SCA_IInputDevice::KX_RIGHTMOUSE;
- gReverseKeyTranslateTable[WHEELUPMOUSE ] = SCA_IInputDevice::KX_WHEELUPMOUSE;
- gReverseKeyTranslateTable[WHEELDOWNMOUSE ] = SCA_IInputDevice::KX_WHEELDOWNMOUSE;
- gReverseKeyTranslateTable[MOUSEX ] = SCA_IInputDevice::KX_MOUSEX;
- gReverseKeyTranslateTable[MOUSEY ] = SCA_IInputDevice::KX_MOUSEY;
-
- // TIMERS
-
- gReverseKeyTranslateTable[TIMER0 ] = SCA_IInputDevice::KX_TIMER0;
- gReverseKeyTranslateTable[TIMER1 ] = SCA_IInputDevice::KX_TIMER1;
- gReverseKeyTranslateTable[TIMER2 ] = SCA_IInputDevice::KX_TIMER2;
- gReverseKeyTranslateTable[TIMER3 ] = SCA_IInputDevice::KX_TIMER3;
-
- // SYSTEM
-
- gReverseKeyTranslateTable[KEYBD ] = SCA_IInputDevice::KX_KEYBD;
- gReverseKeyTranslateTable[RAWKEYBD ] = SCA_IInputDevice::KX_RAWKEYBD;
- gReverseKeyTranslateTable[REDRAW ] = SCA_IInputDevice::KX_REDRAW;
- gReverseKeyTranslateTable[INPUTCHANGE ] = SCA_IInputDevice::KX_INPUTCHANGE;
- gReverseKeyTranslateTable[QFULL ] = SCA_IInputDevice::KX_QFULL;
- gReverseKeyTranslateTable[WINFREEZE ] = SCA_IInputDevice::KX_WINFREEZE;
- gReverseKeyTranslateTable[WINTHAW ] = SCA_IInputDevice::KX_WINTHAW;
- gReverseKeyTranslateTable[WINCLOSE ] = SCA_IInputDevice::KX_WINCLOSE;
- gReverseKeyTranslateTable[WINQUIT ] = SCA_IInputDevice::KX_WINQUIT;
- gReverseKeyTranslateTable[Q_FIRSTTIME ] = SCA_IInputDevice::KX_Q_FIRSTTIME;
-
- // standard keyboard
-
- gReverseKeyTranslateTable[AKEY ] = SCA_IInputDevice::KX_AKEY;
- gReverseKeyTranslateTable[BKEY ] = SCA_IInputDevice::KX_BKEY;
- gReverseKeyTranslateTable[CKEY ] = SCA_IInputDevice::KX_CKEY;
- gReverseKeyTranslateTable[DKEY ] = SCA_IInputDevice::KX_DKEY;
- gReverseKeyTranslateTable[EKEY ] = SCA_IInputDevice::KX_EKEY;
- gReverseKeyTranslateTable[FKEY ] = SCA_IInputDevice::KX_FKEY;
- gReverseKeyTranslateTable[GKEY ] = SCA_IInputDevice::KX_GKEY;
- gReverseKeyTranslateTable[HKEY ] = SCA_IInputDevice::KX_HKEY;
- gReverseKeyTranslateTable[IKEY ] = SCA_IInputDevice::KX_IKEY;
- gReverseKeyTranslateTable[JKEY ] = SCA_IInputDevice::KX_JKEY;
- gReverseKeyTranslateTable[KKEY ] = SCA_IInputDevice::KX_KKEY;
- gReverseKeyTranslateTable[LKEY ] = SCA_IInputDevice::KX_LKEY;
- gReverseKeyTranslateTable[MKEY ] = SCA_IInputDevice::KX_MKEY;
- gReverseKeyTranslateTable[NKEY ] = SCA_IInputDevice::KX_NKEY;
- gReverseKeyTranslateTable[OKEY ] = SCA_IInputDevice::KX_OKEY;
- gReverseKeyTranslateTable[PKEY ] = SCA_IInputDevice::KX_PKEY;
- gReverseKeyTranslateTable[QKEY ] = SCA_IInputDevice::KX_QKEY;
- gReverseKeyTranslateTable[RKEY ] = SCA_IInputDevice::KX_RKEY;
- gReverseKeyTranslateTable[SKEY ] = SCA_IInputDevice::KX_SKEY;
- gReverseKeyTranslateTable[TKEY ] = SCA_IInputDevice::KX_TKEY;
- gReverseKeyTranslateTable[UKEY ] = SCA_IInputDevice::KX_UKEY;
- gReverseKeyTranslateTable[VKEY ] = SCA_IInputDevice::KX_VKEY;
- gReverseKeyTranslateTable[WKEY ] = SCA_IInputDevice::KX_WKEY;
- gReverseKeyTranslateTable[XKEY ] = SCA_IInputDevice::KX_XKEY;
- gReverseKeyTranslateTable[YKEY ] = SCA_IInputDevice::KX_YKEY;
- gReverseKeyTranslateTable[ZKEY ] = SCA_IInputDevice::KX_ZKEY;
-
- gReverseKeyTranslateTable[ZEROKEY ] = SCA_IInputDevice::KX_ZEROKEY;
- gReverseKeyTranslateTable[ONEKEY ] = SCA_IInputDevice::KX_ONEKEY;
- gReverseKeyTranslateTable[TWOKEY ] = SCA_IInputDevice::KX_TWOKEY;
- gReverseKeyTranslateTable[THREEKEY ] = SCA_IInputDevice::KX_THREEKEY;
- gReverseKeyTranslateTable[FOURKEY ] = SCA_IInputDevice::KX_FOURKEY;
- gReverseKeyTranslateTable[FIVEKEY ] = SCA_IInputDevice::KX_FIVEKEY;
- gReverseKeyTranslateTable[SIXKEY ] = SCA_IInputDevice::KX_SIXKEY;
- gReverseKeyTranslateTable[SEVENKEY ] = SCA_IInputDevice::KX_SEVENKEY;
- gReverseKeyTranslateTable[EIGHTKEY ] = SCA_IInputDevice::KX_EIGHTKEY;
- gReverseKeyTranslateTable[NINEKEY ] = SCA_IInputDevice::KX_NINEKEY;
-
- gReverseKeyTranslateTable[CAPSLOCKKEY ] = SCA_IInputDevice::KX_CAPSLOCKKEY;
-
- gReverseKeyTranslateTable[LEFTCTRLKEY ] = SCA_IInputDevice::KX_LEFTCTRLKEY;
- gReverseKeyTranslateTable[LEFTALTKEY ] = SCA_IInputDevice::KX_LEFTALTKEY;
- gReverseKeyTranslateTable[RIGHTALTKEY ] = SCA_IInputDevice::KX_RIGHTALTKEY;
- gReverseKeyTranslateTable[RIGHTCTRLKEY ] = SCA_IInputDevice::KX_RIGHTCTRLKEY;
- gReverseKeyTranslateTable[RIGHTSHIFTKEY ] = SCA_IInputDevice::KX_RIGHTSHIFTKEY;
- gReverseKeyTranslateTable[LEFTSHIFTKEY ] = SCA_IInputDevice::KX_LEFTSHIFTKEY;
-
- gReverseKeyTranslateTable[ESCKEY ] = SCA_IInputDevice::KX_ESCKEY;
- gReverseKeyTranslateTable[TABKEY ] = SCA_IInputDevice::KX_TABKEY;
- gReverseKeyTranslateTable[RETKEY ] = SCA_IInputDevice::KX_RETKEY;
- gReverseKeyTranslateTable[SPACEKEY ] = SCA_IInputDevice::KX_SPACEKEY;
- gReverseKeyTranslateTable[LINEFEEDKEY ] = SCA_IInputDevice::KX_LINEFEEDKEY;
- gReverseKeyTranslateTable[BACKSPACEKEY ] = SCA_IInputDevice::KX_BACKSPACEKEY;
- gReverseKeyTranslateTable[DELKEY ] = SCA_IInputDevice::KX_DELKEY;
- gReverseKeyTranslateTable[SEMICOLONKEY ] = SCA_IInputDevice::KX_SEMICOLONKEY;
- gReverseKeyTranslateTable[PERIODKEY ] = SCA_IInputDevice::KX_PERIODKEY;
- gReverseKeyTranslateTable[COMMAKEY ] = SCA_IInputDevice::KX_COMMAKEY;
- gReverseKeyTranslateTable[QUOTEKEY ] = SCA_IInputDevice::KX_QUOTEKEY;
- gReverseKeyTranslateTable[ACCENTGRAVEKEY ] = SCA_IInputDevice::KX_ACCENTGRAVEKEY;
- gReverseKeyTranslateTable[MINUSKEY ] = SCA_IInputDevice::KX_MINUSKEY;
- gReverseKeyTranslateTable[SLASHKEY ] = SCA_IInputDevice::KX_SLASHKEY;
- gReverseKeyTranslateTable[BACKSLASHKEY ] = SCA_IInputDevice::KX_BACKSLASHKEY;
- gReverseKeyTranslateTable[EQUALKEY ] = SCA_IInputDevice::KX_EQUALKEY;
- gReverseKeyTranslateTable[LEFTBRACKETKEY ] = SCA_IInputDevice::KX_LEFTBRACKETKEY;
- gReverseKeyTranslateTable[RIGHTBRACKETKEY ] = SCA_IInputDevice::KX_RIGHTBRACKETKEY;
-
- gReverseKeyTranslateTable[LEFTARROWKEY ] = SCA_IInputDevice::KX_LEFTARROWKEY;
- gReverseKeyTranslateTable[DOWNARROWKEY ] = SCA_IInputDevice::KX_DOWNARROWKEY;
- gReverseKeyTranslateTable[RIGHTARROWKEY ] = SCA_IInputDevice::KX_RIGHTARROWKEY;
- gReverseKeyTranslateTable[UPARROWKEY ] = SCA_IInputDevice::KX_UPARROWKEY;
-
- gReverseKeyTranslateTable[PAD2 ] = SCA_IInputDevice::KX_PAD2;
- gReverseKeyTranslateTable[PAD4 ] = SCA_IInputDevice::KX_PAD4;
- gReverseKeyTranslateTable[PAD6 ] = SCA_IInputDevice::KX_PAD6;
- gReverseKeyTranslateTable[PAD8 ] = SCA_IInputDevice::KX_PAD8;
-
- gReverseKeyTranslateTable[PAD1 ] = SCA_IInputDevice::KX_PAD1;
- gReverseKeyTranslateTable[PAD3 ] = SCA_IInputDevice::KX_PAD3;
- gReverseKeyTranslateTable[PAD5 ] = SCA_IInputDevice::KX_PAD5;
- gReverseKeyTranslateTable[PAD7 ] = SCA_IInputDevice::KX_PAD7;
- gReverseKeyTranslateTable[PAD9 ] = SCA_IInputDevice::KX_PAD9;
-
- gReverseKeyTranslateTable[PADPERIOD ] = SCA_IInputDevice::KX_PADPERIOD;
- gReverseKeyTranslateTable[PADSLASHKEY ] = SCA_IInputDevice::KX_PADSLASHKEY;
- gReverseKeyTranslateTable[PADASTERKEY ] = SCA_IInputDevice::KX_PADASTERKEY;
-
- gReverseKeyTranslateTable[PAD0 ] = SCA_IInputDevice::KX_PAD0;
- gReverseKeyTranslateTable[PADMINUS ] = SCA_IInputDevice::KX_PADMINUS;
- gReverseKeyTranslateTable[PADENTER ] = SCA_IInputDevice::KX_PADENTER;
- gReverseKeyTranslateTable[PADPLUSKEY ] = SCA_IInputDevice::KX_PADPLUSKEY;
-
-
- gReverseKeyTranslateTable[F1KEY ] = SCA_IInputDevice::KX_F1KEY;
- gReverseKeyTranslateTable[F2KEY ] = SCA_IInputDevice::KX_F2KEY;
- gReverseKeyTranslateTable[F3KEY ] = SCA_IInputDevice::KX_F3KEY;
- gReverseKeyTranslateTable[F4KEY ] = SCA_IInputDevice::KX_F4KEY;
- gReverseKeyTranslateTable[F5KEY ] = SCA_IInputDevice::KX_F5KEY;
- gReverseKeyTranslateTable[F6KEY ] = SCA_IInputDevice::KX_F6KEY;
- gReverseKeyTranslateTable[F7KEY ] = SCA_IInputDevice::KX_F7KEY;
- gReverseKeyTranslateTable[F8KEY ] = SCA_IInputDevice::KX_F8KEY;
- gReverseKeyTranslateTable[F9KEY ] = SCA_IInputDevice::KX_F9KEY;
- gReverseKeyTranslateTable[F10KEY ] = SCA_IInputDevice::KX_F10KEY;
- gReverseKeyTranslateTable[F11KEY ] = SCA_IInputDevice::KX_F11KEY;
- gReverseKeyTranslateTable[F12KEY ] = SCA_IInputDevice::KX_F12KEY;
-
- gReverseKeyTranslateTable[PAUSEKEY ] = SCA_IInputDevice::KX_PAUSEKEY;
- gReverseKeyTranslateTable[INSERTKEY ] = SCA_IInputDevice::KX_INSERTKEY;
- gReverseKeyTranslateTable[HOMEKEY ] = SCA_IInputDevice::KX_HOMEKEY;
- gReverseKeyTranslateTable[PAGEUPKEY ] = SCA_IInputDevice::KX_PAGEUPKEY;
- gReverseKeyTranslateTable[PAGEDOWNKEY ] = SCA_IInputDevice::KX_PAGEDOWNKEY;
- gReverseKeyTranslateTable[ENDKEY ] = SCA_IInputDevice::KX_ENDKEY;
-
+ if (!reverseTableConverted)
+ {
+ reverseTableConverted = true;
+
+ /* The reverse table. In order to not confuse ourselves, we */
+ /* immediately convert all events that come in to KX codes. */
+ gReverseKeyTranslateTable[LEFTMOUSE ] = SCA_IInputDevice::KX_LEFTMOUSE;
+ gReverseKeyTranslateTable[MIDDLEMOUSE ] = SCA_IInputDevice::KX_MIDDLEMOUSE;
+ gReverseKeyTranslateTable[RIGHTMOUSE ] = SCA_IInputDevice::KX_RIGHTMOUSE;
+ gReverseKeyTranslateTable[WHEELUPMOUSE ] = SCA_IInputDevice::KX_WHEELUPMOUSE;
+ gReverseKeyTranslateTable[WHEELDOWNMOUSE ] = SCA_IInputDevice::KX_WHEELDOWNMOUSE;
+ gReverseKeyTranslateTable[MOUSEX ] = SCA_IInputDevice::KX_MOUSEX;
+ gReverseKeyTranslateTable[MOUSEY ] = SCA_IInputDevice::KX_MOUSEY;
+
+ // TIMERS
+
+ gReverseKeyTranslateTable[TIMER0 ] = SCA_IInputDevice::KX_TIMER0;
+ gReverseKeyTranslateTable[TIMER1 ] = SCA_IInputDevice::KX_TIMER1;
+ gReverseKeyTranslateTable[TIMER2 ] = SCA_IInputDevice::KX_TIMER2;
+ gReverseKeyTranslateTable[TIMER3 ] = SCA_IInputDevice::KX_TIMER3;
+
+ // SYSTEM
+
+ gReverseKeyTranslateTable[KEYBD ] = SCA_IInputDevice::KX_KEYBD;
+ gReverseKeyTranslateTable[RAWKEYBD ] = SCA_IInputDevice::KX_RAWKEYBD;
+ gReverseKeyTranslateTable[REDRAW ] = SCA_IInputDevice::KX_REDRAW;
+ gReverseKeyTranslateTable[INPUTCHANGE ] = SCA_IInputDevice::KX_INPUTCHANGE;
+ gReverseKeyTranslateTable[QFULL ] = SCA_IInputDevice::KX_QFULL;
+ gReverseKeyTranslateTable[WINFREEZE ] = SCA_IInputDevice::KX_WINFREEZE;
+ gReverseKeyTranslateTable[WINTHAW ] = SCA_IInputDevice::KX_WINTHAW;
+ gReverseKeyTranslateTable[WINCLOSE ] = SCA_IInputDevice::KX_WINCLOSE;
+ gReverseKeyTranslateTable[WINQUIT ] = SCA_IInputDevice::KX_WINQUIT;
+ gReverseKeyTranslateTable[Q_FIRSTTIME ] = SCA_IInputDevice::KX_Q_FIRSTTIME;
+
+ // standard keyboard
+
+ gReverseKeyTranslateTable[AKEY ] = SCA_IInputDevice::KX_AKEY;
+ gReverseKeyTranslateTable[BKEY ] = SCA_IInputDevice::KX_BKEY;
+ gReverseKeyTranslateTable[CKEY ] = SCA_IInputDevice::KX_CKEY;
+ gReverseKeyTranslateTable[DKEY ] = SCA_IInputDevice::KX_DKEY;
+ gReverseKeyTranslateTable[EKEY ] = SCA_IInputDevice::KX_EKEY;
+ gReverseKeyTranslateTable[FKEY ] = SCA_IInputDevice::KX_FKEY;
+ gReverseKeyTranslateTable[GKEY ] = SCA_IInputDevice::KX_GKEY;
+ gReverseKeyTranslateTable[HKEY ] = SCA_IInputDevice::KX_HKEY;
+ gReverseKeyTranslateTable[IKEY ] = SCA_IInputDevice::KX_IKEY;
+ gReverseKeyTranslateTable[JKEY ] = SCA_IInputDevice::KX_JKEY;
+ gReverseKeyTranslateTable[KKEY ] = SCA_IInputDevice::KX_KKEY;
+ gReverseKeyTranslateTable[LKEY ] = SCA_IInputDevice::KX_LKEY;
+ gReverseKeyTranslateTable[MKEY ] = SCA_IInputDevice::KX_MKEY;
+ gReverseKeyTranslateTable[NKEY ] = SCA_IInputDevice::KX_NKEY;
+ gReverseKeyTranslateTable[OKEY ] = SCA_IInputDevice::KX_OKEY;
+ gReverseKeyTranslateTable[PKEY ] = SCA_IInputDevice::KX_PKEY;
+ gReverseKeyTranslateTable[QKEY ] = SCA_IInputDevice::KX_QKEY;
+ gReverseKeyTranslateTable[RKEY ] = SCA_IInputDevice::KX_RKEY;
+ gReverseKeyTranslateTable[SKEY ] = SCA_IInputDevice::KX_SKEY;
+ gReverseKeyTranslateTable[TKEY ] = SCA_IInputDevice::KX_TKEY;
+ gReverseKeyTranslateTable[UKEY ] = SCA_IInputDevice::KX_UKEY;
+ gReverseKeyTranslateTable[VKEY ] = SCA_IInputDevice::KX_VKEY;
+ gReverseKeyTranslateTable[WKEY ] = SCA_IInputDevice::KX_WKEY;
+ gReverseKeyTranslateTable[XKEY ] = SCA_IInputDevice::KX_XKEY;
+ gReverseKeyTranslateTable[YKEY ] = SCA_IInputDevice::KX_YKEY;
+ gReverseKeyTranslateTable[ZKEY ] = SCA_IInputDevice::KX_ZKEY;
+
+ gReverseKeyTranslateTable[ZEROKEY ] = SCA_IInputDevice::KX_ZEROKEY;
+ gReverseKeyTranslateTable[ONEKEY ] = SCA_IInputDevice::KX_ONEKEY;
+ gReverseKeyTranslateTable[TWOKEY ] = SCA_IInputDevice::KX_TWOKEY;
+ gReverseKeyTranslateTable[THREEKEY ] = SCA_IInputDevice::KX_THREEKEY;
+ gReverseKeyTranslateTable[FOURKEY ] = SCA_IInputDevice::KX_FOURKEY;
+ gReverseKeyTranslateTable[FIVEKEY ] = SCA_IInputDevice::KX_FIVEKEY;
+ gReverseKeyTranslateTable[SIXKEY ] = SCA_IInputDevice::KX_SIXKEY;
+ gReverseKeyTranslateTable[SEVENKEY ] = SCA_IInputDevice::KX_SEVENKEY;
+ gReverseKeyTranslateTable[EIGHTKEY ] = SCA_IInputDevice::KX_EIGHTKEY;
+ gReverseKeyTranslateTable[NINEKEY ] = SCA_IInputDevice::KX_NINEKEY;
+
+ gReverseKeyTranslateTable[CAPSLOCKKEY ] = SCA_IInputDevice::KX_CAPSLOCKKEY;
+
+ gReverseKeyTranslateTable[LEFTCTRLKEY ] = SCA_IInputDevice::KX_LEFTCTRLKEY;
+ gReverseKeyTranslateTable[LEFTALTKEY ] = SCA_IInputDevice::KX_LEFTALTKEY;
+ gReverseKeyTranslateTable[RIGHTALTKEY ] = SCA_IInputDevice::KX_RIGHTALTKEY;
+ gReverseKeyTranslateTable[RIGHTCTRLKEY ] = SCA_IInputDevice::KX_RIGHTCTRLKEY;
+ gReverseKeyTranslateTable[RIGHTSHIFTKEY ] = SCA_IInputDevice::KX_RIGHTSHIFTKEY;
+ gReverseKeyTranslateTable[LEFTSHIFTKEY ] = SCA_IInputDevice::KX_LEFTSHIFTKEY;
+
+ gReverseKeyTranslateTable[ESCKEY ] = SCA_IInputDevice::KX_ESCKEY;
+ gReverseKeyTranslateTable[TABKEY ] = SCA_IInputDevice::KX_TABKEY;
+ gReverseKeyTranslateTable[RETKEY ] = SCA_IInputDevice::KX_RETKEY;
+ gReverseKeyTranslateTable[SPACEKEY ] = SCA_IInputDevice::KX_SPACEKEY;
+ gReverseKeyTranslateTable[LINEFEEDKEY ] = SCA_IInputDevice::KX_LINEFEEDKEY;
+ gReverseKeyTranslateTable[BACKSPACEKEY ] = SCA_IInputDevice::KX_BACKSPACEKEY;
+ gReverseKeyTranslateTable[DELKEY ] = SCA_IInputDevice::KX_DELKEY;
+ gReverseKeyTranslateTable[SEMICOLONKEY ] = SCA_IInputDevice::KX_SEMICOLONKEY;
+ gReverseKeyTranslateTable[PERIODKEY ] = SCA_IInputDevice::KX_PERIODKEY;
+ gReverseKeyTranslateTable[COMMAKEY ] = SCA_IInputDevice::KX_COMMAKEY;
+ gReverseKeyTranslateTable[QUOTEKEY ] = SCA_IInputDevice::KX_QUOTEKEY;
+ gReverseKeyTranslateTable[ACCENTGRAVEKEY ] = SCA_IInputDevice::KX_ACCENTGRAVEKEY;
+ gReverseKeyTranslateTable[MINUSKEY ] = SCA_IInputDevice::KX_MINUSKEY;
+ gReverseKeyTranslateTable[SLASHKEY ] = SCA_IInputDevice::KX_SLASHKEY;
+ gReverseKeyTranslateTable[BACKSLASHKEY ] = SCA_IInputDevice::KX_BACKSLASHKEY;
+ gReverseKeyTranslateTable[EQUALKEY ] = SCA_IInputDevice::KX_EQUALKEY;
+ gReverseKeyTranslateTable[LEFTBRACKETKEY ] = SCA_IInputDevice::KX_LEFTBRACKETKEY;
+ gReverseKeyTranslateTable[RIGHTBRACKETKEY ] = SCA_IInputDevice::KX_RIGHTBRACKETKEY;
+
+ gReverseKeyTranslateTable[LEFTARROWKEY ] = SCA_IInputDevice::KX_LEFTARROWKEY;
+ gReverseKeyTranslateTable[DOWNARROWKEY ] = SCA_IInputDevice::KX_DOWNARROWKEY;
+ gReverseKeyTranslateTable[RIGHTARROWKEY ] = SCA_IInputDevice::KX_RIGHTARROWKEY;
+ gReverseKeyTranslateTable[UPARROWKEY ] = SCA_IInputDevice::KX_UPARROWKEY;
+
+ gReverseKeyTranslateTable[PAD2 ] = SCA_IInputDevice::KX_PAD2;
+ gReverseKeyTranslateTable[PAD4 ] = SCA_IInputDevice::KX_PAD4;
+ gReverseKeyTranslateTable[PAD6 ] = SCA_IInputDevice::KX_PAD6;
+ gReverseKeyTranslateTable[PAD8 ] = SCA_IInputDevice::KX_PAD8;
+
+ gReverseKeyTranslateTable[PAD1 ] = SCA_IInputDevice::KX_PAD1;
+ gReverseKeyTranslateTable[PAD3 ] = SCA_IInputDevice::KX_PAD3;
+ gReverseKeyTranslateTable[PAD5 ] = SCA_IInputDevice::KX_PAD5;
+ gReverseKeyTranslateTable[PAD7 ] = SCA_IInputDevice::KX_PAD7;
+ gReverseKeyTranslateTable[PAD9 ] = SCA_IInputDevice::KX_PAD9;
+
+ gReverseKeyTranslateTable[PADPERIOD ] = SCA_IInputDevice::KX_PADPERIOD;
+ gReverseKeyTranslateTable[PADSLASHKEY ] = SCA_IInputDevice::KX_PADSLASHKEY;
+ gReverseKeyTranslateTable[PADASTERKEY ] = SCA_IInputDevice::KX_PADASTERKEY;
+
+ gReverseKeyTranslateTable[PAD0 ] = SCA_IInputDevice::KX_PAD0;
+ gReverseKeyTranslateTable[PADMINUS ] = SCA_IInputDevice::KX_PADMINUS;
+ gReverseKeyTranslateTable[PADENTER ] = SCA_IInputDevice::KX_PADENTER;
+ gReverseKeyTranslateTable[PADPLUSKEY ] = SCA_IInputDevice::KX_PADPLUSKEY;
+
+
+ gReverseKeyTranslateTable[F1KEY ] = SCA_IInputDevice::KX_F1KEY;
+ gReverseKeyTranslateTable[F2KEY ] = SCA_IInputDevice::KX_F2KEY;
+ gReverseKeyTranslateTable[F3KEY ] = SCA_IInputDevice::KX_F3KEY;
+ gReverseKeyTranslateTable[F4KEY ] = SCA_IInputDevice::KX_F4KEY;
+ gReverseKeyTranslateTable[F5KEY ] = SCA_IInputDevice::KX_F5KEY;
+ gReverseKeyTranslateTable[F6KEY ] = SCA_IInputDevice::KX_F6KEY;
+ gReverseKeyTranslateTable[F7KEY ] = SCA_IInputDevice::KX_F7KEY;
+ gReverseKeyTranslateTable[F8KEY ] = SCA_IInputDevice::KX_F8KEY;
+ gReverseKeyTranslateTable[F9KEY ] = SCA_IInputDevice::KX_F9KEY;
+ gReverseKeyTranslateTable[F10KEY ] = SCA_IInputDevice::KX_F10KEY;
+ gReverseKeyTranslateTable[F11KEY ] = SCA_IInputDevice::KX_F11KEY;
+ gReverseKeyTranslateTable[F12KEY ] = SCA_IInputDevice::KX_F12KEY;
+
+ gReverseKeyTranslateTable[PAUSEKEY ] = SCA_IInputDevice::KX_PAUSEKEY;
+ gReverseKeyTranslateTable[INSERTKEY ] = SCA_IInputDevice::KX_INSERTKEY;
+ gReverseKeyTranslateTable[HOMEKEY ] = SCA_IInputDevice::KX_HOMEKEY;
+ gReverseKeyTranslateTable[PAGEUPKEY ] = SCA_IInputDevice::KX_PAGEUPKEY;
+ gReverseKeyTranslateTable[PAGEDOWNKEY ] = SCA_IInputDevice::KX_PAGEDOWNKEY;
+ gReverseKeyTranslateTable[ENDKEY ] = SCA_IInputDevice::KX_ENDKEY;
+ }
+
+ int executePriority = 0;
int uniqueint = 0;
+ int count = 0;
bSensor* sens = (bSensor*)blenderobject->sensors.first;
bool pos_pulsemode = false;
bool neg_pulsemode = false;
@@ -257,6 +262,13 @@ void BL_ConvertSensors(struct Object* blenderobject,
bool level = false;
bool tap = false;
+ while (sens)
+ {
+ sens = sens->next;
+ count++;
+ }
+ gameobj->ReserveSensor(count);
+ sens = (bSensor*)blenderobject->sensors.first;
while(sens)
{
SCA_ISensor* gamesensor=NULL;
@@ -758,7 +770,7 @@ void BL_ConvertSensors(struct Object* blenderobject,
gamesensor->SetInvert(invert);
gamesensor->SetLevel(level);
gamesensor->SetTap(tap);
- gamesensor->SetName(STR_String(sens->name));
+ gamesensor->SetName(sens->name);
gameobj->AddSensor(gamesensor);
@@ -767,7 +779,7 @@ void BL_ConvertSensors(struct Object* blenderobject,
//if (isInActiveLayer)
// gamesensor->RegisterToManager();
-
+ gamesensor->ReserveController(sens->totlinks);
for (int i=0;i<sens->totlinks;i++)
{
bController* linkedcont = (bController*) sens->links[i];
diff --git a/source/gameengine/Converter/KX_ConvertSensors.h b/source/gameengine/Converter/KX_ConvertSensors.h
index b18ffc10a2a..9162a866768 100644
--- a/source/gameengine/Converter/KX_ConvertSensors.h
+++ b/source/gameengine/Converter/KX_ConvertSensors.h
@@ -35,7 +35,6 @@ void BL_ConvertSensors(struct Object* blenderobject,
class KX_Scene* kxscene,
class KX_KetsjiEngine* kxengine,
class SCA_IInputDevice* keydev,
- int & executePriority ,
int activeLayerBitInfo,
bool isInActiveLayer,
class RAS_ICanvas* canvas,
diff --git a/source/gameengine/Expressions/BoolValue.cpp b/source/gameengine/Expressions/BoolValue.cpp
index 4e0a71e5a19..d90da8b3a92 100644
--- a/source/gameengine/Expressions/BoolValue.cpp
+++ b/source/gameengine/Expressions/BoolValue.cpp
@@ -26,6 +26,9 @@
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
+const STR_String CBoolValue::sTrueString = "TRUE";
+const STR_String CBoolValue::sFalseString = "FALSE";
+
CBoolValue::CBoolValue()
/*
@@ -45,7 +48,7 @@ CBoolValue::CBoolValue(bool inBool)
-CBoolValue::CBoolValue(bool innie,STR_String name,AllocationTYPE alloctype)
+CBoolValue::CBoolValue(bool innie,const char *name,AllocationTYPE alloctype)
{
m_bool = innie;
SetName(name);
@@ -190,9 +193,6 @@ double CBoolValue::GetNumber()
const STR_String& CBoolValue::GetText()
{
- static STR_String sTrueString = STR_String("TRUE");
- static STR_String sFalseString = STR_String("FALSE");
-
return m_bool ? sTrueString : sFalseString;
}
diff --git a/source/gameengine/Expressions/BoolValue.h b/source/gameengine/Expressions/BoolValue.h
index 9352b9d4b92..726619e7193 100644
--- a/source/gameengine/Expressions/BoolValue.h
+++ b/source/gameengine/Expressions/BoolValue.h
@@ -28,9 +28,12 @@ class CBoolValue : public CPropValue
//PLUGIN_DECLARE_SERIAL(CBoolValue,CValue)
public:
+ static const STR_String sTrueString;
+ static const STR_String sFalseString;
+
CBoolValue();
CBoolValue(bool inBool);
- CBoolValue(bool innie, STR_String name, AllocationTYPE alloctype = CValue::HEAPVALUE);
+ CBoolValue(bool innie, const char *name, AllocationTYPE alloctype = CValue::HEAPVALUE);
virtual const STR_String& GetText();
virtual double GetNumber();
diff --git a/source/gameengine/Expressions/CMakeLists.txt b/source/gameengine/Expressions/CMakeLists.txt
index 6b2a835d648..eb87fdcee81 100644
--- a/source/gameengine/Expressions/CMakeLists.txt
+++ b/source/gameengine/Expressions/CMakeLists.txt
@@ -31,6 +31,7 @@ SET(INC
../../../source/kernel/gen_system
../../../intern/string
../../../intern/moto/include
+ ../../../source/gameengine/Scenegraph
${PYTHON_INC}
)
diff --git a/source/gameengine/Expressions/ErrorValue.cpp b/source/gameengine/Expressions/ErrorValue.cpp
index 651a772db19..a44abf8b22e 100644
--- a/source/gameengine/Expressions/ErrorValue.cpp
+++ b/source/gameengine/Expressions/ErrorValue.cpp
@@ -34,13 +34,15 @@ effect: constructs a new CErrorValue containing errormessage "Error"
-CErrorValue::CErrorValue(STR_String errmsg)
+CErrorValue::CErrorValue(const char *errmsg)
/*
pre:
effect: constructs a new CErrorValue containing errormessage errmsg
*/
{
- m_strErrorText = "[" + errmsg + "]";
+ m_strErrorText = "[";
+ m_strErrorText += errmsg;
+ m_strErrorText += "]";
SetError(true);
}
diff --git a/source/gameengine/Expressions/ErrorValue.h b/source/gameengine/Expressions/ErrorValue.h
index 5b5795196ba..b4b758feea7 100644
--- a/source/gameengine/Expressions/ErrorValue.h
+++ b/source/gameengine/Expressions/ErrorValue.h
@@ -25,7 +25,7 @@ public:
virtual const STR_String & GetText();
virtual double GetNumber();
CErrorValue();
- CErrorValue(STR_String errmsg);
+ CErrorValue(const char *errmsg);
virtual ~CErrorValue();
virtual CValue* Calc(VALUE_OPERATOR op, CValue* val);
virtual CValue* CalcFinal(VALUE_DATA_TYPE dtype, VALUE_OPERATOR op, CValue *val);
diff --git a/source/gameengine/Expressions/FloatValue.cpp b/source/gameengine/Expressions/FloatValue.cpp
index a31d3b9a528..4de685a82c1 100644
--- a/source/gameengine/Expressions/FloatValue.cpp
+++ b/source/gameengine/Expressions/FloatValue.cpp
@@ -50,7 +50,7 @@ effect: constructs a new CFloatValue containing value fl
-CFloatValue::CFloatValue(float fl,STR_String name,AllocationTYPE alloctype)
+CFloatValue::CFloatValue(float fl,const char *name,AllocationTYPE alloctype)
/*
pre:
effect: constructs a new CFloatValue containing value fl
diff --git a/source/gameengine/Expressions/FloatValue.h b/source/gameengine/Expressions/FloatValue.h
index 41f70b5c54c..fb75b7c702b 100644
--- a/source/gameengine/Expressions/FloatValue.h
+++ b/source/gameengine/Expressions/FloatValue.h
@@ -23,7 +23,7 @@ class CFloatValue : public CPropValue
public:
CFloatValue();
CFloatValue(float fl);
- CFloatValue(float fl,STR_String name,AllocationTYPE alloctype=CValue::HEAPVALUE);
+ CFloatValue(float fl,const char *name,AllocationTYPE alloctype=CValue::HEAPVALUE);
virtual const STR_String & GetText();
diff --git a/source/gameengine/Expressions/IfExpr.cpp b/source/gameengine/Expressions/IfExpr.cpp
index 5d3eb3641ca..fcb37bff52d 100644
--- a/source/gameengine/Expressions/IfExpr.cpp
+++ b/source/gameengine/Expressions/IfExpr.cpp
@@ -15,6 +15,7 @@
#include "IfExpr.h"
#include "EmptyValue.h"
#include "ErrorValue.h"
+#include "BoolValue.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
@@ -72,14 +73,14 @@ ret: a new object containing the value of m_e1 if m_guard is a boolean TRUE
{
CValue *guardval;
guardval = m_guard->Calculate();
- STR_String text = guardval->GetText();
+ const STR_String& text = guardval->GetText();
guardval->Release();
- if (text == STR_String("TRUE"))
+ if (&text == &CBoolValue::sTrueString)
{
return m_e1->Calculate();
}
- else if (text == STR_String("FALSE"))
+ else if (&text == &CBoolValue::sFalseString)
{
return m_e2->Calculate();
}
diff --git a/source/gameengine/Expressions/InputParser.cpp b/source/gameengine/Expressions/InputParser.cpp
index 91a14f97851..b15b206a38a 100644
--- a/source/gameengine/Expressions/InputParser.cpp
+++ b/source/gameengine/Expressions/InputParser.cpp
@@ -66,7 +66,7 @@ CParser::~CParser()
-void CParser::ScanError(STR_String str)
+void CParser::ScanError(const char *str)
{
// sets the global variable errmsg to an errormessage with
// contents str, appending if it already exists
@@ -81,7 +81,7 @@ void CParser::ScanError(STR_String str)
-CExpression* CParser::Error(STR_String str)
+CExpression* CParser::Error(const char *str)
{
// makes and returns a new CConstExpr filled with an CErrorValue
// with string str
@@ -537,7 +537,7 @@ CExpression *CParser::Expr() {
}
CExpression* CParser::ProcessText
-(STR_String intext) {
+(const char *intext) {
// and parses the string in intext and returns it.
@@ -574,7 +574,7 @@ CExpression* CParser::ProcessText
-float CParser::GetFloat(STR_String txt)
+float CParser::GetFloat(STR_String& txt)
{
// returns parsed text into a float
// empty string returns -1
@@ -599,7 +599,7 @@ float CParser::GetFloat(STR_String txt)
return result;
}
-CValue* CParser::GetValue(STR_String txt, bool bFallbackToText)
+CValue* CParser::GetValue(STR_String& txt, bool bFallbackToText)
{
// returns parsed text into a value,
// empty string returns NULL value !
diff --git a/source/gameengine/Expressions/InputParser.h b/source/gameengine/Expressions/InputParser.h
index 3d517222639..810bdc244a8 100644
--- a/source/gameengine/Expressions/InputParser.h
+++ b/source/gameengine/Expressions/InputParser.h
@@ -27,9 +27,9 @@ public:
CParser();
virtual ~CParser();
- float GetFloat(STR_String txt);
- CValue* GetValue(STR_String txt, bool bFallbackToText=false);
- CExpression* ProcessText(STR_String intext);
+ float GetFloat(STR_String& txt);
+ CValue* GetValue(STR_String& txt, bool bFallbackToText=false);
+ CExpression* ProcessText(const char *intext);
void SetContext(CValue* context);
private:
@@ -86,8 +86,8 @@ private:
CValue* m_identifierContext;// context in which identifiers are looked up
- void ScanError(STR_String str);
- CExpression* Error(STR_String str);
+ void ScanError(const char *str);
+ CExpression* Error(const char *str);
void NextCh();
void TermChar(char c);
void DigRep();
diff --git a/source/gameengine/Expressions/IntValue.cpp b/source/gameengine/Expressions/IntValue.cpp
index 74ec9865fec..227518e9439 100644
--- a/source/gameengine/Expressions/IntValue.cpp
+++ b/source/gameengine/Expressions/IntValue.cpp
@@ -54,7 +54,7 @@ effect: constructs a new CIntValue containing cInt innie
-CIntValue::CIntValue(cInt innie,STR_String name,AllocationTYPE alloctype)
+CIntValue::CIntValue(cInt innie,const char *name,AllocationTYPE alloctype)
{
m_int = innie;
SetName(name);
diff --git a/source/gameengine/Expressions/IntValue.h b/source/gameengine/Expressions/IntValue.h
index 0f3a38b274b..06bf1755749 100644
--- a/source/gameengine/Expressions/IntValue.h
+++ b/source/gameengine/Expressions/IntValue.h
@@ -32,7 +32,7 @@ public:
CIntValue();
CIntValue(cInt innie);
CIntValue(cInt innie,
- STR_String name,
+ const char *name,
AllocationTYPE alloctype=CValue::HEAPVALUE);
virtual CValue* Calc(VALUE_OPERATOR op,
diff --git a/source/gameengine/Expressions/ListValue.cpp b/source/gameengine/Expressions/ListValue.cpp
index f4a801a965b..75ae2cb787f 100644
--- a/source/gameengine/Expressions/ListValue.cpp
+++ b/source/gameengine/Expressions/ListValue.cpp
@@ -18,6 +18,7 @@
#include "StringValue.h"
#include "VoidValue.h"
#include <algorithm>
+#include "BoolValue.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
@@ -75,7 +76,7 @@ PyObject* listvalue_mapping_subscript(PyObject* self, PyObject* pyindex)
if (PyString_Check(pyindex))
{
- STR_String index(PyString_AsString(pyindex));
+ const char *index = PyString_AsString(pyindex);
CValue *item = ((CListValue*) list)->FindValue(index);
if (item)
{
@@ -394,7 +395,7 @@ void CListValue::ReleaseAndRemoveAll()
-CValue* CListValue::FindValue(const STR_String & name)
+CValue* CListValue::FindValue(const char * name)
{
CValue* resultval = NULL;
int i=0;
@@ -497,13 +498,12 @@ bool CListValue::CheckEqual(CValue* first,CValue* second)
if (eqval==NULL)
return false;
-
- STR_String txt = eqval->GetText();
- eqval->Release();
- if (txt=="TRUE")
+ const STR_String& text = eqval->GetText();
+ if (&text==&CBoolValue::sTrueString)
{
result = true;
}
+ eqval->Release();
return result;
}
diff --git a/source/gameengine/Expressions/ListValue.h b/source/gameengine/Expressions/ListValue.h
index 3d88b5aea9c..ad918cbb925 100644
--- a/source/gameengine/Expressions/ListValue.h
+++ b/source/gameengine/Expressions/ListValue.h
@@ -45,7 +45,7 @@ public:
void SetReleaseOnDestruct(bool bReleaseContents);
bool SearchValue(CValue* val);
- CValue* FindValue(const STR_String & name);
+ CValue* FindValue(const char *name);
void ReleaseAndRemoveAll();
virtual void SetModified(bool bModified);
diff --git a/source/gameengine/Expressions/Makefile b/source/gameengine/Expressions/Makefile
index 6736149bbcd..a1400c4e461 100644
--- a/source/gameengine/Expressions/Makefile
+++ b/source/gameengine/Expressions/Makefile
@@ -41,4 +41,5 @@ CPPFLAGS += -I../../blender/makesdna
CPPFLAGS += -I$(NAN_STRING)/include
CPPFLAGS += -I$(NAN_MOTO)/include
CPPFLAGS += -I../../kernel/gen_system
+CPPFLAGS += -I../../gameengine/Scenegraph
diff --git a/source/gameengine/Expressions/PyObjectPlus.cpp b/source/gameengine/Expressions/PyObjectPlus.cpp
index 7026db5b8a4..83c0b25df24 100644
--- a/source/gameengine/Expressions/PyObjectPlus.cpp
+++ b/source/gameengine/Expressions/PyObjectPlus.cpp
@@ -104,7 +104,7 @@ void PyObjectPlus::py_base_dealloc(PyObject *self) // python wrapper
PyObject_DEL( self );
};
-PyObjectPlus::PyObjectPlus(PyTypeObject *T) // constructor
+PyObjectPlus::PyObjectPlus(PyTypeObject *T) : SG_QList() // constructor
{
MT_assert(T != NULL);
m_proxy= NULL;
diff --git a/source/gameengine/Expressions/PyObjectPlus.h b/source/gameengine/Expressions/PyObjectPlus.h
index b7f22404c7a..b69697f3290 100644
--- a/source/gameengine/Expressions/PyObjectPlus.h
+++ b/source/gameengine/Expressions/PyObjectPlus.h
@@ -38,6 +38,7 @@
#include "KX_Python.h"
#include "STR_String.h"
+#include "SG_QList.h"
/*------------------------------
* Python defines
@@ -462,7 +463,18 @@ typedef struct KX_PYATTRIBUTE_DEF {
------------------------------*/
typedef PyTypeObject * PyParentObject; // Define the PyParent Object
-class PyObjectPlus
+// By making SG_QList the ultimate parent for PyObjectPlus objects, it
+// allows to put them in 2 different dynamic lists at the same time
+// The use of these links is interesting because they free of memory allocation
+// but it's very important not to mess up with them. If you decide that
+// the SG_QList or SG_DList component is used for something for a certain class,
+// they cannot can be used for anything else at a parent level!
+// What these lists are and what they are used for must be carefully documented
+// at the level where they are used.
+// DON'T MAKE ANY USE OF THESE LIST AT THIS LEVEL, they are already used
+// at SCA_IActuator, SCA_ISensor, SCA_IController level which rules out the
+// possibility to use them at SCA_ILogicBrick, CValue and PyObjectPlus level.
+class PyObjectPlus : public SG_QList
{ // The PyObjectPlus abstract class
Py_Header; // Always start with Py_Header
diff --git a/source/gameengine/Expressions/SConscript b/source/gameengine/Expressions/SConscript
index 3d855d40623..9d6823e3879 100644
--- a/source/gameengine/Expressions/SConscript
+++ b/source/gameengine/Expressions/SConscript
@@ -3,7 +3,7 @@ Import ('env')
sources = env.Glob('*.cpp')
-incs ='. #source/kernel/gen_system #intern/string #intern/moto/include'
+incs ='. #source/kernel/gen_system #intern/string #intern/moto/include #source/gameengine/Scenegraph'
incs += ' ' + env['BF_PYTHON_INC']
cxxflags = []
diff --git a/source/gameengine/Expressions/StringValue.cpp b/source/gameengine/Expressions/StringValue.cpp
index 857aa97b420..a7033fcf11c 100644
--- a/source/gameengine/Expressions/StringValue.cpp
+++ b/source/gameengine/Expressions/StringValue.cpp
@@ -34,7 +34,7 @@ effect: constructs a new CStringValue
m_strString = "[Illegal String constructor call]";
}
-CStringValue::CStringValue(STR_String txt,STR_String name,AllocationTYPE alloctype)
+CStringValue::CStringValue(const char *txt,const char *name,AllocationTYPE alloctype)
/*
pre:
effect: constructs a new CStringValue containing text txt
diff --git a/source/gameengine/Expressions/StringValue.h b/source/gameengine/Expressions/StringValue.h
index 16575ed7ffa..52f8a580f4d 100644
--- a/source/gameengine/Expressions/StringValue.h
+++ b/source/gameengine/Expressions/StringValue.h
@@ -26,7 +26,7 @@ class CStringValue : public CPropValue
public:
/// Construction / destruction
CStringValue();
- CStringValue (STR_String txt, STR_String name , AllocationTYPE alloctype = CValue::HEAPVALUE);
+ CStringValue (const char *txt, const char *name , AllocationTYPE alloctype = CValue::HEAPVALUE);
virtual ~CStringValue() {
};
diff --git a/source/gameengine/Expressions/Value.cpp b/source/gameengine/Expressions/Value.cpp
index a811b39d790..83deeef91a3 100644
--- a/source/gameengine/Expressions/Value.cpp
+++ b/source/gameengine/Expressions/Value.cpp
@@ -291,13 +291,17 @@ CValue* CValue::GetProperty(const char *inName)
//
// Get text description of property with name <inName>, returns an empty string if there is no property named <inName>
//
-STR_String CValue::GetPropertyText(const STR_String & inName,const STR_String& deftext)
+const STR_String& CValue::GetPropertyText(const STR_String & inName,const char *deftext)
{
+ const static STR_String sEmpty("");
+
CValue *property = GetProperty(inName);
if (property)
return property->GetText();
+ else if (deftext)
+ return STR_String(deftext);
else
- return deftext;//String::sEmpty;
+ return sEmpty;
}
float CValue::GetPropertyNumber(const STR_String& inName,float defnumber)
@@ -647,7 +651,7 @@ CValue* CValue::ConvertPythonToValue(PyObject* pyobj, const char *error_prefix)
int CValue::py_delattro(PyObject *attr)
{
char *attr_str= PyString_AsString(attr);
- if (RemoveProperty(STR_String(attr_str)))
+ if (RemoveProperty(attr_str))
return 0;
PyErr_Format(PyExc_AttributeError, "attribute \"%s\" dosnt exist", attr_str);
diff --git a/source/gameengine/Expressions/Value.h b/source/gameengine/Expressions/Value.h
index c5c8229ebcf..e5c95df1c5c 100644
--- a/source/gameengine/Expressions/Value.h
+++ b/source/gameengine/Expressions/Value.h
@@ -308,7 +308,7 @@ public:
virtual void SetProperty(const char* name,CValue* ioProperty);
virtual CValue* GetProperty(const char* inName); // Get pointer to a property with name <inName>, returns NULL if there is no property named <inName>
virtual CValue* GetProperty(const STR_String & inName);
- STR_String GetPropertyText(const STR_String & inName,const STR_String& deftext=""); // Get text description of property with name <inName>, returns an empty string if there is no property named <inName>
+ const STR_String& GetPropertyText(const STR_String & inName,const char *deftext=NULL); // Get text description of property with name <inName>, returns an empty string if there is no property named <inName>
float GetPropertyNumber(const STR_String& inName,float defnumber);
virtual bool RemoveProperty(const char *inName); // Remove the property named <inName>, returns true if the property was succesfully removed, false if property was not found or could not be removed
virtual vector<STR_String> GetPropertyNames();
@@ -331,8 +331,8 @@ public:
double* ZeroVector() { return m_sZeroVec; };
virtual double* GetVector3(bool bGetTransformedVec = false);
- virtual STR_String GetName() = 0; // Retrieve the name of the value
- virtual void SetName(STR_String name) = 0; // Set the name of the value
+ virtual STR_String& GetName() = 0; // Retrieve the name of the value
+ virtual void SetName(const char *name) = 0; // Set the name of the value
/** Sets the value to this cvalue.
* @attention this particular function should never be called. Why not abstract? */
virtual void SetValue(CValue* newval);
@@ -420,49 +420,28 @@ public:
#else
CPropValue() :
#endif //NO_EXP_PYTHON_EMBEDDING
- m_pstrNewName(NULL)
+ m_strNewName()
{
}
virtual ~CPropValue()
{
- if (m_pstrNewName)
- {
- delete m_pstrNewName;
- m_pstrNewName = NULL;
- }
}
- virtual void SetName(STR_String name) {
- if (m_pstrNewName)
- {
- delete m_pstrNewName;
- m_pstrNewName = NULL;
- }
- if (name.Length())
- m_pstrNewName = new STR_String(name);
- }
- virtual void ProcessReplica() {
- CValue::ProcessReplica();
- if (m_pstrNewName)
- m_pstrNewName = new STR_String(*m_pstrNewName);
+ virtual void SetName(const char *name) {
+ m_strNewName = name;
}
- virtual STR_String GetName() {
+ virtual STR_String& GetName() {
//STR_String namefromprop = GetPropertyText("Name");
//if (namefromprop.Length() > 0)
// return namefromprop;
-
- if (m_pstrNewName)
- {
- return *m_pstrNewName;
- }
- return STR_String("");
+ return m_strNewName;
}; // name of Value
protected:
- STR_String* m_pstrNewName; // Identification
+ STR_String m_strNewName; // Identification
};
#endif // !defined _VALUEBASECLASS_H
diff --git a/source/gameengine/Expressions/VectorValue.cpp b/source/gameengine/Expressions/VectorValue.cpp
index e8e1d45c356..c58c78e6ebe 100644
--- a/source/gameengine/Expressions/VectorValue.cpp
+++ b/source/gameengine/Expressions/VectorValue.cpp
@@ -48,7 +48,7 @@ CVectorValue::CVectorValue(float x,float y,float z, AllocationTYPE alloctype)
m_vec[KX_Z] = m_transformedvec[KX_Z] = z;
}
-CVectorValue::CVectorValue(double vec[],STR_String name,AllocationTYPE alloctype) {
+CVectorValue::CVectorValue(double vec[],const char *name,AllocationTYPE alloctype) {
SetCustomFlag1(false);//FancyOutput=false;
diff --git a/source/gameengine/Expressions/VectorValue.h b/source/gameengine/Expressions/VectorValue.h
index 99bf0abb11b..19c7dd30076 100644
--- a/source/gameengine/Expressions/VectorValue.h
+++ b/source/gameengine/Expressions/VectorValue.h
@@ -41,7 +41,7 @@ public:
CValue* CalcFinal(VALUE_DATA_TYPE dtype, VALUE_OPERATOR op, CValue *val);
- CVectorValue(double vec[],STR_String name,AllocationTYPE alloctype=CValue::HEAPVALUE);
+ CVectorValue(double vec[],const char *name,AllocationTYPE alloctype=CValue::HEAPVALUE);
CVectorValue() {};
CVectorValue(double vec[],AllocationTYPE alloctype=CValue::HEAPVALUE);
diff --git a/source/gameengine/GameLogic/CMakeLists.txt b/source/gameengine/GameLogic/CMakeLists.txt
index a7519196d50..449aae3ac84 100644
--- a/source/gameengine/GameLogic/CMakeLists.txt
+++ b/source/gameengine/GameLogic/CMakeLists.txt
@@ -31,6 +31,7 @@ SET(INC
../../../source/kernel/gen_system
../../../intern/string
../../../source/gameengine/Expressions
+ ../../../source/gameengine/Scenegraph
../../../intern/moto/include
../../../source/gameengine/Rasterizer
${PYTHON_INC}
diff --git a/source/gameengine/GameLogic/Makefile b/source/gameengine/GameLogic/Makefile
index 355ece6e8bd..6e9af674549 100644
--- a/source/gameengine/GameLogic/Makefile
+++ b/source/gameengine/GameLogic/Makefile
@@ -39,6 +39,7 @@ include nan_compile.mk
CCFLAGS += $(LEVEL_1_CPP_WARNINGS)
CPPFLAGS += -I../Expressions
+CPPFLAGS += -I../Scenegraph
CPPFLAGS += -I../Rasterizer
CPPFLAGS += -I$(NAN_STRING)/include
CPPFLAGS += -I$(NAN_MOTO)/include
diff --git a/source/gameengine/GameLogic/SCA_2DFilterActuator.cpp b/source/gameengine/GameLogic/SCA_2DFilterActuator.cpp
index fb72eefb4a4..1aaa59ee207 100644
--- a/source/gameengine/GameLogic/SCA_2DFilterActuator.cpp
+++ b/source/gameengine/GameLogic/SCA_2DFilterActuator.cpp
@@ -95,7 +95,7 @@ bool SCA_2DFilterActuator::Update()
}
-void SCA_2DFilterActuator::SetShaderText(STR_String text)
+void SCA_2DFilterActuator::SetShaderText(STR_String& text)
{
m_shaderText = text;
}
diff --git a/source/gameengine/GameLogic/SCA_2DFilterActuator.h b/source/gameengine/GameLogic/SCA_2DFilterActuator.h
index b43dc092ddb..aea3a35d404 100644
--- a/source/gameengine/GameLogic/SCA_2DFilterActuator.h
+++ b/source/gameengine/GameLogic/SCA_2DFilterActuator.h
@@ -60,7 +60,7 @@ public:
PyTypeObject* T=&Type
);
- void SetShaderText(STR_String text);
+ void SetShaderText(STR_String& text);
virtual ~SCA_2DFilterActuator();
virtual bool Update();
diff --git a/source/gameengine/GameLogic/SCA_ANDController.cpp b/source/gameengine/GameLogic/SCA_ANDController.cpp
index 7991e82168f..87f7c612e7c 100644
--- a/source/gameengine/GameLogic/SCA_ANDController.cpp
+++ b/source/gameengine/GameLogic/SCA_ANDController.cpp
@@ -73,19 +73,12 @@ void SCA_ANDController::Trigger(SCA_LogicManager* logicmgr)
}
}
- CValue* newevent = new CBoolValue(sensorresult);
-
for (vector<SCA_IActuator*>::const_iterator i=m_linkedactuators.begin();
!(i==m_linkedactuators.end());i++)
{
- SCA_IActuator* actua = *i;//m_linkedactuators.at(i);
- logicmgr->AddActiveActuator(actua,newevent);
+ SCA_IActuator* actua = *i;
+ logicmgr->AddActiveActuator(actua,sensorresult);
}
-
- // every actuator that needs the event, has a it's own reference to it now so
- // release it (so to be clear: if there is no actuator, it's deleted right now)
- newevent->Release();
-
}
diff --git a/source/gameengine/GameLogic/SCA_ActuatorEventManager.cpp b/source/gameengine/GameLogic/SCA_ActuatorEventManager.cpp
index 768a3a45937..a80b2af55c8 100644
--- a/source/gameengine/GameLogic/SCA_ActuatorEventManager.cpp
+++ b/source/gameengine/GameLogic/SCA_ActuatorEventManager.cpp
@@ -51,17 +51,19 @@ SCA_ActuatorEventManager::~SCA_ActuatorEventManager()
void SCA_ActuatorEventManager::NextFrame()
{
// check for changed actuator
- for (set<SCA_ISensor*>::const_iterator it = m_sensors.begin();!(it==m_sensors.end());it++)
+ SG_DList::iterator<SCA_ISensor> it(m_sensors);
+ for (it.begin();!it.end();++it)
{
- (*it)->Activate(m_logicmgr,NULL);
+ (*it)->Activate(m_logicmgr);
}
}
void SCA_ActuatorEventManager::UpdateFrame()
{
// update the state of actuator before executing them
- for (set<SCA_ISensor*>::const_iterator it = m_sensors.begin();!(it==m_sensors.end());it++)
+ SG_DList::iterator<SCA_ActuatorSensor> it(m_sensors);
+ for (it.begin();!it.end();++it)
{
- ((SCA_ActuatorSensor*)(*it))->Update();
+ (*it)->Update();
}
} \ No newline at end of file
diff --git a/source/gameengine/GameLogic/SCA_ActuatorSensor.cpp b/source/gameengine/GameLogic/SCA_ActuatorSensor.cpp
index 464797fd776..4dad65c5a25 100644
--- a/source/gameengine/GameLogic/SCA_ActuatorSensor.cpp
+++ b/source/gameengine/GameLogic/SCA_ActuatorSensor.cpp
@@ -89,7 +89,7 @@ SCA_ActuatorSensor::~SCA_ActuatorSensor()
-bool SCA_ActuatorSensor::Evaluate(CValue* event)
+bool SCA_ActuatorSensor::Evaluate()
{
if (m_actuator)
{
diff --git a/source/gameengine/GameLogic/SCA_ActuatorSensor.h b/source/gameengine/GameLogic/SCA_ActuatorSensor.h
index 974b2e43d78..6655e08dc70 100644
--- a/source/gameengine/GameLogic/SCA_ActuatorSensor.h
+++ b/source/gameengine/GameLogic/SCA_ActuatorSensor.h
@@ -52,7 +52,7 @@ public:
virtual ~SCA_ActuatorSensor();
virtual CValue* GetReplica();
virtual void Init();
- virtual bool Evaluate(CValue* event);
+ virtual bool Evaluate();
virtual bool IsPositiveTrigger();
virtual void ReParent(SCA_IObject* parent);
void Update();
diff --git a/source/gameengine/GameLogic/SCA_AlwaysEventManager.cpp b/source/gameengine/GameLogic/SCA_AlwaysEventManager.cpp
index 4cd2dfba994..dd3b55abcc9 100644
--- a/source/gameengine/GameLogic/SCA_AlwaysEventManager.cpp
+++ b/source/gameengine/GameLogic/SCA_AlwaysEventManager.cpp
@@ -51,9 +51,10 @@ SCA_AlwaysEventManager::SCA_AlwaysEventManager(class SCA_LogicManager* logicmgr)
void SCA_AlwaysEventManager::NextFrame()
{
- for (set<class SCA_ISensor*>::const_iterator i= m_sensors.begin();!(i==m_sensors.end());i++)
+ SG_DList::iterator<SCA_ISensor> it(m_sensors);
+ for (it.begin();!it.end();++it)
{
- (*i)->Activate(m_logicmgr, NULL);
+ (*it)->Activate(m_logicmgr);
}
}
diff --git a/source/gameengine/GameLogic/SCA_AlwaysSensor.cpp b/source/gameengine/GameLogic/SCA_AlwaysSensor.cpp
index 19d19b6e0be..ff02680f191 100644
--- a/source/gameengine/GameLogic/SCA_AlwaysSensor.cpp
+++ b/source/gameengine/GameLogic/SCA_AlwaysSensor.cpp
@@ -86,7 +86,7 @@ bool SCA_AlwaysSensor::IsPositiveTrigger()
-bool SCA_AlwaysSensor::Evaluate(CValue* event)
+bool SCA_AlwaysSensor::Evaluate()
{
/* Nice! :) */
//return true;
diff --git a/source/gameengine/GameLogic/SCA_AlwaysSensor.h b/source/gameengine/GameLogic/SCA_AlwaysSensor.h
index 769e1e883bc..0f85a641ef1 100644
--- a/source/gameengine/GameLogic/SCA_AlwaysSensor.h
+++ b/source/gameengine/GameLogic/SCA_AlwaysSensor.h
@@ -43,7 +43,7 @@ public:
PyTypeObject* T =&Type);
virtual ~SCA_AlwaysSensor();
virtual CValue* GetReplica();
- virtual bool Evaluate(CValue* event);
+ virtual bool Evaluate();
virtual bool IsPositiveTrigger();
virtual void Init();
diff --git a/source/gameengine/GameLogic/SCA_DelaySensor.cpp b/source/gameengine/GameLogic/SCA_DelaySensor.cpp
index 4752d0eb345..dcdae0b4e75 100644
--- a/source/gameengine/GameLogic/SCA_DelaySensor.cpp
+++ b/source/gameengine/GameLogic/SCA_DelaySensor.cpp
@@ -89,7 +89,7 @@ bool SCA_DelaySensor::IsPositiveTrigger()
return (m_invert ? !m_lastResult : m_lastResult);
}
-bool SCA_DelaySensor::Evaluate(CValue* event)
+bool SCA_DelaySensor::Evaluate()
{
bool trigger = false;
bool result;
diff --git a/source/gameengine/GameLogic/SCA_DelaySensor.h b/source/gameengine/GameLogic/SCA_DelaySensor.h
index 31394fdc961..5ccb33f8a16 100644
--- a/source/gameengine/GameLogic/SCA_DelaySensor.h
+++ b/source/gameengine/GameLogic/SCA_DelaySensor.h
@@ -51,7 +51,7 @@ public:
PyTypeObject* T =&Type);
virtual ~SCA_DelaySensor();
virtual CValue* GetReplica();
- virtual bool Evaluate(CValue* event);
+ virtual bool Evaluate();
virtual bool IsPositiveTrigger();
virtual void Init();
diff --git a/source/gameengine/GameLogic/SCA_EventManager.cpp b/source/gameengine/GameLogic/SCA_EventManager.cpp
index e4fd0379597..d1301541a0a 100644
--- a/source/gameengine/GameLogic/SCA_EventManager.cpp
+++ b/source/gameengine/GameLogic/SCA_EventManager.cpp
@@ -28,6 +28,7 @@
#include <assert.h>
#include "SCA_EventManager.h"
+#include "SCA_ISensor.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
@@ -43,16 +44,18 @@ SCA_EventManager::SCA_EventManager(EVENT_MANAGER_TYPE mgrtype)
SCA_EventManager::~SCA_EventManager()
{
+ // all sensors should be removed
+ assert(m_sensors.Empty());
}
void SCA_EventManager::RegisterSensor(class SCA_ISensor* sensor)
{
- m_sensors.insert(sensor);
+ m_sensors.AddBack(sensor);
}
void SCA_EventManager::RemoveSensor(class SCA_ISensor* sensor)
{
- m_sensors.erase(sensor);
+ sensor->Delink();
}
void SCA_EventManager::NextFrame(double curtime, double fixedtime)
diff --git a/source/gameengine/GameLogic/SCA_EventManager.h b/source/gameengine/GameLogic/SCA_EventManager.h
index 9dbb5a6d24f..5ff55849bfe 100644
--- a/source/gameengine/GameLogic/SCA_EventManager.h
+++ b/source/gameengine/GameLogic/SCA_EventManager.h
@@ -33,11 +33,14 @@
#include <set>
#include <algorithm>
+#include "SG_DList.h"
+
class SCA_EventManager
{
protected:
// use a set to speed-up insertion/removal
- std::set <class SCA_ISensor*> m_sensors;
+ //std::set <class SCA_ISensor*> m_sensors;
+ SG_DList m_sensors;
public:
enum EVENT_MANAGER_TYPE {
diff --git a/source/gameengine/GameLogic/SCA_ExpressionController.cpp b/source/gameengine/GameLogic/SCA_ExpressionController.cpp
index a4e898a808f..8e044b89c71 100644
--- a/source/gameengine/GameLogic/SCA_ExpressionController.cpp
+++ b/source/gameengine/GameLogic/SCA_ExpressionController.cpp
@@ -115,37 +115,14 @@ void SCA_ExpressionController::Trigger(SCA_LogicManager* logicmgr)
value->Release();
}
- //m_exprCache->Release();
- //m_exprCache = NULL;
}
- /*
-
- for (vector<SCA_ISensor*>::const_iterator is=m_linkedsensors.begin();
- !(is==m_linkedsensors.end());is++)
- {
- SCA_ISensor* sensor = *is;
- if (!sensor->IsPositiveTrigger())
- {
- sensorresult = false;
- break;
- }
- }
-
- */
-
- CValue* newevent = new CBoolValue(expressionresult);
-
for (vector<SCA_IActuator*>::const_iterator i=m_linkedactuators.begin();
!(i==m_linkedactuators.end());i++)
{
SCA_IActuator* actua = *i;
- logicmgr->AddActiveActuator(actua,newevent);
+ logicmgr->AddActiveActuator(actua,expressionresult);
}
- //printf("expr %d.",expressionresult);
- // every actuator that needs the event, has a it's own reference to it now so
- // release it (so to be clear: if there is no actuator, it's deleted right now)
- newevent->Release();
}
diff --git a/source/gameengine/GameLogic/SCA_IActuator.cpp b/source/gameengine/GameLogic/SCA_IActuator.cpp
index 214c7dded76..5f71bb3f9e4 100644
--- a/source/gameengine/GameLogic/SCA_IActuator.cpp
+++ b/source/gameengine/GameLogic/SCA_IActuator.cpp
@@ -37,46 +37,13 @@ using namespace std;
SCA_IActuator::SCA_IActuator(SCA_IObject* gameobj,
PyTypeObject* T) :
SCA_ILogicBrick(gameobj,T),
- m_links(0)
+ m_links(0),
+ m_posevent(false),
+ m_negevent(false)
{
// nothing to do
}
-
-
-void SCA_IActuator::RemoveAllEvents()
-{ // remove event queue!
- for (vector<CValue*>::iterator i=m_events.begin(); !(i==m_events.end());i++)
- {
- (*i)->Release();
- }
- m_events.clear();
-}
-
-
-
-
-
-bool SCA_IActuator::IsNegativeEvent() const
-{
- bool bPositiveEvent(false);
- bool bNegativeEvent(false);
-
- for (vector<CValue*>::const_iterator i=m_events.begin(); i!=m_events.end();++i)
- {
- if ((*i)->GetNumber() == 0.0f)
- {
- bNegativeEvent = true;
- } else {
- bPositiveEvent = true;
- }
- }
-
- // if at least 1 positive event, return false
-
- return !bPositiveEvent && bNegativeEvent;
-}
-
bool SCA_IActuator::Update(double curtime, bool frame)
{
if (frame)
@@ -94,7 +61,8 @@ bool SCA_IActuator::Update()
void SCA_IActuator::ProcessReplica()
{
SCA_ILogicBrick::ProcessReplica();
- m_events.clear();
+ RemoveAllEvents();
+ m_linkedcontrollers.clear();
}
@@ -113,3 +81,36 @@ void SCA_IActuator::DecLink()
m_links = 0;
}
}
+
+void SCA_IActuator::LinkToController(SCA_IController* controller)
+{
+ m_linkedcontrollers.push_back(controller);
+}
+
+void SCA_IActuator::UnlinkController(SCA_IController* controller)
+{
+ std::vector<class SCA_IController*>::iterator contit;
+ for (contit = m_linkedcontrollers.begin();!(contit==m_linkedcontrollers.end());++contit)
+ {
+ if ((*contit) == controller)
+ {
+ *contit = m_linkedcontrollers.back();
+ m_linkedcontrollers.pop_back();
+ return;
+ }
+ }
+ printf("Missing link from actuator %s:%s to controller %s:%s\n",
+ m_gameobj->GetName().ReadPtr(), GetName().ReadPtr(),
+ controller->GetParent()->GetName().ReadPtr(), controller->GetName().ReadPtr());
+}
+
+void SCA_IActuator::UnlinkAllControllers()
+{
+ std::vector<class SCA_IController*>::iterator contit;
+ for (contit = m_linkedcontrollers.begin();!(contit==m_linkedcontrollers.end());++contit)
+ {
+ (*contit)->UnlinkActuator(this);
+ }
+ m_linkedcontrollers.clear();
+}
+
diff --git a/source/gameengine/GameLogic/SCA_IActuator.h b/source/gameengine/GameLogic/SCA_IActuator.h
index e5f0a2cf4cc..3055e1d946f 100644
--- a/source/gameengine/GameLogic/SCA_IActuator.h
+++ b/source/gameengine/GameLogic/SCA_IActuator.h
@@ -29,17 +29,33 @@
#ifndef __KX_IACTUATOR
#define __KX_IACTUATOR
-#include "SCA_ILogicBrick.h"
+#include "SCA_IController.h"
#include <vector>
+/*
+ * Use of SG_DList : element of actuator being deactivated
+ * Head: SCA_LogicManager::m_removedActuators
+ * Use of SG_QList : element of activated actuator list of their owner
+ * Head: SCA_IObject::m_activeActuators
+ */
class SCA_IActuator : public SCA_ILogicBrick
{
friend class SCA_LogicManager;
protected:
int m_links; // number of active links to controllers
// when 0, the actuator is automatically stopped
- std::vector<CValue*> m_events;
- void RemoveAllEvents();
+ //std::vector<CValue*> m_events;
+ bool m_posevent;
+ bool m_negevent;
+
+ std::vector<class SCA_IController*> m_linkedcontrollers;
+
+ void RemoveAllEvents()
+ {
+ m_posevent = false;
+ m_negevent = false;
+ }
+
public:
/**
@@ -75,9 +91,13 @@ public:
/**
* Add an event to an actuator.
*/
- void AddEvent(CValue* event)
+ //void AddEvent(CValue* event)
+ void AddEvent(bool event)
{
- m_events.push_back(event);
+ if (event)
+ m_posevent = true;
+ else
+ m_negevent = true;
}
virtual void ProcessReplica();
@@ -88,9 +108,38 @@ public:
* not immediately clear. But usually refers to key-up events
* or events where no action is required.
*/
- bool IsNegativeEvent() const;
+ bool IsNegativeEvent() const
+ {
+ return !m_posevent && m_negevent;
+ }
+
virtual ~SCA_IActuator();
+ /**
+ * remove this actuator from the list of active actuators
+ */
+ void Deactivate()
+ {
+ if (QDelink())
+ // the actuator was in the active list
+ if (m_gameobj->m_activeActuators.QEmpty())
+ // the owner object has no more active actuators, remove it from the global list
+ m_gameobj->m_activeActuators.Delink();
+ }
+
+ void Activate(SG_DList& head)
+ {
+ if (QEmpty())
+ {
+ InsertActiveQList(m_gameobj->m_activeActuators);
+ head.AddBack(&m_gameobj->m_activeActuators);
+ }
+ }
+
+ void LinkToController(SCA_IController* controller);
+ void UnlinkController(class SCA_IController* cont);
+ void UnlinkAllControllers();
+
void ClrLink() { m_links=0; }
void IncLink() { m_links++; }
void DecLink();
diff --git a/source/gameengine/GameLogic/SCA_IController.cpp b/source/gameengine/GameLogic/SCA_IController.cpp
index 24509f6e6ed..f8b081ef050 100644
--- a/source/gameengine/GameLogic/SCA_IController.cpp
+++ b/source/gameengine/GameLogic/SCA_IController.cpp
@@ -41,7 +41,8 @@ SCA_IController::SCA_IController(SCA_IObject* gameobj,
PyTypeObject* T)
:
SCA_ILogicBrick(gameobj,T),
- m_statemask(0)
+ m_statemask(0),
+ m_justActivated(false)
{
}
@@ -49,19 +50,19 @@ SCA_IController::SCA_IController(SCA_IObject* gameobj,
SCA_IController::~SCA_IController()
{
- UnlinkAllActuators();
+ //UnlinkAllActuators();
}
-const std::vector<class SCA_ISensor*>& SCA_IController::GetLinkedSensors()
+std::vector<class SCA_ISensor*>& SCA_IController::GetLinkedSensors()
{
return m_linkedsensors;
}
-const std::vector<class SCA_IActuator*>& SCA_IController::GetLinkedActuators()
+std::vector<class SCA_IActuator*>& SCA_IController::GetLinkedActuators()
{
return m_linkedactuators;
}
@@ -70,13 +71,14 @@ const std::vector<class SCA_IActuator*>& SCA_IController::GetLinkedActuators()
void SCA_IController::UnlinkAllSensors()
{
- if (IsActive())
+ std::vector<class SCA_ISensor*>::iterator sensit;
+ for (sensit = m_linkedsensors.begin();!(sensit==m_linkedsensors.end());++sensit)
{
- std::vector<class SCA_ISensor*>::iterator sensit;
- for (sensit = m_linkedsensors.begin();!(sensit==m_linkedsensors.end());++sensit)
+ if (IsActive())
{
(*sensit)->DecLink();
}
+ (*sensit)->UnlinkController(this);
}
m_linkedsensors.clear();
}
@@ -85,34 +87,18 @@ void SCA_IController::UnlinkAllSensors()
void SCA_IController::UnlinkAllActuators()
{
- if (IsActive())
+ std::vector<class SCA_IActuator*>::iterator actit;
+ for (actit = m_linkedactuators.begin();!(actit==m_linkedactuators.end());++actit)
{
- std::vector<class SCA_IActuator*>::iterator actit;
- for (actit = m_linkedactuators.begin();!(actit==m_linkedactuators.end());++actit)
+ if (IsActive())
{
(*actit)->DecLink();
}
+ (*actit)->UnlinkController(this);
}
m_linkedactuators.clear();
}
-
-
-/*
-void SCA_IController::Trigger(SCA_LogicManager* logicmgr)
-{
- //for (int i=0;i<m_linkedactuators.size();i++)
- for (vector<SCA_IActuator*>::const_iterator i=m_linkedactuators.begin();
- !(i==m_linkedactuators.end());i++)
- {
- SCA_IActuator* actua = *i;//m_linkedactuators.at(i);
-
- logicmgr->AddActiveActuator(actua);
- }
-
-}
-*/
-
void SCA_IController::LinkToActuator(SCA_IActuator* actua)
{
m_linkedactuators.push_back(actua);
@@ -129,18 +115,18 @@ void SCA_IController::UnlinkActuator(class SCA_IActuator* actua)
{
if ((*actit) == actua)
{
- break;
- }
-
- }
- if (!(actit==m_linkedactuators.end()))
- {
- if (IsActive())
- {
- (*actit)->DecLink();
+ if (IsActive())
+ {
+ (*actit)->DecLink();
+ }
+ *actit = m_linkedactuators.back();
+ m_linkedactuators.pop_back();
+ return;
}
- m_linkedactuators.erase(actit);
}
+ printf("Missing link from controller %s:%s to actuator %s:%s\n",
+ m_gameobj->GetName().ReadPtr(), GetName().ReadPtr(),
+ actua->GetParent()->GetName().ReadPtr(), actua->GetName().ReadPtr());
}
void SCA_IController::LinkToSensor(SCA_ISensor* sensor)
@@ -159,20 +145,21 @@ void SCA_IController::UnlinkSensor(class SCA_ISensor* sensor)
{
if ((*sensit) == sensor)
{
- break;
- }
-
- }
- if (!(sensit==m_linkedsensors.end()))
- {
- if (IsActive())
- {
- (*sensit)->DecLink();
+ if (IsActive())
+ {
+ sensor->DecLink();
+ }
+ *sensit = m_linkedsensors.back();
+ m_linkedsensors.pop_back();
+ return;
}
- m_linkedsensors.erase(sensit);
}
+ printf("Missing link from controller %s:%s to sensor %s:%s\n",
+ m_gameobj->GetName().ReadPtr(), GetName().ReadPtr(),
+ sensor->GetParent()->GetName().ReadPtr(), sensor->GetName().ReadPtr());
}
+
void SCA_IController::ApplyState(unsigned int state)
{
std::vector<class SCA_IActuator*>::iterator actit;
@@ -187,13 +174,13 @@ void SCA_IController::ApplyState(unsigned int state)
{
(*actit)->IncLink();
}
+
for (sensit = m_linkedsensors.begin();!(sensit==m_linkedsensors.end());++sensit)
{
(*sensit)->IncLink();
- // remember that this controller just activated that sensor
- (*sensit)->AddNewController(this);
}
SetActive(true);
+ m_justActivated = true;
}
} else if (IsActive())
{
@@ -206,6 +193,7 @@ void SCA_IController::ApplyState(unsigned int state)
(*sensit)->DecLink();
}
SetActive(false);
+ m_justActivated = false;
}
}
@@ -301,7 +289,7 @@ PyObject* SCA_IController::PyGetSensor(PyObject* value)
for (unsigned int index=0;index<m_linkedsensors.size();index++)
{
SCA_ISensor* sensor = m_linkedsensors[index];
- STR_String realname = sensor->GetName();
+ STR_String& realname = sensor->GetName();
if (realname == scriptArg)
{
return sensor->GetProxy();
diff --git a/source/gameengine/GameLogic/SCA_IController.h b/source/gameengine/GameLogic/SCA_IController.h
index 7ed83bc90b8..1b9d8fb0d2b 100644
--- a/source/gameengine/GameLogic/SCA_IController.h
+++ b/source/gameengine/GameLogic/SCA_IController.h
@@ -32,6 +32,11 @@
#include "SCA_ILogicBrick.h"
#include "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;
@@ -39,21 +44,48 @@ protected:
std::vector<class SCA_ISensor*> m_linkedsensors;
std::vector<class SCA_IActuator*> m_linkedactuators;
unsigned int m_statemask;
+ bool m_justActivated;
public:
SCA_IController(SCA_IObject* gameobj,PyTypeObject* T);
virtual ~SCA_IController();
virtual void Trigger(class SCA_LogicManager* logicmgr)=0;
void LinkToSensor(SCA_ISensor* sensor);
void LinkToActuator(SCA_IActuator*);
- const std::vector<class SCA_ISensor*>& GetLinkedSensors();
- const std::vector<class SCA_IActuator*>& GetLinkedActuators();
+ 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 Activate(SG_DList& head)
+ {
+ if (QEmpty())
+ {
+ InsertActiveQList(m_gameobj->m_activeControllers);
+ head.AddBack(&m_gameobj->m_activeControllers);
+ }
+ }
+
virtual PyObject* py_getattro(PyObject *attr);
virtual PyObject* py_getattro_dict();
virtual int py_setattro(PyObject *attr, PyObject *value);
diff --git a/source/gameengine/GameLogic/SCA_ILogicBrick.cpp b/source/gameengine/GameLogic/SCA_ILogicBrick.cpp
index 6de9986b03a..2dc80f54568 100644
--- a/source/gameengine/GameLogic/SCA_ILogicBrick.cpp
+++ b/source/gameengine/GameLogic/SCA_ILogicBrick.cpp
@@ -123,14 +123,14 @@ double SCA_ILogicBrick::GetNumber()
-STR_String SCA_ILogicBrick::GetName()
+STR_String& SCA_ILogicBrick::GetName()
{
return m_name;
}
-void SCA_ILogicBrick::SetName(STR_String name)
+void SCA_ILogicBrick::SetName(const char *name)
{
m_name = name;
}
@@ -222,7 +222,7 @@ PyMethodDef SCA_ILogicBrick::Methods[] = {
PyAttributeDef SCA_ILogicBrick::Attributes[] = {
KX_PYATTRIBUTE_RO_FUNCTION("owner", SCA_ILogicBrick, pyattr_get_owner),
- KX_PYATTRIBUTE_INT_RW("executePriority",0,100000,false,SCA_ILogicBrick,m_Execute_Ueber_Priority),
+ KX_PYATTRIBUTE_INT_RW("executePriority",0,100000,false,SCA_ILogicBrick,m_Execute_Priority),
KX_PYATTRIBUTE_STRING_RO("name", SCA_ILogicBrick, m_name),
{NULL} //Sentinel
};
@@ -286,7 +286,7 @@ PyObject* SCA_ILogicBrick::PySetExecutePriority(PyObject* args)
return NULL;
}
- m_Execute_Ueber_Priority = priority;
+ m_Execute_Priority = priority;
Py_RETURN_NONE;
}
@@ -296,7 +296,7 @@ PyObject* SCA_ILogicBrick::PySetExecutePriority(PyObject* args)
PyObject* SCA_ILogicBrick::PyGetExecutePriority()
{
ShowDeprecationWarning("getExecutePriority()", "the executePriority property");
- return PyInt_FromLong(m_Execute_Ueber_Priority);
+ return PyInt_FromLong(m_Execute_Priority);
}
diff --git a/source/gameengine/GameLogic/SCA_ILogicBrick.h b/source/gameengine/GameLogic/SCA_ILogicBrick.h
index b1384e88826..90881c0536f 100644
--- a/source/gameengine/GameLogic/SCA_ILogicBrick.h
+++ b/source/gameengine/GameLogic/SCA_ILogicBrick.h
@@ -71,8 +71,8 @@ public:
virtual const STR_String & GetText();
virtual double GetNumber();
- virtual STR_String GetName();
- virtual void SetName(STR_String name);
+ virtual STR_String& GetName();
+ virtual void SetName(const char *);
bool IsActive()
{
@@ -84,6 +84,13 @@ public:
m_bActive=active;
}
+ // insert in a QList at position corresponding to m_Execute_Priority
+ void InsertActiveQList(SG_QList& head)
+ {
+ SG_QList::iterator<SCA_ILogicBrick> it(head);
+ for(it.begin(); !it.end() && m_Execute_Priority > (*it)->m_Execute_Priority; ++it);
+ it.add_back(this);
+ }
virtual bool LessComparedTo(SCA_ILogicBrick* other);
diff --git a/source/gameengine/GameLogic/SCA_IObject.cpp b/source/gameengine/GameLogic/SCA_IObject.cpp
index 7eaa5c607be..8962c8e8580 100644
--- a/source/gameengine/GameLogic/SCA_IObject.cpp
+++ b/source/gameengine/GameLogic/SCA_IObject.cpp
@@ -70,7 +70,7 @@ SCA_IObject::~SCA_IObject()
}
for (ita = m_actuators.begin(); !(ita==m_actuators.end()); ++ita)
{
- ((CValue*)(*ita))->Release();
+ (*ita)->Delete();
}
//T_InterpolatorList::iterator i;
@@ -110,7 +110,7 @@ void SCA_IObject::RegisterActuator(SCA_IActuator* act)
void SCA_IObject::UnregisterActuator(SCA_IActuator* act)
{
SCA_ActuatorList::iterator ita;
- for (ita = m_registeredActuators.begin(); ita != m_registeredActuators.end(); ita++)
+ for (ita = m_registeredActuators.begin(); ita != m_registeredActuators.end(); ++ita)
{
if ((*ita) == act) {
(*ita) = m_registeredActuators.back();
@@ -171,7 +171,7 @@ SCA_ISensor* SCA_IObject::FindSensor(const STR_String& sensorname)
{
SCA_ISensor* foundsensor = NULL;
- for (SCA_SensorList::iterator its = m_sensors.begin();!(its==m_sensors.end());its++)
+ for (SCA_SensorList::iterator its = m_sensors.begin();!(its==m_sensors.end());++its)
{
if ((*its)->GetName() == sensorname)
{
@@ -188,7 +188,7 @@ SCA_IController* SCA_IObject::FindController(const STR_String& controllername)
{
SCA_IController* foundcontroller = NULL;
- for (SCA_ControllerList::iterator itc = m_controllers.begin();!(itc==m_controllers.end());itc++)
+ for (SCA_ControllerList::iterator itc = m_controllers.begin();!(itc==m_controllers.end());++itc)
{
if ((*itc)->GetName() == controllername)
{
@@ -205,7 +205,7 @@ SCA_IActuator* SCA_IObject::FindActuator(const STR_String& actuatorname)
{
SCA_IActuator* foundactuator = NULL;
- for (SCA_ActuatorList::iterator ita = m_actuators.begin();!(ita==m_actuators.end());ita++)
+ for (SCA_ActuatorList::iterator ita = m_actuators.begin();!(ita==m_actuators.end());++ita)
{
if ((*ita)->GetName() == actuatorname)
{
@@ -272,7 +272,7 @@ void SCA_IObject::Suspend()
SCA_SensorList::iterator i = m_sensors.begin();
while (i != m_sensors.end()) {
(*i)->Suspend();
- i++;
+ ++i;
}
}
}
@@ -287,7 +287,7 @@ void SCA_IObject::Resume(void)
SCA_SensorList::iterator i = m_sensors.begin();
while (i != m_sensors.end()) {
(*i)->Resume();
- i++;
+ ++i;
}
}
}
@@ -307,7 +307,7 @@ void SCA_IObject::SetState(unsigned int state)
if (tmpstate != m_state)
{
// update the status of the controllers
- for (contit = m_controllers.begin(); contit != m_controllers.end(); contit++)
+ for (contit = m_controllers.begin(); contit != m_controllers.end(); ++contit)
{
(*contit)->ApplyState(tmpstate);
}
@@ -315,7 +315,7 @@ void SCA_IObject::SetState(unsigned int state)
m_state = state;
if (m_state != tmpstate)
{
- for (contit = m_controllers.begin(); contit != m_controllers.end(); contit++)
+ for (contit = m_controllers.begin(); contit != m_controllers.end(); ++contit)
{
(*contit)->ApplyState(m_state);
}
diff --git a/source/gameengine/GameLogic/SCA_IObject.h b/source/gameengine/GameLogic/SCA_IObject.h
index 10cf551aeb6..281c72ecd46 100644
--- a/source/gameengine/GameLogic/SCA_IObject.h
+++ b/source/gameengine/GameLogic/SCA_IObject.h
@@ -52,10 +52,24 @@ class SCA_IObject : public CValue
Py_Header;
protected:
+ friend class SCA_IActuator;
+ friend class SCA_IController;
SCA_SensorList m_sensors;
SCA_ControllerList m_controllers;
SCA_ActuatorList m_actuators;
SCA_ActuatorList m_registeredActuators; // actuators that use a pointer to this object
+
+ // SG_Dlist: element of objects with active actuators
+ // Head: SCA_LogicManager::m_activeActuators
+ // SG_QList: Head of active actuators list on this object
+ // Elements: SCA_IActuator
+ SG_QList m_activeActuators;
+ // SG_Dlist: element of objects with active controllers
+ // Head: SCA_LogicManager::m_activeControllers
+ // SG_QList: Head of active controller list on this object
+ // Elements: SCA_IController
+ SG_QList m_activeControllers;
+
static class MT_Point3 m_sDummy;
/**
@@ -95,10 +109,26 @@ public:
{
return m_actuators;
}
+ SG_QList& GetActiveActuators()
+ {
+ return m_activeActuators;
+ }
void AddSensor(SCA_ISensor* act);
+ void ReserveSensor(int num)
+ {
+ m_sensors.reserve(num);
+ }
void AddController(SCA_IController* act);
+ void ReserveController(int num)
+ {
+ m_controllers.reserve(num);
+ }
void AddActuator(SCA_IActuator* act);
+ void ReserveActuator(int num)
+ {
+ m_actuators.reserve(num);
+ }
void RegisterActuator(SCA_IActuator* act);
void UnregisterActuator(SCA_IActuator* act);
diff --git a/source/gameengine/GameLogic/SCA_IScene.cpp b/source/gameengine/GameLogic/SCA_IScene.cpp
index 9fbeb706910..86b176a38b0 100644
--- a/source/gameengine/GameLogic/SCA_IScene.cpp
+++ b/source/gameengine/GameLogic/SCA_IScene.cpp
@@ -50,7 +50,7 @@ SCA_IScene::SCA_IScene()
void SCA_IScene::RemoveAllDebugProperties()
{
for (std::vector<SCA_DebugProp*>::iterator it = m_debugList.begin();
- !(it==m_debugList.end());it++)
+ !(it==m_debugList.end());++it)
{
delete (*it);
}
diff --git a/source/gameengine/GameLogic/SCA_IScene.h b/source/gameengine/GameLogic/SCA_IScene.h
index d18778a37c2..b641efc6ee1 100644
--- a/source/gameengine/GameLogic/SCA_IScene.h
+++ b/source/gameengine/GameLogic/SCA_IScene.h
@@ -52,7 +52,7 @@ public:
int lifespan=0)=0;
virtual void RemoveObject(class CValue* gameobj)=0;
virtual void DelayedRemoveObject(class CValue* gameobj)=0;
- virtual void DelayedReleaseObject(class CValue* gameobj)=0;
+ //virtual void DelayedReleaseObject(class CValue* gameobj)=0;
virtual void ReplaceMesh(class CValue* gameobj,
void* meshobj)=0;
diff --git a/source/gameengine/GameLogic/SCA_ISensor.cpp b/source/gameengine/GameLogic/SCA_ISensor.cpp
index 1e9a4521df5..2783bf14600 100644
--- a/source/gameengine/GameLogic/SCA_ISensor.cpp
+++ b/source/gameengine/GameLogic/SCA_ISensor.cpp
@@ -45,7 +45,7 @@ void SCA_ISensor::ReParent(SCA_IObject* parent)
SCA_ILogicBrick::ReParent(parent);
// will be done when the sensor is activated
//m_eventmgr->RegisterSensor(this);
- this->SetActive(false);
+ //this->SetActive(false);
}
@@ -77,6 +77,12 @@ SCA_ISensor::~SCA_ISensor()
// intentionally empty
}
+void SCA_ISensor::ProcessReplica()
+{
+ SCA_ILogicBrick::ProcessReplica();
+ m_linkedcontrollers.clear();
+}
+
bool SCA_ISensor::IsPositiveTrigger() {
bool result = false;
@@ -150,29 +156,72 @@ void SCA_ISensor::RegisterToManager()
// sensor is just activated, initialize it
Init();
m_state = false;
- m_newControllers.erase(m_newControllers.begin(), m_newControllers.end());
m_eventmgr->RegisterSensor(this);
}
+void SCA_ISensor::LinkToController(SCA_IController* controller)
+{
+ m_linkedcontrollers.push_back(controller);
+}
+
+void SCA_ISensor::UnlinkController(SCA_IController* controller)
+{
+ std::vector<class SCA_IController*>::iterator contit;
+ for (contit = m_linkedcontrollers.begin();!(contit==m_linkedcontrollers.end());++contit)
+ {
+ if ((*contit) == controller)
+ {
+ *contit = m_linkedcontrollers.back();
+ m_linkedcontrollers.pop_back();
+ return;
+ }
+ }
+ printf("Missing link from sensor %s:%s to controller %s:%s\n",
+ m_gameobj->GetName().ReadPtr(), GetName().ReadPtr(),
+ controller->GetParent()->GetName().ReadPtr(), controller->GetName().ReadPtr());
+}
+
+void SCA_ISensor::UnlinkAllControllers()
+{
+ std::vector<class SCA_IController*>::iterator contit;
+ for (contit = m_linkedcontrollers.begin();!(contit==m_linkedcontrollers.end());++contit)
+ {
+ (*contit)->UnlinkSensor(this);
+ }
+ m_linkedcontrollers.clear();
+}
+
void SCA_ISensor::UnregisterToManager()
{
m_eventmgr->RemoveSensor(this);
+ m_links = 0;
}
-void SCA_ISensor::Activate(class SCA_LogicManager* logicmgr, CValue* event)
+void SCA_ISensor::ActivateControllers(class SCA_LogicManager* logicmgr)
+{
+ for(vector<SCA_IController*>::const_iterator c= m_linkedcontrollers.begin();
+ c!=m_linkedcontrollers.end();++c)
+ {
+ SCA_IController* contr = *c;
+ if (contr->IsActive())
+ logicmgr->AddTriggeredController(contr, this);
+ }
+}
+
+void SCA_ISensor::Activate(class SCA_LogicManager* logicmgr)
{
// calculate if a __triggering__ is wanted
// don't evaluate a sensor that is not connected to any controller
if (m_links && !m_suspended) {
- bool result = this->Evaluate(event);
+ bool result = this->Evaluate();
// store the state for the rest of the logic system
m_prev_state = m_state;
m_state = this->IsPositiveTrigger();
if (result) {
// the sensor triggered this frame
if (m_state || !m_tap) {
- logicmgr->AddActivatedSensor(this);
+ ActivateControllers(logicmgr);
// reset these counters so that pulse are synchronized with transition
m_pos_ticks = 0;
m_neg_ticks = 0;
@@ -190,7 +239,7 @@ void SCA_ISensor::Activate(class SCA_LogicManager* logicmgr, CValue* event)
if (m_pos_ticks > m_pulse_frequency) {
if ( m_state )
{
- logicmgr->AddActivatedSensor(this);
+ ActivateControllers(logicmgr);
result = true;
}
m_pos_ticks = 0;
@@ -203,7 +252,8 @@ void SCA_ISensor::Activate(class SCA_LogicManager* logicmgr, CValue* event)
if (m_neg_ticks > m_pulse_frequency) {
if (!m_state )
{
- logicmgr->AddActivatedSensor(this);
+ ActivateControllers(logicmgr);
+ result = true;
}
m_neg_ticks = 0;
}
@@ -218,27 +268,24 @@ void SCA_ISensor::Activate(class SCA_LogicManager* logicmgr, CValue* event)
if (m_prev_state)
{
// but it triggered on previous frame => send a negative pulse
- logicmgr->AddActivatedSensor(this);
+ ActivateControllers(logicmgr);
+ result = true;
}
// in any case, absence of trigger means sensor off
m_state = false;
}
}
- if (!m_newControllers.empty())
+ if (!result && m_level)
{
- if (!IsActive() && m_level)
+ // This level sensor is connected to at least one controller that was just made
+ // active but it did not generate an event yet, do it now to those controllers only
+ for(vector<SCA_IController*>::const_iterator c= m_linkedcontrollers.begin();
+ c!=m_linkedcontrollers.end();++c)
{
- // This level sensor is connected to at least one controller that was just made
- // active but it did not generate an event yet, do it now to those controllers only
- for (std::vector<SCA_IController*>::iterator ci=m_newControllers.begin();
- ci != m_newControllers.end(); ci++)
- {
- logicmgr->AddTriggeredController(*ci, this);
- }
+ SCA_IController* contr = *c;
+ if (contr->IsJustActivated())
+ logicmgr->AddTriggeredController(contr, this);
}
- // clear the list. Instead of using clear, which also release the memory,
- // use erase, which keeps the memory available for next time.
- m_newControllers.erase(m_newControllers.begin(), m_newControllers.end());
}
}
}
diff --git a/source/gameengine/GameLogic/SCA_ISensor.h b/source/gameengine/GameLogic/SCA_ISensor.h
index 7bbef5fef2f..9aeda728caf 100644
--- a/source/gameengine/GameLogic/SCA_ISensor.h
+++ b/source/gameengine/GameLogic/SCA_ISensor.h
@@ -32,16 +32,21 @@
#ifndef __SCA_ISENSOR
#define __SCA_ISENSOR
-#include "SCA_ILogicBrick.h"
+#include "SCA_IController.h"
#include <vector>
/**
* Interface Class for all logic Sensors. Implements
- * pulsemode,pulsefrequency */
+ * 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? */
@@ -83,8 +88,7 @@ class SCA_ISensor : public SCA_ILogicBrick
/** previous state (for tap option) */
bool m_prev_state;
- /** list of controllers that have just activated this sensor because of a state change */
- std::vector<class SCA_IController*> m_newControllers;
+ std::vector<class SCA_IController*> m_linkedcontrollers;
public:
SCA_ISensor(SCA_IObject* gameobj,
@@ -97,8 +101,8 @@ public:
/* 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,CValue* event);
- virtual bool Evaluate(CValue* event) = 0;
+ void Activate(class SCA_LogicManager* logicmgr);
+ virtual bool Evaluate() = 0;
virtual bool IsPositiveTrigger();
virtual void Init();
@@ -121,6 +125,16 @@ public:
virtual void RegisterToManager();
virtual void UnregisterToManager();
+ 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();
@@ -139,8 +153,6 @@ public:
/** Resume sensing. */
void Resume();
- void AddNewController(class SCA_IController* controller)
- { m_newControllers.push_back(controller); }
void ClrLink()
{ m_links = 0; }
void IncLink()
diff --git a/source/gameengine/GameLogic/SCA_JoystickManager.cpp b/source/gameengine/GameLogic/SCA_JoystickManager.cpp
index f3ce549a637..ff8f3b1c81f 100644
--- a/source/gameengine/GameLogic/SCA_JoystickManager.cpp
+++ b/source/gameengine/GameLogic/SCA_JoystickManager.cpp
@@ -59,20 +59,21 @@ SCA_JoystickManager::~SCA_JoystickManager()
void SCA_JoystickManager::NextFrame(double curtime,double deltatime)
{
- if (m_sensors.size()==0) {
+ if (m_sensors.Empty()) {
return;
}
else {
- set<SCA_ISensor*>::iterator it;
+ ;
#ifndef DISABLE_SDL
SCA_Joystick::HandleEvents(); /* Handle all SDL Joystick events */
#endif
- for (it = m_sensors.begin(); it != m_sensors.end(); it++)
+ SG_DList::iterator<SCA_JoystickSensor> it(m_sensors);
+ for (it.begin();!it.end();++it)
{
- SCA_JoystickSensor* joysensor = (SCA_JoystickSensor*)(*it);
+ SCA_JoystickSensor* joysensor = *it;
if(!joysensor->IsSuspended())
{
- joysensor->Activate(m_logicmgr, NULL);
+ joysensor->Activate(m_logicmgr);
}
}
}
diff --git a/source/gameengine/GameLogic/SCA_JoystickSensor.cpp b/source/gameengine/GameLogic/SCA_JoystickSensor.cpp
index 34d63a4ee2b..906d454b728 100644
--- a/source/gameengine/GameLogic/SCA_JoystickSensor.cpp
+++ b/source/gameengine/GameLogic/SCA_JoystickSensor.cpp
@@ -102,7 +102,7 @@ bool SCA_JoystickSensor::IsPositiveTrigger()
}
-bool SCA_JoystickSensor::Evaluate(CValue* event)
+bool SCA_JoystickSensor::Evaluate()
{
SCA_Joystick *js = m_pJoystickMgr->GetJoystickDevice(m_joyindex);
bool result = false;
diff --git a/source/gameengine/GameLogic/SCA_JoystickSensor.h b/source/gameengine/GameLogic/SCA_JoystickSensor.h
index 20fff66f66c..e8185d1911e 100644
--- a/source/gameengine/GameLogic/SCA_JoystickSensor.h
+++ b/source/gameengine/GameLogic/SCA_JoystickSensor.h
@@ -110,7 +110,7 @@ public:
virtual ~SCA_JoystickSensor();
virtual CValue* GetReplica();
- virtual bool Evaluate(CValue* event);
+ virtual bool Evaluate();
virtual bool IsPositiveTrigger();
virtual void Init();
diff --git a/source/gameengine/GameLogic/SCA_KeyboardManager.cpp b/source/gameengine/GameLogic/SCA_KeyboardManager.cpp
index 6a96442b124..279adab94d8 100644
--- a/source/gameengine/GameLogic/SCA_KeyboardManager.cpp
+++ b/source/gameengine/GameLogic/SCA_KeyboardManager.cpp
@@ -62,12 +62,11 @@ void SCA_KeyboardManager::NextFrame()
{
//const SCA_InputEvent& event = GetEventValue(SCA_IInputDevice::KX_EnumInputs inputcode)=0;
// cerr << "SCA_KeyboardManager::NextFrame"<< endl;
- set<SCA_ISensor*>::iterator it;
- for (it=m_sensors.begin(); it != m_sensors.end(); it++)
+ SG_DList::iterator<SCA_ISensor> it(m_sensors);
+ for (it.begin();!it.end();++it)
{
- (*it)->Activate(m_logicmanager,NULL);
+ (*it)->Activate(m_logicmanager);
}
-
}
bool SCA_KeyboardManager::IsPressed(SCA_IInputDevice::KX_EnumInputs inputcode)
diff --git a/source/gameengine/GameLogic/SCA_KeyboardSensor.cpp b/source/gameengine/GameLogic/SCA_KeyboardSensor.cpp
index a9ea4272531..f8ee8ed8b41 100644
--- a/source/gameengine/GameLogic/SCA_KeyboardSensor.cpp
+++ b/source/gameengine/GameLogic/SCA_KeyboardSensor.cpp
@@ -118,7 +118,7 @@ bool SCA_KeyboardSensor::TriggerOnAllKeys()
-bool SCA_KeyboardSensor::Evaluate(CValue* eventval)
+bool SCA_KeyboardSensor::Evaluate()
{
bool result = false;
bool reset = m_reset && m_level;
diff --git a/source/gameengine/GameLogic/SCA_KeyboardSensor.h b/source/gameengine/GameLogic/SCA_KeyboardSensor.h
index 1dd6ea21fcd..033225cd9be 100644
--- a/source/gameengine/GameLogic/SCA_KeyboardSensor.h
+++ b/source/gameengine/GameLogic/SCA_KeyboardSensor.h
@@ -102,7 +102,7 @@ public:
short int GetHotkey();
- virtual bool Evaluate(CValue* event);
+ virtual bool Evaluate();
virtual bool IsPositiveTrigger();
bool TriggerOnAllKeys();
diff --git a/source/gameengine/GameLogic/SCA_LogicManager.cpp b/source/gameengine/GameLogic/SCA_LogicManager.cpp
index c43875a0047..74370f89cf2 100644
--- a/source/gameengine/GameLogic/SCA_LogicManager.cpp
+++ b/source/gameengine/GameLogic/SCA_LogicManager.cpp
@@ -49,42 +49,12 @@ SCA_LogicManager::SCA_LogicManager()
SCA_LogicManager::~SCA_LogicManager()
{
- /* AddRef() is not used when the objects are added to m_mapStringToGameObjects
- so Release() should not be used either. The memory leak big is fixed
- in BL_ConvertBlenderObjects()
-
- int numgameobj = m_mapStringToGameObjects.size();
- for (int i = 0; i < numgameobj; i++)
- {
- CValue** gameobjptr = m_mapStringToGameObjects.at(i);
- assert(gameobjptr);
- if (gameobjptr)
- (*gameobjptr)->Release();
-
- }
- */
- /*for (int i=0;i<m_sensorcontrollermap.size();i++)
- {
- vector<SCA_IController*>* controllerarray = *(m_sensorcontrollermap[i]);
- delete controllerarray;
- }
- */
- for (vector<SCA_EventManager*>::iterator it = m_eventmanagers.begin();!(it==m_eventmanagers.end());it++)
+ for (vector<SCA_EventManager*>::iterator it = m_eventmanagers.begin();!(it==m_eventmanagers.end());++it)
{
delete (*it);
}
m_eventmanagers.clear();
- m_sensorcontrollermapje.clear();
- m_removedActuators.clear();
- m_activeActuators.clear();
-}
-
-// this function is a performance helper when the scene is destoyed
-// without it, the map updated for each object... a massive slow down when there are
-// large number of objects. By clearing the map upfront we avoid the waster of time.
-void SCA_LogicManager::RemoveSensorMap()
-{
- m_sensorcontrollermapje.clear();
+ assert(m_activeActuators.Empty());
}
/*
@@ -178,62 +148,30 @@ void* SCA_LogicManager::FindBlendObjByGameMeshName(const STR_String& gamemeshnam
void SCA_LogicManager::RemoveSensor(SCA_ISensor* sensor)
{
- sensormap_t::const_iterator mit = m_sensorcontrollermapje.find(sensor);
- if (mit != m_sensorcontrollermapje.end())
- {
- const controllerlist& contlist = mit->second;
- for (controllerlist::const_iterator c= contlist.begin();!(c==contlist.end());c++)
- {
- (*c)->UnlinkSensor(sensor);
- }
- m_sensorcontrollermapje.erase(sensor);
- }
+ sensor->UnlinkAllControllers();
sensor->UnregisterToManager();
}
void SCA_LogicManager::RemoveController(SCA_IController* controller)
{
- sensormap_t::iterator sit;
- sit = m_sensorcontrollermapje.begin();
- if (sit==m_sensorcontrollermapje.end())
- {
- //TRICK: either there is no sensor at all, or the scene is being deleted
- //(see KX_Scene::~KX_Scene()). In the first case, this is harmless.
- //In the second case, we cannot rely on the sensor being still available,
- //make the controller inactive to avoid link count.
- //Need a better solution, maybe something similar to m_removedActuators.
- controller->SetActive(false);
- }
controller->UnlinkAllSensors();
controller->UnlinkAllActuators();
- for (;!(sit==m_sensorcontrollermapje.end());++sit)
- {
- (*sit).second.remove(controller);
- }
+ controller->Deactivate();
}
-void SCA_LogicManager::RemoveDestroyedActuator(SCA_IActuator* actuator)
+void SCA_LogicManager::RemoveActuator(SCA_IActuator* actuator)
{
- m_removedActuators.push_back(SmartActuatorPtr(actuator,0));
- // take care that no controller can use this actuator again !
-
- sensormap_t::const_iterator sit;
- for (sit = m_sensorcontrollermapje.begin();!(sit==m_sensorcontrollermapje.end());++sit)
- {
- const controllerlist& contlist = sit->second;
- for (list<SCA_IController*>::const_iterator c= contlist.begin();!(c==contlist.end());c++)
- {
- (*c)->UnlinkActuator(actuator);
- }
- }
+ actuator->UnlinkAllControllers();
+ actuator->Deactivate();
+ actuator->SetActive(false);
}
void SCA_LogicManager::RegisterToSensor(SCA_IController* controller,SCA_ISensor* sensor)
{
- m_sensorcontrollermapje[sensor].push_back(controller);
+ sensor->LinkToController(controller);
controller->LinkToSensor(sensor);
}
@@ -241,6 +179,7 @@ void SCA_LogicManager::RegisterToSensor(SCA_IController* controller,SCA_ISensor*
void SCA_LogicManager::RegisterToActuator(SCA_IController* controller,SCA_IActuator* actua)
{
+ actua->LinkToController(controller);
controller->LinkToActuator(actua);
}
@@ -251,88 +190,60 @@ void SCA_LogicManager::BeginFrame(double curtime, double fixedtime)
for (vector<SCA_EventManager*>::const_iterator ie=m_eventmanagers.begin(); !(ie==m_eventmanagers.end()); ie++)
(*ie)->NextFrame(curtime, fixedtime);
- // for this frame, look up for activated sensors, and build the collection of triggered controllers
- // int numsensors = this->m_activatedsensors.size(); /*unused*/
-
- for (vector<SCA_ISensor*>::const_iterator is=m_activatedsensors.begin();
- !(is==m_activatedsensors.end());is++)
+ for(SG_QList* obj = (SG_QList*)m_triggeredControllerSet.Remove();
+ obj != NULL;
+ obj = (SG_QList*)m_triggeredControllerSet.Remove())
{
- SCA_ISensor* sensor = *is;
- const controllerlist& contlist = m_sensorcontrollermapje[sensor];
- for (list<SCA_IController*>::const_iterator c= contlist.begin();
- !(c==contlist.end());c++)
+ for(SCA_IController* contr = (SCA_IController*)obj->QRemove();
+ contr != NULL;
+ contr = (SCA_IController*)obj->QRemove())
{
- SCA_IController* contr = *c;//controllerarray->at(c);
- if (contr->IsActive())
- {
- m_triggeredControllerSet.insert(SmartControllerPtr(contr,0));
- // So that the controller knows which sensor has activited it.
- // Only needed for the python controller though.
- if (contr->GetType() == &SCA_PythonController::Type)
- {
- SCA_PythonController* pythonController = (SCA_PythonController*)contr;
- pythonController->AddTriggeredSensor(sensor);
- }
- }
+ contr->Trigger(this);
+ contr->ClrJustActivated();
}
- //sensor->SetActive(false);
- }
-
-
- // int numtriggered = triggeredControllerSet.size(); /*unused*/
- for (set<SmartControllerPtr>::iterator tit=m_triggeredControllerSet.begin();
- !(tit==m_triggeredControllerSet.end());tit++)
- {
- (*tit)->Trigger(this);
}
- m_triggeredControllerSet.clear();
}
void SCA_LogicManager::UpdateFrame(double curtime, bool frame)
{
- vector<SmartActuatorPtr>::iterator ra;
- for (ra = m_removedActuators.begin(); !(ra == m_removedActuators.end()); ra++)
- {
- m_activeActuators.erase(*ra);
- (*ra)->SetActive(false);
- }
- m_removedActuators.clear();
-
- // About to run actuators, but before update the sensors for those which depends on actuators
for (vector<SCA_EventManager*>::const_iterator ie=m_eventmanagers.begin(); !(ie==m_eventmanagers.end()); ie++)
(*ie)->UpdateFrame();
- for (set<SmartActuatorPtr>::iterator ia = m_activeActuators.begin();!(ia==m_activeActuators.end());ia++)
+ SG_DList::iterator<SG_QList> io(m_activeActuators);
+ for (io.begin(); !io.end(); ++io)
{
- //SCA_IActuator* actua = *ia;
- if (!(*ia)->Update(curtime, frame))
- {
- //*ia = m_activeactuators.back();
- m_removedActuators.push_back(*ia);
-
- (*ia)->SetActive(false);
- //m_activeactuators.pop_back();
- } else if ((*ia)->IsNoLink())
+ SG_QList::iterator<SCA_IActuator> ia(*(*io));
+ for (ia.begin(); !ia.end(); ++ia)
{
- // This actuator has no more links but it still active
- // make sure it will get a negative event on next frame to stop it
- // Do this check after Update() rather than before to make sure
- // that all the actuators that are activated at same time than a state
- // actuator have a chance to execute.
- CValue* event = new CBoolValue(false);
- (*ia)->RemoveAllEvents();
- (*ia)->AddEvent(event);
+ SCA_IActuator* actua = *ia;
+ if (!actua->Update(curtime, frame))
+ {
+ // cannot deactive the actuator now as it will disturb the list
+ m_removedActuators.AddBack(actua);
+ actua->SetActive(false);
+ } else if (actua->IsNoLink())
+ {
+ // This actuator has no more links but it still active
+ // make sure it will get a negative event on next frame to stop it
+ // Do this check after Update() rather than before to make sure
+ // that all the actuators that are activated at same time than a state
+ // actuator have a chance to execute.
+ bool event = false;
+ actua->RemoveAllEvents();
+ actua->AddEvent(event);
+ }
}
}
-
- for ( ra = m_removedActuators.begin(); !(ra == m_removedActuators.end()); ra++)
+
+ for (SCA_IActuator* act = (SCA_IActuator*)m_removedActuators.Remove();
+ act != NULL;
+ act = (SCA_IActuator*)m_removedActuators.Remove())
{
- m_activeActuators.erase(*ra);
- (*ra)->SetActive(false);
+ act->Deactivate();
+ act->SetActive(false);
}
- m_removedActuators.clear();
}
@@ -381,39 +292,17 @@ void SCA_LogicManager::RegisterActionName(const STR_String& actname,void* action
void SCA_LogicManager::EndFrame()
{
- for (vector<SCA_ISensor*>::const_iterator is=m_activatedsensors.begin();
- !(is==m_activatedsensors.end());is++)
- {
- SCA_ISensor* sensor = *is;
- sensor->SetActive(false);
- }
- m_activatedsensors.clear();
-
for (vector<SCA_EventManager*>::const_iterator ie=m_eventmanagers.begin();
!(ie==m_eventmanagers.end());ie++)
{
(*ie)->EndFrame();
}
-
-
}
-
-void SCA_LogicManager::AddActivatedSensor(SCA_ISensor* sensor)
-{
- // each frame, only add sensor once, and to avoid a seek, or bloated container
- // hold a flag in each sensor, with the 'framenr'
- if (!sensor->IsActive())
- {
- sensor->SetActive(true);
- m_activatedsensors.push_back(sensor);
- }
-}
-
void SCA_LogicManager::AddTriggeredController(SCA_IController* controller, SCA_ISensor* sensor)
{
- m_triggeredControllerSet.insert(SmartControllerPtr(controller,0));
+ controller->Activate(m_triggeredControllerSet);
// so that the controller knows which sensor has activited it
// only needed for python controller
if (controller->GetType() == &SCA_PythonController::Type)
@@ -424,14 +313,11 @@ void SCA_LogicManager::AddTriggeredController(SCA_IController* controller, SCA_I
}
-void SCA_LogicManager::AddActiveActuator(SCA_IActuator* actua,CValue* event)
+void SCA_LogicManager::AddActiveActuator(SCA_IActuator* actua,bool event)
{
- if (!actua->IsActive())
- {
- actua->SetActive(true);
- m_activeActuators.insert(SmartActuatorPtr(actua,0));
- }
- actua->AddEvent(event->AddRef());
+ actua->SetActive(true);
+ actua->Activate(m_activeActuators);
+ actua->AddEvent(event);
}
@@ -453,109 +339,3 @@ SCA_EventManager* SCA_LogicManager::FindEventManager(int eventmgrtype)
}
return eventmgr;
}
-
-
-
-SmartActuatorPtr::SmartActuatorPtr(const SmartActuatorPtr& other)
-{
- this->m_actuator = other.m_actuator;
- this->m_actuator->AddRef();
-}
-
-
-
-SmartActuatorPtr::SmartActuatorPtr(SCA_IActuator* actua,int dummy)
-: m_actuator(actua)
-{
- actua->AddRef();
-}
-
-
-
-SmartActuatorPtr::~SmartActuatorPtr()
-{
- m_actuator->Release();
-}
-
-
-
-bool SmartActuatorPtr::operator <(const SmartActuatorPtr& other) const
-{
-
- return m_actuator->LessComparedTo(*other);
-}
-
-
-
-bool SmartActuatorPtr::operator ==(const SmartActuatorPtr& other) const
-{
- bool result2 = other->LessComparedTo(m_actuator);
- return (m_actuator->LessComparedTo(*other) && result2);
-}
-
-
-
-SCA_IActuator* SmartActuatorPtr::operator->() const
-{
- return m_actuator;
-}
-
-
-
-SCA_IActuator* SmartActuatorPtr::operator*() const
-{
- return m_actuator;
-}
-
-
-
-SmartControllerPtr::SmartControllerPtr(const SmartControllerPtr& copy)
-{
- this->m_controller = copy.m_controller;
- this->m_controller->AddRef();
-}
-
-
-
-SmartControllerPtr::SmartControllerPtr(SCA_IController* contr,int dummy)
-: m_controller(contr)
-{
- m_controller->AddRef();
-}
-
-
-
-SmartControllerPtr::~SmartControllerPtr()
-{
- m_controller->Release();
-}
-
-
-
-bool SmartControllerPtr::operator <(const SmartControllerPtr& other) const
-{
- return m_controller->LessComparedTo(*other);
-}
-
-
-
-bool SmartControllerPtr::operator ==(const SmartControllerPtr& other) const
-{
- return (m_controller->LessComparedTo(*other) && other->LessComparedTo(m_controller));
-}
-
-
-
-SCA_IController* SmartControllerPtr::operator->() const
-{
- return m_controller;
-}
-
-
-
-SCA_IController* SmartControllerPtr::operator*() const
-{
- return m_controller;
-}
-
-
diff --git a/source/gameengine/GameLogic/SCA_LogicManager.h b/source/gameengine/GameLogic/SCA_LogicManager.h
index 17971c219e5..0d610c9cc46 100644
--- a/source/gameengine/GameLogic/SCA_LogicManager.h
+++ b/source/gameengine/GameLogic/SCA_LogicManager.h
@@ -43,6 +43,7 @@
#include "GEN_Map.h"
#include "STR_HashedString.h"
#include "Value.h"
+#include "SG_QList.h"
#include "KX_HashedPtr.h"
@@ -65,44 +66,17 @@ typedef std::map<class SCA_ISensor*,controllerlist > sensormap_t;
#include "SCA_ILogicBrick.h"
-// todo: make this into a template, but first I want to think about what exactly to put in
-class SmartActuatorPtr
-{
- SCA_IActuator* m_actuator;
-public:
- SmartActuatorPtr(SCA_IActuator* actua,int dummy);
- SmartActuatorPtr(const SmartActuatorPtr& other);
- virtual ~SmartActuatorPtr();
- bool operator <(const SmartActuatorPtr& other) const;
- bool operator ==(const SmartActuatorPtr& other) const;
- SCA_IActuator* operator->() const;
- SCA_IActuator* operator*() const;
-
-};
-
-class SmartControllerPtr
-{
- SCA_IController* m_controller;
-public:
- SmartControllerPtr(const SmartControllerPtr& copy);
- SmartControllerPtr(SCA_IController* contr,int dummy);
- virtual ~SmartControllerPtr();
- bool operator <(const SmartControllerPtr& other) const;
- bool operator ==(const SmartControllerPtr& other) const;
- SCA_IController* operator->() const;
- SCA_IController* operator*() const;
-
-};
class SCA_LogicManager
{
vector<class SCA_EventManager*> m_eventmanagers;
- vector<class SCA_ISensor*> m_activatedsensors;
- set<class SmartActuatorPtr> m_activeActuators;
- set<class SmartControllerPtr> m_triggeredControllerSet;
-
- sensormap_t m_sensorcontrollermapje;
+ // 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...
@@ -113,12 +87,11 @@ class SCA_LogicManager
GEN_Map<STR_HashedString,void*> m_map_gamemeshname_to_blendobj;
GEN_Map<CHashedPtr,void*> m_map_blendobj_to_gameobj;
- vector<SmartActuatorPtr> m_removedActuators;
+ // head of actuators being deactivated during the logic update
+ SG_DList m_removedActuators;
public:
SCA_LogicManager();
virtual ~SCA_LogicManager();
- // can ONLY be used during scene destruction, avoid massive slow down when scene has many many objects
- void RemoveSensorMap();
//void SetKeyboardManager(SCA_KeyboardManager* keyboardmgr) { m_keyboardmgr=keyboardmgr;}
void RegisterEventManager(SCA_EventManager* eventmgr);
@@ -130,8 +103,7 @@ public:
void BeginFrame(double curtime, double fixedtime);
void UpdateFrame(double curtime, bool frame);
void EndFrame();
- void AddActivatedSensor(SCA_ISensor* sensor);
- void AddActiveActuator(SCA_IActuator* sensor,class CValue* event);
+ void AddActiveActuator(SCA_IActuator* sensor,bool event);
void AddTriggeredController(SCA_IController* controller, SCA_ISensor* sensor);
SCA_EventManager* FindEventManager(int eventmgrtype);
@@ -142,7 +114,7 @@ public:
*/
void RemoveSensor(SCA_ISensor* sensor);
void RemoveController(SCA_IController* controller);
- void RemoveDestroyedActuator(SCA_IActuator* actuator);
+ void RemoveActuator(SCA_IActuator* actuator);
// for the scripting... needs a FactoryManager later (if we would have time... ;)
diff --git a/source/gameengine/GameLogic/SCA_MouseManager.cpp b/source/gameengine/GameLogic/SCA_MouseManager.cpp
index ca875dad07c..d407647cec3 100644
--- a/source/gameengine/GameLogic/SCA_MouseManager.cpp
+++ b/source/gameengine/GameLogic/SCA_MouseManager.cpp
@@ -75,8 +75,8 @@ void SCA_MouseManager::NextFrame()
{
if (m_mousedevice)
{
- set<SCA_ISensor*>::iterator it;
- for (it=m_sensors.begin(); it!=m_sensors.end(); it++)
+ SG_DList::iterator<SCA_ISensor> it(m_sensors);
+ for (it.begin();!it.end();++it)
{
SCA_MouseSensor* mousesensor = (SCA_MouseSensor*)(*it);
// (0,0) is the Upper Left corner in our local window
@@ -93,7 +93,7 @@ void SCA_MouseManager::NextFrame()
mousesensor->setX(mx);
mousesensor->setY(my);
- mousesensor->Activate(m_logicmanager,NULL);
+ mousesensor->Activate(m_logicmanager);
}
}
}
diff --git a/source/gameengine/GameLogic/SCA_MouseSensor.cpp b/source/gameengine/GameLogic/SCA_MouseSensor.cpp
index 46be6ad9e16..c5e1c3c0441 100644
--- a/source/gameengine/GameLogic/SCA_MouseSensor.cpp
+++ b/source/gameengine/GameLogic/SCA_MouseSensor.cpp
@@ -144,7 +144,7 @@ SCA_IInputDevice::KX_EnumInputs SCA_MouseSensor::GetHotKey()
-bool SCA_MouseSensor::Evaluate(CValue* event)
+bool SCA_MouseSensor::Evaluate()
{
bool result = false;
bool reset = m_reset && m_level;
diff --git a/source/gameengine/GameLogic/SCA_MouseSensor.h b/source/gameengine/GameLogic/SCA_MouseSensor.h
index 528237475db..6d6302b514a 100644
--- a/source/gameengine/GameLogic/SCA_MouseSensor.h
+++ b/source/gameengine/GameLogic/SCA_MouseSensor.h
@@ -97,7 +97,7 @@ class SCA_MouseSensor : public SCA_ISensor
virtual ~SCA_MouseSensor();
virtual CValue* GetReplica();
- virtual bool Evaluate(CValue* event);
+ virtual bool Evaluate();
virtual void Init();
virtual bool IsPositiveTrigger();
short int GetModeKey();
diff --git a/source/gameengine/GameLogic/SCA_NANDController.cpp b/source/gameengine/GameLogic/SCA_NANDController.cpp
index df62f91aaed..d27aea5e6f7 100644
--- a/source/gameengine/GameLogic/SCA_NANDController.cpp
+++ b/source/gameengine/GameLogic/SCA_NANDController.cpp
@@ -73,19 +73,12 @@ void SCA_NANDController::Trigger(SCA_LogicManager* logicmgr)
}
}
- CValue* newevent = new CBoolValue(sensorresult);
-
for (vector<SCA_IActuator*>::const_iterator i=m_linkedactuators.begin();
!(i==m_linkedactuators.end());i++)
{
- SCA_IActuator* actua = *i;//m_linkedactuators.at(i);
- logicmgr->AddActiveActuator(actua,newevent);
+ SCA_IActuator* actua = *i;
+ logicmgr->AddActiveActuator(actua,sensorresult);
}
-
- // every actuator that needs the event, has a it's own reference to it now so
- // release it (so to be clear: if there is no actuator, it's deleted right now)
- newevent->Release();
-
}
diff --git a/source/gameengine/GameLogic/SCA_NORController.cpp b/source/gameengine/GameLogic/SCA_NORController.cpp
index b87af965a50..6c9141636b2 100644
--- a/source/gameengine/GameLogic/SCA_NORController.cpp
+++ b/source/gameengine/GameLogic/SCA_NORController.cpp
@@ -73,19 +73,12 @@ void SCA_NORController::Trigger(SCA_LogicManager* logicmgr)
}
}
- CValue* newevent = new CBoolValue(sensorresult);
-
for (vector<SCA_IActuator*>::const_iterator i=m_linkedactuators.begin();
!(i==m_linkedactuators.end());i++)
{
- SCA_IActuator* actua = *i;//m_linkedactuators.at(i);
- logicmgr->AddActiveActuator(actua,newevent);
+ SCA_IActuator* actua = *i;
+ logicmgr->AddActiveActuator(actua,sensorresult);
}
-
- // every actuator that needs the event, has a it's own reference to it now so
- // release it (so to be clear: if there is no actuator, it's deleted right now)
- newevent->Release();
-
}
diff --git a/source/gameengine/GameLogic/SCA_ORController.cpp b/source/gameengine/GameLogic/SCA_ORController.cpp
index 7aa58b6c320..42c0a67d657 100644
--- a/source/gameengine/GameLogic/SCA_ORController.cpp
+++ b/source/gameengine/GameLogic/SCA_ORController.cpp
@@ -80,17 +80,12 @@ void SCA_ORController::Trigger(SCA_LogicManager* logicmgr)
is++;
}
- CValue* newevent = new CBoolValue(sensorresult);
-
for (vector<SCA_IActuator*>::const_iterator i=m_linkedactuators.begin();
!(i==m_linkedactuators.end());i++)
{
- SCA_IActuator* actua = *i;//m_linkedactuators.at(i);
- logicmgr->AddActiveActuator(actua,newevent);
+ SCA_IActuator* actua = *i;
+ logicmgr->AddActiveActuator(actua,sensorresult);
}
-
-
- newevent->Release();
}
/* ------------------------------------------------------------------------- */
diff --git a/source/gameengine/GameLogic/SCA_PropertyEventManager.cpp b/source/gameengine/GameLogic/SCA_PropertyEventManager.cpp
index e5e3f9cced5..764465309df 100644
--- a/source/gameengine/GameLogic/SCA_PropertyEventManager.cpp
+++ b/source/gameengine/GameLogic/SCA_PropertyEventManager.cpp
@@ -50,8 +50,9 @@ SCA_PropertyEventManager::~SCA_PropertyEventManager()
void SCA_PropertyEventManager::NextFrame()
{
// check for changed properties
- for (set<SCA_ISensor*>::const_iterator it = m_sensors.begin();!(it==m_sensors.end());it++)
+ SG_DList::iterator<SCA_ISensor> it(m_sensors);
+ for (it.begin();!it.end();++it)
{
- (*it)->Activate(m_logicmgr,NULL);
+ (*it)->Activate(m_logicmgr);
}
}
diff --git a/source/gameengine/GameLogic/SCA_PropertySensor.cpp b/source/gameengine/GameLogic/SCA_PropertySensor.cpp
index e8a291b0a92..2632cbd3dac 100644
--- a/source/gameengine/GameLogic/SCA_PropertySensor.cpp
+++ b/source/gameengine/GameLogic/SCA_PropertySensor.cpp
@@ -37,6 +37,7 @@
#include "StringValue.h"
#include "SCA_EventManager.h"
#include "SCA_LogicManager.h"
+#include "BoolValue.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
@@ -152,7 +153,7 @@ SCA_PropertySensor::~SCA_PropertySensor()
-bool SCA_PropertySensor::Evaluate(CValue* event)
+bool SCA_PropertySensor::Evaluate()
{
bool result = CheckPropertyCondition();
bool reset = m_reset && m_level;
@@ -182,17 +183,14 @@ bool SCA_PropertySensor::CheckPropertyCondition()
CValue* orgprop = GetParent()->FindIdentifier(m_checkpropname);
if (!orgprop->IsError())
{
- STR_String testprop = orgprop->GetText();
+ const STR_String& testprop = orgprop->GetText();
// Force strings to upper case, to avoid confusion in
// bool tests. It's stupid the prop's identity is lost
// on the way here...
- if ((testprop == "TRUE") || (testprop == "FALSE")) {
- STR_String checkprop = m_checkpropval;
- checkprop.Upper();
- result = (testprop == checkprop);
- } else {
- result = (orgprop->GetText() == m_checkpropval);
+ if ((&testprop == &CBoolValue::sTrueString) || (&testprop == &CBoolValue::sFalseString)) {
+ m_checkpropval.Upper();
}
+ result = (testprop == m_checkpropval);
}
orgprop->Release();
@@ -232,8 +230,8 @@ bool SCA_PropertySensor::CheckPropertyCondition()
CValue* vallie = m_range_expr->Calculate();
if (vallie)
{
- STR_String errtext = vallie->GetText();
- if (errtext == "TRUE")
+ const STR_String& errtext = vallie->GetText();
+ if (&errtext == &CBoolValue::sTrueString)
{
result = true;
} else
diff --git a/source/gameengine/GameLogic/SCA_PropertySensor.h b/source/gameengine/GameLogic/SCA_PropertySensor.h
index 7abf4d44a5b..538ecd65949 100644
--- a/source/gameengine/GameLogic/SCA_PropertySensor.h
+++ b/source/gameengine/GameLogic/SCA_PropertySensor.h
@@ -81,7 +81,7 @@ public:
void PrecalculateRangeExpression();
bool CheckPropertyCondition();
- virtual bool Evaluate(CValue* event);
+ virtual bool Evaluate();
virtual bool IsPositiveTrigger();
virtual CValue* FindIdentifier(const STR_String& identifiername);
diff --git a/source/gameengine/GameLogic/SCA_PythonController.cpp b/source/gameengine/GameLogic/SCA_PythonController.cpp
index 063a7b47321..212366e6526 100644
--- a/source/gameengine/GameLogic/SCA_PythonController.cpp
+++ b/source/gameengine/GameLogic/SCA_PythonController.cpp
@@ -178,7 +178,7 @@ SCA_IActuator* SCA_PythonController::LinkedActuatorFromPy(PyObject *value)
if (PyString_Check(value)) {
/* get the actuator from the name */
char *name= PyString_AsString(value);
- for(it = lacts.begin(); it!= lacts.end(); it++) {
+ for(it = lacts.begin(); it!= lacts.end(); ++it) {
if( name == (*it)->GetName() ) {
return *it;
}
@@ -186,7 +186,7 @@ SCA_IActuator* SCA_PythonController::LinkedActuatorFromPy(PyObject *value)
}
else if (BGE_PROXY_CHECK_TYPE(value)) {
PyObjectPlus *value_plus= BGE_PROXY_REF(value);
- for(it = lacts.begin(); it!= lacts.end(); it++) {
+ for(it = lacts.begin(); it!= lacts.end(); ++it) {
if( static_cast<SCA_IActuator*>(value_plus) == (*it) ) {
return *it;
}
@@ -215,9 +215,8 @@ PyObject* SCA_PythonController::sPyAddActiveActuator(PyObject* self, PyObject* a
if(actu==NULL)
return NULL;
- CValue* boolval = new CBoolValue(activate!=0);
+ bool boolval = (activate!=0);
m_sCurrentLogicManager->AddActiveActuator((SCA_IActuator*)actu,boolval);
- boolval->Release();
Py_RETURN_NONE;
}
@@ -473,7 +472,7 @@ void SCA_PythonController::Trigger(SCA_LogicManager* logicmgr)
Py_DECREF(excdict);
}
- m_triggeredSensors.erase(m_triggeredSensors.begin(), m_triggeredSensors.end());
+ m_triggeredSensors.clear();
m_sCurrentController = NULL;
}
@@ -499,9 +498,7 @@ PyObject* SCA_PythonController::PyActivate(PyObject *value)
if(actu==NULL)
return NULL;
- CValue* boolval = new CBoolValue(true);
- m_sCurrentLogicManager->AddActiveActuator((SCA_IActuator*)actu, boolval);
- boolval->Release();
+ m_sCurrentLogicManager->AddActiveActuator((SCA_IActuator*)actu, true);
Py_RETURN_NONE;
}
@@ -511,9 +508,7 @@ PyObject* SCA_PythonController::PyDeActivate(PyObject *value)
if(actu==NULL)
return NULL;
- CValue* boolval = new CBoolValue(false);
- m_sCurrentLogicManager->AddActiveActuator((SCA_IActuator*)actu, boolval);
- boolval->Release();
+ m_sCurrentLogicManager->AddActiveActuator((SCA_IActuator*)actu, false);
Py_RETURN_NONE;
}
diff --git a/source/gameengine/GameLogic/SCA_RandomEventManager.cpp b/source/gameengine/GameLogic/SCA_RandomEventManager.cpp
index 156478d866d..976597aa812 100644
--- a/source/gameengine/GameLogic/SCA_RandomEventManager.cpp
+++ b/source/gameengine/GameLogic/SCA_RandomEventManager.cpp
@@ -50,9 +50,10 @@ SCA_RandomEventManager::SCA_RandomEventManager(class SCA_LogicManager* logicmgr)
void SCA_RandomEventManager::NextFrame()
{
- for (set<class SCA_ISensor*>::const_iterator i= m_sensors.begin();!(i==m_sensors.end());i++)
+ SG_DList::iterator<SCA_ISensor> it(m_sensors);
+ for (it.begin();!it.end();++it)
{
- (*i)->Activate(m_logicmgr, NULL);
+ (*it)->Activate(m_logicmgr);
}
}
diff --git a/source/gameengine/GameLogic/SCA_RandomSensor.cpp b/source/gameengine/GameLogic/SCA_RandomSensor.cpp
index 5c109bac024..1581a29480e 100644
--- a/source/gameengine/GameLogic/SCA_RandomSensor.cpp
+++ b/source/gameengine/GameLogic/SCA_RandomSensor.cpp
@@ -89,7 +89,7 @@ bool SCA_RandomSensor::IsPositiveTrigger()
}
-bool SCA_RandomSensor::Evaluate(CValue* event)
+bool SCA_RandomSensor::Evaluate()
{
/* Random generator is the generator from Line 25 of Table 1 in */
/* [KNUTH 1981, The Art of Computer Programming Vol. 2 */
diff --git a/source/gameengine/GameLogic/SCA_RandomSensor.h b/source/gameengine/GameLogic/SCA_RandomSensor.h
index 63a96dd72d0..27b41841f0b 100644
--- a/source/gameengine/GameLogic/SCA_RandomSensor.h
+++ b/source/gameengine/GameLogic/SCA_RandomSensor.h
@@ -52,7 +52,7 @@ public:
PyTypeObject* T=&Type);
virtual ~SCA_RandomSensor();
virtual CValue* GetReplica();
- virtual bool Evaluate(CValue* event);
+ virtual bool Evaluate();
virtual bool IsPositiveTrigger();
virtual void Init();
diff --git a/source/gameengine/GameLogic/SCA_TimeEventManager.cpp b/source/gameengine/GameLogic/SCA_TimeEventManager.cpp
index b7fadd3d62c..911ea772bef 100644
--- a/source/gameengine/GameLogic/SCA_TimeEventManager.cpp
+++ b/source/gameengine/GameLogic/SCA_TimeEventManager.cpp
@@ -52,7 +52,7 @@ SCA_TimeEventManager::SCA_TimeEventManager(SCA_LogicManager* logicmgr)
SCA_TimeEventManager::~SCA_TimeEventManager()
{
for (vector<CValue*>::iterator it = m_timevalues.begin();
- !(it == m_timevalues.end()); it++)
+ !(it == m_timevalues.end()); ++it)
{
(*it)->Release();
}
@@ -80,7 +80,7 @@ void SCA_TimeEventManager::NextFrame(double curtime, double fixedtime)
// update sensors, but ... need deltatime !
for (vector<CValue*>::iterator it = m_timevalues.begin();
- !(it == m_timevalues.end()); it++)
+ !(it == m_timevalues.end()); ++it)
{
float newtime = (*it)->GetNumber() + fixedtime;
floatval->SetFloat(newtime);
@@ -104,7 +104,7 @@ void SCA_TimeEventManager::AddTimeProperty(CValue* timeval)
void SCA_TimeEventManager::RemoveTimeProperty(CValue* timeval)
{
for (vector<CValue*>::iterator it = m_timevalues.begin();
- !(it == m_timevalues.end()); it++)
+ !(it == m_timevalues.end()); ++it)
{
if ((*it) == timeval)
{
diff --git a/source/gameengine/GameLogic/SCA_XNORController.cpp b/source/gameengine/GameLogic/SCA_XNORController.cpp
index 9b0fe51c5b8..aee8e26c21a 100644
--- a/source/gameengine/GameLogic/SCA_XNORController.cpp
+++ b/source/gameengine/GameLogic/SCA_XNORController.cpp
@@ -77,19 +77,12 @@ void SCA_XNORController::Trigger(SCA_LogicManager* logicmgr)
}
}
- CValue* newevent = new CBoolValue(sensorresult);
-
for (vector<SCA_IActuator*>::const_iterator i=m_linkedactuators.begin();
!(i==m_linkedactuators.end());i++)
{
- SCA_IActuator* actua = *i;//m_linkedactuators.at(i);
- logicmgr->AddActiveActuator(actua,newevent);
+ SCA_IActuator* actua = *i;
+ logicmgr->AddActiveActuator(actua,sensorresult);
}
-
- // every actuator that needs the event, has a it's own reference to it now so
- // release it (so to be clear: if there is no actuator, it's deleted right now)
- newevent->Release();
-
}
diff --git a/source/gameengine/GameLogic/SCA_XORController.cpp b/source/gameengine/GameLogic/SCA_XORController.cpp
index 9232120075f..5afb3a750f5 100644
--- a/source/gameengine/GameLogic/SCA_XORController.cpp
+++ b/source/gameengine/GameLogic/SCA_XORController.cpp
@@ -77,19 +77,12 @@ void SCA_XORController::Trigger(SCA_LogicManager* logicmgr)
}
}
- CValue* newevent = new CBoolValue(sensorresult);
-
for (vector<SCA_IActuator*>::const_iterator i=m_linkedactuators.begin();
!(i==m_linkedactuators.end());i++)
{
- SCA_IActuator* actua = *i;//m_linkedactuators.at(i);
- logicmgr->AddActiveActuator(actua,newevent);
+ SCA_IActuator* actua = *i;
+ logicmgr->AddActiveActuator(actua,sensorresult);
}
-
- // every actuator that needs the event, has a it's own reference to it now so
- // release it (so to be clear: if there is no actuator, it's deleted right now)
- newevent->Release();
-
}
diff --git a/source/gameengine/GameLogic/SConscript b/source/gameengine/GameLogic/SConscript
index ebf225f728f..189c39ee237 100644
--- a/source/gameengine/GameLogic/SConscript
+++ b/source/gameengine/GameLogic/SConscript
@@ -5,7 +5,7 @@ sources = env.Glob('*.cpp') + env.Glob('Joystick/*.cpp')
incs = '. #/source/kernel/gen_system #/intern/string'
incs += ' #/source/gameengine/Expressions #/intern/moto/include'
-incs += ' #/source/gameengine/Rasterizer'
+incs += ' #/source/gameengine/Rasterizer #/source/gameengine/Scenegraph'
incs += ' ' + env['BF_PYTHON_INC']
diff --git a/source/gameengine/Ketsji/KXNetwork/CMakeLists.txt b/source/gameengine/Ketsji/KXNetwork/CMakeLists.txt
index fa0ca378c6b..eb1d5fc67a3 100644
--- a/source/gameengine/Ketsji/KXNetwork/CMakeLists.txt
+++ b/source/gameengine/Ketsji/KXNetwork/CMakeLists.txt
@@ -33,6 +33,7 @@ SET(INC
../../../../source/gameengine/Ketsji
../../../../source/gameengine/GameLogic
../../../../source/gameengine/Expressions
+ ../../../../source/gameengine/Scenegraph
../../../../source/gameengine/Network
${PYTHON_INC}
)
diff --git a/source/gameengine/Ketsji/KXNetwork/KX_NetworkEventManager.cpp b/source/gameengine/Ketsji/KXNetwork/KX_NetworkEventManager.cpp
index eee8e9f6827..738f64713b0 100644
--- a/source/gameengine/Ketsji/KXNetwork/KX_NetworkEventManager.cpp
+++ b/source/gameengine/Ketsji/KXNetwork/KX_NetworkEventManager.cpp
@@ -61,12 +61,12 @@ void KX_NetworkEventManager::NextFrame()
// each frame, the logicmanager will call the network
// eventmanager to look for network events, and process it's
// 'network' sensors
- set<class SCA_ISensor*>::iterator it;
-
- for (it = m_sensors.begin(); !(it==m_sensors.end()); it++) {
+ SG_DList::iterator<SCA_ISensor> it(m_sensors);
+ for (it.begin();!it.end();++it)
+ {
// printf("KX_NetworkEventManager::proceed sensor %.2f\n", curtime);
// process queue
- (*it)->Activate(m_logicmgr, NULL);
+ (*it)->Activate(m_logicmgr);
}
// now a list of triggerer sensors has been built
diff --git a/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageActuator.cpp b/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageActuator.cpp
index 7f21c490e67..63773352d96 100644
--- a/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageActuator.cpp
+++ b/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageActuator.cpp
@@ -75,7 +75,7 @@ bool KX_NetworkMessageActuator::Update()
m_toPropName,
GetParent()->GetName(),
m_subject,
- GetParent()->GetPropertyText(m_body,""));
+ GetParent()->GetPropertyText(m_body));
} else
{
m_networkscene->SendMessage(
diff --git a/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageSensor.cpp b/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageSensor.cpp
index 82e2437064b..8ddcd87b66f 100644
--- a/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageSensor.cpp
+++ b/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageSensor.cpp
@@ -85,7 +85,7 @@ CValue* KX_NetworkMessageSensor::GetReplica() {
}
// Return true only for flank (UP and DOWN)
-bool KX_NetworkMessageSensor::Evaluate(CValue* event)
+bool KX_NetworkMessageSensor::Evaluate()
{
bool result = false;
bool WasUp = m_IsUp;
@@ -102,8 +102,8 @@ bool KX_NetworkMessageSensor::Evaluate(CValue* event)
m_SubjectList = NULL;
}
- STR_String toname=GetParent()->GetName();
- STR_String subject = this->m_subject;
+ STR_String& toname=GetParent()->GetName();
+ STR_String& subject = this->m_subject;
vector<NG_NetworkMessage*> messages =
m_NetworkScene->FindMessages(toname,"",subject,true);
@@ -123,9 +123,9 @@ bool KX_NetworkMessageSensor::Evaluate(CValue* event)
for (mesit=messages.begin();mesit!=messages.end();mesit++)
{
// save the body
- STR_String body = (*mesit)->GetMessageText();
+ const STR_String& body = (*mesit)->GetMessageText();
// save the subject
- STR_String messub = (*mesit)->GetSubject();
+ const STR_String& messub = (*mesit)->GetSubject();
#ifdef NAN_NET_DEBUG
if (body) {
cout << "body [" << body << "]\n";
diff --git a/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageSensor.h b/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageSensor.h
index 3abba7cfffd..53183f33826 100644
--- a/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageSensor.h
+++ b/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageSensor.h
@@ -63,7 +63,7 @@ public:
virtual ~KX_NetworkMessageSensor();
virtual CValue* GetReplica();
- virtual bool Evaluate(CValue* event);
+ virtual bool Evaluate();
virtual bool IsPositiveTrigger();
virtual void Init();
void EndFrame();
diff --git a/source/gameengine/Ketsji/KXNetwork/Makefile b/source/gameengine/Ketsji/KXNetwork/Makefile
index ddcb03600d5..ec3099611e0 100644
--- a/source/gameengine/Ketsji/KXNetwork/Makefile
+++ b/source/gameengine/Ketsji/KXNetwork/Makefile
@@ -40,6 +40,7 @@ CPPFLAGS += -I$(NAN_PYTHON)/include/python$(NAN_PYTHON_VERSION)
CPPFLAGS += -I$(NAN_STRING)/include
CPPFLAGS += -I../../Expressions
CPPFLAGS += -I../../GameLogic
+CPPFLAGS += -I../../Scenegraph
CPPFLAGS += -I../../Network
CPPFLAGS += -I../../../kernel/gen_system
CPPFLAGS += -I..
diff --git a/source/gameengine/Ketsji/KXNetwork/SConscript b/source/gameengine/Ketsji/KXNetwork/SConscript
index 2476ed1f275..26f95fab8af 100644
--- a/source/gameengine/Ketsji/KXNetwork/SConscript
+++ b/source/gameengine/Ketsji/KXNetwork/SConscript
@@ -5,7 +5,7 @@ sources = env.Glob('*.cpp')
incs = '. #source/kernel/gen_system #intern/string #source/gameengine/Ketsji'
incs += ' #source/gameengine/GameLogic #source/gameengine/Expressions'
-incs += ' #source/gameengine/Network'
+incs += ' #source/gameengine/Network #source/gameengine/Scenegraph'
incs += ' ' + env['BF_PYTHON_INC']
diff --git a/source/gameengine/Ketsji/KX_BlenderMaterial.cpp b/source/gameengine/Ketsji/KX_BlenderMaterial.cpp
index 65a026656c5..3b8917efe90 100644
--- a/source/gameengine/Ketsji/KX_BlenderMaterial.cpp
+++ b/source/gameengine/Ketsji/KX_BlenderMaterial.cpp
@@ -643,8 +643,7 @@ void KX_BlenderMaterial::ActivateTexGen(RAS_IRasterizer *ras) const
if (mode &USECUSTOMUV)
{
- STR_String str = mMaterial->mapping[i].uvCoName;
- if (!str.IsEmpty())
+ if (!mMaterial->mapping[i].uvCoName.IsEmpty())
ras->SetTexCoord(RAS_IRasterizer::RAS_TEXCO_UV2, i);
continue;
}
@@ -717,6 +716,8 @@ void KX_BlenderMaterial::setObjectMatrixData(int i, RAS_IRasterizer *ras)
if(!obj) return;
obj->Release(); /* FindValue() AddRef's */
+ obj->Release();
+
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR );
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR );
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR );
diff --git a/source/gameengine/Ketsji/KX_CameraActuator.cpp b/source/gameengine/Ketsji/KX_CameraActuator.cpp
index e701a680511..5f7197e31f1 100644
--- a/source/gameengine/Ketsji/KX_CameraActuator.cpp
+++ b/source/gameengine/Ketsji/KX_CameraActuator.cpp
@@ -454,7 +454,7 @@ PyObject* KX_CameraActuator::PyGetObject(PyObject* args)
Py_RETURN_NONE;
if (ret_name_only)
- return PyString_FromString(m_ob->GetName());
+ return PyString_FromString(m_ob->GetName().ReadPtr());
else
return m_ob->GetProxy();
}
diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp
index 2f5b5631761..4d01d96ced4 100644
--- a/source/gameengine/Ketsji/KX_GameObject.cpp
+++ b/source/gameengine/Ketsji/KX_GameObject.cpp
@@ -188,14 +188,14 @@ double KX_GameObject::GetNumber()
-STR_String KX_GameObject::GetName()
+STR_String& KX_GameObject::GetName()
{
return m_name;
}
-void KX_GameObject::SetName(STR_String name)
+void KX_GameObject::SetName(const char *name)
{
m_name = name;
}; // Set the name of the value
@@ -452,14 +452,6 @@ void KX_GameObject::AddMeshUser()
double* fl = GetOpenGLMatrixPtr()->getPointer();
RAS_Deformer *deformer = GetDeformer();
- //RAS_MeshSlot *ms;
- //for(ms =static_cast<RAS_MeshSlot*>(m_meshSlots.QPeek());
- // ms!=static_cast<RAS_MeshSlot*>(m_meshSlots.Self());
- // ms =static_cast<RAS_MeshSlot*>(ms->QPeek()))
- //{
- // ms->m_OpenGLMatrix = fl;
- // ms->SetDeformer(deformer);
- //}
SG_QList::iterator<RAS_MeshSlot> mit(m_meshSlots);
for(mit.begin(); !mit.end(); ++mit)
{
@@ -493,9 +485,7 @@ void KX_GameObject::UpdateBuckets( bool recursive )
if (GetSGNode()->IsDirty())
GetOpenGLMatrix();
- //for(ms =static_cast<RAS_MeshSlot*>(m_meshSlots.QPeek());
- // ms!=static_cast<RAS_MeshSlot*>(m_meshSlots.Self());
- // ms =static_cast<RAS_MeshSlot*>(ms->QPeek()))
+
SG_QList::iterator<RAS_MeshSlot> mit(m_meshSlots);
for(mit.begin(); !mit.end(); ++mit)
{
@@ -1844,7 +1834,7 @@ int KX_GameObject::py_setattro(PyObject *attr, PyObject *value) // py_setattro m
if (ret==PY_SET_ATTR_COERCE_FAIL) {
/* CValue attribute exists, remove CValue and add PyDict value */
- RemoveProperty(STR_String(PyString_AsString(attr)));
+ RemoveProperty(PyString_AsString(attr));
ret= PY_SET_ATTR_MISSING;
}
@@ -1871,7 +1861,7 @@ int KX_GameObject::py_delattro(PyObject *attr)
{
char *attr_str= PyString_AsString(attr);
- if (RemoveProperty(STR_String(attr_str))) // XXX - should call CValues instead but its only 2 lines here
+ if (RemoveProperty(attr_str)) // XXX - should call CValues instead but its only 2 lines here
return 0;
if (m_attr_dict && (PyDict_DelItem(m_attr_dict, attr) == 0))
diff --git a/source/gameengine/Ketsji/KX_GameObject.h b/source/gameengine/Ketsji/KX_GameObject.h
index 8fafcc1f9b6..e5b26539d4d 100644
--- a/source/gameengine/Ketsji/KX_GameObject.h
+++ b/source/gameengine/Ketsji/KX_GameObject.h
@@ -241,7 +241,7 @@ public:
/**
* Inherited from CValue -- returns the name of this object.
*/
- STR_String
+ STR_String&
GetName(
);
@@ -250,7 +250,7 @@ public:
*/
void
SetName(
- STR_String name
+ const char *name
);
/**
diff --git a/source/gameengine/Ketsji/KX_IpoActuator.cpp b/source/gameengine/Ketsji/KX_IpoActuator.cpp
index efe01993b08..5e1785e9c21 100644
--- a/source/gameengine/Ketsji/KX_IpoActuator.cpp
+++ b/source/gameengine/Ketsji/KX_IpoActuator.cpp
@@ -164,14 +164,14 @@ bool KX_IpoActuator::Update(double curtime, bool frame)
// result = true if animation has to be continued, false if animation stops
// maybe there are events for us in the queue !
bool bNegativeEvent = false;
- int numevents = 0;
+ bool numevents = false;
bool bIpoStart = false;
curtime -= KX_KetsjiEngine::GetSuspendedDelta();
if (frame)
{
- numevents = m_events.size();
+ numevents = m_posevent || m_negevent;
bNegativeEvent = IsNegativeEvent();
RemoveAllEvents();
}
@@ -273,7 +273,7 @@ bool KX_IpoActuator::Update(double curtime, bool frame)
{
result = false;
m_bNegativeEvent = false;
- numevents = 0;
+ numevents = false;
}
if (!m_bIpoPlaying)
{
diff --git a/source/gameengine/Ketsji/KX_MeshProxy.cpp b/source/gameengine/Ketsji/KX_MeshProxy.cpp
index c0b05859539..0d1bc289a5c 100644
--- a/source/gameengine/Ketsji/KX_MeshProxy.cpp
+++ b/source/gameengine/Ketsji/KX_MeshProxy.cpp
@@ -71,7 +71,6 @@ PyTypeObject KX_MeshProxy::Type = {
PyParentObject KX_MeshProxy::Parents[] = {
&KX_MeshProxy::Type,
- &SCA_IObject::Type,
&CValue::Type,
&PyObjectPlus::Type,
NULL
@@ -110,21 +109,21 @@ void KX_MeshProxy::SetMeshModified(bool v)
PyObject* KX_MeshProxy::py_getattro(PyObject *attr)
{
- py_getattro_up(SCA_IObject);
+ py_getattro_up(CValue);
}
PyObject* KX_MeshProxy::py_getattro_dict() {
- py_getattro_dict_up(SCA_IObject);
+ py_getattro_dict_up(CValue);
}
int KX_MeshProxy::py_setattro(PyObject *attr, PyObject* value)
{
- py_setattro_up(SCA_IObject);
+ py_setattro_up(CValue);
}
KX_MeshProxy::KX_MeshProxy(RAS_MeshObject* mesh)
- : SCA_IObject(&Type), m_meshobj(mesh)
+ : CValue(&Type), m_meshobj(mesh)
{
}
@@ -140,8 +139,8 @@ CValue* KX_MeshProxy::CalcFinal(VALUE_DATA_TYPE dtype, VALUE_OPERATOR op, CValu
const STR_String & KX_MeshProxy::GetText() {return m_meshobj->GetName();};
double KX_MeshProxy::GetNumber() { return -1;}
-STR_String KX_MeshProxy::GetName() { return m_meshobj->GetName();}
-void KX_MeshProxy::SetName(STR_String name) { };
+STR_String& KX_MeshProxy::GetName() { return m_meshobj->GetName();}
+void KX_MeshProxy::SetName(const char *name) { };
CValue* KX_MeshProxy::GetReplica() { return NULL;}
diff --git a/source/gameengine/Ketsji/KX_MeshProxy.h b/source/gameengine/Ketsji/KX_MeshProxy.h
index f775c963c1e..bfdd4be4118 100644
--- a/source/gameengine/Ketsji/KX_MeshProxy.h
+++ b/source/gameengine/Ketsji/KX_MeshProxy.h
@@ -34,7 +34,7 @@
/* utility conversion function */
bool ConvertPythonToMesh(PyObject * value, class RAS_MeshObject **object, bool py_none_ok, const char *error_prefix);
-class KX_MeshProxy : public SCA_IObject
+class KX_MeshProxy : public CValue
{
Py_Header;
@@ -51,8 +51,8 @@ public:
virtual const STR_String & GetText();
virtual double GetNumber();
virtual RAS_MeshObject* GetMesh() { return m_meshobj; }
- virtual STR_String GetName();
- virtual void SetName(STR_String name); // Set the name of the value
+ virtual STR_String& GetName();
+ virtual void SetName(const char *name); // Set the name of the value
virtual CValue* GetReplica();
// stuff for python integration
diff --git a/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp b/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp
index 8b7c3cb928b..74b5c923db8 100644
--- a/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp
+++ b/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp
@@ -86,7 +86,7 @@ void KX_MouseFocusSensor::Init()
m_hitNormal.setValue(0,0,1);
}
-bool KX_MouseFocusSensor::Evaluate(CValue* event)
+bool KX_MouseFocusSensor::Evaluate()
{
bool result = false;
bool obHasFocus = false;
@@ -119,7 +119,7 @@ bool KX_MouseFocusSensor::Evaluate(CValue* event)
* mode is never used, because the converter never makes this
* sensor for a mouse-key event. It is here for
* completeness. */
- result = SCA_MouseSensor::Evaluate(event);
+ result = SCA_MouseSensor::Evaluate();
m_positive_event = (m_val!=0);
}
diff --git a/source/gameengine/Ketsji/KX_MouseFocusSensor.h b/source/gameengine/Ketsji/KX_MouseFocusSensor.h
index 350fda198db..29d674eb305 100644
--- a/source/gameengine/Ketsji/KX_MouseFocusSensor.h
+++ b/source/gameengine/Ketsji/KX_MouseFocusSensor.h
@@ -69,7 +69,7 @@ class KX_MouseFocusSensor : public SCA_MouseSensor
/**
* @attention Overrides default evaluate.
*/
- virtual bool Evaluate(CValue* event);
+ virtual bool Evaluate();
virtual void Init();
virtual bool IsPositiveTrigger() {
diff --git a/source/gameengine/Ketsji/KX_NearSensor.cpp b/source/gameengine/Ketsji/KX_NearSensor.cpp
index e7f05555b64..a3c4e95ae24 100644
--- a/source/gameengine/Ketsji/KX_NearSensor.cpp
+++ b/source/gameengine/Ketsji/KX_NearSensor.cpp
@@ -160,7 +160,7 @@ KX_NearSensor::~KX_NearSensor()
}
-bool KX_NearSensor::Evaluate(CValue* event)
+bool KX_NearSensor::Evaluate()
{
bool result = false;
// KX_GameObject* parent = static_cast<KX_GameObject*>(GetParent());
diff --git a/source/gameengine/Ketsji/KX_NearSensor.h b/source/gameengine/Ketsji/KX_NearSensor.h
index 5b65312472a..35136b79d13 100644
--- a/source/gameengine/Ketsji/KX_NearSensor.h
+++ b/source/gameengine/Ketsji/KX_NearSensor.h
@@ -71,7 +71,7 @@ public:
virtual void SynchronizeTransform();
virtual CValue* GetReplica();
virtual void ProcessReplica();
- virtual bool Evaluate(CValue* event);
+ virtual bool Evaluate();
virtual void ReParent(SCA_IObject* parent);
virtual bool NewHandleCollision(void* obj1,void* obj2,
diff --git a/source/gameengine/Ketsji/KX_ParentActuator.cpp b/source/gameengine/Ketsji/KX_ParentActuator.cpp
index f55ffd4f69a..c5248785b12 100644
--- a/source/gameengine/Ketsji/KX_ParentActuator.cpp
+++ b/source/gameengine/Ketsji/KX_ParentActuator.cpp
@@ -267,7 +267,7 @@ PyObject* KX_ParentActuator::PyGetObject(PyObject* args)
Py_RETURN_NONE;
if (ret_name_only)
- return PyString_FromString(m_ob->GetName());
+ return PyString_FromString(m_ob->GetName().ReadPtr());
else
return m_ob->GetProxy();
}
diff --git a/source/gameengine/Ketsji/KX_PolyProxy.cpp b/source/gameengine/Ketsji/KX_PolyProxy.cpp
index ca38117a9e7..b56b5500c39 100644
--- a/source/gameengine/Ketsji/KX_PolyProxy.cpp
+++ b/source/gameengine/Ketsji/KX_PolyProxy.cpp
@@ -64,8 +64,8 @@ PyTypeObject KX_PolyProxy::Type = {
PyParentObject KX_PolyProxy::Parents[] = {
&KX_PolyProxy::Type,
- &SCA_IObject::Type,
&CValue::Type,
+ &PyObjectPlus::Type,
NULL
};
@@ -162,11 +162,11 @@ PyObject* KX_PolyProxy::py_getattro(PyObject *attr)
{
return PyInt_FromLong(m_polygon->IsCollider());
}
- py_getattro_up(SCA_IObject);
+ py_getattro_up(CValue);
}
PyObject* KX_PolyProxy::py_getattro_dict() {
- py_getattro_dict_up(SCA_IObject);
+ py_getattro_dict_up(CValue);
}
KX_PolyProxy::KX_PolyProxy(const RAS_MeshObject*mesh, RAS_Polygon* polygon)
@@ -186,8 +186,8 @@ CValue* KX_PolyProxy::CalcFinal(VALUE_DATA_TYPE, VALUE_OPERATOR, CValue *) { re
STR_String sPolyName="polygone";
const STR_String & KX_PolyProxy::GetText() {return sPolyName;};
double KX_PolyProxy::GetNumber() { return -1;}
-STR_String KX_PolyProxy::GetName() { return sPolyName;}
-void KX_PolyProxy::SetName(STR_String) { };
+STR_String& KX_PolyProxy::GetName() { return sPolyName;}
+void KX_PolyProxy::SetName(const char *) { };
CValue* KX_PolyProxy::GetReplica() { return NULL;}
// stuff for python integration
diff --git a/source/gameengine/Ketsji/KX_PolyProxy.h b/source/gameengine/Ketsji/KX_PolyProxy.h
index 223193ec519..d8fd36fec6c 100644
--- a/source/gameengine/Ketsji/KX_PolyProxy.h
+++ b/source/gameengine/Ketsji/KX_PolyProxy.h
@@ -31,7 +31,7 @@
#include "SCA_IObject.h"
-class KX_PolyProxy : public SCA_IObject
+class KX_PolyProxy : public CValue
{
Py_Header;
protected:
@@ -46,8 +46,8 @@ public:
CValue* CalcFinal(VALUE_DATA_TYPE dtype, VALUE_OPERATOR op, CValue *val);
const STR_String & GetText();
double GetNumber();
- STR_String GetName();
- void SetName(STR_String name); // Set the name of the value
+ STR_String& GetName();
+ void SetName(const char *name); // Set the name of the value
CValue* GetReplica();
diff --git a/source/gameengine/Ketsji/KX_PythonSeq.cpp b/source/gameengine/Ketsji/KX_PythonSeq.cpp
index 039cf640a6f..42b1850a454 100644
--- a/source/gameengine/Ketsji/KX_PythonSeq.cpp
+++ b/source/gameengine/Ketsji/KX_PythonSeq.cpp
@@ -91,7 +91,7 @@ static PyObject *KX_PythonSeq_getIndex(KX_PythonSeq * self, int index)
switch(self->type) {
case KX_PYGENSEQ_CONT_TYPE_SENSORS:
{
- vector<SCA_ISensor*> linkedsensors = ((SCA_IController *)self_plus)->GetLinkedSensors();
+ vector<SCA_ISensor*>& linkedsensors = ((SCA_IController *)self_plus)->GetLinkedSensors();
if(index<0) index += linkedsensors.size();
if(index<0 || index>= linkedsensors.size()) {
PyErr_SetString(PyExc_IndexError, "seq[i]: index out of range");
@@ -101,7 +101,7 @@ static PyObject *KX_PythonSeq_getIndex(KX_PythonSeq * self, int index)
}
case KX_PYGENSEQ_CONT_TYPE_ACTUATORS:
{
- vector<SCA_IActuator*> linkedactuators = ((SCA_IController *)self_plus)->GetLinkedActuators();
+ vector<SCA_IActuator*>& linkedactuators = ((SCA_IController *)self_plus)->GetLinkedActuators();
if(index<0) index += linkedactuators.size();
if(index<0 || index>= linkedactuators.size()) {
PyErr_SetString(PyExc_IndexError, "seq[i]: index out of range");
@@ -168,7 +168,7 @@ static PyObject * KX_PythonSeq_subscript(KX_PythonSeq * self, PyObject *key)
switch(self->type) {
case KX_PYGENSEQ_CONT_TYPE_SENSORS:
{
- vector<SCA_ISensor*> linkedsensors = ((SCA_IController *)self_plus)->GetLinkedSensors();
+ vector<SCA_ISensor*>& linkedsensors = ((SCA_IController *)self_plus)->GetLinkedSensors();
SCA_ISensor* sensor;
for (unsigned int index=0;index<linkedsensors.size();index++) {
sensor = linkedsensors[index];
@@ -179,7 +179,7 @@ static PyObject * KX_PythonSeq_subscript(KX_PythonSeq * self, PyObject *key)
}
case KX_PYGENSEQ_CONT_TYPE_ACTUATORS:
{
- vector<SCA_IActuator*> linkedactuators = ((SCA_IController *)self_plus)->GetLinkedActuators();
+ vector<SCA_IActuator*>& linkedactuators = ((SCA_IController *)self_plus)->GetLinkedActuators();
SCA_IActuator* actuator;
for (unsigned int index=0;index<linkedactuators.size();index++) {
actuator = linkedactuators[index];
diff --git a/source/gameengine/Ketsji/KX_RayEventManager.cpp b/source/gameengine/Ketsji/KX_RayEventManager.cpp
index 1af29151adf..50fa4f5e310 100644
--- a/source/gameengine/Ketsji/KX_RayEventManager.cpp
+++ b/source/gameengine/Ketsji/KX_RayEventManager.cpp
@@ -44,9 +44,10 @@ using namespace std;
void KX_RayEventManager::NextFrame()
{
- for (set<class SCA_ISensor*>::const_iterator i= m_sensors.begin();!(i==m_sensors.end());i++)
+ SG_DList::iterator<SCA_ISensor> it(m_sensors);
+ for (it.begin();!it.end();++it)
{
- (*i)->Activate(m_logicmgr, NULL);
+ (*it)->Activate(m_logicmgr);
}
}
diff --git a/source/gameengine/Ketsji/KX_RaySensor.cpp b/source/gameengine/Ketsji/KX_RaySensor.cpp
index 43d8806fc68..fdde5fdcf7b 100644
--- a/source/gameengine/Ketsji/KX_RaySensor.cpp
+++ b/source/gameengine/Ketsji/KX_RaySensor.cpp
@@ -178,7 +178,7 @@ bool KX_RaySensor::NeedRayCast(KX_ClientObjectInfo* client)
return true;
}
-bool KX_RaySensor::Evaluate(CValue* event)
+bool KX_RaySensor::Evaluate()
{
bool result = false;
bool reset = m_reset && m_level;
diff --git a/source/gameengine/Ketsji/KX_RaySensor.h b/source/gameengine/Ketsji/KX_RaySensor.h
index 558840e2f17..9efb046742f 100644
--- a/source/gameengine/Ketsji/KX_RaySensor.h
+++ b/source/gameengine/Ketsji/KX_RaySensor.h
@@ -67,7 +67,7 @@ public:
virtual ~KX_RaySensor();
virtual CValue* GetReplica();
- virtual bool Evaluate(CValue* event);
+ virtual bool Evaluate();
virtual bool IsPositiveTrigger();
virtual void Init();
diff --git a/source/gameengine/Ketsji/KX_SCA_AddObjectActuator.cpp b/source/gameengine/Ketsji/KX_SCA_AddObjectActuator.cpp
index 2fd786e44e3..3c72eac3e62 100644
--- a/source/gameengine/Ketsji/KX_SCA_AddObjectActuator.cpp
+++ b/source/gameengine/Ketsji/KX_SCA_AddObjectActuator.cpp
@@ -87,7 +87,7 @@ KX_SCA_AddObjectActuator::~KX_SCA_AddObjectActuator()
if (m_OriginalObject)
m_OriginalObject->UnregisterActuator(this);
if (m_lastCreatedObject)
- m_lastCreatedObject->Release();
+ m_lastCreatedObject->UnregisterActuator(this);
}
@@ -145,6 +145,12 @@ bool KX_SCA_AddObjectActuator::UnlinkObject(SCA_IObject* clientobj)
m_OriginalObject = NULL;
return true;
}
+ if (clientobj == m_lastCreatedObject)
+ {
+ // this object is being deleted, we cannot continue to track it.
+ m_lastCreatedObject = NULL;
+ return true;
+ }
return false;
}
@@ -356,7 +362,7 @@ PyObject* KX_SCA_AddObjectActuator::PyGetObject(PyObject* args)
Py_RETURN_NONE;
if (ret_name_only)
- return PyString_FromString(m_OriginalObject->GetName());
+ return PyString_FromString(m_OriginalObject->GetName().ReadPtr());
else
return m_OriginalObject->GetProxy();
}
@@ -464,13 +470,21 @@ void KX_SCA_AddObjectActuator::InstantAddObject()
// keep a copy of the last object, to allow python scripters to change it
if (m_lastCreatedObject)
{
- //careful with destruction, it might still have outstanding collision callbacks
- m_scene->DelayedReleaseObject(m_lastCreatedObject);
- m_lastCreatedObject->Release();
+ //Let's not keep a reference to the object: it's bad, if the object is deleted
+ //this will force to keep a "zombie" in the game for no good reason.
+ //m_scene->DelayedReleaseObject(m_lastCreatedObject);
+ //m_lastCreatedObject->Release();
+
+ //Instead we use the registration mechanism
+ m_lastCreatedObject->UnregisterActuator(this);
+ m_lastCreatedObject = NULL;
}
m_lastCreatedObject = replica;
- m_lastCreatedObject->AddRef();
+ // no reference
+ //m_lastCreatedObject->AddRef();
+ // but registration
+ m_lastCreatedObject->RegisterActuator(this);
// finished using replica? then release it
replica->Release();
}
diff --git a/source/gameengine/Ketsji/KX_Scene.cpp b/source/gameengine/Ketsji/KX_Scene.cpp
index 208f8fc9461..84c6d374386 100644
--- a/source/gameengine/Ketsji/KX_Scene.cpp
+++ b/source/gameengine/Ketsji/KX_Scene.cpp
@@ -164,7 +164,6 @@ KX_Scene::KX_Scene(class SCA_IInputDevice* keyboarddevice,
m_lightlist= new CListValue();
m_inactivelist = new CListValue();
m_euthanasyobjects = new CListValue();
- m_delayReleaseObjects = new CListValue();
m_logicmgr = new SCA_LogicManager();
@@ -223,8 +222,6 @@ KX_Scene::~KX_Scene()
// It's still there but we remove all properties here otherwise some
// reference might be hanging and causing late release of objects
RemoveAllDebugProperties();
- // early removal of sensor map to avoid massive slow down when there are many objects
- m_logicmgr->RemoveSensorMap();
while (GetRootParentList()->GetCount() > 0)
{
@@ -249,8 +246,6 @@ KX_Scene::~KX_Scene()
if (m_euthanasyobjects)
m_euthanasyobjects->Release();
- if (m_delayReleaseObjects)
- m_delayReleaseObjects->Release();
if (m_logicmgr)
delete m_logicmgr;
@@ -419,11 +414,11 @@ void KX_Scene::RemoveNodeDestructObject(class SG_IObject* node,class CValue* gam
KX_GameObject* orgobj = (KX_GameObject*)gameobj;
if (NewRemoveObject(orgobj) != 0)
{
- // object is not yet deleted (this can happen when it hangs in an add object actuator
- // last object created reference. It's a bad situation, don't know how to fix it exactly
- // The least I can do, is remove the reference to the node in the object as the node
- // will in any case be deleted. This ensures that the object will not try to use the node
- // when it is finally deleted (see KX_GameObject destructor)
+ // object is not yet deleted because a reference is hanging somewhere.
+ // This should not happen anymore since we use proxy object for Python
+ // confident enough to put an assert?
+ //assert(false);
+ printf("Zombie object! name=%s\n", orgobj->GetName().ReadPtr());
orgobj->SetSGNode(NULL);
PHY_IGraphicController* ctrl = orgobj->GetGraphicController();
if (ctrl)
@@ -550,8 +545,9 @@ void KX_Scene::ReplicateLogic(KX_GameObject* newobj)
vector<SCA_IActuator*> linkedactuators = cont->GetLinkedActuators();
// disconnect the sensors and actuators
- cont->UnlinkAllSensors();
- cont->UnlinkAllActuators();
+ // do it directly on the list at this controller is not connected to anything at this stage
+ cont->GetLinkedSensors().clear();
+ cont->GetLinkedActuators().clear();
// now relink each sensor
for (vector<SCA_ISensor*>::iterator its = linkedsensors.begin();!(its==linkedsensors.end());its++)
@@ -908,14 +904,6 @@ void KX_Scene::RemoveObject(class CValue* gameobj)
{
KX_GameObject* newobj = (KX_GameObject*) gameobj;
- /* Invalidate the python reference, since the object may exist in script lists
- * its possible that it wont be automatically invalidated, so do it manually here,
- *
- * if for some reason the object is added back into the scene python can always get a new Proxy
- */
- gameobj->InvalidateProxy();
-
-
// disconnect child from parent
SG_Node* node = newobj->GetSGNode();
@@ -930,12 +918,6 @@ void KX_Scene::RemoveObject(class CValue* gameobj)
//newobj->SetSGNode(0);
}
-void KX_Scene::DelayedReleaseObject(CValue* gameobj)
-{
- m_delayReleaseObjects->Add(gameobj->AddRef());
-}
-
-
void KX_Scene::DelayedRemoveObject(class CValue* gameobj)
{
//KX_GameObject* newobj = (KX_GameObject*) gameobj;
@@ -952,6 +934,13 @@ int KX_Scene::NewRemoveObject(class CValue* gameobj)
int ret;
KX_GameObject* newobj = (KX_GameObject*) gameobj;
+ /* Invalidate the python reference, since the object may exist in script lists
+ * its possible that it wont be automatically invalidated, so do it manually here,
+ *
+ * if for some reason the object is added back into the scene python can always get a new Proxy
+ */
+ newobj->InvalidateProxy();
+
// keep the blender->game object association up to date
// note that all the replicas of an object will have the same
// blender object, that's why we need to check the game object
@@ -981,7 +970,7 @@ int KX_Scene::NewRemoveObject(class CValue* gameobj)
for (SCA_ActuatorList::iterator ita = actuators.begin();
!(ita==actuators.end());ita++)
{
- m_logicmgr->RemoveDestroyedActuator(*ita);
+ m_logicmgr->RemoveActuator(*ita);
}
// the sensors/controllers/actuators must also be released, this is done in ~SCA_IObject
@@ -1464,23 +1453,16 @@ void KX_Scene::LogicEndFrame()
m_logicmgr->EndFrame();
int numobj = m_euthanasyobjects->GetCount();
int i;
- for (i = numobj - 1; i >= 0; i--)
- {
- KX_GameObject* gameobj = (KX_GameObject*)m_euthanasyobjects->GetValue(i);
- // KX_Scene::RemoveObject will also remove the object from this list
- // that's why we start from the end
- this->RemoveObject(gameobj);
- }
+ KX_GameObject* obj;
- numobj= m_delayReleaseObjects->GetCount();
- for (i = numobj-1;i>=0;i--)
+ while ((numobj = m_euthanasyobjects->GetCount()) > 0)
{
- KX_GameObject* gameobj = (KX_GameObject*)m_delayReleaseObjects->GetValue(i);
- // This list is not for object removal, but just object release
- gameobj->Release();
+ // remove the object from this list to make sure we will not hit it again
+ obj = (KX_GameObject*)m_euthanasyobjects->GetValue(numobj-1);
+ m_euthanasyobjects->Remove(numobj-1);
+ obj->Release();
+ RemoveObject(obj);
}
- // empty the list as we have removed all references
- m_delayReleaseObjects->Resize(0);
}
diff --git a/source/gameengine/Ketsji/KX_Scene.h b/source/gameengine/Ketsji/KX_Scene.h
index 0cfef8b7bd1..128f8d23135 100644
--- a/source/gameengine/Ketsji/KX_Scene.h
+++ b/source/gameengine/Ketsji/KX_Scene.h
@@ -108,11 +108,6 @@ protected:
* LogicEndFrame() via a call to RemoveObject().
*/
CListValue* m_euthanasyobjects;
- /**
- * The list of objects that couldn't be released during logic update.
- * for example, AddObject actuator sometimes releases an object that was cached from previous frame
- */
- CListValue* m_delayReleaseObjects;
CListValue* m_objectlist;
CListValue* m_parentlist; // all 'root' parents
@@ -331,8 +326,6 @@ public:
void RemoveObject(CValue* gameobj);
void DelayedRemoveObject(CValue* gameobj);
- void DelayedReleaseObject(CValue* gameobj);
-
int NewRemoveObject(CValue* gameobj);
void ReplaceMesh(CValue* gameobj,
void* meshobj);
diff --git a/source/gameengine/Ketsji/KX_SoundActuator.cpp b/source/gameengine/Ketsji/KX_SoundActuator.cpp
index 15eb354ee79..07a880c950b 100644
--- a/source/gameengine/Ketsji/KX_SoundActuator.cpp
+++ b/source/gameengine/Ketsji/KX_SoundActuator.cpp
@@ -83,17 +83,19 @@ CValue* KX_SoundActuator::GetReplica()
{
KX_SoundActuator* replica = new KX_SoundActuator(*this);
replica->ProcessReplica();
+ return replica;
+};
+
+void KX_SoundActuator::ProcessReplica()
+{
+ SCA_IActuator::ProcessReplica();
if (m_soundObject)
{
SND_SoundObject* soundobj = new SND_SoundObject(*m_soundObject);
- replica->setSoundObject(soundobj);
+ setSoundObject(soundobj);
m_soundScene->AddObject(soundobj);
}
-
- return replica;
-};
-
-
+}
bool KX_SoundActuator::Update(double curtime, bool frame)
{
diff --git a/source/gameengine/Ketsji/KX_SoundActuator.h b/source/gameengine/Ketsji/KX_SoundActuator.h
index ad58087dc57..a7491355667 100644
--- a/source/gameengine/Ketsji/KX_SoundActuator.h
+++ b/source/gameengine/Ketsji/KX_SoundActuator.h
@@ -75,6 +75,7 @@ public:
virtual bool Update(double curtime, bool frame);
CValue* GetReplica();
+ void ProcessReplica();
/* -------------------------------------------------------------------- */
/* Python interface --------------------------------------------------- */
diff --git a/source/gameengine/Ketsji/KX_TouchEventManager.cpp b/source/gameengine/Ketsji/KX_TouchEventManager.cpp
index 48d4cf59a2b..8ae5fae8fa3 100644
--- a/source/gameengine/Ketsji/KX_TouchEventManager.cpp
+++ b/source/gameengine/Ketsji/KX_TouchEventManager.cpp
@@ -100,7 +100,7 @@ bool KX_TouchEventManager::newBroadphaseResponse(void *client_data,
void KX_TouchEventManager::RegisterSensor(SCA_ISensor* sensor)
{
KX_TouchSensor* touchsensor = static_cast<KX_TouchSensor*>(sensor);
- if (m_sensors.insert(touchsensor).second)
+ if (m_sensors.AddBack(touchsensor))
// the sensor was effectively inserted, register it
touchsensor->RegisterSumo(this);
}
@@ -108,7 +108,7 @@ void KX_TouchEventManager::RegisterSensor(SCA_ISensor* sensor)
void KX_TouchEventManager::RemoveSensor(SCA_ISensor* sensor)
{
KX_TouchSensor* touchsensor = static_cast<KX_TouchSensor*>(sensor);
- if (m_sensors.erase(touchsensor))
+ if (touchsensor->Delink())
// the sensor was effectively removed, unregister it
touchsensor->UnregisterSumo(this);
}
@@ -117,12 +117,10 @@ void KX_TouchEventManager::RemoveSensor(SCA_ISensor* sensor)
void KX_TouchEventManager::EndFrame()
{
- set<SCA_ISensor*>::iterator it;
- for ( it = m_sensors.begin();
- !(it==m_sensors.end());it++)
+ SG_DList::iterator<KX_TouchSensor> it(m_sensors);
+ for (it.begin();!it.end();++it)
{
- ((KX_TouchSensor*)*it)->EndFrame();
-
+ (*it)->EndFrame();
}
}
@@ -130,12 +128,11 @@ void KX_TouchEventManager::EndFrame()
void KX_TouchEventManager::NextFrame()
{
- if (m_sensors.size() > 0)
+ if (!m_sensors.Empty())
{
- set<SCA_ISensor*>::iterator it;
-
- for (it = m_sensors.begin();!(it==m_sensors.end());++it)
- static_cast<KX_TouchSensor*>(*it)->SynchronizeTransform();
+ SG_DList::iterator<KX_TouchSensor> it(m_sensors);
+ for (it.begin();!it.end();++it)
+ (*it)->SynchronizeTransform();
for (std::set<NewCollision>::iterator cit = m_newCollisions.begin(); cit != m_newCollisions.end(); ++cit)
{
@@ -161,7 +158,7 @@ void KX_TouchEventManager::NextFrame()
m_newCollisions.clear();
- for (it = m_sensors.begin();!(it==m_sensors.end());++it)
- (*it)->Activate(m_logicmgr,NULL);
+ for (it.begin();!it.end();++it)
+ (*it)->Activate(m_logicmgr);
}
}
diff --git a/source/gameengine/Ketsji/KX_TouchSensor.cpp b/source/gameengine/Ketsji/KX_TouchSensor.cpp
index f000c16041a..2c02d949c63 100644
--- a/source/gameengine/Ketsji/KX_TouchSensor.cpp
+++ b/source/gameengine/Ketsji/KX_TouchSensor.cpp
@@ -66,10 +66,10 @@ void KX_TouchSensor::UnregisterToManager()
{
// before unregistering the sensor, make sure we release all references
EndFrame();
- m_eventmgr->RemoveSensor(this);
+ SCA_ISensor::UnregisterToManager();
}
-bool KX_TouchSensor::Evaluate(CValue* event)
+bool KX_TouchSensor::Evaluate()
{
bool result = false;
bool reset = m_reset && m_level;
diff --git a/source/gameengine/Ketsji/KX_TouchSensor.h b/source/gameengine/Ketsji/KX_TouchSensor.h
index 056b5701937..9c9c6bf5816 100644
--- a/source/gameengine/Ketsji/KX_TouchSensor.h
+++ b/source/gameengine/Ketsji/KX_TouchSensor.h
@@ -86,7 +86,7 @@ public:
virtual CValue* GetReplica();
virtual void ProcessReplica();
virtual void SynchronizeTransform();
- virtual bool Evaluate(CValue* event);
+ virtual bool Evaluate();
virtual void Init();
virtual void ReParent(SCA_IObject* parent);
diff --git a/source/gameengine/Ketsji/KX_TrackToActuator.cpp b/source/gameengine/Ketsji/KX_TrackToActuator.cpp
index 672b9e739ba..800da83dc3d 100644
--- a/source/gameengine/Ketsji/KX_TrackToActuator.cpp
+++ b/source/gameengine/Ketsji/KX_TrackToActuator.cpp
@@ -83,6 +83,10 @@ KX_TrackToActuator::KX_TrackToActuator(SCA_IObject *gameobj,
// if so, store the initial local rotation
// this is needed to revert the effect of the parent inverse node (TBC)
m_parentlocalmat = m_parentobj->GetSGNode()->GetLocalOrientation();
+ // use registration mechanism rather than AddRef, it creates zombie objects
+ m_parentobj->RegisterActuator(this);
+ // GetParent did AddRef, undo here
+ m_parentobj->Release();
}
}
}
@@ -189,7 +193,7 @@ KX_TrackToActuator::~KX_TrackToActuator()
if (m_object)
m_object->UnregisterActuator(this);
if (m_parentobj)
- m_parentobj->Release();
+ m_parentobj->UnregisterActuator(this);
} /* end of destructor */
void KX_TrackToActuator::ProcessReplica()
@@ -198,7 +202,7 @@ void KX_TrackToActuator::ProcessReplica()
if (m_object)
m_object->RegisterActuator(this);
if (m_parentobj)
- m_parentobj->AddRef();
+ m_parentobj->RegisterActuator(this);
SCA_IActuator::ProcessReplica();
}
@@ -211,6 +215,11 @@ bool KX_TrackToActuator::UnlinkObject(SCA_IObject* clientobj)
m_object = NULL;
return true;
}
+ if (clientobj == m_parentobj)
+ {
+ m_parentobj = NULL;
+ return true;
+ }
return false;
}
@@ -227,9 +236,9 @@ void KX_TrackToActuator::Relink(GEN_Map<GEN_HashedPtr, void*> *obj_map)
void **h_parobj = (*obj_map)[m_parentobj];
if (h_parobj) {
if (m_parentobj)
- m_parentobj->Release();
+ m_parentobj->UnregisterActuator(this);
m_parentobj= (KX_GameObject*)(*h_parobj);
- m_parentobj->AddRef();
+ m_parentobj->RegisterActuator(this);
}
}
diff --git a/source/gameengine/Ketsji/KX_VertexProxy.cpp b/source/gameengine/Ketsji/KX_VertexProxy.cpp
index 6563d0446eb..4b0ad083473 100644
--- a/source/gameengine/Ketsji/KX_VertexProxy.cpp
+++ b/source/gameengine/Ketsji/KX_VertexProxy.cpp
@@ -62,8 +62,8 @@ PyTypeObject KX_VertexProxy::Type = {
PyParentObject KX_VertexProxy::Parents[] = {
&KX_VertexProxy::Type,
- &SCA_IObject::Type,
&CValue::Type,
+ &PyObjectPlus::Type,
NULL
};
@@ -162,11 +162,11 @@ KX_VertexProxy::py_getattro(PyObject *attr)
return PyObjectFrom(MT_Vector3(m_vertex->getNormal()));
}
- py_getattro_up(SCA_IObject);
+ py_getattro_up(CValue);
}
PyObject* KX_VertexProxy::py_getattro_dict() {
- py_getattro_dict_up(SCA_IObject);
+ py_getattro_dict_up(CValue);
}
int KX_VertexProxy::py_setattro(PyObject *attr, PyObject *pyvalue)
@@ -322,7 +322,7 @@ int KX_VertexProxy::py_setattro(PyObject *attr, PyObject *pyvalue)
}
}
- return SCA_IObject::py_setattro(attr, pyvalue);
+ return CValue::py_setattro(attr, pyvalue);
}
KX_VertexProxy::KX_VertexProxy(KX_MeshProxy*mesh, RAS_TexVert* vertex)
@@ -343,8 +343,8 @@ CValue* KX_VertexProxy::CalcFinal(VALUE_DATA_TYPE, VALUE_OPERATOR, CValue *) {
STR_String sVertexName="vertex";
const STR_String & KX_VertexProxy::GetText() {return sVertexName;};
double KX_VertexProxy::GetNumber() { return -1;}
-STR_String KX_VertexProxy::GetName() { return sVertexName;}
-void KX_VertexProxy::SetName(STR_String) { };
+STR_String& KX_VertexProxy::GetName() { return sVertexName;}
+void KX_VertexProxy::SetName(const char *) { };
CValue* KX_VertexProxy::GetReplica() { return NULL;}
// stuff for python integration
diff --git a/source/gameengine/Ketsji/KX_VertexProxy.h b/source/gameengine/Ketsji/KX_VertexProxy.h
index 81dd0d222a7..42db5fbc322 100644
--- a/source/gameengine/Ketsji/KX_VertexProxy.h
+++ b/source/gameengine/Ketsji/KX_VertexProxy.h
@@ -31,7 +31,7 @@
#include "SCA_IObject.h"
-class KX_VertexProxy : public SCA_IObject
+class KX_VertexProxy : public CValue
{
Py_Header;
protected:
@@ -47,8 +47,8 @@ public:
CValue* CalcFinal(VALUE_DATA_TYPE dtype, VALUE_OPERATOR op, CValue *val);
const STR_String & GetText();
double GetNumber();
- STR_String GetName();
- void SetName(STR_String name); // Set the name of the value
+ STR_String& GetName();
+ void SetName(const char *name); // Set the name of the value
CValue* GetReplica();
diff --git a/source/gameengine/Network/NG_NetworkScene.cpp b/source/gameengine/Network/NG_NetworkScene.cpp
index 22263a2bdda..f8e489a8f48 100644
--- a/source/gameengine/Network/NG_NetworkScene.cpp
+++ b/source/gameengine/Network/NG_NetworkScene.cpp
@@ -119,7 +119,7 @@ void NG_NetworkScene::AddObject(NG_NetworkObject* object)
{
if (! m_networkdevice->IsOnline()) return;
- STR_String name = object->GetName();
+ const STR_String& name = object->GetName();
m_networkObjects.insert(name, object);
}
@@ -130,7 +130,7 @@ void NG_NetworkScene::RemoveObject(NG_NetworkObject* object)
{
if (! m_networkdevice->IsOnline()) return;
- STR_String name = object->GetName();
+ const STR_String& name = object->GetName();
m_networkObjects.remove(name);
}
diff --git a/source/gameengine/Rasterizer/RAS_BucketManager.cpp b/source/gameengine/Rasterizer/RAS_BucketManager.cpp
index a111ac2786f..200b1c6c89f 100644
--- a/source/gameengine/Rasterizer/RAS_BucketManager.cpp
+++ b/source/gameengine/Rasterizer/RAS_BucketManager.cpp
@@ -114,22 +114,15 @@ void RAS_BucketManager::OrderBuckets(const MT_Transform& cameratrans, BucketList
for (bit = buckets.begin(); bit != buckets.end(); ++bit)
{
-#if 1
SG_DList::iterator<RAS_MeshSlot> mit((*bit)->GetActiveMeshSlots());
for(mit.begin(); !mit.end(); ++mit)
size++;
-#else
- for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit)
- if (!mit->IsCulled())
- size++;
-#endif
}
slots.resize(size);
for (bit = buckets.begin(); bit != buckets.end(); ++bit)
{
-#if 1
RAS_MaterialBucket* bucket = *bit;
RAS_MeshSlot* ms;
// remove the mesh slot form the list, it culls them automatically for next frame
@@ -139,11 +132,6 @@ void RAS_BucketManager::OrderBuckets(const MT_Transform& cameratrans, BucketList
{
slots[i++].set(ms, bucket, pnorm);
}
-#else
- for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit)
- if (!mit->IsCulled())
- slots[i++].set(&*mit, *bit, pnorm);
-#endif
}
if(alpha)
diff --git a/source/gameengine/Rasterizer/RAS_MeshObject.cpp b/source/gameengine/Rasterizer/RAS_MeshObject.cpp
index c3223cb9448..edd7615efd4 100644
--- a/source/gameengine/Rasterizer/RAS_MeshObject.cpp
+++ b/source/gameengine/Rasterizer/RAS_MeshObject.cpp
@@ -179,14 +179,14 @@ list<RAS_MeshMaterial>::iterator RAS_MeshObject::GetLastMaterial()
-void RAS_MeshObject::SetName(STR_String name)
+void RAS_MeshObject::SetName(const char *name)
{
m_name = name;
}
-const STR_String& RAS_MeshObject::GetName()
+STR_String& RAS_MeshObject::GetName()
{
return m_name;
}
diff --git a/source/gameengine/Rasterizer/RAS_MeshObject.h b/source/gameengine/Rasterizer/RAS_MeshObject.h
index a2283b9bc5d..fbc3c549a7a 100644
--- a/source/gameengine/Rasterizer/RAS_MeshObject.h
+++ b/source/gameengine/Rasterizer/RAS_MeshObject.h
@@ -97,8 +97,8 @@ public:
unsigned int GetLightLayer();
/* name */
- void SetName(STR_String name);
- const STR_String& GetName();
+ void SetName(const char *name);
+ STR_String& GetName();
/* modification state */
bool MeshModified();
diff --git a/source/gameengine/SceneGraph/SG_DList.h b/source/gameengine/SceneGraph/SG_DList.h
index dc5afa2ee99..7bef13cc9e3 100644
--- a/source/gameengine/SceneGraph/SG_DList.h
+++ b/source/gameengine/SceneGraph/SG_DList.h
@@ -54,14 +54,18 @@ public:
void begin()
{
m_current = (T*)m_head.Peek();
- if (m_current == (T*)m_head.Self())
- {
- m_current = NULL;
- }
+ }
+ void back()
+ {
+ m_current = (T*)m_head.Back();
}
bool end()
{
- return (NULL == m_current);
+ return (m_current == (T*)m_head.Self());
+ }
+ bool add_back(T* item)
+ {
+ return m_current->AddBack(item);
}
T* operator*()
{
@@ -69,12 +73,14 @@ public:
}
_myT& operator++()
{
- assert(m_current);
+ // no check of NULL! make sure you don't try to increment beyond end
m_current = (T*)m_current->Peek();
- if (m_current == (T*)m_head.Self())
- {
- m_current = NULL;
- }
+ return *this;
+ }
+ _myT& operator--()
+ {
+ // no check of NULL! make sure you don't try to increment beyond end
+ m_current = (T*)m_current->Back();
return *this;
}
};
@@ -128,19 +134,23 @@ public:
item->m_flink = item->m_blink = item;
return item;
}
- void Delink() // Remove from the middle
+ bool Delink() // Remove from the middle
{
- if (!Empty())
- {
- m_blink->m_flink = m_flink;
- m_flink->m_blink = m_blink;
- m_flink = m_blink = this;
- }
+ if (Empty())
+ return false;
+ m_blink->m_flink = m_flink;
+ m_flink->m_blink = m_blink;
+ m_flink = m_blink = this;
+ return true;
}
inline SG_DList *Peek() // Look at front without removing
{
return m_flink;
}
+ inline SG_DList *Back() // Look at front without removing
+ {
+ return m_blink;
+ }
inline SG_DList *Self()
{
return this;
diff --git a/source/gameengine/SceneGraph/SG_QList.h b/source/gameengine/SceneGraph/SG_QList.h
index 4a254ac36a4..7a6b2e466c9 100644
--- a/source/gameengine/SceneGraph/SG_QList.h
+++ b/source/gameengine/SceneGraph/SG_QList.h
@@ -55,14 +55,18 @@ public:
void begin()
{
m_current = (T*)m_head.QPeek();
- if (m_current == (T*)m_head.Self())
- {
- m_current = NULL;
- }
+ }
+ void back()
+ {
+ m_current = (T*)m_head.QBack();
}
bool end()
{
- return (NULL == m_current);
+ return (m_current == (T*)m_head.Self());
+ }
+ bool add_back(T* item)
+ {
+ return m_current->QAddBack(item);
}
T* operator*()
{
@@ -70,12 +74,13 @@ public:
}
_myT& operator++()
{
- assert(m_current);
m_current = (T*)m_current->QPeek();
- if (m_current == (T*)m_head.Self())
- {
- m_current = NULL;
- }
+ return *this;
+ }
+ _myT& operator--()
+ {
+ // no check on NULL! make sure you don't try to increment beyond end
+ m_current = (T*)m_current->QBack();
return *this;
}
};
@@ -129,19 +134,23 @@ public:
item->m_fqlink = item->m_bqlink = item;
return item;
}
- void QDelink() // Remove from the middle
+ bool QDelink() // Remove from the middle
{
- if (!QEmpty())
- {
- m_bqlink->m_fqlink = m_fqlink;
- m_fqlink->m_bqlink = m_bqlink;
- m_fqlink = m_bqlink = this;
- }
+ if (QEmpty())
+ return false;
+ m_bqlink->m_fqlink = m_fqlink;
+ m_fqlink->m_bqlink = m_bqlink;
+ m_fqlink = m_bqlink = this;
+ return true;
}
inline SG_QList *QPeek() // Look at front without removing
{
return m_fqlink;
}
+ inline SG_QList *QBack() // Look at front without removing
+ {
+ return m_bqlink;
+ }
};
#endif //__SG_QLIST