diff options
-rw-r--r-- | source/gameengine/GameLogic/SCA_IController.cpp | 2 | ||||
-rw-r--r-- | source/gameengine/GameLogic/SCA_ISensor.cpp | 45 | ||||
-rw-r--r-- | source/gameengine/GameLogic/SCA_ISensor.h | 13 | ||||
-rw-r--r-- | source/gameengine/GameLogic/SCA_KeyboardSensor.cpp | 2 | ||||
-rw-r--r-- | source/gameengine/GameLogic/SCA_LogicManager.cpp | 31 | ||||
-rw-r--r-- | source/gameengine/GameLogic/SCA_LogicManager.h | 2 | ||||
-rw-r--r-- | source/gameengine/GameLogic/SCA_PythonController.cpp | 11 | ||||
-rw-r--r-- | source/gameengine/GameLogic/SCA_PythonController.h | 6 | ||||
-rw-r--r-- | source/gameengine/PyDoc/SCA_ISensor.py | 7 |
9 files changed, 100 insertions, 19 deletions
diff --git a/source/gameengine/GameLogic/SCA_IController.cpp b/source/gameengine/GameLogic/SCA_IController.cpp index 8f156cc63e7..0bd20117f31 100644 --- a/source/gameengine/GameLogic/SCA_IController.cpp +++ b/source/gameengine/GameLogic/SCA_IController.cpp @@ -188,6 +188,8 @@ void SCA_IController::ApplyState(unsigned int state) 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); } diff --git a/source/gameengine/GameLogic/SCA_ISensor.cpp b/source/gameengine/GameLogic/SCA_ISensor.cpp index f99b9b789d7..c96eb82e29e 100644 --- a/source/gameengine/GameLogic/SCA_ISensor.cpp +++ b/source/gameengine/GameLogic/SCA_ISensor.cpp @@ -32,6 +32,8 @@ #include "SCA_ISensor.h" #include "SCA_EventManager.h" #include "SCA_LogicManager.h" +// needed for IsTriggered() +#include "SCA_PythonController.h" #ifdef HAVE_CONFIG_H #include <config.h> @@ -132,10 +134,8 @@ void SCA_ISensor::DecLink() { } if (!m_links) { - // sensor is detached from all controllers, initialize it so that it - // is fresh as at startup when it is reattached again. + // sensor is detached from all controllers, remove it from manager UnregisterToManager(); - Init(); } } @@ -168,7 +168,9 @@ PyParentObject SCA_ISensor::Parents[] = { }; PyMethodDef SCA_ISensor::Methods[] = { {"isPositive", (PyCFunction) SCA_ISensor::sPyIsPositive, - METH_VARARGS, IsPositive_doc}, + METH_NOARGS, IsPositive_doc}, + {"isTriggered", (PyCFunction) SCA_ISensor::sPyIsTriggered, + METH_VARARGS, IsTriggered_doc}, {"getUsePosPulseMode", (PyCFunction) SCA_ISensor::sPyGetUsePosPulseMode, METH_NOARGS, GetUsePosPulseMode_doc}, {"setUsePosPulseMode", (PyCFunction) SCA_ISensor::sPySetUsePosPulseMode, @@ -204,6 +206,9 @@ SCA_ISensor::_getattr(const STR_String& attr) void SCA_ISensor::RegisterToManager() { + // sensor is just activated, initialize it + Init(); + m_newControllers.erase(m_newControllers.begin(), m_newControllers.end()); m_eventmgr->RegisterSensor(this); } @@ -249,19 +254,47 @@ void SCA_ISensor::Activate(class SCA_LogicManager* logicmgr, CValue* event) } } } + if (!m_newControllers.empty()) + { + 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 (std::vector<SCA_IController*>::iterator ci=m_newControllers.begin(); + ci != m_newControllers.end(); ci++) + { + logicmgr->AddTriggeredController(*ci, 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()); + } } } /* Python functions: */ char SCA_ISensor::IsPositive_doc[] = "isPositive()\n" -"\tReturns whether the sensor is registered a positive event.\n"; -PyObject* SCA_ISensor::PyIsPositive(PyObject* self, PyObject* args, PyObject* kwds) +"\tReturns whether the sensor is in an active state.\n"; +PyObject* SCA_ISensor::PyIsPositive(PyObject* self) { int retval = IsPositiveTrigger(); return PyInt_FromLong(retval); } +char SCA_ISensor::IsTriggered_doc[] = +"isTriggered()\n" +"\tReturns whether the sensor has triggered the current controller.\n"; +PyObject* SCA_ISensor::PyIsTriggered(PyObject* self) +{ + // check with the current controller + int retval = 0; + if (SCA_PythonController::m_sCurrentController) + retval = SCA_PythonController::m_sCurrentController->IsTriggered(this); + return PyInt_FromLong(retval); +} + /** * getUsePulseMode: getter for the pulse mode (KX_TRUE = on) */ diff --git a/source/gameengine/GameLogic/SCA_ISensor.h b/source/gameengine/GameLogic/SCA_ISensor.h index fc8f0bd0011..0d65270dc7b 100644 --- a/source/gameengine/GameLogic/SCA_ISensor.h +++ b/source/gameengine/GameLogic/SCA_ISensor.h @@ -34,6 +34,8 @@ #include "SCA_ILogicBrick.h" +#include <vector> + /** * Interface Class for all logic Sensors. Implements * pulsemode,pulsefrequency */ @@ -73,9 +75,9 @@ class SCA_ISensor : public SCA_ILogicBrick /** number of connections to controller */ int m_links; - /** Pass the activation on to the logic manager.*/ - void SignalActivation(class SCA_LogicManager* logicmgr); - + /** list of controllers that have just activated this sensor because of a state change */ + std::vector<class SCA_IController*> m_newControllers; + public: SCA_ISensor(SCA_IObject* gameobj, class SCA_EventManager* eventmgr, @@ -128,6 +130,8 @@ public: /** Resume sensing. */ void Resume(); + void AddNewController(class SCA_IController* controller) + { m_newControllers.push_back(controller); } void ClrLink() { m_links = 0; } void IncLink() @@ -137,7 +141,8 @@ public: { return !m_links; } /* Python functions: */ - KX_PYMETHOD_DOC(SCA_ISensor,IsPositive); + KX_PYMETHOD_DOC_NOARGS(SCA_ISensor,IsPositive); + KX_PYMETHOD_DOC_NOARGS(SCA_ISensor,IsTriggered); KX_PYMETHOD_DOC_NOARGS(SCA_ISensor,GetUsePosPulseMode); KX_PYMETHOD_DOC(SCA_ISensor,SetUsePosPulseMode); KX_PYMETHOD_DOC_NOARGS(SCA_ISensor,GetFrequency); diff --git a/source/gameengine/GameLogic/SCA_KeyboardSensor.cpp b/source/gameengine/GameLogic/SCA_KeyboardSensor.cpp index a7a6fa93db4..fba1162993d 100644 --- a/source/gameengine/GameLogic/SCA_KeyboardSensor.cpp +++ b/source/gameengine/GameLogic/SCA_KeyboardSensor.cpp @@ -505,7 +505,7 @@ PyObject* SCA_KeyboardSensor::sPySetAllMode(PyObject* self, PyObject* kwds) { // printf("sPyIsPositive\n"); - return ((SCA_KeyboardSensor*) self)->PyIsPositive(self, args, kwds); + return ((SCA_KeyboardSensor*) self)->PyIsPositive(self); } diff --git a/source/gameengine/GameLogic/SCA_LogicManager.cpp b/source/gameengine/GameLogic/SCA_LogicManager.cpp index 91e66aea359..b584b37180f 100644 --- a/source/gameengine/GameLogic/SCA_LogicManager.cpp +++ b/source/gameengine/GameLogic/SCA_LogicManager.cpp @@ -33,6 +33,7 @@ #include "SCA_IController.h" #include "SCA_IActuator.h" #include "SCA_EventManager.h" +#include "SCA_PythonController.h" #include <set> #ifdef HAVE_CONFIG_H @@ -232,8 +233,6 @@ void SCA_LogicManager::BeginFrame(double curtime, double fixedtime) // for this frame, look up for activated sensors, and build the collection of triggered controllers // int numsensors = this->m_activatedsensors.size(); /*unused*/ - set<SmartControllerPtr> triggeredControllerSet; - for (vector<SCA_ISensor*>::const_iterator is=m_activatedsensors.begin(); !(is==m_activatedsensors.end());is++) { @@ -244,19 +243,28 @@ void SCA_LogicManager::BeginFrame(double curtime, double fixedtime) { SCA_IController* contr = *c;//controllerarray->at(c); if (contr->IsActive()) - triggeredControllerSet.insert(SmartControllerPtr(contr,0)); + { + 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); + } + } } //sensor->SetActive(false); } // int numtriggered = triggeredControllerSet.size(); /*unused*/ - for (set<SmartControllerPtr>::iterator tit=triggeredControllerSet.begin(); - !(tit==triggeredControllerSet.end());tit++) + for (set<SmartControllerPtr>::iterator tit=m_triggeredControllerSet.begin(); + !(tit==m_triggeredControllerSet.end());tit++) { (*tit)->Trigger(this); } - triggeredControllerSet.clear(); + m_triggeredControllerSet.clear(); } @@ -382,6 +390,17 @@ void SCA_LogicManager::AddActivatedSensor(SCA_ISensor* sensor) } } +void SCA_LogicManager::AddTriggeredController(SCA_IController* controller, SCA_ISensor* sensor) +{ + m_triggeredControllerSet.insert(SmartControllerPtr(controller,0)); + // so that the controller knows which sensor has activited it + // only needed for python controller + if (controller->GetType() == &SCA_PythonController::Type) + { + SCA_PythonController* pythonController = (SCA_PythonController*)controller; + pythonController->AddTriggeredSensor(sensor); + } +} void SCA_LogicManager::AddActiveActuator(SCA_IActuator* actua,CValue* event) diff --git a/source/gameengine/GameLogic/SCA_LogicManager.h b/source/gameengine/GameLogic/SCA_LogicManager.h index e0d3d506702..50383879d8f 100644 --- a/source/gameengine/GameLogic/SCA_LogicManager.h +++ b/source/gameengine/GameLogic/SCA_LogicManager.h @@ -99,6 +99,7 @@ class SCA_LogicManager vector<class SCA_ISensor*> m_activatedsensors; set<class SmartActuatorPtr> m_activeActuators; + set<class SmartControllerPtr> m_triggeredControllerSet; map<SCA_ISensor*,controllerlist > m_sensorcontrollermapje; @@ -127,6 +128,7 @@ public: void EndFrame(); void AddActivatedSensor(SCA_ISensor* sensor); void AddActiveActuator(SCA_IActuator* sensor,class CValue* event); + void AddTriggeredController(SCA_IController* controller, SCA_ISensor* sensor); SCA_EventManager* FindEventManager(int eventmgrtype); void RemoveGameObject(const STR_String& gameobjname); diff --git a/source/gameengine/GameLogic/SCA_PythonController.cpp b/source/gameengine/GameLogic/SCA_PythonController.cpp index f9081c90288..e6f7b1dd143 100644 --- a/source/gameengine/GameLogic/SCA_PythonController.cpp +++ b/source/gameengine/GameLogic/SCA_PythonController.cpp @@ -35,6 +35,7 @@ #include "SCA_IActuator.h" #include "compile.h" #include "eval.h" +#include <algorithm> #ifdef HAVE_CONFIG_H #include <config.h> @@ -139,6 +140,14 @@ void SCA_PythonController::SetDictionary(PyObject* pythondictionary) m_pythondictionary = PyDict_Copy(pythondictionary); /* new reference */ } +int SCA_PythonController::IsTriggered(class SCA_ISensor* sensor) +{ + if (std::find(m_triggeredSensors.begin(), m_triggeredSensors.end(), sensor) != + m_triggeredSensors.end()) + return 1; + return 0; +} + #if 0 static char* sPyGetCurrentController__doc__; #endif @@ -294,7 +303,7 @@ void SCA_PythonController::Trigger(SCA_LogicManager* logicmgr) // something in this dictionary and crash? PyDict_Clear(excdict); Py_DECREF(excdict); - + m_triggeredSensors.erase(m_triggeredSensors.begin(), m_triggeredSensors.end()); m_sCurrentController = NULL; } diff --git a/source/gameengine/GameLogic/SCA_PythonController.h b/source/gameengine/GameLogic/SCA_PythonController.h index 39b6c68c359..1b62e7ecb53 100644 --- a/source/gameengine/GameLogic/SCA_PythonController.h +++ b/source/gameengine/GameLogic/SCA_PythonController.h @@ -36,6 +36,8 @@ #include "SCA_LogicManager.h" #include "BoolValue.h" +#include <vector> + class SCA_IObject; class SCA_PythonController : public SCA_IController { @@ -47,6 +49,7 @@ class SCA_PythonController : public SCA_IController STR_String m_scriptText; STR_String m_scriptName; PyObject* m_pythondictionary; + std::vector<class SCA_ISensor*> m_triggeredSensors; public: static SCA_PythonController* m_sCurrentController; // protected !!! @@ -64,6 +67,9 @@ class SCA_PythonController : public SCA_IController void SetScriptText(const STR_String& text); void SetScriptName(const STR_String& name); void SetDictionary(PyObject* pythondictionary); + void AddTriggeredSensor(class SCA_ISensor* sensor) + { m_triggeredSensors.push_back(sensor); } + int IsTriggered(class SCA_ISensor* sensor); static char* sPyGetCurrentController__doc__; static PyObject* sPyGetCurrentController(PyObject* self); diff --git a/source/gameengine/PyDoc/SCA_ISensor.py b/source/gameengine/PyDoc/SCA_ISensor.py index 33f0e976284..14858505e24 100644 --- a/source/gameengine/PyDoc/SCA_ISensor.py +++ b/source/gameengine/PyDoc/SCA_ISensor.py @@ -9,7 +9,12 @@ class SCA_ISensor(SCA_ILogicBrick): def isPositive(): """ - True if this sensor brick has been activated. + True if this sensor brick is in a positive state. + """ + + def isTriggered(): + """ + True if this sensor brick has triggered the current controller. """ def getUsePosPulseMode(): |