diff options
Diffstat (limited to 'source/gameengine/Converter/KX_ConvertControllers.cpp')
-rw-r--r-- | source/gameengine/Converter/KX_ConvertControllers.cpp | 250 |
1 files changed, 0 insertions, 250 deletions
diff --git a/source/gameengine/Converter/KX_ConvertControllers.cpp b/source/gameengine/Converter/KX_ConvertControllers.cpp deleted file mode 100644 index a00a90428da..00000000000 --- a/source/gameengine/Converter/KX_ConvertControllers.cpp +++ /dev/null @@ -1,250 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. - * All rights reserved. - * - * The Original Code is: all of this file. - * - * Contributor(s): none yet. - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file gameengine/Converter/KX_ConvertControllers.cpp - * \ingroup bgeconv - */ - - -#include "MEM_guardedalloc.h" - -#include "KX_BlenderSceneConverter.h" -#include "KX_ConvertControllers.h" -#include "EXP_Python.h" - -// Controller -#include "SCA_ANDController.h" -#include "SCA_ORController.h" -#include "SCA_NANDController.h" -#include "SCA_NORController.h" -#include "SCA_XORController.h" -#include "SCA_XNORController.h" -#include "SCA_PythonController.h" -#include "SCA_ExpressionController.h" - -#include "SCA_LogicManager.h" -#include "KX_GameObject.h" -#include "EXP_IntValue.h" - -/* This little block needed for linking to Blender... */ -#ifdef WIN32 -#include "BLI_winstuff.h" -#endif - -#include "DNA_object_types.h" -#include "DNA_controller_types.h" -#include "DNA_text_types.h" - -#include "BKE_text.h" - -#include "BLI_blenlib.h" - -/* end of blender include block */ - - - static void -LinkControllerToActuators( - SCA_IController *game_controller, - bController* bcontr, - SCA_LogicManager* logicmgr, - KX_BlenderSceneConverter* converter -) { - // Iterate through the actuators of the game blender - // controller and find the corresponding ketsji actuator. - - game_controller->ReserveActuator(bcontr->totlinks); - for (int i=0;i<bcontr->totlinks;i++) - { - bActuator* bact = (bActuator*) bcontr->links[i]; - SCA_IActuator *game_actuator = converter->FindGameActuator(bact); - if (game_actuator) { - logicmgr->RegisterToActuator(game_controller, game_actuator); - } - } -} - - -void BL_ConvertControllers( - struct Object* blenderobject, - class KX_GameObject* gameobj, - SCA_LogicManager* logicmgr, - int activeLayerBitInfo, - bool isInActiveLayer, - KX_BlenderSceneConverter* converter, - bool libloading -) { - 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); - break; - } - case CONT_LOGIC_OR: - { - gamecontroller = new SCA_ORController(gameobj); - break; - } - case CONT_LOGIC_NAND: - { - gamecontroller = new SCA_NANDController(gameobj); - break; - } - case CONT_LOGIC_NOR: - { - gamecontroller = new SCA_NORController(gameobj); - break; - } - case CONT_LOGIC_XOR: - { - gamecontroller = new SCA_XORController(gameobj); - break; - } - case CONT_LOGIC_XNOR: - { - gamecontroller = new SCA_XNORController(gameobj); - break; - } - case CONT_EXPRESSION: - { - bExpressionCont* bexpcont = (bExpressionCont*) bcontr->data; - STR_String expressiontext = STR_String(bexpcont->str); - if (expressiontext.Length() > 0) - { - gamecontroller = new SCA_ExpressionController(gameobj,expressiontext); - } - break; - } - case CONT_PYTHON: - { - bPythonCont* pycont = (bPythonCont*) bcontr->data; - SCA_PythonController* pyctrl = new SCA_PythonController(gameobj, pycont->mode); - gamecontroller = pyctrl; -#ifdef WITH_PYTHON - // When libloading, this is delayed to KX_Scene::MergeScene_LogicBrick to avoid GIL issues - if (!libloading) - pyctrl->SetNamespace(converter->GetPyNamespace()); - - if (pycont->mode==SCA_PythonController::SCA_PYEXEC_SCRIPT) { - if (pycont->text) - { - char *buf; - // this is some blender specific code - buf= txt_to_buf(pycont->text); - if (buf) - { - pyctrl->SetScriptText(STR_String(buf)); - pyctrl->SetScriptName(pycont->text->id.name+2); - MEM_freeN(buf); - } - - } - } - else { - /* let the controller print any warnings here when importing */ - pyctrl->SetScriptText(STR_String(pycont->module)); - pyctrl->SetScriptName(pycont->module); /* will be something like module.func so using it as the name is OK */ - - if (pycont->flag & CONT_PY_DEBUG) { - printf("\nDebuging \"%s\", module for object %s\n\texpect worse performance.\n", pycont->module, blenderobject->id.name+2); - pyctrl->SetDebug(true); - } - } -#endif // WITH_PYTHON - - break; - } - default: - { - - } - } - - if (gamecontroller && !(bcontr->flag & CONT_DEACTIVATE)) - { - LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter); - gamecontroller->SetExecutePriority(executePriority++); - gamecontroller->SetBookmark((bcontr->flag & CONT_PRIO) != 0); - gamecontroller->SetState(bcontr->state_mask); - STR_String uniquename = bcontr->name; - uniquename += "#CONTR#"; - uniqueint++; - CIntValue* uniqueval = new CIntValue(uniqueint); - uniquename += uniqueval->GetText(); - uniqueval->Release(); - //unique name was never implemented for sensors and actuators, only for controllers - //and it's producing difference in the keys for the lists: obj.controllers/sensors/actuators - //at some point it should either be implemented globally (and saved as a separate var) or removed. - //gamecontroller->SetName(uniquename); - gamecontroller->SetName(bcontr->name); - gamecontroller->SetLogicManager(logicmgr); - gameobj->AddController(gamecontroller); - - converter->RegisterGameController(gamecontroller, bcontr); - -#ifdef WITH_PYTHON - // When libloading, this is delayed to KX_Scene::MergeScene_LogicBrick to avoid GIL issues - if (!libloading && bcontr->type==CONT_PYTHON) { - SCA_PythonController *pyctrl= static_cast<SCA_PythonController*>(gamecontroller); - /* not strictly needed but gives syntax errors early on and - * gives more predictable performance for larger scripts */ - if (pyctrl->m_mode==SCA_PythonController::SCA_PYEXEC_SCRIPT) - pyctrl->Compile(); - else { - /* We cant do this because importing runs the script which could end up accessing - * internal BGE functions, this is unstable while we're converting the scene. - * This is a pity because its useful to see errors at startup but cant help it */ - - // pyctrl->Import(); - } - } - -#endif // WITH_PYTHON - - //done with gamecontroller - gamecontroller->Release(); - } - else if (gamecontroller) - gamecontroller->Release(); - - bcontr = bcontr->next; - } - -} |