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Diffstat (limited to 'source/gameengine/Converter/KX_ConvertControllers.cpp')
-rw-r--r--source/gameengine/Converter/KX_ConvertControllers.cpp179
1 files changed, 179 insertions, 0 deletions
diff --git a/source/gameengine/Converter/KX_ConvertControllers.cpp b/source/gameengine/Converter/KX_ConvertControllers.cpp
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+/**
+ * $Id$
+ * ***** BEGIN GPL/BL DUAL 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. The Blender
+ * Foundation also sells licenses for use in proprietary software under
+ * the Blender License. See http://www.blender.org/BL/ for information
+ * about this.
+ *
+ * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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/BL DUAL LICENSE BLOCK *****
+ */
+
+#include "MEM_guardedalloc.h"
+
+
+#include "KX_BlenderSceneConverter.h"
+#include "KX_ConvertControllers.h"
+#include "KX_Python.h"
+
+// Controller
+#include "SCA_ANDController.h"
+#include "SCA_ORController.h"
+#include "SCA_PythonController.h"
+#include "SCA_ExpressionController.h"
+
+#include "SCA_LogicManager.h"
+#include "KX_GameObject.h"
+#include "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.
+
+ 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,
+ PyObject* pythondictionary,
+ int &executePriority,
+ int activeLayerBitInfo,
+ bool isInActiveLayer,
+ KX_BlenderSceneConverter* converter
+) {
+ int uniqueint=0;
+ bController* 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_EXPRESSION:
+ {
+ bExpressionCont* bexpcont = (bExpressionCont*) bcontr->data;
+ STR_String expressiontext = STR_String(bexpcont->str);
+ if (expressiontext.Length() > 0)
+ {
+ gamecontroller = new SCA_ExpressionController(gameobj,expressiontext);
+ LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter);
+
+ }
+ break;
+ }
+ case CONT_PYTHON:
+ {
+
+ // we should create a Python controller here
+
+ SCA_PythonController* pyctrl = new SCA_PythonController(gameobj);
+ gamecontroller = pyctrl;
+
+ bPythonCont* pycont = (bPythonCont*) bcontr->data;
+ pyctrl->SetDictionary(pythondictionary);
+
+ 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);
+ }
+
+ }
+
+ LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter);
+ break;
+ }
+ default:
+ {
+
+ }
+ }
+
+ if (gamecontroller)
+ {
+ gamecontroller->SetExecutePriority(executePriority++);
+ STR_String uniquename = bcontr->name;
+ uniquename += "#CONTR#";
+ uniqueint++;
+ CIntValue* uniqueval = new CIntValue(uniqueint);
+ uniquename += uniqueval->GetText();
+ uniqueval->Release();
+ gamecontroller->SetName(uniquename);
+ gameobj->AddController(gamecontroller);
+
+ converter->RegisterGameController(gamecontroller, bcontr);
+ }
+
+ bcontr = bcontr->next;
+ }
+
+}