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Diffstat (limited to 'source/gameengine/GameLogic/SCA_IActuator.cpp')
-rw-r--r--source/gameengine/GameLogic/SCA_IActuator.cpp140
1 files changed, 0 insertions, 140 deletions
diff --git a/source/gameengine/GameLogic/SCA_IActuator.cpp b/source/gameengine/GameLogic/SCA_IActuator.cpp
deleted file mode 100644
index 9a355fdf3c9..00000000000
--- a/source/gameengine/GameLogic/SCA_IActuator.cpp
+++ /dev/null
@@ -1,140 +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/GameLogic/SCA_IActuator.cpp
- * \ingroup gamelogic
- */
-
-
-#include "SCA_IActuator.h"
-#include <stdio.h>
-
-using namespace std;
-
-SCA_IActuator::SCA_IActuator(SCA_IObject* gameobj, KX_ACTUATOR_TYPE type) :
- SCA_ILogicBrick(gameobj),
- m_type(type),
- m_links(0),
- m_posevent(false),
- m_negevent(false)
-{
- // nothing to do
-}
-
-bool SCA_IActuator::Update(double curtime, bool frame)
-{
- if (frame)
- return Update();
-
- return true;
-}
-
-bool SCA_IActuator::Update()
-{
- assert(false && "Actuators should override an Update method.");
- return false;
-}
-
-void SCA_IActuator::Activate(SG_DList& head)
-{
- if (QEmpty())
- {
- InsertActiveQList(m_gameobj->m_activeActuators);
- head.AddBack(&m_gameobj->m_activeActuators);
- }
-}
-
-// this function is only used to deactivate actuators outside the logic loop
-// e.g. when an object is deleted.
-void SCA_IActuator::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 SCA_IActuator::ProcessReplica()
-{
- SCA_ILogicBrick::ProcessReplica();
- RemoveAllEvents();
- m_linkedcontrollers.clear();
-}
-
-
-
-SCA_IActuator::~SCA_IActuator()
-{
- RemoveAllEvents();
-}
-
-void SCA_IActuator::DecLink()
-{
- m_links--;
- if (m_links < 0)
- {
- printf("Warning: actuator %s has negative m_links: %d\n", m_name.Ptr(), m_links);
- 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();
-}
-