diff options
Diffstat (limited to 'source/gameengine/GameLogic/SCA_IActuator.cpp')
-rw-r--r-- | source/gameengine/GameLogic/SCA_IActuator.cpp | 106 |
1 files changed, 62 insertions, 44 deletions
diff --git a/source/gameengine/GameLogic/SCA_IActuator.cpp b/source/gameengine/GameLogic/SCA_IActuator.cpp index 309f3108418..be7c2651686 100644 --- a/source/gameengine/GameLogic/SCA_IActuator.cpp +++ b/source/gameengine/GameLogic/SCA_IActuator.cpp @@ -37,53 +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::AddEvent(CValue* event) -{ - m_events.push_back(event); -} - - - -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) @@ -98,9 +58,34 @@ bool SCA_IActuator::Update() 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() { - m_events.clear(); + SCA_ILogicBrick::ProcessReplica(); + RemoveAllEvents(); + m_linkedcontrollers.clear(); } @@ -119,3 +104,36 @@ 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(); +} + |