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Diffstat (limited to 'source/gameengine/GameLogic/SCA_IActuator.h')
-rw-r--r-- | source/gameengine/GameLogic/SCA_IActuator.h | 168 |
1 files changed, 0 insertions, 168 deletions
diff --git a/source/gameengine/GameLogic/SCA_IActuator.h b/source/gameengine/GameLogic/SCA_IActuator.h deleted file mode 100644 index bca0b1ad764..00000000000 --- a/source/gameengine/GameLogic/SCA_IActuator.h +++ /dev/null @@ -1,168 +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 SCA_IActuator.h - * \ingroup gamelogic - */ - -#ifndef __SCA_IACTUATOR_H__ -#define __SCA_IACTUATOR_H__ - -#include "SCA_IController.h" -#include <vector> - -/** - * Use of SG_DList : None - * Use of SG_QList : element of activated actuator list of their owner - * Head: SCA_IObject::m_activeActuators - */ -class SCA_IActuator : public SCA_ILogicBrick -{ - friend class SCA_LogicManager; -protected: - int m_type; - int m_links; // number of active links to controllers - // when 0, the actuator is automatically stopped - //std::vector<CValue*> m_events; - bool m_posevent; - bool m_negevent; - - std::vector<class SCA_IController*> m_linkedcontrollers; - - void RemoveAllEvents() - { - m_posevent = false; - m_negevent = false; - } - - -public: - /** - * This class also inherits the default copy constructors - */ - enum KX_ACTUATOR_TYPE { - KX_ACT_OBJECT, - KX_ACT_IPO, - KX_ACT_CAMERA, - KX_ACT_SOUND, - KX_ACT_PROPERTY, - KX_ACT_ADD_OBJECT, - KX_ACT_END_OBJECT, - KX_ACT_DYNAMIC, - KX_ACT_REPLACE_MESH, - KX_ACT_TRACKTO, - KX_ACT_CONSTRAINT, - KX_ACT_SCENE, - KX_ACT_RANDOM, - KX_ACT_MESSAGE, - KX_ACT_ACTION, - KX_ACT_CD, - KX_ACT_GAME, - KX_ACT_VISIBILITY, - KX_ACT_2DFILTER, - KX_ACT_PARENT, - KX_ACT_SHAPEACTION, - KX_ACT_STATE, - KX_ACT_ARMATURE, - KX_ACT_STEERING, - KX_ACT_MOUSE, - }; - - SCA_IActuator(SCA_IObject* gameobj, KX_ACTUATOR_TYPE type); - - /** - * UnlinkObject(...) - * Certain actuator use gameobject pointers (like TractTo actuator) - * This function can be called when an object is removed to make - * sure that the actuator will not use it anymore. - */ - - virtual bool UnlinkObject(SCA_IObject* clientobj) { return false; } - - /** - * Update(...) - * Update the actuator based upon the events received since - * the last call to Update, the current time and deltatime the - * time elapsed in this frame ? - * It is the responsibility of concrete Actuators to clear - * their event's. This is usually done in the Update() method via - * a call to RemoveAllEvents() - */ - - - virtual bool Update(double curtime, bool frame); - virtual bool Update(); - - /** - * Add an event to an actuator. - */ - //void AddEvent(CValue* event) - void AddEvent(bool event) - { - if (event) - m_posevent = true; - else - m_negevent = true; - } - - virtual void ProcessReplica(); - - /** - * Return true if all the current events - * are negative. The definition of negative event is - * not immediately clear. But usually refers to key-up events - * or events where no action is required. - */ - bool IsNegativeEvent() const - { - return !m_posevent && m_negevent; - } - - virtual ~SCA_IActuator(); - - /** - * remove this actuator from the list of active actuators - */ - virtual void Deactivate(); - virtual void Activate(SG_DList& head); - - void LinkToController(SCA_IController* controller); - void UnlinkController(class SCA_IController* cont); - void UnlinkAllControllers(); - - void ClrLink() { m_links=0; } - void IncLink() { m_links++; } - virtual void DecLink(); - bool IsNoLink() const { return !m_links; } - bool IsType(KX_ACTUATOR_TYPE type) { return m_type == type; } - -#ifdef WITH_CXX_GUARDEDALLOC - MEM_CXX_CLASS_ALLOC_FUNCS("GE:SCA_IActuator") -#endif -}; - -#endif /* __SCA_IACTUATOR_H__ */ |