diff options
Diffstat (limited to 'source/gameengine/GameLogic/SCA_IController.h')
-rw-r--r-- | source/gameengine/GameLogic/SCA_IController.h | 63 |
1 files changed, 61 insertions, 2 deletions
diff --git a/source/gameengine/GameLogic/SCA_IController.h b/source/gameengine/GameLogic/SCA_IController.h index f67c0942eb4..a52c57ab3ed 100644 --- a/source/gameengine/GameLogic/SCA_IController.h +++ b/source/gameengine/GameLogic/SCA_IController.h @@ -30,28 +30,87 @@ #define __KX_ICONTROLLER #include "SCA_ILogicBrick.h" +#include "PyObjectPlus.h" +/* + * Use of SG_DList element: none + * Use of SG_QList element: build ordered list of activated controller on the owner object + * Head: SCA_IObject::m_activeControllers + */ class SCA_IController : public SCA_ILogicBrick { + Py_Header; protected: std::vector<class SCA_ISensor*> m_linkedsensors; std::vector<class SCA_IActuator*> m_linkedactuators; unsigned int m_statemask; + bool m_justActivated; + bool m_bookmark; public: SCA_IController(SCA_IObject* gameobj,PyTypeObject* T); virtual ~SCA_IController(); virtual void Trigger(class SCA_LogicManager* logicmgr)=0; void LinkToSensor(SCA_ISensor* sensor); void LinkToActuator(SCA_IActuator*); - const std::vector<class SCA_ISensor*>& GetLinkedSensors(); - const std::vector<class SCA_IActuator*>& GetLinkedActuators(); + std::vector<class SCA_ISensor*>& GetLinkedSensors(); + std::vector<class SCA_IActuator*>& GetLinkedActuators(); + void ReserveActuator(int num) + { + m_linkedactuators.reserve(num); + } void UnlinkAllSensors(); void UnlinkAllActuators(); void UnlinkActuator(class SCA_IActuator* actua); void UnlinkSensor(class SCA_ISensor* sensor); void SetState(unsigned int state) { m_statemask = state; } void ApplyState(unsigned int state); + void Deactivate() + { + // the controller can only be part of a sensor m_newControllers list + Delink(); + } + bool IsJustActivated() + { + return m_justActivated; + } + void ClrJustActivated() + { + m_justActivated = false; + } + void SetBookmark(bool bookmark) + { + m_bookmark = bookmark; + } + void Activate(SG_DList& head) + { + if (QEmpty()) + { + if (m_bookmark) + { + m_gameobj->m_activeBookmarkedControllers.QAddBack(this); + head.AddFront(&m_gameobj->m_activeBookmarkedControllers); + } + else + { + InsertActiveQList(m_gameobj->m_activeControllers); + head.AddBack(&m_gameobj->m_activeControllers); + } + } + } + virtual PyObject* py_getattro(PyObject *attr); + virtual PyObject* py_getattro_dict(); + virtual int py_setattro(PyObject *attr, PyObject *value); + + KX_PYMETHOD_NOARGS(SCA_IController,GetSensors); + KX_PYMETHOD_NOARGS(SCA_IController,GetActuators); + KX_PYMETHOD_O(SCA_IController,GetSensor); + KX_PYMETHOD_O(SCA_IController,GetActuator); + KX_PYMETHOD_NOARGS(SCA_IController,GetState); + + static PyObject* pyattr_get_state(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef); + static PyObject* pyattr_get_sensors(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef); + static PyObject* pyattr_get_actuators(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef); }; |