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Diffstat (limited to 'source/gameengine/GameLogic/SCA_ILogicBrick.h')
-rw-r--r-- | source/gameengine/GameLogic/SCA_ILogicBrick.h | 167 |
1 files changed, 0 insertions, 167 deletions
diff --git a/source/gameengine/GameLogic/SCA_ILogicBrick.h b/source/gameengine/GameLogic/SCA_ILogicBrick.h deleted file mode 100644 index 46c62f0258a..00000000000 --- a/source/gameengine/GameLogic/SCA_ILogicBrick.h +++ /dev/null @@ -1,167 +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_ILogicBrick.h - * \ingroup gamelogic - */ - -#ifndef __SCA_ILOGICBRICK_H__ -#define __SCA_ILOGICBRICK_H__ - -#include "EXP_Value.h" -#include "SCA_IObject.h" -#include "EXP_BoolValue.h" -#include "CTR_Map.h" -#include "CTR_HashedPtr.h" - -class NG_NetworkScene; -class SCA_IScene; -class SCA_LogicManager; - -class SCA_ILogicBrick : public CValue -{ - Py_Header -protected: - SCA_IObject* m_gameobj; - SCA_LogicManager *m_logicManager; - int m_Execute_Priority; - int m_Execute_Ueber_Priority; - - bool m_bActive; - CValue* m_eventval; - STR_String m_text; - STR_String m_name; - //unsigned long m_drawcolor; - void RegisterEvent(CValue* eventval); - void RemoveEvent(); - CValue* GetEvent(); - -public: - SCA_ILogicBrick(SCA_IObject* gameobj); - virtual ~SCA_ILogicBrick(); - - void SetExecutePriority(int execute_Priority); - void SetUeberExecutePriority(int execute_Priority); - - SCA_IObject* GetParent() { return m_gameobj; } - - virtual void ReParent(SCA_IObject* parent); - virtual void Relink(CTR_Map<CTR_HashedPtr, void*> *obj_map); - virtual void Delete() { Release(); } - - // act as a BoolValue (with value IsPositiveTrigger) - virtual CValue* Calc(VALUE_OPERATOR op, CValue *val); - virtual CValue* CalcFinal(VALUE_DATA_TYPE dtype, VALUE_OPERATOR op, CValue *val); - - virtual const STR_String & GetText(); - virtual double GetNumber(); - virtual STR_String& GetName(); - virtual void SetName(const char *); - - bool IsActive() - { - return m_bActive; - } - - void SetActive(bool active) - { - m_bActive=active; - } - - // insert in a QList at position corresponding to m_Execute_Priority - void InsertActiveQList(SG_QList& head) - { - SG_QList::iterator<SCA_ILogicBrick> it(head); - for (it.begin(); !it.end() && m_Execute_Priority > (*it)->m_Execute_Priority; ++it); - it.add_back(this); - } - - // insert in a QList at position corresponding to m_Execute_Priority - // inside a longer list that contains elements of other objects. - // Sorting is done only between the elements of the same object. - // head is the head of the combined list - // current points to the first element of the object in the list, NULL if none yet - void InsertSelfActiveQList(SG_QList& head, SG_QList** current) - { - if (!*current) - { - // first element can be put anywhere - head.QAddBack(this); - *current = this; - return; - } - // note: we assume current points actually to one o our element, skip the tests - SG_QList::iterator<SCA_ILogicBrick> it(head,*current); - if (m_Execute_Priority <= (*it)->m_Execute_Priority) - { - // this element comes before the first - *current = this; - } - else { - for (++it; !it.end() && (*it)->m_gameobj == m_gameobj && m_Execute_Priority > (*it)->m_Execute_Priority; ++it); - } - it.add_back(this); - } - - virtual bool LessComparedTo(SCA_ILogicBrick* other); - - virtual void SetLogicManager(SCA_LogicManager *logicmgr); - SCA_LogicManager *GetLogicManager(); - - /* for moving logic bricks between scenes */ - virtual void Replace_IScene(SCA_IScene *val) {} - virtual void Replace_NetworkScene(NG_NetworkScene *val) {} - -#ifdef WITH_PYTHON - // python methods - - static PyObject* pyattr_get_owner(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef); - - // check that attribute is a property - static int CheckProperty(void *self, const PyAttributeDef *attrdef); - - enum KX_BOOL_TYPE { - KX_BOOL_NODEF = 0, - KX_TRUE, - KX_FALSE, - KX_BOOL_MAX - }; - - -protected: - /* Some conversions to go with the bool type. */ - /** Convert a KX_TRUE, KX_FALSE in Python to a c++ value. */ - bool PyArgToBool(int boolArg); - - /** Convert a a c++ value to KX_TRUE, KX_FALSE in Python. */ - PyObject *BoolToPyArg(bool); - -#endif /* WITH_PYTHON */ - -}; - -#endif /* __SCA_ILOGICBRICK_H__ */ |