From 12315f4d0e0ae993805f141f64cb8c73c5297311 Mon Sep 17 00:00:00 2001 From: Hans Lambermont Date: Sat, 12 Oct 2002 11:37:38 +0000 Subject: Initial revision --- source/gameengine/GameLogic/SCA_LogicManager.h | 154 +++++++++++++++++++++++++ 1 file changed, 154 insertions(+) create mode 100644 source/gameengine/GameLogic/SCA_LogicManager.h (limited to 'source/gameengine/GameLogic/SCA_LogicManager.h') diff --git a/source/gameengine/GameLogic/SCA_LogicManager.h b/source/gameengine/GameLogic/SCA_LogicManager.h new file mode 100644 index 00000000000..f79b19a0dbf --- /dev/null +++ b/source/gameengine/GameLogic/SCA_LogicManager.h @@ -0,0 +1,154 @@ +/** + * $Id$ + * + * ***** BEGIN GPL/BL DUAL 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. The Blender + * Foundation also sells licenses for use in proprietary software under + * the Blender License. See http://www.blender.org/BL/ for information + * about this. + * + * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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/BL DUAL LICENSE BLOCK ***** + * Regulates the top-level logic behaviour for one scene. + */ +#ifndef __KX_LOGICMANAGER +#define __KX_LOGICMANAGER + +#ifdef WIN32 +#pragma warning (disable:4786) +#endif + +#include +//#include "GEN_Map.h" +#include +#include +#include + +#include "GEN_Map.h" +#include "STR_HashedString.h" +#include "Value.h" + +using namespace std; +typedef list controllerlist; + +/** + * This manager handles sensor, controllers and actuators. + * logic executes each frame the following way: + * find triggering sensors + * build list of controllers that are triggered by these triggering sensors + * process all triggered controllers + * during this phase actuators can be added to the active actuator list + * process all active actuators + * clear triggering sensors + * clear triggered controllers + * (actuators may be active during a longer timeframe) +*/ + +#include "SCA_ILogicBrick.h" + +// todo: make this into a template, but first I want to think about what exactly to put in +class SmartActuatorPtr +{ + SCA_IActuator* m_actuator; +public: + SmartActuatorPtr(SCA_IActuator* actua,int dummy); + SmartActuatorPtr(const SmartActuatorPtr& other); + virtual ~SmartActuatorPtr(); + bool operator <(const SmartActuatorPtr& other) const; + bool operator ==(const SmartActuatorPtr& other) const; + SCA_IActuator* operator->() const; + SCA_IActuator* operator*() const; + +}; + +class SmartControllerPtr +{ + SCA_IController* m_controller; +public: + SmartControllerPtr(const SmartControllerPtr& copy); + SmartControllerPtr(SCA_IController* contr,int dummy); + virtual ~SmartControllerPtr(); + bool operator <(const SmartControllerPtr& other) const; + bool operator ==(const SmartControllerPtr& other) const; + SCA_IController* operator->() const; + SCA_IController* operator*() const; + +}; + + + +class SCA_LogicManager +{ + vector m_eventmanagers; + + vector m_activatedsensors; + set m_activeActuators; + + map m_sensorcontrollermapje; + + // need to find better way for this + // also known as FactoryManager... + GEN_Map m_mapStringToGameObjects; + GEN_Map m_mapStringToMeshes; + GEN_Map m_mapStringToActions; + + vector m_removedActuators; + +public: + SCA_LogicManager(); + virtual ~SCA_LogicManager(); + //void SetKeyboardManager(SCA_KeyboardManager* keyboardmgr) { m_keyboardmgr=keyboardmgr;} + void RegisterEventManager(SCA_EventManager* eventmgr); + void RegisterToSensor(SCA_IController* controller, + class SCA_ISensor* sensor); + void RegisterToActuator(SCA_IController* controller, + class SCA_IActuator* actuator); + + void BeginFrame(double curtime,double deltatime); + void UpdateFrame(double curtime,double deltatime); + void EndFrame(); + void AddActivatedSensor(SCA_ISensor* sensor); + void AddActiveActuator(SCA_IActuator* sensor,class CValue* event); + SCA_EventManager* FindEventManager(int eventmgrtype); + + void RemoveGameObject(const STR_String& gameobjname); + + /** + * remove Logic Bricks from the running logicmanager + */ + void RemoveSensor(SCA_ISensor* sensor); + void RemoveController(SCA_IController* controller); + void RemoveDestroyedActuator(SCA_IActuator* actuator); + + + // for the scripting... needs a FactoryManager later (if we would have time... ;) + void RegisterMeshName(const STR_String& meshname,void* mesh); + void RegisterActionName(const STR_String& actname,void* action); + + void* GetActionByName (const STR_String& actname); + void* GetMeshByName(const STR_String& meshname); + + void RegisterGameObjectName(const STR_String& gameobjname,CValue* gameobj); + class CValue* GetGameObjectByName(const STR_String& gameobjname); +}; + +#endif //__KX_LOGICMANAGER -- cgit v1.2.3