/** * $Id$ * ***** 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., 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 LICENSE BLOCK ***** */ #include "MEM_guardedalloc.h" #include "KX_BlenderSceneConverter.h" #include "KX_ConvertControllers.h" #include "KX_Python.h" // Controller #include "SCA_ANDController.h" #include "SCA_ORController.h" #include "SCA_PythonController.h" #include "SCA_ExpressionController.h" #include "SCA_LogicManager.h" #include "KX_GameObject.h" #include "IntValue.h" #ifdef HAVE_CONFIG_H #include #endif /* This little block needed for linking to Blender... */ #ifdef WIN32 #include "BLI_winstuff.h" #endif #include "DNA_object_types.h" #include "DNA_controller_types.h" #include "DNA_text_types.h" #include "BKE_text.h" #include "BLI_blenlib.h" /* end of blender include block */ static void LinkControllerToActuators( SCA_IController *game_controller, bController* bcontr, SCA_LogicManager* logicmgr, KX_BlenderSceneConverter* converter ) { // Iterate through the actuators of the game blender // controller and find the corresponding ketsji actuator. for (int i=0;itotlinks;i++) { bActuator* bact = (bActuator*) bcontr->links[i]; SCA_IActuator *game_actuator = converter->FindGameActuator(bact); if (game_actuator) { logicmgr->RegisterToActuator(game_controller, game_actuator); } } } void BL_ConvertControllers( struct Object* blenderobject, class KX_GameObject* gameobj, SCA_LogicManager* logicmgr, PyObject* pythondictionary, int &executePriority, int activeLayerBitInfo, bool isInActiveLayer, KX_BlenderSceneConverter* converter ) { int uniqueint=0; bController* bcontr = (bController*)blenderobject->controllers.first; while (bcontr) { SCA_IController* gamecontroller = NULL; switch(bcontr->type) { case CONT_LOGIC_AND: { gamecontroller = new SCA_ANDController(gameobj); LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter); break; } case CONT_LOGIC_OR: { gamecontroller = new SCA_ORController(gameobj); LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter); break; } case CONT_EXPRESSION: { bExpressionCont* bexpcont = (bExpressionCont*) bcontr->data; STR_String expressiontext = STR_String(bexpcont->str); if (expressiontext.Length() > 0) { gamecontroller = new SCA_ExpressionController(gameobj,expressiontext); LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter); } break; } case CONT_PYTHON: { // we should create a Python controller here SCA_PythonController* pyctrl = new SCA_PythonController(gameobj); gamecontroller = pyctrl; bPythonCont* pycont = (bPythonCont*) bcontr->data; pyctrl->SetDictionary(pythondictionary); if (pycont->text) { char *buf; // this is some blender specific code buf= txt_to_buf(pycont->text); if (buf) { pyctrl->SetScriptText(STR_String(buf)); pyctrl->SetScriptName(pycont->text->id.name+2); MEM_freeN(buf); } } LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter); break; } default: { } } if (gamecontroller) { gamecontroller->SetExecutePriority(executePriority++); STR_String uniquename = bcontr->name; uniquename += "#CONTR#"; uniqueint++; CIntValue* uniqueval = new CIntValue(uniqueint); uniquename += uniqueval->GetText(); uniqueval->Release(); gamecontroller->SetName(uniquename); gameobj->AddController(gamecontroller); converter->RegisterGameController(gamecontroller, bcontr); //done with gamecontroller gamecontroller->Release(); } bcontr = bcontr->next; } }