/* * $Id$ * ***** 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., 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 gameengine/Converter/KX_ConvertControllers.cpp * \ingroup bgeconv */ #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_NANDController.h" #include "SCA_NORController.h" #include "SCA_XORController.h" #include "SCA_XNORController.h" #include "SCA_PythonController.h" #include "SCA_ExpressionController.h" #include "SCA_LogicManager.h" #include "KX_GameObject.h" #include "IntValue.h" /* 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. game_controller->ReserveActuator(bcontr->totlinks); 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, int activeLayerBitInfo, bool isInActiveLayer, KX_BlenderSceneConverter* converter ) { int uniqueint=0; int count = 0; int executePriority=0; bController* bcontr = (bController*)blenderobject->controllers.first; while (bcontr) { bcontr = bcontr->next; count++; } gameobj->ReserveController(count); bcontr = (bController*)blenderobject->controllers.first; while (bcontr) { SCA_IController* gamecontroller = NULL; switch(bcontr->type) { case CONT_LOGIC_AND: { gamecontroller = new SCA_ANDController(gameobj); break; } case CONT_LOGIC_OR: { gamecontroller = new SCA_ORController(gameobj); break; } case CONT_LOGIC_NAND: { gamecontroller = new SCA_NANDController(gameobj); break; } case CONT_LOGIC_NOR: { gamecontroller = new SCA_NORController(gameobj); break; } case CONT_LOGIC_XOR: { gamecontroller = new SCA_XORController(gameobj); break; } case CONT_LOGIC_XNOR: { gamecontroller = new SCA_XNORController(gameobj); 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); } break; } case CONT_PYTHON: { bPythonCont* pycont = (bPythonCont*) bcontr->data; SCA_PythonController* pyctrl = new SCA_PythonController(gameobj, pycont->mode); gamecontroller = pyctrl; #ifdef WITH_PYTHON pyctrl->SetNamespace(converter->GetPyNamespace()); if(pycont->mode==SCA_PythonController::SCA_PYEXEC_SCRIPT) { 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); } } } else { /* let the controller print any warnings here when importing */ pyctrl->SetScriptText(STR_String(pycont->module)); pyctrl->SetScriptName(pycont->module); /* will be something like module.func so using it as the name is OK */ if(pycont->flag & CONT_PY_DEBUG) { printf("\nDebuging \"%s\", module for object %s\n\texpect worse performance.\n", pycont->module, blenderobject->id.name+2); pyctrl->SetDebug(true); } } #endif // WITH_PYTHON break; } default: { } } if (gamecontroller) { LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter); gamecontroller->SetExecutePriority(executePriority++); gamecontroller->SetBookmark((bcontr->flag & CONT_PRIO) != 0); gamecontroller->SetState(bcontr->state_mask); 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); #ifdef WITH_PYTHON if (bcontr->type==CONT_PYTHON) { SCA_PythonController *pyctrl= static_cast(gamecontroller); /* not strictly needed but gives syntax errors early on and * gives more predictable performance for larger scripts */ if(pyctrl->m_mode==SCA_PythonController::SCA_PYEXEC_SCRIPT) pyctrl->Compile(); else { /* We cant do this because importing runs the script which could end up accessing * internal BGE functions, this is unstable while we're converting the scene. * This is a pitty because its useful to see errors at startup but cant help it */ // pyctrl->Import(); } } #endif // WITH_PYTHON //done with gamecontroller gamecontroller->Release(); } bcontr = bcontr->next; } }