/** * $Id$ * * ***** 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 ***** */ #ifndef __KX_IACTUATOR #define __KX_IACTUATOR #include "SCA_IController.h" #include /* * Use of SG_DList : None * Use of SG_QList : element of activated actuator list of their owner * Head: SCA_IObject::m_activeActuators */ class SCA_IActuator : public SCA_ILogicBrick { friend class SCA_LogicManager; protected: int m_type; int m_links; // number of active links to controllers // when 0, the actuator is automatically stopped //std::vector m_events; bool m_posevent; bool m_negevent; std::vector m_linkedcontrollers; void RemoveAllEvents() { m_posevent = false; m_negevent = false; } public: /** * This class also inherits the default copy constructors */ enum KX_ACTUATOR_TYPE { KX_ACT_OBJECT, KX_ACT_IPO, KX_ACT_CAMERA, KX_ACT_SOUND, KX_ACT_PROPERTY, KX_ACT_ADD_OBJECT, KX_ACT_END_OBJECT, KX_ACT_DYNAMIC, KX_ACT_REPLACE_MESH, KX_ACT_TRACKTO, KX_ACT_CONSTRAINT, KX_ACT_SCENE, KX_ACT_RANDOM, KX_ACT_MESSAGE, KX_ACT_ACTION, KX_ACT_CD, KX_ACT_GAME, KX_ACT_VISIBILITY, KX_ACT_2DFILTER, KX_ACT_PARENT, KX_ACT_SHAPEACTION, KX_ACT_STATE, KX_ACT_ARMATURE, }; SCA_IActuator(SCA_IObject* gameobj, KX_ACTUATOR_TYPE type); /** * UnlinkObject(...) * Certain actuator use gameobject pointers (like TractTo actuator) * This function can be called when an object is removed to make * sure that the actuator will not use it anymore. */ virtual bool UnlinkObject(SCA_IObject* clientobj) { return false; } /** * Update(...) * Update the actuator based upon the events received since * the last call to Update, the current time and deltatime the * time elapsed in this frame ? * It is the responsibility of concrete Actuators to clear * their event's. This is usually done in the Update() method via * a call to RemoveAllEvents() */ virtual bool Update(double curtime, bool frame); virtual bool Update(); /** * Add an event to an actuator. */ //void AddEvent(CValue* event) void AddEvent(bool event) { if (event) m_posevent = true; else m_negevent = true; } virtual void ProcessReplica(); /** * Return true iff all the current events * are negative. The definition of negative event is * not immediately clear. But usually refers to key-up events * or events where no action is required. */ bool IsNegativeEvent() const { return !m_posevent && m_negevent; } virtual ~SCA_IActuator(); /** * remove this actuator from the list of active actuators */ virtual void Deactivate(); virtual void Activate(SG_DList& head); void LinkToController(SCA_IController* controller); void UnlinkController(class SCA_IController* cont); void UnlinkAllControllers(); void ClrLink() { m_links=0; } void IncLink() { m_links++; } void DecLink(); bool IsNoLink() const { return !m_links; } bool IsType(KX_ACTUATOR_TYPE type) { return m_type == type; } #ifdef WITH_CXX_GUARDEDALLOC public: void *operator new( unsigned int num_bytes) { return MEM_mallocN(num_bytes, "GE:SCA_IActuator"); } void operator delete( void *mem ) { MEM_freeN(mem); } #endif }; #endif //__KX_IACTUATOR