/** * $Id$ * * ***** 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 ***** */ #ifndef __KX_IACTUATOR #define __KX_IACTUATOR #include "SCA_ILogicBrick.h" #include class SCA_IActuator : public SCA_ILogicBrick { friend class SCA_LogicManager; protected: std::vector m_events; int m_links; // number of active links to controllers // when 0, the actuator is automatically stopped void RemoveAllEvents(); public: /** * This class also inherits the default copy constructors */ SCA_IActuator(SCA_IObject* gameobj, PyTypeObject* T =&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); 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; virtual ~SCA_IActuator(); void ClrLink() { m_links=0; } void IncLink() { m_links++; } void DecLink(); bool IsNoLink() const { return !m_links; } }; #endif //__KX_IACTUATOR