/* * ***** 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 SCA_IController.h * \ingroup gamelogic * \brief An abstract object that has some logic, python scripting and * reference counting Note: transformation stuff has been moved to * SceneGraph */ #ifndef __SCA_IOBJECT_H__ #define __SCA_IOBJECT_H__ #include "Value.h" #include class SCA_IObject; class SCA_ISensor; class SCA_IController; class SCA_IActuator; #ifdef WITH_PYTHON template T PyVecTo(PyObject *); #endif typedef std::vector SCA_SensorList; typedef std::vector SCA_ControllerList; typedef std::vector SCA_ActuatorList; typedef std::vector SCA_ObjectList; class SCA_IObject : public CValue { Py_Header protected: friend class KX_StateActuator; friend class SCA_IActuator; friend class SCA_IController; SCA_SensorList m_sensors; SCA_ControllerList m_controllers; SCA_ActuatorList m_actuators; SCA_ActuatorList m_registeredActuators; // actuators that use a pointer to this object SCA_ObjectList m_registeredObjects; // objects that hold reference to this object // SG_Dlist: element of objects with active actuators // Head: SCA_LogicManager::m_activeActuators // SG_QList: Head of active actuators list on this object // Elements: SCA_IActuator SG_QList m_activeActuators; // SG_Dlist: element of list os lists with active controllers // Head: SCA_LogicManager::m_activeControllers // SG_QList: Head of active controller list on this object // Elements: SCA_IController SG_QList m_activeControllers; // SG_Dlist: element of list of lists of active controllers // Head: SCA_LogicManager::m_activeControllers // SG_QList: Head of active bookmarked controller list globally // Elements: SCA_IController with bookmark option static SG_QList m_activeBookmarkedControllers; static class MT_Point3 m_sDummy; /** * Ignore activity culling requests? */ bool m_ignore_activity_culling; /** * Ignore updates? */ bool m_suspended; /** * init state of object (used when object is created) */ unsigned int m_initState; /** * current state = bit mask of state that are active */ unsigned int m_state; /** * pointer inside state actuator list for sorting */ SG_QList* m_firstState; public: SCA_IObject(); virtual ~SCA_IObject(); SCA_ControllerList& GetControllers() { return m_controllers; } SCA_SensorList& GetSensors() { return m_sensors; } SCA_ActuatorList& GetActuators() { return m_actuators; } SG_QList& GetActiveActuators() { return m_activeActuators; } void AddSensor(SCA_ISensor* act); void ReserveSensor(int num) { m_sensors.reserve(num); } void AddController(SCA_IController* act); void ReserveController(int num) { m_controllers.reserve(num); } void AddActuator(SCA_IActuator* act); void ReserveActuator(int num) { m_actuators.reserve(num); } void RegisterActuator(SCA_IActuator* act); void UnregisterActuator(SCA_IActuator* act); void RegisterObject(SCA_IObject* objs); void UnregisterObject(SCA_IObject* objs); /** * UnlinkObject(...) * this object is informed that one of the object to which it holds a reference is deleted * returns true if there was indeed a reference. */ virtual bool UnlinkObject(SCA_IObject* clientobj) { return false; } SCA_ISensor* FindSensor(const STR_String& sensorname); SCA_IActuator* FindActuator(const STR_String& actuatorname); SCA_IController* FindController(const STR_String& controllername); void SetCurrentTime(float currentTime) {} virtual void ReParentLogic(); /** * Set whether or not to ignore activity culling requests */ void SetIgnoreActivityCulling(bool b) { m_ignore_activity_culling = b; } /** * Set whether or not this object wants to ignore activity culling * requests */ bool GetIgnoreActivityCulling() { return m_ignore_activity_culling; } /** * Suspend all progress. */ void Suspend(void); /** * Resume progress */ void Resume(void); /** * Set init state */ void SetInitState(unsigned int initState) { m_initState = initState; } /** * initialize the state when object is created */ void ResetState(void) { SetState(m_initState); } /** * Set the object state */ void SetState(unsigned int state); /** * Get the object state */ unsigned int GetState(void) { return m_state; } // const class MT_Point3& ConvertPythonPylist(PyObject *pylist); virtual int GetGameObjectType() {return -1;} typedef enum ObjectTypes { OBJ_ARMATURE=0, OBJ_CAMERA=1, OBJ_LIGHT=2, } ObjectTypes; }; #endif /* __SCA_IOBJECT_H__ */