/* * ***** 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 Regulates the top-level logic behavior for one scene. */ #ifndef __SCA_LOGICMANAGER_H__ #define __SCA_LOGICMANAGER_H__ #if defined(WIN32) && !defined(FREE_WINDOWS) #pragma warning (disable:4786) #endif #include //#include "CTR_Map.h" #include #include #include #include "CTR_Map.h" #include "STR_HashedString.h" #include "Value.h" #include "SG_QList.h" #include "KX_HashedPtr.h" using namespace std; typedef std::list controllerlist; typedef std::map sensormap_t; /** * This manager handles sensor, controllers and actuators. * logic executes each frame the following way: * find triggering sensors * build list of controllers that are triggered by these triggering sensors * process all triggered controllers * during this phase actuators can be added to the active actuator list * process all active actuators * clear triggering sensors * clear triggered controllers * (actuators may be active during a longer timeframe) */ #include "SCA_ILogicBrick.h" #include "SCA_IActuator.h" #include "SCA_EventManager.h" class SCA_LogicManager { vector m_eventmanagers; // SG_DList: Head of objects having activated actuators // element: SCA_IObject::m_activeActuators SG_DList m_activeActuators; // SG_DList: Head of objects having activated controllers // element: SCA_IObject::m_activeControllers SG_DList m_triggeredControllerSet; // need to find better way for this // also known as FactoryManager... CTR_Map m_mapStringToGameObjects; CTR_Map m_mapStringToMeshes; CTR_Map m_mapStringToActions; CTR_Map m_map_gamemeshname_to_blendobj; CTR_Map m_map_blendobj_to_gameobj; public: SCA_LogicManager(); virtual ~SCA_LogicManager(); //void SetKeyboardManager(SCA_KeyboardManager* keyboardmgr) { m_keyboardmgr=keyboardmgr;} void RegisterEventManager(SCA_EventManager* eventmgr); void RegisterToSensor(SCA_IController* controller, class SCA_ISensor* sensor); void RegisterToActuator(SCA_IController* controller, class SCA_IActuator* actuator); void BeginFrame(double curtime, double fixedtime); void UpdateFrame(double curtime, bool frame); void EndFrame(); void AddActiveActuator(SCA_IActuator* actua,bool event) { actua->SetActive(true); actua->Activate(m_activeActuators); actua->AddEvent(event); } void AddTriggeredController(SCA_IController* controller, SCA_ISensor* sensor); SCA_EventManager* FindEventManager(int eventmgrtype); vector GetEventManagers() { return m_eventmanagers; } void RemoveGameObject(const STR_String& gameobjname); /** * remove Logic Bricks from the running logicmanager */ void RemoveSensor(SCA_ISensor* sensor); void RemoveController(SCA_IController* controller); void RemoveActuator(SCA_IActuator* actuator); // for the scripting... needs a FactoryManager later (if we would have time... ;) void RegisterMeshName(const STR_String& meshname,void* mesh); void UnregisterMeshName(const STR_String& meshname,void* mesh); CTR_Map& GetMeshMap() { return m_mapStringToMeshes; } CTR_Map& GetActionMap() { return m_mapStringToActions; } void RegisterActionName(const STR_String& actname,void* action); void* GetActionByName (const STR_String& actname); void* GetMeshByName(const STR_String& meshname); void RegisterGameObjectName(const STR_String& gameobjname,CValue* gameobj); class CValue* GetGameObjectByName(const STR_String& gameobjname); void RegisterGameMeshName(const STR_String& gamemeshname, void* blendobj); void* FindBlendObjByGameMeshName(const STR_String& gamemeshname); void RegisterGameObj(void* blendobj, CValue* gameobj); void UnregisterGameObj(void* blendobj, CValue* gameobj); CValue* FindGameObjByBlendObj(void* blendobj); #ifdef WITH_CXX_GUARDEDALLOC MEM_CXX_CLASS_ALLOC_FUNCS("GE:SCA_LogicManager") #endif }; #endif //__SCA_LOGICMANAGER_H__