Welcome to mirror list, hosted at ThFree Co, Russian Federation.

SCA_IActuator.h « GameLogic « gameengine « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: f456183a16c7c873e6c058867a6608c38c995b97 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
/**
 * $Id$
 *
 * ***** 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 <vector>

/*
 * 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<CValue*> m_events;
	bool			     m_posevent;
	bool			     m_negevent;

	std::vector<class SCA_IController*>		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