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SCA_IController.h « GameLogic « gameengine « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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/**
 * $Id$
 *
 * ***** 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_ICONTROLLER
#define __KX_ICONTROLLER

#include "SCA_ILogicBrick.h"
#include "PyObjectPlus.h"

/*
 * Use of SG_DList element: none
 * Use of SG_QList element: build ordered list of activated controller on the owner object
 *                          Head: SCA_IObject::m_activeControllers
 */
class SCA_IController : public SCA_ILogicBrick
{
	Py_Header;
protected:
	std::vector<class SCA_ISensor*>		m_linkedsensors;
	std::vector<class SCA_IActuator*>	m_linkedactuators;
	unsigned int						m_statemask;
	bool								m_justActivated;
	bool								m_bookmark;
public:
	SCA_IController(SCA_IObject* gameobj);
	virtual ~SCA_IController();
	virtual void Trigger(class SCA_LogicManager* logicmgr)=0;
	void	LinkToSensor(SCA_ISensor* sensor);
	void	LinkToActuator(SCA_IActuator*);
	std::vector<class SCA_ISensor*>&	GetLinkedSensors();
	std::vector<class SCA_IActuator*>&	GetLinkedActuators();
	void	ReserveActuator(int num)
	{
		m_linkedactuators.reserve(num);
	}
	void	UnlinkAllSensors();
	void	UnlinkAllActuators();
	void	UnlinkActuator(class SCA_IActuator* actua);
	void	UnlinkSensor(class SCA_ISensor* sensor);
	void    SetState(unsigned int state) { m_statemask = state; }
	void    ApplyState(unsigned int state);
	void	Deactivate()
	{
		// the controller can only be part of a sensor m_newControllers list
		Delink();
	}
	bool IsJustActivated()
	{
		return m_justActivated;
	}
	void ClrJustActivated()
	{
		m_justActivated = false;
	}
	void SetBookmark(bool bookmark)
	{
		m_bookmark = bookmark;
	}
	void Activate(SG_DList& head)
	{
		if (QEmpty())
		{
			if (m_bookmark)
			{
				m_gameobj->m_activeBookmarkedControllers.QAddBack(this);
				head.AddFront(&m_gameobj->m_activeBookmarkedControllers);
			}
			else
			{
				InsertActiveQList(m_gameobj->m_activeControllers);
				head.AddBack(&m_gameobj->m_activeControllers);
			}
		}
	}
	
	static PyObject*	pyattr_get_state(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
	static PyObject*	pyattr_get_sensors(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
	static PyObject*	pyattr_get_actuators(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);

};

#endif