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											2002-10-12 11:37:38 +00:00
										 |  |  | /**
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							|  |  |  |  * $Id$ | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * ***** BEGIN GPL/BL DUAL 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. The Blender | 
					
						
							|  |  |  |  * Foundation also sells licenses for use in proprietary software under | 
					
						
							|  |  |  |  * the Blender License.  See http://www.blender.org/BL/ for information
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							|  |  |  |  * about this. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * 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/BL DUAL LICENSE BLOCK ***** | 
					
						
							|  |  |  |  * Regulates the top-level logic behaviour for one scene. | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | #ifndef __KX_LOGICMANAGER
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							|  |  |  | #define __KX_LOGICMANAGER
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							|  |  |  | #ifdef WIN32
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							|  |  |  | #pragma warning (disable:4786)
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							|  |  |  | #endif 
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							|  |  |  | #include <vector>
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							|  |  |  | //#include "GEN_Map.h"
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							|  |  |  | #include <set>
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							|  |  |  | #include <map>
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							|  |  |  | #include <list>
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							|  |  |  | #include "GEN_Map.h"
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							|  |  |  | #include "STR_HashedString.h"
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							|  |  |  | #include "Value.h"
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							|  |  |  | using namespace std; | 
					
						
							|  |  |  | typedef list<class SCA_IController*> controllerlist; | 
					
						
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							|  |  |  | /** 
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							|  |  |  |  * 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) | 
					
						
							|  |  |  | */ | 
					
						
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							|  |  |  | #include "SCA_ILogicBrick.h"
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							|  |  |  | // todo: make this into a template, but first I want to think about what exactly to put in
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							|  |  |  | class	SmartActuatorPtr | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	SCA_IActuator*	m_actuator; | 
					
						
							|  |  |  | public: | 
					
						
							|  |  |  | 	SmartActuatorPtr(SCA_IActuator* actua,int dummy); | 
					
						
							|  |  |  | 	SmartActuatorPtr(const SmartActuatorPtr& other); | 
					
						
							|  |  |  | 	virtual ~SmartActuatorPtr(); | 
					
						
							|  |  |  | 	bool operator <(const SmartActuatorPtr& other) const; | 
					
						
							|  |  |  | 	bool operator ==(const SmartActuatorPtr& other) const; | 
					
						
							|  |  |  | 	SCA_IActuator*	operator->() const; | 
					
						
							|  |  |  | 	SCA_IActuator* operator*() const; | 
					
						
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							|  |  |  | }; | 
					
						
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							|  |  |  | class	SmartControllerPtr | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	SCA_IController*	m_controller; | 
					
						
							|  |  |  | public: | 
					
						
							|  |  |  | 	SmartControllerPtr(const SmartControllerPtr& copy); | 
					
						
							|  |  |  | 	SmartControllerPtr(SCA_IController* contr,int dummy); | 
					
						
							|  |  |  | 	virtual ~SmartControllerPtr(); | 
					
						
							|  |  |  | 	bool	operator <(const SmartControllerPtr& other) const; | 
					
						
							|  |  |  | 	bool	operator ==(const SmartControllerPtr& other) const; | 
					
						
							|  |  |  | 	SCA_IController*	operator->() const; | 
					
						
							|  |  |  | 	SCA_IController* 	operator*() const;  | 
					
						
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							|  |  |  | }; | 
					
						
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							|  |  |  | class SCA_LogicManager | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	vector<class SCA_EventManager*>		m_eventmanagers; | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | 	vector<class SCA_ISensor*>			m_activatedsensors; | 
					
						
							|  |  |  | 	set<class SmartActuatorPtr>			m_activeActuators; | 
					
						
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							|  |  |  | 	map<SCA_ISensor*,controllerlist >	m_sensorcontrollermapje; | 
					
						
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							|  |  |  | 	// need to find better way for this
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							|  |  |  | 	// also known as FactoryManager...
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							|  |  |  | 	GEN_Map<STR_HashedString,CValue*>	m_mapStringToGameObjects; | 
					
						
							|  |  |  | 	GEN_Map<STR_HashedString,void*>		m_mapStringToMeshes; | 
					
						
							|  |  |  | 	GEN_Map<STR_HashedString,void*>		m_mapStringToActions; | 
					
						
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							|  |  |  | 	vector<SmartActuatorPtr>			m_removedActuators; | 
					
						
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							|  |  |  | public: | 
					
						
							|  |  |  | 	SCA_LogicManager(); | 
					
						
							|  |  |  | 	virtual ~SCA_LogicManager(); | 
					
						
							|  |  |  | 	//void	SetKeyboardManager(SCA_KeyboardManager* keyboardmgr) { m_keyboardmgr=keyboardmgr;}
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							|  |  |  | 	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 deltatime); | 
					
						
							|  |  |  | 	void	UpdateFrame(double curtime,double deltatime); | 
					
						
							|  |  |  | 	void	EndFrame(); | 
					
						
							|  |  |  | 	void	AddActivatedSensor(SCA_ISensor* sensor); | 
					
						
							|  |  |  | 	void	AddActiveActuator(SCA_IActuator* sensor,class CValue* event); | 
					
						
							|  |  |  | 	SCA_EventManager*	FindEventManager(int eventmgrtype); | 
					
						
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							|  |  |  | 	void	RemoveGameObject(const STR_String& gameobjname); | 
					
						
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							|  |  |  | 	/**
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							|  |  |  | 	* remove Logic Bricks from the running logicmanager | 
					
						
							|  |  |  | 	*/ | 
					
						
							|  |  |  | 	void	RemoveSensor(SCA_ISensor* sensor); | 
					
						
							|  |  |  | 	void	RemoveController(SCA_IController* controller); | 
					
						
							|  |  |  | 	void	RemoveDestroyedActuator(SCA_IActuator* actuator); | 
					
						
							|  |  |  | 	 | 
					
						
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							|  |  |  | 	// for the scripting... needs a FactoryManager later (if we would have time... ;)
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							|  |  |  | 	void	RegisterMeshName(const STR_String& meshname,void* mesh); | 
					
						
							|  |  |  | 	void	RegisterActionName(const STR_String& actname,void* action); | 
					
						
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							|  |  |  | 	void*	GetActionByName (const STR_String& actname); | 
					
						
							|  |  |  | 	void*	GetMeshByName(const STR_String& meshname); | 
					
						
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							|  |  |  | 	void	RegisterGameObjectName(const STR_String& gameobjname,CValue* gameobj); | 
					
						
							|  |  |  | 	class CValue*	GetGameObjectByName(const STR_String& gameobjname); | 
					
						
							|  |  |  | }; | 
					
						
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							|  |  |  | #endif //__KX_LOGICMANAGER
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											2002-10-30 02:07:20 +00:00
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