Initial revision
This commit is contained in:
179
source/gameengine/Converter/KX_ConvertControllers.cpp
Normal file
179
source/gameengine/Converter/KX_ConvertControllers.cpp
Normal file
@@ -0,0 +1,179 @@
|
||||
/**
|
||||
* $Id$
|
||||
* ***** 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
|
||||
* 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 *****
|
||||
*/
|
||||
|
||||
#include "MEM_guardedalloc.h"
|
||||
|
||||
|
||||
#include "KX_BlenderSceneConverter.h"
|
||||
#include "KX_ConvertControllers.h"
|
||||
#include "KX_Python.h"
|
||||
|
||||
// Controller
|
||||
#include "SCA_ANDController.h"
|
||||
#include "SCA_ORController.h"
|
||||
#include "SCA_PythonController.h"
|
||||
#include "SCA_ExpressionController.h"
|
||||
|
||||
#include "SCA_LogicManager.h"
|
||||
#include "KX_GameObject.h"
|
||||
#include "IntValue.h"
|
||||
|
||||
/* This little block needed for linking to Blender... */
|
||||
#ifdef WIN32
|
||||
#include "BLI_winstuff.h"
|
||||
#endif
|
||||
|
||||
#include "DNA_object_types.h"
|
||||
#include "DNA_controller_types.h"
|
||||
#include "DNA_text_types.h"
|
||||
|
||||
#include "BKE_text.h"
|
||||
|
||||
#include "BLI_blenlib.h"
|
||||
|
||||
/* end of blender include block */
|
||||
|
||||
|
||||
static void
|
||||
LinkControllerToActuators(
|
||||
SCA_IController *game_controller,
|
||||
bController* bcontr,
|
||||
SCA_LogicManager* logicmgr,
|
||||
KX_BlenderSceneConverter* converter
|
||||
) {
|
||||
// Iterate through the actuators of the game blender
|
||||
// controller and find the corresponding ketsji actuator.
|
||||
|
||||
for (int i=0;i<bcontr->totlinks;i++)
|
||||
{
|
||||
bActuator* bact = (bActuator*) bcontr->links[i];
|
||||
SCA_IActuator *game_actuator = converter->FindGameActuator(bact);
|
||||
if (game_actuator) {
|
||||
logicmgr->RegisterToActuator(game_controller, game_actuator);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void BL_ConvertControllers(
|
||||
struct Object* blenderobject,
|
||||
class KX_GameObject* gameobj,
|
||||
SCA_LogicManager* logicmgr,
|
||||
PyObject* pythondictionary,
|
||||
int &executePriority,
|
||||
int activeLayerBitInfo,
|
||||
bool isInActiveLayer,
|
||||
KX_BlenderSceneConverter* converter
|
||||
) {
|
||||
int uniqueint=0;
|
||||
bController* bcontr = (bController*)blenderobject->controllers.first;
|
||||
while (bcontr)
|
||||
{
|
||||
SCA_IController* gamecontroller = NULL;
|
||||
switch(bcontr->type)
|
||||
{
|
||||
case CONT_LOGIC_AND:
|
||||
{
|
||||
gamecontroller = new SCA_ANDController(gameobj);
|
||||
LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter);
|
||||
break;
|
||||
}
|
||||
case CONT_LOGIC_OR:
|
||||
{
|
||||
gamecontroller = new SCA_ORController(gameobj);
|
||||
LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter);
|
||||
break;
|
||||
}
|
||||
case CONT_EXPRESSION:
|
||||
{
|
||||
bExpressionCont* bexpcont = (bExpressionCont*) bcontr->data;
|
||||
STR_String expressiontext = STR_String(bexpcont->str);
|
||||
if (expressiontext.Length() > 0)
|
||||
{
|
||||
gamecontroller = new SCA_ExpressionController(gameobj,expressiontext);
|
||||
LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter);
|
||||
|
||||
}
|
||||
break;
|
||||
}
|
||||
case CONT_PYTHON:
|
||||
{
|
||||
|
||||
// we should create a Python controller here
|
||||
|
||||
SCA_PythonController* pyctrl = new SCA_PythonController(gameobj);
|
||||
gamecontroller = pyctrl;
|
||||
|
||||
bPythonCont* pycont = (bPythonCont*) bcontr->data;
|
||||
pyctrl->SetDictionary(pythondictionary);
|
||||
|
||||
if (pycont->text)
|
||||
{
|
||||
char *buf;
|
||||
// this is some blender specific code
|
||||
buf= txt_to_buf(pycont->text);
|
||||
if (buf)
|
||||
{
|
||||
pyctrl->SetScriptText(STR_String(buf));
|
||||
pyctrl->SetScriptName(pycont->text->id.name+2);
|
||||
MEM_freeN(buf);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter);
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
if (gamecontroller)
|
||||
{
|
||||
gamecontroller->SetExecutePriority(executePriority++);
|
||||
STR_String uniquename = bcontr->name;
|
||||
uniquename += "#CONTR#";
|
||||
uniqueint++;
|
||||
CIntValue* uniqueval = new CIntValue(uniqueint);
|
||||
uniquename += uniqueval->GetText();
|
||||
uniqueval->Release();
|
||||
gamecontroller->SetName(uniquename);
|
||||
gameobj->AddController(gamecontroller);
|
||||
|
||||
converter->RegisterGameController(gamecontroller, bcontr);
|
||||
}
|
||||
|
||||
bcontr = bcontr->next;
|
||||
}
|
||||
|
||||
}
|
Reference in New Issue
Block a user