svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD

Notes:
* Game and sequencer RNA, and sequencer header are now out of date
  a bit after changes in trunk.
* I didn't know how to port these bugfixes, most likely they are
  not needed anymore.
  * Fix "duplicate strip" always increase the user count for ipo.
  * IPO pinning on sequencer strips was lost during Undo.
This commit is contained in:
2009-06-08 20:08:19 +00:00
594 changed files with 28292 additions and 13753 deletions

View File

@@ -29,6 +29,7 @@
#ifndef __SG_IOBJECT
#define __SG_IOBJECT
#include "SG_QList.h"
#include <vector>
// used for debugging: stage of the game engine main loop at which a Scenegraph modification is done
@@ -84,6 +85,18 @@ typedef void (*SG_UpdateTransformCallback)(
void* clientinfo
);
typedef bool (*SG_ScheduleUpdateCallback)(
SG_IObject* sgobject,
void* clientobj,
void* clientinfo
);
typedef bool (*SG_RescheduleUpdateCallback)(
SG_IObject* sgobject,
void* clientobj,
void* clientinfo
);
/**
* SG_Callbacks hold 2 call backs to the outside world.
@@ -106,30 +119,38 @@ struct SG_Callbacks
):
m_replicafunc(NULL),
m_destructionfunc(NULL),
m_updatefunc(NULL)
m_updatefunc(NULL),
m_schedulefunc(NULL),
m_reschedulefunc(NULL)
{
};
SG_Callbacks(
SG_ReplicationNewCallback repfunc,
SG_DestructionNewCallback destructfunc,
SG_UpdateTransformCallback updatefunc
SG_UpdateTransformCallback updatefunc,
SG_ScheduleUpdateCallback schedulefunc,
SG_RescheduleUpdateCallback reschedulefunc
):
m_replicafunc(repfunc),
m_destructionfunc(destructfunc),
m_updatefunc(updatefunc)
m_updatefunc(updatefunc),
m_schedulefunc(schedulefunc),
m_reschedulefunc(reschedulefunc)
{
};
SG_ReplicationNewCallback m_replicafunc;
SG_DestructionNewCallback m_destructionfunc;
SG_UpdateTransformCallback m_updatefunc;
SG_ScheduleUpdateCallback m_schedulefunc;
SG_RescheduleUpdateCallback m_reschedulefunc;
};
/**
base object that can be part of the scenegraph.
*/
class SG_IObject
class SG_IObject : public SG_QList
{
private :
@@ -177,10 +198,18 @@ public:
* using STL?
*/
SGControllerList&
GetSGControllerList(
);
SGControllerList& GetSGControllerList()
{
return m_SGcontrollers;
}
/**
*
*/
SG_Callbacks& GetCallBackFunctions()
{
return m_callbacks;
}
/**
* Get the client object associated with this
@@ -192,16 +221,16 @@ public:
* This may be NULL.
*/
void*
GetSGClientObject(
);
inline const void* GetSGClientObject() const
{
return m_SGclientObject;
}
const
void*
GetSGClientObject(
) const ;
inline void* GetSGClientObject()
{
return m_SGclientObject;
}
/**
* Set the client object for this node. This is just a
* pointer to an object allocated that should exist for
@@ -209,10 +238,10 @@ public:
* this function is called again.
*/
void
SetSGClientObject(
void* clientObject
);
void SetSGClientObject(void* clientObject)
{
m_SGclientObject = clientObject;
}
/**
* Set the current simulation time for this node.
@@ -220,10 +249,7 @@ public:
* the nodes list of controllers and calls their SetSimulatedTime methods
*/
void
SetControllerTime(
double time
);
void SetControllerTime(double time);
virtual
void
@@ -235,20 +261,76 @@ protected :
bool
ActivateReplicationCallback(
SG_IObject *replica
);
)
{
if (m_callbacks.m_replicafunc)
{
// Call client provided replication func
if (m_callbacks.m_replicafunc(replica,m_SGclientObject,m_SGclientInfo) == NULL)
return false;
}
return true;
}
void
ActivateDestructionCallback(
);
)
{
if (m_callbacks.m_destructionfunc)
{
// Call client provided destruction function on this!
m_callbacks.m_destructionfunc(this,m_SGclientObject,m_SGclientInfo);
}
else
{
// no callback but must still destroy the node to avoid memory leak
delete this;
}
}
void
ActivateUpdateTransformCallback(
);
)
{
if (m_callbacks.m_updatefunc)
{
// Call client provided update func.
m_callbacks.m_updatefunc(this, m_SGclientObject, m_SGclientInfo);
}
}
bool
ActivateScheduleUpdateCallback(
)
{
// HACK, this check assumes that the scheduled nodes are put on a DList (see SG_Node.h)
// The early check on Empty() allows up to avoid calling the callback function
// when the node is already scheduled for update.
if (Empty() && m_callbacks.m_schedulefunc)
{
// Call client provided update func.
return m_callbacks.m_schedulefunc(this, m_SGclientObject, m_SGclientInfo);
}
return false;
}
void
ActivateRecheduleUpdateCallback(
)
{
if (m_callbacks.m_reschedulefunc)
{
// Call client provided update func.
m_callbacks.m_reschedulefunc(this, m_SGclientObject, m_SGclientInfo);
}
}
SG_IObject(
void* clientobj,
void* clientinfo,
SG_Callbacks callbacks
SG_Callbacks& callbacks
);
SG_IObject(