The expression module now uses an EXP prefix and it follows a distribution similar to blender. Additionally the hash function in EXP_HashedPtr.h was simplified and the files EXP_C-Api.h &.EXP_C-Api.cpp were deleted because were unused. Reviewers: campbellbarton, moguri, sybren, hg1 Projects: #game_engine Differential Revision: https://developer.blender.org/D1221
		
			
				
	
	
		
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			5.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			155 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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|  * ***** BEGIN GPL LICENSE BLOCK *****
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|  *
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|  * This program is free software; you can redistribute it and/or
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|  * modify it under the terms of the GNU General Public License
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|  * as published by the Free Software Foundation; either version 2
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|  * of the License, or (at your option) any later version.
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|  *
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|  * This program is distributed in the hope that it will be useful,
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|  * but WITHOUT ANY WARRANTY; without even the implied warranty of
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|  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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|  * GNU General Public License for more details.
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|  *
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|  * You should have received a copy of the GNU General Public License
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|  * along with this program; if not, write to the Free Software Foundation,
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|  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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|  *
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|  * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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|  * All rights reserved.
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|  *
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|  * The Original Code is: all of this file.
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|  *
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|  * Contributor(s): none yet.
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|  *
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|  * ***** END GPL LICENSE BLOCK *****
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|  */
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| /** \file SCA_LogicManager.h
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|  *  \ingroup gamelogic
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|  *  \brief Regulates the top-level logic behavior for one scene.
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|  */
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| #ifndef __SCA_LOGICMANAGER_H__
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| #define __SCA_LOGICMANAGER_H__
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| 
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| #ifdef _MSC_VER
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| #  pragma warning (disable:4786)
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| #endif 
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| 
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| #include <vector>
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| //#include "CTR_Map.h"
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| #include <set>
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| #include <map>
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| #include <list>
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| 
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| #include "CTR_Map.h"
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| #include "STR_HashedString.h"
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| #include "EXP_Value.h"
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| #include "SG_QList.h"
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| 
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| #include "EXP_HashedPtr.h"
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| 
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| using namespace std;
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| typedef std::list<class SCA_IController*> controllerlist;
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| typedef std::map<class SCA_ISensor*,controllerlist > sensormap_t;
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| 
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| /**
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|  * This manager handles sensor, controllers and actuators.
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|  * logic executes each frame the following way:
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|  * find triggering sensors
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|  * build list of controllers that are triggered by these triggering sensors
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|  * process all triggered controllers
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|  * during this phase actuators can be added to the active actuator list
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|  * process all active actuators
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|  * clear triggering sensors
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|  * clear triggered controllers
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|  * (actuators may be active during a longer timeframe)
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|  */
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| 
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| #include "SCA_ILogicBrick.h"
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| #include "SCA_IActuator.h"
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| #include "SCA_EventManager.h"
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| 
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| 
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| class SCA_LogicManager
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| {
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| 	vector<class SCA_EventManager*>		m_eventmanagers;
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| 	
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| 	// SG_DList: Head of objects having activated actuators
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| 	//           element: SCA_IObject::m_activeActuators
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| 	SG_DList							m_activeActuators;
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| 	// SG_DList: Head of objects having activated controllers
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| 	//           element: SCA_IObject::m_activeControllers
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| 	SG_DList							m_triggeredControllerSet;
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| 
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| 	// need to find better way for this
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| 	// also known as FactoryManager...
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| 	CTR_Map<STR_HashedString,CValue*>	m_mapStringToGameObjects;
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| 	CTR_Map<STR_HashedString,void*>		m_mapStringToMeshes;
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| 	CTR_Map<STR_HashedString,void*>		m_mapStringToActions;
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| 
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| 	CTR_Map<STR_HashedString,void*>		m_map_gamemeshname_to_blendobj;
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| 	CTR_Map<CHashedPtr,void*>			m_map_blendobj_to_gameobj;
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| public:
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| 	SCA_LogicManager();
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| 	virtual ~SCA_LogicManager();
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| 
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| 	//void	SetKeyboardManager(SCA_KeyboardManager* keyboardmgr) { m_keyboardmgr=keyboardmgr;}
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| 	void	RegisterEventManager(SCA_EventManager* eventmgr);
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| 	void	RegisterToSensor(SCA_IController* controller,
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| 							 class SCA_ISensor* sensor);
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| 	void	RegisterToActuator(SCA_IController* controller,
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| 							   class SCA_IActuator* actuator);
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| 	
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| 	void	BeginFrame(double curtime, double fixedtime);
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| 	void	UpdateFrame(double curtime, bool frame);
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| 	void	EndFrame();
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| 	void	AddActiveActuator(SCA_IActuator* actua,bool event)
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| 	{
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| 		actua->SetActive(true);
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| 		actua->Activate(m_activeActuators);
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| 		actua->AddEvent(event);
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| 	}
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| 
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| 	void	AddTriggeredController(SCA_IController* controller, SCA_ISensor* sensor);
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| 	SCA_EventManager*	FindEventManager(int eventmgrtype);
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| 	vector<class SCA_EventManager*>	GetEventManagers() { return m_eventmanagers; }
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| 	
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| 	void	RemoveGameObject(const STR_String& gameobjname);
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| 
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| 	/**
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| 	 * remove Logic Bricks from the running logicmanager
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| 	 */
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| 	void	RemoveSensor(SCA_ISensor* sensor);
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| 	void	RemoveController(SCA_IController* controller);
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| 	void	RemoveActuator(SCA_IActuator* actuator);
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| 	
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| 
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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);
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| 	void	UnregisterMeshName(const STR_String& meshname,void* mesh);
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| 	CTR_Map<STR_HashedString,void*>&	GetMeshMap() { return m_mapStringToMeshes; }
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| 	CTR_Map<STR_HashedString,void*>&	GetActionMap() { return m_mapStringToActions; }
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| 	
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| 	void	RegisterActionName(const STR_String& actname,void* action);
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| 
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| 	void*	GetActionByName (const STR_String& actname);
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| 	void*	GetMeshByName(const STR_String& meshname);
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| 
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| 	void	RegisterGameObjectName(const STR_String& gameobjname,CValue* gameobj);
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| 	class CValue*	GetGameObjectByName(const STR_String& gameobjname);
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| 
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| 	void	RegisterGameMeshName(const STR_String& gamemeshname, void* blendobj);
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| 	void*	FindBlendObjByGameMeshName(const STR_String& gamemeshname);
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| 
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| 	void	RegisterGameObj(void* blendobj, CValue* gameobj);
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| 	void	UnregisterGameObj(void* blendobj, CValue* gameobj);
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| 	CValue*	FindGameObjByBlendObj(void* blendobj);
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| 	
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| 	
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| #ifdef WITH_CXX_GUARDEDALLOC
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| 	MEM_CXX_CLASS_ALLOC_FUNCS("GE:SCA_LogicManager")
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| #endif
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| };
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| 
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| #endif  /* __SCA_LOGICMANAGER_H__ */
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