This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of
sensor and actuators, full GUI support and selective display of sensors and actuators.
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value;
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers
that belong to active states. Sensors and actuators don't have a state mask but are effectively
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated,
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated,
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more
controllers of a single state) will generate a pulse each time the state becomes active. This feature is
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object.
The Ini button sets the state mask back to the object default state. You can change the default state
of object by first selecting the desired state mask and storing using the menu under the State button.
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender,
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility.
The new Sta button in the sensor and actuator column header allows you to display only the sensors and
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller
of the state as the state name. The GUI will support that convention by displaying as a hint the name
of the first controller of the state when you move the mouse over a state bit of the object state mask
or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are
part of a logical group, it is recommended to put the state engine only in the main object and to
link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1
so that all the controllers belong to this single state. This ensures backward compatibility with
existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are
guaranteed to execute before being eventually disabled due to the state change. This is useful for
example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
are acticated again, they will behave as follow:
* keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive
to new key press.
* collision sensor: objects already colliding won't be detected. Only new collisions are
detected.
* near and radar sensor: same as collision sensor.
141 lines
3.2 KiB
C++
141 lines
3.2 KiB
C++
/**
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* $Id$
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*
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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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#ifndef BIF_BUTSPACE_H
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#define BIF_BUTSPACE_H
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/* all internal/external calls and event codes for buttons space */
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/* should be split in 2 parts... */
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struct Base;
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struct ID;
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/* external, butspace.c */
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extern void do_butspace(unsigned short event);
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extern void redraw_test_buttons(struct Object *new);
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extern char *image_type_pup(void);
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/* buttons_editing.c */
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extern void validate_editbonebutton_cb(void *bonev, void *namev);
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/* buts->mainb old */
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#define BUTS_VIEW 0
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#define BUTS_LAMP 1
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#define BUTS_MAT 2
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#define BUTS_TEX 3
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#define BUTS_ANIM 4
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#define BUTS_WORLD 5
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#define BUTS_RENDER 6
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#define BUTS_EDIT 7
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#define BUTS_GAME 8
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#define BUTS_FPAINT 9
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#define BUTS_RADIO 10
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#define BUTS_SCRIPT 11
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#define BUTS_SOUND 12
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#define BUTS_CONSTRAINT 13
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#define BUTS_EFFECTS 14
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/* warning: the values of these defines are used in sbuts->tabs[7] */
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/* buts->mainb new */
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#define CONTEXT_SCENE 0
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#define CONTEXT_OBJECT 1
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#define CONTEXT_TYPES 2
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#define CONTEXT_SHADING 3
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#define CONTEXT_EDITING 4
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#define CONTEXT_SCRIPT 5
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#define CONTEXT_LOGIC 6
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/* buts->tab new */
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#define TAB_SHADING_MAT 0
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#define TAB_SHADING_TEX 1
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#define TAB_SHADING_RAD 2
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#define TAB_SHADING_WORLD 3
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#define TAB_SHADING_LAMP 4
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#define TAB_OBJECT_OBJECT 0
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#define TAB_OBJECT_PHYSICS 1
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#define TAB_OBJECT_PARTICLE 2
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#define TAB_SCENE_RENDER 0
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#define TAB_SCENE_WORLD 1
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#define TAB_SCENE_ANIM 2
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#define TAB_SCENE_SOUND 3
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#define TAB_SCENE_SEQUENCER 4
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/* buts->scaflag */
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#define BUTS_SENS_SEL 1
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#define BUTS_SENS_ACT 2
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#define BUTS_SENS_LINK 4
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#define BUTS_CONT_SEL 8
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#define BUTS_CONT_ACT 16
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#define BUTS_CONT_LINK 32
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#define BUTS_ACT_SEL 64
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#define BUTS_ACT_ACT 128
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#define BUTS_ACT_LINK 256
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#define BUTS_SENS_STATE 512
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#define BUTS_ACT_STATE 1024
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/* buttons grid */
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#define PANELX 320
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#define PANELY 0
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#define PANELW 318
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#define PANELH 204
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#define BUTW1 300
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#define BUTW2 145
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#define BUTW3 93
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#define BUTW4 67
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#define ICONBUTW 20
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#define BUTH 22
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#define YSPACE 6
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#define XSPACE 10
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#define PANEL_YMAX 210
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#define PANEL_XMAX 310
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#define X1CLM1 10
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#define X2CLM1 X1CLM1
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#define X2CLM2 165
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#define X3CLM1 X1CLM1
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#define X3CLM2 113
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#define X3CLM3 217
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#define X4CLM1 X1CLM1
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#define X4CLM2 77
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#define X4CLM3 165
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#define X4CLM4 232
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#endif
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