156 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			156 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /**
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|  * $Id$
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|  *
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|  * ***** BEGIN GPL/BL DUAL 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. The Blender
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|  * Foundation also sells licenses for use in proprietary software under
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|  * the Blender License.  See http://www.blender.org/BL/ for information
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|  * about this.
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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/BL DUAL LICENSE BLOCK *****
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|  * Regulates the top-level logic behaviour for one scene.
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|  */
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| #ifndef __KX_LOGICMANAGER
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| #define __KX_LOGICMANAGER
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| 
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| #ifdef WIN32
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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 "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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| 
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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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| 
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| using namespace std;
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| typedef list<class SCA_IController*> controllerlist;
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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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| 
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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
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| {
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| 	SCA_IActuator*	m_actuator;
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| public:
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| 	SmartActuatorPtr(SCA_IActuator* actua,int dummy);
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| 	SmartActuatorPtr(const SmartActuatorPtr& other);
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| 	virtual ~SmartActuatorPtr();
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| 	bool operator <(const SmartActuatorPtr& other) const;
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| 	bool operator ==(const SmartActuatorPtr& other) const;
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| 	SCA_IActuator*	operator->() const;
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| 	SCA_IActuator* operator*() const;
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| 
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| };
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| 
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| class	SmartControllerPtr
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| {
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| 	SCA_IController*	m_controller;
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| public:
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| 	SmartControllerPtr(const SmartControllerPtr& copy);
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| 	SmartControllerPtr(SCA_IController* contr,int dummy);
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| 	virtual ~SmartControllerPtr();
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| 	bool	operator <(const SmartControllerPtr& other) const;
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| 	bool	operator ==(const SmartControllerPtr& other) const;
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| 	SCA_IController*	operator->() const;
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| 	SCA_IController* 	operator*() const; 
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| 
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| };
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| 
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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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| 	vector<class SCA_ISensor*>			m_activatedsensors;
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| 	set<class SmartActuatorPtr>			m_activeActuators;
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| 
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| 	map<SCA_ISensor*,controllerlist >	m_sensorcontrollermapje;
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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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| 	GEN_Map<STR_HashedString,CValue*>	m_mapStringToGameObjects;
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| 	GEN_Map<STR_HashedString,void*>		m_mapStringToMeshes;
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| 	GEN_Map<STR_HashedString,void*>		m_mapStringToActions;
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| 
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| 	vector<SmartActuatorPtr>			m_removedActuators;
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| 
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| public:
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| 	SCA_LogicManager();
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| 	virtual ~SCA_LogicManager();
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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 deltatime);
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| 	void	UpdateFrame(double curtime,double deltatime);
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| 	void	EndFrame();
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| 	void	AddActivatedSensor(SCA_ISensor* sensor);
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| 	void	AddActiveActuator(SCA_IActuator* sensor,class CValue* event);
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| 	SCA_EventManager*	FindEventManager(int eventmgrtype);
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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	RemoveDestroyedActuator(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	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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| 
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| #endif //__KX_LOGICMANAGER
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| 
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