171 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			171 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
 | |
|  * ***** BEGIN GPL 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.
 | |
|  *
 | |
|  * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 LICENSE BLOCK *****
 | |
|  */
 | |
| 
 | |
| /** \file SCA_IActuator.h
 | |
|  *  \ingroup gamelogic
 | |
|  */
 | |
| 
 | |
| #ifndef __SCA_IACTUATOR_H__
 | |
| #define __SCA_IACTUATOR_H__
 | |
| 
 | |
| #include "SCA_IController.h"
 | |
| #include <vector>
 | |
| 
 | |
| /**
 | |
|  * Use of SG_DList : None
 | |
|  * Use of SG_QList : element of activated actuator list of their owner
 | |
|  *                   Head: SCA_IObject::m_activeActuators
 | |
|  */
 | |
| class SCA_IActuator : public SCA_ILogicBrick
 | |
| {
 | |
| 	friend class SCA_LogicManager;
 | |
| protected:
 | |
| 	int					 m_type;
 | |
| 	int					 m_links;	// number of active links to controllers
 | |
| 									// when 0, the actuator is automatically stopped
 | |
| 	//std::vector<CValue*> m_events;
 | |
| 	bool			     m_posevent;
 | |
| 	bool			     m_negevent;
 | |
| 
 | |
| 	std::vector<class SCA_IController*>		m_linkedcontrollers;
 | |
| 
 | |
| 	void RemoveAllEvents()
 | |
| 	{
 | |
| 		m_posevent = false;
 | |
| 		m_negevent = false;
 | |
| 	}
 | |
| 
 | |
| 
 | |
| public:
 | |
| 	/**
 | |
| 	 * This class also inherits the default copy constructors
 | |
| 	 */
 | |
| 	enum KX_ACTUATOR_TYPE {
 | |
| 		KX_ACT_OBJECT,
 | |
| 		KX_ACT_IPO,
 | |
| 		KX_ACT_CAMERA,
 | |
| 		KX_ACT_SOUND,
 | |
| 		KX_ACT_PROPERTY,
 | |
| 		KX_ACT_ADD_OBJECT,
 | |
| 		KX_ACT_END_OBJECT,
 | |
| 		KX_ACT_DYNAMIC,
 | |
| 		KX_ACT_REPLACE_MESH,
 | |
| 		KX_ACT_TRACKTO,
 | |
| 		KX_ACT_CONSTRAINT,
 | |
| 		KX_ACT_SCENE,
 | |
| 		KX_ACT_RANDOM,
 | |
| 		KX_ACT_MESSAGE,
 | |
| 		KX_ACT_ACTION,
 | |
| 		KX_ACT_CD,
 | |
| 		KX_ACT_GAME,
 | |
| 		KX_ACT_VISIBILITY,
 | |
| 		KX_ACT_2DFILTER,
 | |
| 		KX_ACT_PARENT,
 | |
| 		KX_ACT_SHAPEACTION,
 | |
| 		KX_ACT_STATE,
 | |
| 		KX_ACT_ARMATURE,
 | |
| 		KX_ACT_STEERING,
 | |
| 	};
 | |
| 
 | |
| 	SCA_IActuator(SCA_IObject* gameobj, KX_ACTUATOR_TYPE type); 
 | |
| 
 | |
| 	/**
 | |
| 	 * UnlinkObject(...)
 | |
| 	 * Certain actuator use gameobject pointers (like TractTo actuator)
 | |
| 	 * This function can be called when an object is removed to make
 | |
| 	 * sure that the actuator will not use it anymore.
 | |
| 	 */
 | |
| 
 | |
| 	virtual bool UnlinkObject(SCA_IObject* clientobj) { return false; }
 | |
| 
 | |
| 	/**
 | |
| 	 * Update(...)
 | |
| 	 * Update the actuator based upon the events received since 
 | |
| 	 * the last call to Update, the current time and deltatime the
 | |
| 	 * time elapsed in this frame ?
 | |
| 	 * It is the responsibility of concrete Actuators to clear
 | |
| 	 * their event's. This is usually done in the Update() method via 
 | |
| 	 * a call to RemoveAllEvents()
 | |
| 	 */
 | |
| 
 | |
| 
 | |
| 	virtual bool Update(double curtime, bool frame);
 | |
| 	virtual bool Update();
 | |
| 
 | |
| 	/** 
 | |
| 	 * Add an event to an actuator.
 | |
| 	 */ 
 | |
| 	//void AddEvent(CValue* event)
 | |
| 	void AddEvent(bool event)
 | |
| 	{
 | |
| 		if (event)
 | |
| 			m_posevent = true;
 | |
| 		else
 | |
| 			m_negevent = true;
 | |
| 	}
 | |
| 
 | |
| 	virtual void ProcessReplica();
 | |
| 
 | |
| 	/** 
 | |
| 	 * Return true iff all the current events 
 | |
| 	 * are negative. The definition of negative event is
 | |
| 	 * not immediately clear. But usually refers to key-up events
 | |
| 	 * or events where no action is required.
 | |
| 	 */
 | |
| 	bool IsNegativeEvent() const
 | |
| 	{
 | |
| 		return !m_posevent && m_negevent;
 | |
| 	}
 | |
| 
 | |
| 	virtual ~SCA_IActuator();
 | |
| 
 | |
| 	/**
 | |
| 	 * remove this actuator from the list of active actuators
 | |
| 	 */
 | |
| 	virtual void Deactivate();
 | |
| 	virtual void Activate(SG_DList& head);
 | |
| 
 | |
| 	void	LinkToController(SCA_IController* controller);
 | |
| 	void	UnlinkController(class SCA_IController* cont);
 | |
| 	void	UnlinkAllControllers();
 | |
| 
 | |
| 	void ClrLink() { m_links=0; }
 | |
| 	void IncLink() { m_links++; }
 | |
| 	void DecLink();
 | |
| 	bool IsNoLink() const { return !m_links; }
 | |
| 	bool IsType(KX_ACTUATOR_TYPE type) { return m_type == type; }
 | |
| 	
 | |
| #ifdef WITH_CXX_GUARDEDALLOC
 | |
| public:
 | |
| 	void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:SCA_IActuator"); }
 | |
| 	void operator delete( void *mem ) { MEM_freeN(mem); }
 | |
| #endif
 | |
| };
 | |
| 
 | |
| #endif //__SCA_IACTUATOR_H__
 | |
| 
 |