116 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			116 lines
		
	
	
		
			3.1 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., 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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| 
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| /** \file SCA_IController.h
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|  *  \ingroup gamelogic
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|  */
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| 
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| #ifndef __KX_ICONTROLLER
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| #define __KX_ICONTROLLER
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| 
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| #include "SCA_ILogicBrick.h"
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| #include "PyObjectPlus.h"
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| 
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| /**
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|  * Use of SG_DList element: none
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|  * Use of SG_QList element: build ordered list of activated controller on the owner object
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|  *                          Head: SCA_IObject::m_activeControllers
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|  */
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| class SCA_IController : public SCA_ILogicBrick
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| {
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| 	Py_Header;
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| protected:
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| 	std::vector<class SCA_ISensor*>		m_linkedsensors;
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| 	std::vector<class SCA_IActuator*>	m_linkedactuators;
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| 	unsigned int						m_statemask;
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| 	bool								m_justActivated;
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| 	bool								m_bookmark;
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| public:
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| 	SCA_IController(SCA_IObject* gameobj);
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| 	virtual ~SCA_IController();
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| 	virtual void Trigger(class SCA_LogicManager* logicmgr)=0;
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| 	void	LinkToSensor(SCA_ISensor* sensor);
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| 	void	LinkToActuator(SCA_IActuator*);
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| 	std::vector<class SCA_ISensor*>&	GetLinkedSensors();
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| 	std::vector<class SCA_IActuator*>&	GetLinkedActuators();
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| 	void	ReserveActuator(int num)
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| 	{
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| 		m_linkedactuators.reserve(num);
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| 	}
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| 	void	UnlinkAllSensors();
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| 	void	UnlinkAllActuators();
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| 	void	UnlinkActuator(class SCA_IActuator* actua);
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| 	void	UnlinkSensor(class SCA_ISensor* sensor);
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| 	void    SetState(unsigned int state) { m_statemask = state; }
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| 	void    ApplyState(unsigned int state);
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| 	void	Deactivate()
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| 	{
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| 		// the controller can only be part of a sensor m_newControllers list
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| 		Delink();
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| 	}
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| 	bool IsJustActivated()
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| 	{
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| 		return m_justActivated;
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| 	}
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| 	void ClrJustActivated()
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| 	{
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| 		m_justActivated = false;
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| 	}
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| 	void SetBookmark(bool bookmark)
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| 	{
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| 		m_bookmark = bookmark;
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| 	}
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| 	void Activate(SG_DList& head)
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| 	{
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| 		if (QEmpty())
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| 		{
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| 			if (m_bookmark)
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| 			{
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| 				m_gameobj->m_activeBookmarkedControllers.QAddBack(this);
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| 				head.AddFront(&m_gameobj->m_activeBookmarkedControllers);
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| 			}
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| 			else
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| 			{
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| 				InsertActiveQList(m_gameobj->m_activeControllers);
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| 				head.AddBack(&m_gameobj->m_activeControllers);
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| 			}
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| 		}
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| 	}
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| 	
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| 
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| #ifdef WITH_PYTHON
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| 	static PyObject*	pyattr_get_state(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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| 	static PyObject*	pyattr_get_sensors(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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| 	static PyObject*	pyattr_get_actuators(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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| #endif // WITH_PYTHON
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| };
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| 
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| #endif
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| 
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