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