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Blender
V2.59
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00001 /* 00002 * $Id: SCA_ILogicBrick.h 36523 2011-05-06 20:18:42Z blendix $ 00003 * 00004 * ***** BEGIN GPL LICENSE BLOCK ***** 00005 * 00006 * This program is free software; you can redistribute it and/or 00007 * modify it under the terms of the GNU General Public License 00008 * as published by the Free Software Foundation; either version 2 00009 * of the License, or (at your option) any later version. 00010 * 00011 * This program is distributed in the hope that it will be useful, 00012 * but WITHOUT ANY WARRANTY; without even the implied warranty of 00013 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00014 * GNU General Public License for more details. 00015 * 00016 * You should have received a copy of the GNU General Public License 00017 * along with this program; if not, write to the Free Software Foundation, 00018 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 00019 * 00020 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. 00021 * All rights reserved. 00022 * 00023 * The Original Code is: all of this file. 00024 * 00025 * Contributor(s): none yet. 00026 * 00027 * ***** END GPL LICENSE BLOCK ***** 00028 */ 00029 00034 #ifndef __KX_ILOGICBRICK 00035 #define __KX_ILOGICBRICK 00036 00037 #include "Value.h" 00038 #include "SCA_IObject.h" 00039 #include "BoolValue.h" 00040 #include "CTR_Map.h" 00041 #include "CTR_HashedPtr.h" 00042 00043 class NG_NetworkScene; 00044 class SCA_IScene; 00045 00046 class SCA_ILogicBrick : public CValue 00047 { 00048 Py_Header; 00049 protected: 00050 SCA_IObject* m_gameobj; 00051 int m_Execute_Priority; 00052 int m_Execute_Ueber_Priority; 00053 00054 bool m_bActive; 00055 CValue* m_eventval; 00056 STR_String m_text; 00057 STR_String m_name; 00058 //unsigned long m_drawcolor; 00059 void RegisterEvent(CValue* eventval); 00060 void RemoveEvent(); 00061 CValue* GetEvent(); 00062 00063 public: 00064 SCA_ILogicBrick(SCA_IObject* gameobj); 00065 virtual ~SCA_ILogicBrick(); 00066 00067 void SetExecutePriority(int execute_Priority); 00068 void SetUeberExecutePriority(int execute_Priority); 00069 00070 SCA_IObject* GetParent() { return m_gameobj; } 00071 00072 virtual void ReParent(SCA_IObject* parent); 00073 virtual void Relink(CTR_Map<CTR_HashedPtr, void*> *obj_map); 00074 virtual void Delete() { Release(); } 00075 00076 // act as a BoolValue (with value IsPositiveTrigger) 00077 virtual CValue* Calc(VALUE_OPERATOR op, CValue *val); 00078 virtual CValue* CalcFinal(VALUE_DATA_TYPE dtype, VALUE_OPERATOR op, CValue *val); 00079 00080 virtual const STR_String & GetText(); 00081 virtual double GetNumber(); 00082 virtual STR_String& GetName(); 00083 virtual void SetName(const char *); 00084 00085 bool IsActive() 00086 { 00087 return m_bActive; 00088 } 00089 00090 void SetActive(bool active) 00091 { 00092 m_bActive=active; 00093 } 00094 00095 // insert in a QList at position corresponding to m_Execute_Priority 00096 void InsertActiveQList(SG_QList& head) 00097 { 00098 SG_QList::iterator<SCA_ILogicBrick> it(head); 00099 for(it.begin(); !it.end() && m_Execute_Priority > (*it)->m_Execute_Priority; ++it); 00100 it.add_back(this); 00101 } 00102 00103 // insert in a QList at position corresponding to m_Execute_Priority 00104 // inside a longer list that contains elements of other objects. 00105 // Sorting is done only between the elements of the same object. 00106 // head is the head of the combined list 00107 // current points to the first element of the object in the list, NULL if none yet 00108 void InsertSelfActiveQList(SG_QList& head, SG_QList** current) 00109 { 00110 if (!*current) 00111 { 00112 // first element can be put anywhere 00113 head.QAddBack(this); 00114 *current = this; 00115 return; 00116 } 00117 // note: we assume current points actually to one o our element, skip the tests 00118 SG_QList::iterator<SCA_ILogicBrick> it(head,*current); 00119 if (m_Execute_Priority <= (*it)->m_Execute_Priority) 00120 { 00121 // this element comes before the first 00122 *current = this; 00123 } 00124 else 00125 { 00126 for(++it; !it.end() && (*it)->m_gameobj == m_gameobj && m_Execute_Priority > (*it)->m_Execute_Priority; ++it); 00127 } 00128 it.add_back(this); 00129 } 00130 00131 virtual bool LessComparedTo(SCA_ILogicBrick* other); 00132 00133 /* runtime variable, set when Triggering the python controller */ 00134 static class SCA_LogicManager* m_sCurrentLogicManager; 00135 00136 00137 /* for moving logic bricks between scenes */ 00138 virtual void Replace_IScene(SCA_IScene *val) {}; 00139 virtual void Replace_NetworkScene(NG_NetworkScene *val) {}; 00140 00141 #ifdef WITH_PYTHON 00142 // python methods 00143 00144 static PyObject* pyattr_get_owner(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef); 00145 00146 // check that attribute is a property 00147 static int CheckProperty(void *self, const PyAttributeDef *attrdef); 00148 00149 enum KX_BOOL_TYPE { 00150 KX_BOOL_NODEF = 0, 00151 KX_TRUE, 00152 KX_FALSE, 00153 KX_BOOL_MAX 00154 }; 00155 00156 00157 protected: 00158 /* Some conversions to go with the bool type. */ 00160 bool PyArgToBool(int boolArg); 00161 00163 PyObject* BoolToPyArg(bool); 00164 00165 #endif // WITH_PYTHON 00166 00167 }; 00168 00169 #endif 00170