/** * $Id: SCA_IController.h 26841 2010-02-12 13:34:04Z campbellbarton $ * * ***** 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 ***** */ #ifndef __KX_ICONTROLLER #define __KX_ICONTROLLER #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 m_linkedsensors; std::vector 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& GetLinkedSensors(); std::vector& 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); } } } #ifndef DISABLE_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 // DISABLE_PYTHON }; #endif