/* * $Id: KX_StateActuator.cpp 28254 2010-04-18 10:28:37Z 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 ***** * Actuator to toggle visibility/invisibility of objects */ #include "KX_StateActuator.h" #include "KX_GameObject.h" KX_StateActuator::KX_StateActuator( SCA_IObject* gameobj, int operation, unsigned int mask ) : SCA_IActuator(gameobj, KX_ACT_STATE), m_operation(operation), m_mask(mask) { // intentionally empty } KX_StateActuator::~KX_StateActuator( void ) { // intentionally empty } // used to put state actuator to be executed before any other actuators SG_QList KX_StateActuator::m_stateActuatorHead; CValue* KX_StateActuator::GetReplica( void ) { KX_StateActuator* replica = new KX_StateActuator(*this); replica->ProcessReplica(); return replica; } bool KX_StateActuator::Update() { bool bNegativeEvent = IsNegativeEvent(); unsigned int objMask; // execution of state actuator means that we are in the execution phase, reset this pointer // because all the active actuator of this object will be removed for sure. m_gameobj->m_firstState = NULL; RemoveAllEvents(); if (bNegativeEvent) return false; KX_GameObject *obj = (KX_GameObject*) GetParent(); objMask = obj->GetState(); switch (m_operation) { case OP_CPY: objMask = m_mask; break; case OP_SET: objMask |= m_mask; break; case OP_CLR: objMask &= ~m_mask; break; case OP_NEG: objMask ^= m_mask; break; default: // unsupported operation, no nothing return false; } obj->SetState(objMask); return false; } // this function is only used to deactivate actuators outside the logic loop // e.g. when an object is deleted. void KX_StateActuator::Deactivate() { if (QDelink()) { // the actuator was in the active list if (m_stateActuatorHead.QEmpty()) // no more state object active m_stateActuatorHead.Delink(); } } void KX_StateActuator::Activate(SG_DList& head) { // sort the state actuators per object on the global list if (QEmpty()) { InsertSelfActiveQList(m_stateActuatorHead, &m_gameobj->m_firstState); // add front to make sure it runs before other actuators head.AddFront(&m_stateActuatorHead); } } #ifndef DISABLE_PYTHON /* ------------------------------------------------------------------------- */ /* Python functions */ /* ------------------------------------------------------------------------- */ /* Integration hooks ------------------------------------------------------- */ PyTypeObject KX_StateActuator::Type = { PyVarObject_HEAD_INIT(NULL, 0) "KX_StateActuator", sizeof(PyObjectPlus_Proxy), 0, py_base_dealloc, 0, 0, 0, 0, py_base_repr, 0,0,0,0,0,0,0,0,0, Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE, 0,0,0,0,0,0,0, Methods, 0, 0, &SCA_IActuator::Type, 0,0,0,0,0,0, py_base_new }; PyMethodDef KX_StateActuator::Methods[] = { {NULL,NULL} //Sentinel }; PyAttributeDef KX_StateActuator::Attributes[] = { KX_PYATTRIBUTE_INT_RW("operation",KX_StateActuator::OP_NOP+1,KX_StateActuator::OP_COUNT-1,false,KX_StateActuator,m_operation), KX_PYATTRIBUTE_INT_RW("mask",0,0x3FFFFFFF,false,KX_StateActuator,m_mask), { NULL } //Sentinel }; #endif // DISABLE_PYTHON