Blender V2.61 - r43446

SCA_ILogicBrick.h

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00001 /*
00002  * ***** BEGIN GPL LICENSE BLOCK *****
00003  *
00004  * This program is free software; you can redistribute it and/or
00005  * modify it under the terms of the GNU General Public License
00006  * as published by the Free Software Foundation; either version 2
00007  * of the License, or (at your option) any later version.
00008  *
00009  * This program is distributed in the hope that it will be useful,
00010  * but WITHOUT ANY WARRANTY; without even the implied warranty of
00011  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00012  * GNU General Public License for more details.
00013  *
00014  * You should have received a copy of the GNU General Public License
00015  * along with this program; if not, write to the Free Software Foundation,
00016  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
00017  *
00018  * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
00019  * All rights reserved.
00020  *
00021  * The Original Code is: all of this file.
00022  *
00023  * Contributor(s): none yet.
00024  *
00025  * ***** END GPL LICENSE BLOCK *****
00026  */
00027 
00032 #ifndef __KX_ILOGICBRICK
00033 #define __KX_ILOGICBRICK
00034 
00035 #include "Value.h"
00036 #include "SCA_IObject.h"
00037 #include "BoolValue.h"
00038 #include "CTR_Map.h"
00039 #include "CTR_HashedPtr.h"
00040 
00041 class NG_NetworkScene;
00042 class SCA_IScene;
00043 
00044 class SCA_ILogicBrick : public CValue
00045 {
00046     Py_Header
00047 protected:
00048     SCA_IObject*        m_gameobj;
00049     int                 m_Execute_Priority;
00050     int                 m_Execute_Ueber_Priority;
00051 
00052     bool                m_bActive;
00053     CValue*             m_eventval;
00054     STR_String          m_text;
00055     STR_String          m_name;
00056     //unsigned long     m_drawcolor;
00057     void RegisterEvent(CValue* eventval);
00058     void RemoveEvent();
00059     CValue* GetEvent();
00060 
00061 public:
00062     SCA_ILogicBrick(SCA_IObject* gameobj);
00063     virtual ~SCA_ILogicBrick();
00064 
00065     void SetExecutePriority(int execute_Priority);
00066     void SetUeberExecutePriority(int execute_Priority);
00067 
00068     SCA_IObject*    GetParent() { return m_gameobj; }
00069 
00070     virtual void    ReParent(SCA_IObject* parent);
00071     virtual void    Relink(CTR_Map<CTR_HashedPtr, void*> *obj_map);
00072     virtual void Delete() { Release(); }
00073 
00074     // act as a BoolValue (with value IsPositiveTrigger)
00075     virtual CValue* Calc(VALUE_OPERATOR op, CValue *val);
00076     virtual CValue* CalcFinal(VALUE_DATA_TYPE dtype, VALUE_OPERATOR op, CValue *val);
00077 
00078     virtual const STR_String &  GetText();
00079     virtual double      GetNumber();
00080     virtual STR_String& GetName();
00081     virtual void        SetName(const char *);
00082         
00083     bool                IsActive()
00084     {
00085         return m_bActive;
00086     }
00087 
00088     void                SetActive(bool active)
00089     {
00090         m_bActive=active;
00091     }
00092 
00093     // insert in a QList at position corresponding to m_Execute_Priority
00094     void                InsertActiveQList(SG_QList& head)
00095     {
00096         SG_QList::iterator<SCA_ILogicBrick> it(head);
00097         for(it.begin(); !it.end() && m_Execute_Priority > (*it)->m_Execute_Priority; ++it);
00098         it.add_back(this);
00099     }
00100 
00101     // insert in a QList at position corresponding to m_Execute_Priority
00102     // inside a longer list that contains elements of other objects. 
00103     // Sorting is done only between the elements of the same object.
00104     // head is the head of the combined list
00105     // current points to the first element of the object in the list, NULL if none yet
00106     void                InsertSelfActiveQList(SG_QList& head, SG_QList** current)
00107     {
00108         if (!*current)
00109         {
00110             // first element can be put anywhere
00111             head.QAddBack(this);
00112             *current = this;
00113             return;
00114         }
00115         // note: we assume current points actually to one o our element, skip the tests
00116         SG_QList::iterator<SCA_ILogicBrick> it(head,*current);
00117         if (m_Execute_Priority <= (*it)->m_Execute_Priority)
00118         {
00119             // this element comes before the first
00120             *current = this;
00121         }
00122         else
00123         {
00124             for(++it; !it.end() && (*it)->m_gameobj == m_gameobj &&  m_Execute_Priority > (*it)->m_Execute_Priority; ++it);
00125         }
00126         it.add_back(this);
00127     }
00128 
00129     virtual bool        LessComparedTo(SCA_ILogicBrick* other);
00130 
00131     /* runtime variable, set when Triggering the python controller */
00132     static class SCA_LogicManager*  m_sCurrentLogicManager;
00133 
00134 
00135     /* for moving logic bricks between scenes */
00136     virtual void        Replace_IScene(SCA_IScene *val) {}
00137     virtual void        Replace_NetworkScene(NG_NetworkScene *val) {}
00138 
00139 #ifdef WITH_PYTHON
00140     // python methods
00141     
00142     static PyObject*    pyattr_get_owner(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
00143 
00144     // check that attribute is a property
00145     static int CheckProperty(void *self, const PyAttributeDef *attrdef);
00146 
00147     enum KX_BOOL_TYPE {
00148         KX_BOOL_NODEF = 0,
00149         KX_TRUE,
00150         KX_FALSE,
00151         KX_BOOL_MAX
00152     };
00153 
00154 
00155 protected: 
00156     /* Some conversions to go with the bool type. */
00158     bool PyArgToBool(int boolArg);
00159 
00161     PyObject* BoolToPyArg(bool);
00162     
00163 #endif // WITH_PYTHON
00164 
00165 };
00166 
00167 #endif
00168