text: /*
   * $Id: SCA_IController.h 35063 2011-02-22 10:33:14Z jesterking $
   *
   * ***** 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 __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<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
  
  