Add logicbricks to ID looper.

This commit is contained in:
Bastien Montagne
2015-10-08 15:04:09 +02:00
parent 4f0f0d1bce
commit 3ab5075cf9
3 changed files with 213 additions and 0 deletions

View File

@@ -73,6 +73,16 @@ void sca_move_sensor(struct bSensor *sens_to_move, struct Object *ob, int move_u
void sca_move_controller(struct bController *cont_to_move, struct Object *ob, int move_up);
void sca_move_actuator(struct bActuator *act_to_move, struct Object *ob, int move_up);
/* Callback format for performing operations on ID-pointers for sensors/controllers/actuators. */
typedef void (*SCASensorIDFunc)(struct bSensor *sensor, struct ID **idpoin, void *userdata, int cd_flag);
typedef void (*SCAControllerIDFunc)(struct bController *controller, struct ID **idpoin, void *userdata, int cd_flag);
typedef void (*SCAActuatorIDFunc)(struct bActuator *actuator, struct ID **idpoin, void *userdata, int cd_flag);
void BKE_sca_sensors_id_loop(struct ListBase *senslist, SCASensorIDFunc func, void *userdata);
void BKE_sca_controllers_id_loop(struct ListBase *contlist, SCAControllerIDFunc func, void *userdata);
void BKE_sca_actuators_id_loop(struct ListBase *atclist, SCAActuatorIDFunc func, void *userdata);
const char *sca_state_name_get(Object *ob, short bit);
#endif

View File

@@ -30,10 +30,12 @@
#include <stdlib.h>
#include "DNA_actuator_types.h"
#include "DNA_anim_types.h"
#include "DNA_brush_types.h"
#include "DNA_camera_types.h"
#include "DNA_constraint_types.h"
#include "DNA_controller_types.h"
#include "DNA_group_types.h"
#include "DNA_gpencil_types.h"
#include "DNA_key_types.h"
@@ -49,6 +51,7 @@
#include "DNA_object_force.h"
#include "DNA_rigidbody_types.h"
#include "DNA_scene_types.h"
#include "DNA_sensor_types.h"
#include "DNA_sequence_types.h"
#include "DNA_screen_types.h"
#include "DNA_speaker_types.h"
@@ -67,6 +70,7 @@
#include "BKE_modifier.h"
#include "BKE_particle.h"
#include "BKE_rigidbody.h"
#include "BKE_sca.h"
#include "BKE_sequencer.h"
#include "BKE_tracking.h"
@@ -132,6 +136,27 @@ static void library_foreach_particlesystemsObjectLooper(
FOREACH_CALLBACK_INVOKE_ID_PP(data->self_id, id_pointer, data->flag, data->callback, data->user_data, cd_flag);
}
static void library_foreach_sensorsObjectLooper(
bSensor *UNUSED(sensor), ID **id_pointer, void *user_data, int cd_flag)
{
LibraryForeachIDData *data = (LibraryForeachIDData *) user_data;
FOREACH_CALLBACK_INVOKE_ID_PP(data->self_id, id_pointer, data->flag, data->callback, data->user_data, cd_flag);
}
static void library_foreach_controllersObjectLooper(
bController *UNUSED(controller), ID **id_pointer, void *user_data, int cd_flag)
{
LibraryForeachIDData *data = (LibraryForeachIDData *) user_data;
FOREACH_CALLBACK_INVOKE_ID_PP(data->self_id, id_pointer, data->flag, data->callback, data->user_data, cd_flag);
}
static void library_foreach_actuatorsObjectLooper(
bActuator *UNUSED(actuator), ID **id_pointer, void *user_data, int cd_flag)
{
LibraryForeachIDData *data = (LibraryForeachIDData *) user_data;
FOREACH_CALLBACK_INVOKE_ID_PP(data->self_id, id_pointer, data->flag, data->callback, data->user_data, cd_flag);
}
static void library_foreach_animationData(LibraryForeachIDData *data, AnimData *adt)
{
FCurve *fcu;
@@ -350,6 +375,10 @@ void BKE_library_foreach_ID_link(ID *id, LibraryIDLinkCallback callback, void *u
for (psys = object->particlesystem.first; psys; psys = psys->next) {
BKE_particlesystem_id_loop(psys, library_foreach_particlesystemsObjectLooper, &data);
}
BKE_sca_sensors_id_loop(&object->sensors, library_foreach_sensorsObjectLooper, &data);
BKE_sca_controllers_id_loop(&object->controllers, library_foreach_controllersObjectLooper, &data);
BKE_sca_actuators_id_loop(&object->actuators, library_foreach_actuatorsObjectLooper, &data);
break;
}

View File

@@ -48,6 +48,7 @@
#include "BKE_global.h"
#include "BKE_main.h"
#include "BKE_library.h"
#include "BKE_library_query.h"
#include "BKE_sca.h"
/* ******************* SENSORS ************************ */
@@ -903,6 +904,179 @@ void unlink_logicbricks(void **poin, void ***ppoin, short *tot)
}
}
void BKE_sca_sensors_id_loop(ListBase *senslist, SCASensorIDFunc func, void *userdata)
{
bSensor *sensor;
for (sensor = senslist->first; sensor; sensor = sensor->next) {
func(sensor, (ID **)&sensor->ob, userdata, IDWALK_NOP);
switch (sensor->type) {
case SENS_TOUCH: /* DEPRECATED */
{
bTouchSensor *ts = sensor->data;
func(sensor, (ID **)&ts->ma, userdata, IDWALK_NOP);
break;
}
case SENS_MESSAGE:
{
bMessageSensor *ms = sensor->data;
func(sensor, (ID **)&ms->fromObject, userdata, IDWALK_NOP);
break;
}
case SENS_ALWAYS:
case SENS_NEAR:
case SENS_KEYBOARD:
case SENS_PROPERTY:
case SENS_MOUSE:
case SENS_COLLISION:
case SENS_RADAR:
case SENS_RANDOM:
case SENS_RAY:
case SENS_JOYSTICK:
case SENS_ACTUATOR:
case SENS_DELAY:
case SENS_ARMATURE:
default:
break;
}
}
}
void BKE_sca_controllers_id_loop(ListBase *contlist, SCAControllerIDFunc func, void *userdata)
{
bController *controller;
for (controller = contlist->first; controller; controller = controller->next) {
switch (controller->type) {
case CONT_PYTHON:
{
bPythonCont *pc = controller->data;
func(controller, (ID **)&pc->text, userdata, IDWALK_NOP);
break;
}
case CONT_LOGIC_AND:
case CONT_LOGIC_OR:
case CONT_EXPRESSION:
case CONT_LOGIC_NAND:
case CONT_LOGIC_NOR:
case CONT_LOGIC_XOR:
case CONT_LOGIC_XNOR:
default:
break;
}
}
}
void BKE_sca_actuators_id_loop(ListBase *actlist, SCAActuatorIDFunc func, void *userdata)
{
bActuator *actuator;
for (actuator = actlist->first; actuator; actuator = actuator->next) {
func(actuator, (ID **)&actuator->ob, userdata, IDWALK_NOP);
switch (actuator->type) {
case ACT_ADD_OBJECT: /* DEPRECATED */
{
bAddObjectActuator *aoa = actuator->data;
func(actuator, (ID **)&aoa->ob, userdata, IDWALK_NOP);
break;
}
case ACT_ACTION:
{
bActionActuator *aa = actuator->data;
func(actuator, (ID **)&aa->act, userdata, IDWALK_NOP);
break;
}
case ACT_SOUND:
{
bSoundActuator *sa = actuator->data;
func(actuator, (ID **)&sa->sound, userdata, IDWALK_NOP);
break;
}
case ACT_EDIT_OBJECT:
{
bEditObjectActuator *eoa = actuator->data;
func(actuator, (ID **)&eoa->ob, userdata, IDWALK_NOP);
func(actuator, (ID **)&eoa->me, userdata, IDWALK_NOP);
break;
}
case ACT_SCENE:
{
bSceneActuator *sa = actuator->data;
func(actuator, (ID **)&sa->scene, userdata, IDWALK_NOP);
func(actuator, (ID **)&sa->camera, userdata, IDWALK_NOP);
break;
}
case ACT_PROPERTY:
{
bPropertyActuator *pa = actuator->data;
func(actuator, (ID **)&pa->ob, userdata, IDWALK_NOP);
break;
}
case ACT_OBJECT:
{
bObjectActuator *oa = actuator->data;
func(actuator, (ID **)&oa->reference, userdata, IDWALK_NOP);
break;
}
case ACT_CAMERA:
{
bCameraActuator *ca = actuator->data;
func(actuator, (ID **)&ca->ob, userdata, IDWALK_NOP);
break;
}
case ACT_MESSAGE:
{
bMessageActuator *ma = actuator->data;
func(actuator, (ID **)&ma->toObject, userdata, IDWALK_NOP);
break;
}
case ACT_2DFILTER:
{
bTwoDFilterActuator *tdfa = actuator->data;
func(actuator, (ID **)&tdfa->text, userdata, IDWALK_NOP);
break;
}
case ACT_PARENT:
{
bParentActuator *pa = actuator->data;
func(actuator, (ID **)&pa->ob, userdata, IDWALK_NOP);
break;
}
case ACT_ARMATURE:
{
bArmatureActuator *aa = actuator->data;
func(actuator, (ID **)&aa->target, userdata, IDWALK_NOP);
func(actuator, (ID **)&aa->subtarget, userdata, IDWALK_NOP);
break;
}
case ACT_STEERING:
{
bSteeringActuator *sa = actuator->data;
func(actuator, (ID **)&sa->target, userdata, IDWALK_NOP);
func(actuator, (ID **)&sa->navmesh, userdata, IDWALK_NOP);
break;
}
/* Note: some types seems to be non-implemented? ACT_LAMP, ACT_MATERIAL... */
case ACT_IPO: /* DEPRECATED */
case ACT_LAMP:
case ACT_MATERIAL:
case ACT_END_OBJECT: /* DEPRECATED */
case ACT_CONSTRAINT:
case ACT_GROUP:
case ACT_RANDOM:
case ACT_GAME:
case ACT_VISIBILITY:
case ACT_SHAPEACTION:
case ACT_STATE:
case ACT_MOUSE:
default:
break;
}
}
}
const char *sca_state_name_get(Object *ob, short bit)
{
bController *cont;