open_toontown_panda3d/panda/src/collide/collisionHandlerEvent.h

116 lines
3.5 KiB
C++

// Filename: collisionHandlerEvent.h
// Created by: drose (16Mar02)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) Carnegie Mellon University. All rights reserved.
//
// All use of this software is subject to the terms of the revised BSD
// license. You should have received a copy of this license along
// with this source code in a file named "LICENSE."
//
////////////////////////////////////////////////////////////////////
#ifndef COLLISIONHANDLEREVENT_H
#define COLLISIONHANDLEREVENT_H
#include "pandabase.h"
#include "collisionHandler.h"
#include "collisionNode.h"
#include "collisionEntry.h"
#include "vector_string.h"
#include "pointerTo.h"
////////////////////////////////////////////////////////////////////
// Class : CollisionHandlerEvent
// Description : A specialized kind of CollisionHandler that throws an
// event for each collision detected. The event thrown
// may be based on the name of the moving object or the
// struck object, or both. The first parameter of the
// event will be a pointer to the CollisionEntry that
// triggered it.
////////////////////////////////////////////////////////////////////
class EXPCL_PANDA_COLLIDE CollisionHandlerEvent : public CollisionHandler {
PUBLISHED:
CollisionHandlerEvent();
public:
virtual void begin_group();
virtual void add_entry(CollisionEntry *entry);
virtual bool end_group();
PUBLISHED:
INLINE void clear_in_patterns();
INLINE void add_in_pattern(const string &in_pattern);
INLINE void set_in_pattern(const string &in_pattern);
INLINE int get_num_in_patterns() const;
INLINE string get_in_pattern(int n) const;
MAKE_SEQ(get_in_patterns, get_num_in_patterns, get_in_pattern);
INLINE void clear_again_patterns();
INLINE void add_again_pattern(const string &again_pattern);
INLINE void set_again_pattern(const string &again_pattern);
INLINE int get_num_again_patterns() const;
INLINE string get_again_pattern(int n) const;
MAKE_SEQ(get_again_patterns, get_num_again_patterns, get_again_pattern);
INLINE void clear_out_patterns();
INLINE void add_out_pattern(const string &out_pattern);
INLINE void set_out_pattern(const string &out_pattern);
INLINE int get_num_out_patterns() const;
INLINE string get_out_pattern(int n) const;
MAKE_SEQ(get_out_patterns, get_num_out_patterns, get_out_pattern);
void clear();
void flush();
protected:
void throw_event_for(const vector_string &patterns, CollisionEntry *entry);
void throw_event_pattern(const string &pattern, CollisionEntry *entry);
vector_string _in_patterns;
vector_string _again_patterns;
vector_string _out_patterns;
int _index;
class SortEntries {
public:
INLINE bool
operator () (const PT(CollisionEntry) &a,
const PT(CollisionEntry) &b) const;
INLINE void operator = (const SortEntries &other);
};
typedef pset<PT(CollisionEntry), SortEntries> Colliding;
Colliding _current_colliding;
Colliding _last_colliding;
public:
static TypeHandle get_class_type() {
return _type_handle;
}
static void init_type() {
CollisionHandler::init_type();
register_type(_type_handle, "CollisionHandlerEvent",
CollisionHandler::get_class_type());
}
virtual TypeHandle get_type() const {
return get_class_type();
}
virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
private:
static TypeHandle _type_handle;
};
#include "collisionHandlerEvent.I"
#endif