rosaria/Legacy/Aria/include/ArAction.h

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/*
Adept MobileRobots Robotics Interface for Applications (ARIA)
Copyright (C) 2004, 2005 ActivMedia Robotics LLC
Copyright (C) 2006, 2007, 2008, 2009, 2010 MobileRobots Inc.
Copyright (C) 2011, 2012, 2013 Adept Technology
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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
If you wish to redistribute ARIA under different terms, contact
Adept MobileRobots for information about a commercial version of ARIA at
robots@mobilerobots.com or
Adept MobileRobots, 10 Columbia Drive, Amherst, NH 03031; +1-603-881-7960
*/
#ifndef ARACTION_H
#define ARACTION_H
#include "ariaTypedefs.h"
#include "ArArg.h"
#include "ArActionDesired.h"
#include <map>
#include <string>
class ArRobot;
/** @brief Base class for actions
@ref actions Actions are objects queried for desired behavior by
ArActionResolver to determine robot movement commands.
To implement an action object, define a subclass of ArAction,
and implement the fire() method. You may also override
setRobot() to obtain information from ArRobot, but you
must also call ArAction::setRobot() so that the ArRobot pointer
is stored by ArAction.
Several predefined action objects are also included in ARIA,
they are listed here as ArActions's subclasses.
If an action is not active (it has been deactivated), then
it will be ignored by the action resolver.
Actions may be grouped using ArActionGroup, and activated/deactivated as a group. For example, ArMode, and ArServerMode (from ArNetworking), activate/deactivate action groups when switching modes.
@see @ref actions description in the ARIA overview.
@see ArActionGroup
@see ArResolver
@see ArRobot
@ingroup ActionClasses
@ingroup OptionalClasses
*/
class ArAction
{
public:
/// Constructor
AREXPORT ArAction(const char * name, const char * description = "");
/// Desructor
AREXPORT virtual ~ArAction();
/// Returns whether the action is active or not
AREXPORT virtual bool isActive(void) const;
/// Activate the action
AREXPORT virtual void activate(void);
/// Deactivate the action
AREXPORT virtual void deactivate(void);
/// Fires the action, returning what the action wants to do
/**
@param currentDesired this is the tentative result, based
on the resolver's processing of previous, higher-priority actions.
This is only for the purpose of giving information to the
action, changing it has no effect.
@return pointer to what this action wants to do, NULL if it wants to do
nothing. Common practice is to keep an ArActionDesired
object in your action subclass, and return a pointer to
that object. This avoids the need to create
new objects during each invocation (which could never
be deleted).
Clear your stored ArActionDesired
before modifying it with ArActionDesired::reset().
*/
AREXPORT virtual ArActionDesired *fire(ArActionDesired currentDesired) = 0;
/// Sets the robot this action is driving
AREXPORT virtual void setRobot(ArRobot *robot);
/// Find the number of arguments this action takes
AREXPORT virtual int getNumArgs(void) const;
#ifndef SWIG
/** Gets the numbered argument
* @swignote Not available
*/
AREXPORT virtual const ArArg *getArg(int number) const;
#endif // SWIG
/// Gets the numbered argument
AREXPORT virtual ArArg *getArg(int number);
/// Gets the name of the action
AREXPORT virtual const char *getName(void) const;
/// Gets the long description of the action
AREXPORT virtual const char *getDescription(void) const;
/// Gets what this action wants to do (for display purposes)
AREXPORT virtual ArActionDesired *getDesired(void) { return NULL; }
/// Gets what this action wants to do (for display purposes)
AREXPORT virtual const ArActionDesired *getDesired(void) const { return NULL; }
/// Log information about this action using ArLog.
AREXPORT virtual void log(bool verbose = true) const;
/// Get the robot we are controlling, which was set by setRobot()
AREXPORT ArRobot* getRobot() const { return myRobot; }
/// Sets the default activation state for all ArActions
static void setDefaultActivationState(bool defaultActivationState)
{ ourDefaultActivationState = defaultActivationState; }
/// Gets the default activation state for all ArActions
static bool getDefaultActivationState(void)
{ return ourDefaultActivationState; }
protected:
/// Sets the argument type for the next argument (must only be used in a constructor!)
AREXPORT void setNextArgument(ArArg const &arg);
/// The robot we are controlling, set by the action resolver using setRobot()
ArRobot *myRobot;
// These are mostly for internal use by ArAction, not subclasses:
bool myIsActive;
int myNumArgs;
std::map<int, ArArg> myArgumentMap;
std::string myName;
std::string myDescription;
AREXPORT static bool ourDefaultActivationState;
};
#endif //ARACTION_H