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Revision 6350051e

ID6350051e42d19a7a35b1e6bf62586ee87dba61bf
Parent d7c3c222
Child 5dd9f396

Added by Alex Zirbel about 11 years ago

Added a script to auto-generate BehaviorList files.

This includes some sub-changes: * Restructured behaviors/ folder into behaviors/, test_behaviors/ and limbo_behaviors/ * Added a new CMakeLists.txt that automatically finds behaviors in their folders * Removed the obsolete trafficNavigtaion.* * Added a new generator to GUI.py that looks in the behaviors folder for the behaviors automatically.

View differences:

scout/libscout/src/BehaviorList.h
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/**
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 ******************************************************************************
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 * WARNING: THIS IS AN AUTOGENERATED FILE!
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 *
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 * Editing this file is USELESS. It will be overwritten during the build.
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 * To properly edit this file, edit its corresponding *.template.* file, which
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 * a script run by CMake uses to generate this file.
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 *
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 * This file was generated via rules in src/generate_behavior_lists.py.
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 *
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 * Please see that file for a description of syntax and procedure for
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 * creating auto-generated files.
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 *
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 * THIS WARNING IS LONG TO MAKE SURE IT GETS YOUR ATTENTION!
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 * THANK YOU.
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 *****************************************************************************
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 */
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#ifndef _BEHAVIOR_LIST_H_
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#define _BEHAVIOR_LIST_H_
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#include "Behavior.h"
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#include "behaviors/line_follow.h"
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#include "behaviors/draw_cw_circle.h"
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#include "behaviors/draw_ccw_circle.h"
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#include "Sensors.h"
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#include "behaviors/pause_scout.h"
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#include "behaviors/Odometry.h"
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#include "behaviors/draw_ccw_circle.h"
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#include "behaviors/draw_cw_circle.h"
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#include "behaviors/line_follow.h"
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#include "behaviors/navigationMap.h"
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#include "behaviors/Scheduler.h"
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#include "behaviors/WH_Robot.h"
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#include "behaviors/wl_test.h"
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#include "behaviors/pause_scout.h"
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#include "behaviors/maze_solve.h"
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#include "Sensors.h"
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#include "test_behaviors/Scheduler.h"
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#include "test_behaviors/WH_Robot.h"
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#include "test_behaviors/maze_solve.h"
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template<typename T> Behavior* behavior(std::string scoutname, Sensors* sensors){ return (Behavior*)new T(scoutname, sensors); } 
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