blender/source/gameengine/GameLogic/SCA_KeyboardManager.cpp

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/**
* Manager for keyboard events
*
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
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*
* 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.
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*
* 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.
*
* 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 *****
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*/
#include "BoolValue.h"
#include "SCA_KeyboardManager.h"
#include "SCA_KeyboardSensor.h"
#include "IntValue.h"
#include <vector>
SCA_KeyboardManager::SCA_KeyboardManager(SCA_LogicManager* logicmgr,
SCA_IInputDevice* inputdev)
: SCA_EventManager(KEYBOARD_EVENTMGR),
m_inputDevice(inputdev),
m_logicmanager(logicmgr)
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{
}
SCA_KeyboardManager::~SCA_KeyboardManager()
{
}
SCA_IInputDevice* SCA_KeyboardManager::GetInputDevice()
{
return m_inputDevice;
}
void SCA_KeyboardManager::NextFrame()
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{
//const SCA_InputEvent& event = GetEventValue(SCA_IInputDevice::KX_EnumInputs inputcode)=0;
// cerr << "SCA_KeyboardManager::NextFrame"<< endl;
set<SCA_ISensor*>::iterator it;
for (it=m_sensors.begin(); it != m_sensors.end(); it++)
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{
(*it)->Activate(m_logicmanager,NULL);
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}
}
bool SCA_KeyboardManager::IsPressed(SCA_IInputDevice::KX_EnumInputs inputcode)
{
return false;
//return m_kxsystem->IsPressed(inputcode);
}