blender/source/gameengine/BlenderRoutines/KX_BlenderKeyboardDevice.cpp
Dalai Felinto 32b23b9f74 Cucumber, first batch of merge - UI changes and custom exit key
---------------------------------------------------------------
This was a test drive to see how painful the merge will be.
Next batches are:
- use desktop option for fullscreen
- multisampling option
- bullet collision mask
- python
- storage (vbo, dl, ...)
- lighting

[lighting still needs review]
[python could use review, although it should be straightforward]
[storage should be tested more I think]


Merged /branches/soc-2011-cucumber:r
36991,37059,37157,37416,37497-37499,37501,37522,39036,40593

36991:
==UI==
* Made some options available in Blender Game that were only available in Blender Render (camera resolution, animation fps)
* Created a panel for the embedded player
* Renamed the FPS option for the standalone player to Refresh Rate
* Moved framing options to display
* Made a button to launch the blender player from within blender (only tested on windows for now)

37059:
==UI==
* Added the option to change the exit key for the BGE. The UI currently just sets a number, and this feature most likely does not work for blenderplayer yet. More work on this to come.
* Removed the physics settings from the scene panel for the BGE.
* Added an Add menu in the logic brick header.

37157:
Making the bake options available in Blender Game

37416:
Making the exit key UI element accept key presses instead of numbers. It still does not work for the Blenderplayer, and it does not limit the input to key presses (other events don't work for exiting)

37497:
Some more work on getting the exit key to work in the Blenderplayer.
Input is now restricted to keyboard events only for the exit key UI.
37498:
Some clean up from the last commit.
The exit key setting affects the Blenderplayer now.
37499:
Cleaning up some duplicate code. Now the reverseTranslateTable for converting blender key codes to ketsji key codes is only defined in BL_BlenderDataConverter.
37501:
Centralizing the exit key methods to the keyboard devices. This should make it easier to get exit key control to the python API.

[37517: committed previously]

37522:
Moved control of the exit key away from the keyboard devices, and moved it to ketsjiengine.
Added setExitKey and getExitKey to the python API

39036:
A couple of the doversions were in the wrong spot. This should fix some issues with the exit key not being set.
[not committed entirely, see below]]

40552: space_logic.py (* fixed an error in space_logic.py *)

40593:
launch blenderplayer from ui not working in OSX fix - by Daniel Stokes and me



########################################################
code left behind (to be included in next commit):
########################################################
		{
			/* Initialize default values for collision masks */
			Object *ob;
			for(ob=main->object.first; ob; ob=ob->id.next)
				ob->col_group = ob->col_mask = 1;
		}
2011-12-20 03:11:56 +00:00

171 lines
4.8 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 *****
*/
/** \file gameengine/BlenderRoutines/KX_BlenderKeyboardDevice.cpp
* \ingroup blroutines
*/
#if defined(WIN32) && !defined(FREE_WINDOWS)
// annoying warnings about truncated STL debug info
#pragma warning (disable :4786)
#endif
#include "KX_BlenderKeyboardDevice.h"
#include "KX_KetsjiEngine.h"
KX_BlenderKeyboardDevice::KX_BlenderKeyboardDevice()
: m_hookesc(false)
{
}
KX_BlenderKeyboardDevice::~KX_BlenderKeyboardDevice()
{
}
/**
IsPressed gives boolean information about keyboard status, true if pressed, false if not
*/
bool KX_BlenderKeyboardDevice::IsPressed(SCA_IInputDevice::KX_EnumInputs inputcode)
{
const SCA_InputEvent & inevent = m_eventStatusTables[m_currentTable][inputcode];
bool pressed = (inevent.m_status == SCA_InputEvent::KX_JUSTACTIVATED ||
inevent.m_status == SCA_InputEvent::KX_ACTIVE);
return pressed;
}
/*const SCA_InputEvent& KX_BlenderKeyboardDevice::GetEventValue(SCA_IInputDevice::KX_EnumInputs inputcode)
{
return m_eventStatusTables[m_currentTable][inputcode];
}
*/
/**
NextFrame toggles currentTable with previousTable,
and copy relevant event information from previous to current
(pressed keys need to be remembered)
*/
void KX_BlenderKeyboardDevice::NextFrame()
{
SCA_IInputDevice::NextFrame();
// now convert justpressed keyevents into regular (active) keyevents
int previousTable = 1-m_currentTable;
for (int keyevent= KX_BEGINKEY; keyevent<= KX_ENDKEY;keyevent++)
{
SCA_InputEvent& oldevent = m_eventStatusTables[previousTable][keyevent];
if (oldevent.m_status == SCA_InputEvent::KX_JUSTACTIVATED ||
oldevent.m_status == SCA_InputEvent::KX_ACTIVE )
{
m_eventStatusTables[m_currentTable][keyevent] = oldevent;
m_eventStatusTables[m_currentTable][keyevent].m_status = SCA_InputEvent::KX_ACTIVE;
}
}
}
/**
ConvertBlenderEvent translates blender keyboard events into ketsji kbd events
extra event information is stored, like ramp-mode (just released/pressed)
*/
bool KX_BlenderKeyboardDevice::ConvertBlenderEvent(unsigned short incode,short val)
{
bool result = false;
// convert event
KX_EnumInputs kxevent = this->ToNative(incode);
// only process it, if it's a key
if (kxevent >= KX_BEGINKEY && kxevent <= KX_ENDKEY)
{
int previousTable = 1-m_currentTable;
if (val == KM_PRESS)
{
if (kxevent == KX_KetsjiEngine::GetExitKey() && val != 0 && !m_hookesc)
result = true;
if (kxevent == KX_PAUSEKEY && val && (IsPressed(KX_LEFTCTRLKEY) || IsPressed(KX_RIGHTCTRLKEY)))
result = true;
// todo: convert val ??
m_eventStatusTables[m_currentTable][kxevent].m_eventval = val ; //???
switch (m_eventStatusTables[previousTable][kxevent].m_status)
{
case SCA_InputEvent::KX_JUSTACTIVATED:
{
m_eventStatusTables[m_currentTable][kxevent].m_status = SCA_InputEvent::KX_ACTIVE;
break;
}
case SCA_InputEvent::KX_ACTIVE:
{
m_eventStatusTables[m_currentTable][kxevent].m_status = SCA_InputEvent::KX_ACTIVE;
break;
}
case SCA_InputEvent::KX_NO_INPUTSTATUS:
{
m_eventStatusTables[m_currentTable][kxevent].m_status = SCA_InputEvent::KX_JUSTACTIVATED;
break;
}
default:
{
m_eventStatusTables[m_currentTable][kxevent].m_status = SCA_InputEvent::KX_JUSTACTIVATED;
}
}
} else if (val == KM_RELEASE)
{
// blender eventval == 0
switch (m_eventStatusTables[previousTable][kxevent].m_status)
{
case SCA_InputEvent::KX_JUSTACTIVATED:
{
m_eventStatusTables[m_currentTable][kxevent].m_status = SCA_InputEvent::KX_JUSTRELEASED;
break;
}
case SCA_InputEvent::KX_ACTIVE:
{
m_eventStatusTables[m_currentTable][kxevent].m_status = SCA_InputEvent::KX_JUSTRELEASED;
break;
}
default:
{
m_eventStatusTables[m_currentTable][kxevent].m_status = SCA_InputEvent::KX_NO_INPUTSTATUS;
}
}
}
}
return result;
}
void KX_BlenderKeyboardDevice::HookEscape()
{
m_hookesc = true;
}