blender/source/gameengine/GameLogic/SCA_KeyboardManager.h
Benoit Bolsee 8a8a12ed84 BGE patch: logic optimization part 2: remove inactive sensors from logic manager.
With this patch, only sensors that are connected to 
active states are actually registered in the logic
manager. Inactive sensors won't take any CPU,
especially the Radar and Near sensors that use a
physical object for the detection: these objects
are removed from the physics engine.

To take advantage of this optimization patch, you
need to define very light idle state when the 
objects are inactive: make them transparent, suspend
the physics, keep few sensors active (e,g a message
sensor to wake up), etc.
2008-07-30 17:41:47 +00:00

63 lines
1.6 KiB
C++

/**
* Manager for keyboard events
*
* $Id$
*
* ***** 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., 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 *****
*/
#ifndef __KX_KEYBOARDMANAGER
#define __KX_KEYBOARDMANAGER
#include "SCA_EventManager.h"
#include <vector>
using namespace std;
#include "SCA_IInputDevice.h"
class SCA_KeyboardManager : public SCA_EventManager
{
class SCA_IInputDevice* m_inputDevice;
class SCA_LogicManager* m_logicmanager;
public:
SCA_KeyboardManager(class SCA_LogicManager* logicmgr,class SCA_IInputDevice* inputdev);
virtual ~SCA_KeyboardManager();
bool IsPressed(SCA_IInputDevice::KX_EnumInputs inputcode);
virtual void NextFrame();
SCA_IInputDevice* GetInputDevice();
};
#endif //__KX_KEYBOARDMANAGER