blender/source/gameengine/GamePlayer/common/GPC_KeyboardDevice.h

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/*
* ***** 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,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
* 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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*/
/** \file GPC_KeyboardDevice.h
* \ingroup player
*/
#ifndef __GPC_KEYBOARDDEVICE_H__
#define __GPC_KEYBOARDDEVICE_H__
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#ifdef WIN32
#pragma warning (disable:4786)
#endif /* WIN32 */
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#include "SCA_IInputDevice.h"
#include <map>
/**
* System independent implementation of SCA_IInputDevice.
* System dependent keyboard devices need only to inherit this class
* and fill the m_reverseKeyTranslateTable key translation map.
* \see SCA_IInputDevice
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*/
class GPC_KeyboardDevice : public SCA_IInputDevice
{
protected:
/**
* This map converts system dependent keyboard codes into Ketsji codes.
* System dependent keyboard codes are stored as ints.
*/
std::map<int, KX_EnumInputs> m_reverseKeyTranslateTable;
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; }
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short m_exitkey;
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public:
bool m_hookesc;
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GPC_KeyboardDevice()
: m_hookesc(false)
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{
}
virtual ~GPC_KeyboardDevice(void)
{
}
virtual bool IsPressed(SCA_IInputDevice::KX_EnumInputs inputcode)
{
return false;
}
virtual void NextFrame();
virtual KX_EnumInputs ToNative(int incode)
{
return m_reverseKeyTranslateTable[incode];
}
virtual bool ConvertEvent(int incode, int val);
virtual void HookEscape();
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};
#endif /* __GPC_KEYBOARDDEVICE_H__ */