blender/source/gameengine/GamePlayer/common/GPC_System.cpp

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/**
* $Id$
*
* ***** 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 "GPC_System.h"
#include "GPC_KeyboardDevice.h"
#include "NG_NetworkDeviceInterface.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
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GPC_System::GPC_System()
// : m_ndi(0)
{
}
/*
void GPC_System::NextFrame()
{
// Have the imput devices proceed
std::vector<SCA_IInputDevice*>::iterator idev;
for (idev = m_inputDevices.begin(); !(idev == m_inputDevices.end()); idev++) {
(*idev)->NextFrame();
}
// Have the network device proceed
if (m_ndi) {
m_ndi->NextFrame();
}
}
void GPC_System::StartMainLoop()
{
}
void GPC_System::Sleep(int millisec)
{
// do nothing for now ;)
}
void GPC_System::AddKey(unsigned char key, bool down)
{
GPC_KeyboardDevice* keydev = (GPC_KeyboardDevice*) this->GetKeyboardDevice();
if (keydev) {
//SCA_IInputDevice::KX_EnumInputs inp = keydev->ToNative(key);
keydev->ConvertEvent(key, down);
}
}
void GPC_System::SetNetworkDevice(NG_NetworkDeviceInterface* ndi)
{
m_ndi = ndi;
}
NG_NetworkDeviceInterface* GPC_System::GetNetworkDevice() const
{
return m_ndi;
}
*/