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

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2002-10-12 11:37:38 +00:00
/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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/BL DUAL LICENSE BLOCK *****
*/
#ifndef __GPC_KEYBOARDDEVICE_H
#define __GPC_KEYBOARDDEVICE_H
#ifdef WIN32
#pragma warning (disable : 4786)
#endif // WIN32
#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
*/
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;
public:
GPC_KeyboardDevice()
{
}
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);
};
#endif // _GPC_KEYBOARDDEVICE_H