blender/source/gameengine/GameLogic/SCA_KeyboardSensor.cpp
Benoit Bolsee 5372def2b0 BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.

State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.

GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.

The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 

The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.

A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:

Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.

Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
2008-06-22 14:23:57 +00:00

734 lines
20 KiB
C++

/**
* $Id$
*
* ***** 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 *****
* Sensor for keyboard input
*/
#include "SCA_KeyboardSensor.h"
#include "SCA_KeyboardManager.h"
#include "SCA_LogicManager.h"
#include "StringValue.h"
#include "SCA_IInputDevice.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
/* ------------------------------------------------------------------------- */
/* Native functions */
/* ------------------------------------------------------------------------- */
SCA_KeyboardSensor::SCA_KeyboardSensor(SCA_KeyboardManager* keybdmgr,
short int hotkey,
short int qual,
short int qual2,
bool bAllKeys,
const STR_String& targetProp,
const STR_String& toggleProp,
SCA_IObject* gameobj,
PyTypeObject* T )
:SCA_ISensor(gameobj,keybdmgr,T),
m_pKeyboardMgr(keybdmgr),
m_hotkey(hotkey),
m_qual(qual),
m_qual2(qual2),
m_bAllKeys(bAllKeys),
m_targetprop(targetProp),
m_toggleprop(toggleProp)
{
if (hotkey == SCA_IInputDevice::KX_ESCKEY)
keybdmgr->GetInputDevice()->HookEscape();
// SetDrawColor(0xff0000ff);
Init();
}
SCA_KeyboardSensor::~SCA_KeyboardSensor()
{
}
void SCA_KeyboardSensor::Init()
{
// this function is used when the sensor is disconnected from all controllers
// by the state engine. It reinitializes the sensor as if it was just created.
// However, if the target key is pressed when the sensor is reactivated, it
// will not generated an event (see remark in Evaluate()).
m_val = 0;
}
CValue* SCA_KeyboardSensor::GetReplica()
{
CValue* replica = new SCA_KeyboardSensor(*this);
// this will copy properties and so on...
CValue::AddDataToReplica(replica);
return replica;
}
short int SCA_KeyboardSensor::GetHotkey()
{
return m_hotkey;
}
bool SCA_KeyboardSensor::IsPositiveTrigger()
{
bool result = (m_val != 0);
if (m_invert)
result = !result;
return result;
}
bool SCA_KeyboardSensor::TriggerOnAllKeys()
{
return m_bAllKeys;
}
bool SCA_KeyboardSensor::Evaluate(CValue* eventval)
{
bool result = false;
SCA_IInputDevice* inputdev = m_pKeyboardMgr->GetInputDevice();
// cerr << "SCA_KeyboardSensor::Eval event, sensing for "<< m_hotkey << " at device " << inputdev << "\n";
/* See if we need to do logging: togPropState exists and is
* different from 0 */
CValue* myparent = GetParent();
CValue* togPropState = myparent->GetProperty(m_toggleprop);
if (togPropState &&
(((int)togPropState->GetNumber()) != 0) )
{
LogKeystrokes();
}
/* Now see whether events must be bounced. */
if (m_bAllKeys)
{
bool justactivated = false;
bool justreleased = false;
bool active = false;
for (int i=SCA_IInputDevice::KX_BEGINKEY ; i< SCA_IInputDevice::KX_ENDKEY;i++)
{
const SCA_InputEvent & inevent = inputdev->GetEventValue((SCA_IInputDevice::KX_EnumInputs) i);
switch (inevent.m_status)
{
case SCA_InputEvent::KX_JUSTACTIVATED:
justactivated = true;
break;
case SCA_InputEvent::KX_JUSTRELEASED:
justreleased = true;
break;
case SCA_InputEvent::KX_ACTIVE:
active = true;
break;
}
}
if (justactivated)
{
m_val=1;
result = true;
} else
{
if (justreleased)
{
m_val=(active)?1:0;
result = true;
} else
{
if (active)
{
if (m_val == 0)
{
//see comment below
//m_val = 1;
//result = true;
;
}
} else
{
if (m_val == 1)
{
m_val = 0;
result = true;
}
}
}
}
} else
{
// cerr << "======= SCA_KeyboardSensor::Evaluate:: peeking at key status" << endl;
const SCA_InputEvent & inevent = inputdev->GetEventValue(
(SCA_IInputDevice::KX_EnumInputs) m_hotkey);
// cerr << "======= SCA_KeyboardSensor::Evaluate:: status: " << inevent.m_status << endl;
if (inevent.m_status == SCA_InputEvent::KX_NO_INPUTSTATUS)
{
if (m_val == 1)
{
// this situation may occur after a scene suspend: the keyboard release
// event was not captured, produce now the event off
m_val = 0;
result = true;
}
} else
{
if (inevent.m_status == SCA_InputEvent::KX_JUSTACTIVATED)
{
m_val=1;
result = true;
} else
{
if (inevent.m_status == SCA_InputEvent::KX_JUSTRELEASED)
{
m_val = 0;
result = true;
} else
{
if (inevent.m_status == SCA_InputEvent::KX_ACTIVE)
{
if (m_val == 0)
{
//hmm, this abnormal situation may occur in the following cases:
//- the key was pressed while the scene was suspended
//- this is a new scene and the key is active from the start
//In the second case, it's dangerous to activate the sensor
//(think of a key to go to next scene)
//What we really need is a edge/level flag in the key sensor
//m_val = 1;
//result = true;
;
}
}
}
}
}
}
return result;
}
void SCA_KeyboardSensor::AddToTargetProp(int keyIndex)
{
if (IsPrintable(keyIndex)) {
CValue* tprop = GetParent()->GetProperty(m_targetprop);
if (tprop) {
/* overwrite the old property */
if (IsDelete(keyIndex)) {
/* strip one char, if possible */
STR_String newprop = tprop->GetText();
int oldlength = newprop.Length();
if (oldlength >= 1 ) {
newprop.SetLength(oldlength - 1);
CStringValue * newstringprop = new CStringValue(newprop, m_targetprop);
GetParent()->SetProperty(m_targetprop, newstringprop);
newstringprop->Release();
}
} else {
/* append */
char pchar = ToCharacter(keyIndex, IsShifted());
STR_String newprop = tprop->GetText() + pchar;
CStringValue * newstringprop = new CStringValue(newprop, m_targetprop);
GetParent()->SetProperty(m_targetprop, newstringprop);
newstringprop->Release();
}
} else {
if (!IsDelete(keyIndex)) {
/* Make a new property. Deletes can be ignored. */
char pchar = ToCharacter(keyIndex, IsShifted());
STR_String newprop = pchar;
CStringValue * newstringprop = new CStringValue(newprop, m_targetprop);
GetParent()->SetProperty(m_targetprop, newstringprop);
newstringprop->Release();
}
}
}
}
/**
* Determine whether this character can be printed. We cannot use
* the library functions here, because we need to test our own
* keycodes. */
bool SCA_KeyboardSensor::IsPrintable(int keyIndex)
{
/* only print
* - numerals: KX_ZEROKEY to KX_NINEKEY
* - alphas: KX_AKEY to KX_ZKEY.
* - specials: KX_RETKEY, KX_PADASTERKEY, KX_PADCOMMAKEY to KX_PERIODKEY,
* KX_TABKEY , KX_SEMICOLONKEY to KX_RIGHTBRACKETKEY,
* KX_PAD2 to KX_PADPLUSKEY
* - delete and backspace: also printable in the sense that they modify
* the string
* - retkey: should this be printable?
* - virgule: prints a space... don't know which key that's supposed
* to be...
*/
if ( ((keyIndex >= SCA_IInputDevice::KX_ZEROKEY)
&& (keyIndex <= SCA_IInputDevice::KX_NINEKEY))
|| ((keyIndex >= SCA_IInputDevice::KX_AKEY)
&& (keyIndex <= SCA_IInputDevice::KX_ZKEY))
|| (keyIndex == SCA_IInputDevice::KX_SPACEKEY)
/* || (keyIndex == KX_RETKEY) */
|| (keyIndex == SCA_IInputDevice::KX_PADASTERKEY)
|| (keyIndex == SCA_IInputDevice::KX_TABKEY)
|| ((keyIndex >= SCA_IInputDevice::KX_COMMAKEY)
&& (keyIndex <= SCA_IInputDevice::KX_PERIODKEY))
|| ((keyIndex >= SCA_IInputDevice::KX_SEMICOLONKEY)
&& (keyIndex <= SCA_IInputDevice::KX_RIGHTBRACKETKEY))
|| ((keyIndex >= SCA_IInputDevice::KX_PAD2)
&& (keyIndex <= SCA_IInputDevice::KX_PADPLUSKEY))
|| (keyIndex == SCA_IInputDevice::KX_DELKEY)
|| (keyIndex == SCA_IInputDevice::KX_BACKSPACEKEY)
)
{
return true;
} else {
return false;
}
}
// this code looks ugly, please use an ordinary hashtable
char SCA_KeyboardSensor::ToCharacter(int keyIndex, bool shifted)
{
/* numerals */
if ( (keyIndex >= SCA_IInputDevice::KX_ZEROKEY)
&& (keyIndex <= SCA_IInputDevice::KX_NINEKEY) ) {
if (shifted) {
char numshift[] = ")!@#$%^&*(";
return numshift[keyIndex - '0'];
} else {
return keyIndex - SCA_IInputDevice::KX_ZEROKEY + '0';
}
}
/* letters... always lowercase... is that desirable? */
if ( (keyIndex >= SCA_IInputDevice::KX_AKEY)
&& (keyIndex <= SCA_IInputDevice::KX_ZKEY) ) {
if (shifted) {
return keyIndex - SCA_IInputDevice::KX_AKEY + 'A';
} else {
return keyIndex - SCA_IInputDevice::KX_AKEY + 'a';
}
}
if (keyIndex == SCA_IInputDevice::KX_SPACEKEY) {
return ' ';
}
/* || (keyIndex == SCA_IInputDevice::KX_RETKEY) */
if (keyIndex == SCA_IInputDevice::KX_PADASTERKEY) {
return '*';
}
if (keyIndex == SCA_IInputDevice::KX_TABKEY) {
return '\t';
}
/* comma to period */
char commatoperiod[] = ",-.";
char commatoperiodshifted[] = "<_>";
if (keyIndex == SCA_IInputDevice::KX_COMMAKEY) {
if (shifted) {
return commatoperiodshifted[0];
} else {
return commatoperiod[0];
}
}
if (keyIndex == SCA_IInputDevice::KX_MINUSKEY) {
if (shifted) {
return commatoperiodshifted[1];
} else {
return commatoperiod[1];
}
}
if (keyIndex == SCA_IInputDevice::KX_PERIODKEY) {
if (shifted) {
return commatoperiodshifted[2];
} else {
return commatoperiod[2];
}
}
/* semicolon to rightbracket */
char semicolontorightbracket[] = ";\'` /\\=[]";
char semicolontorightbracketshifted[] = ":\"~ \?|+{}";
if ((keyIndex >= SCA_IInputDevice::KX_SEMICOLONKEY)
&& (keyIndex <= SCA_IInputDevice::KX_RIGHTBRACKETKEY)) {
if (shifted) {
return semicolontorightbracketshifted[keyIndex - SCA_IInputDevice::KX_SEMICOLONKEY];
} else {
return semicolontorightbracket[keyIndex - SCA_IInputDevice::KX_SEMICOLONKEY];
}
}
/* keypad2 to padplus */
char pad2topadplus[] = "246813579. 0- +";
if ((keyIndex >= SCA_IInputDevice::KX_PAD2)
&& (keyIndex <= SCA_IInputDevice::KX_PADPLUSKEY)) {
return pad2topadplus[keyIndex - SCA_IInputDevice::KX_PAD2];
}
return '!';
}
/**
* Tests whether this is a delete key.
*/
bool SCA_KeyboardSensor::IsDelete(int keyIndex)
{
if ( (keyIndex == SCA_IInputDevice::KX_DELKEY)
|| (keyIndex == SCA_IInputDevice::KX_BACKSPACEKEY) ) {
return true;
} else {
return false;
}
}
/**
* Tests whether shift is pressed
*/
bool SCA_KeyboardSensor::IsShifted(void)
{
SCA_IInputDevice* inputdev = m_pKeyboardMgr->GetInputDevice();
if ( (inputdev->GetEventValue(SCA_IInputDevice::KX_RIGHTSHIFTKEY).m_status
== SCA_InputEvent::KX_ACTIVE)
|| (inputdev->GetEventValue(SCA_IInputDevice::KX_RIGHTSHIFTKEY).m_status
== SCA_InputEvent::KX_JUSTACTIVATED)
|| (inputdev->GetEventValue(SCA_IInputDevice::KX_LEFTSHIFTKEY).m_status
== SCA_InputEvent::KX_ACTIVE)
|| (inputdev->GetEventValue(SCA_IInputDevice::KX_LEFTSHIFTKEY).m_status
== SCA_InputEvent::KX_JUSTACTIVATED)
) {
return true;
} else {
return false;
}
}
void SCA_KeyboardSensor::LogKeystrokes(void)
{
SCA_IInputDevice* inputdev = m_pKeyboardMgr->GetInputDevice();
int num = inputdev->GetNumActiveEvents();
/* weird loop, this one... */
if (num > 0)
{
int index = 0;
/* Check on all keys whether they were pushed. This does not
* untangle the ordering, so don't type too fast :) */
for (int i=SCA_IInputDevice::KX_BEGINKEY ; i< SCA_IInputDevice::KX_ENDKEY;i++)
{
const SCA_InputEvent & inevent = inputdev->GetEventValue((SCA_IInputDevice::KX_EnumInputs) i);
if (inevent.m_status == SCA_InputEvent::KX_JUSTACTIVATED) //NO_INPUTSTATUS)
{
if (index < num)
{
AddToTargetProp(i);
index++;
}
}
}
}
}
/* ------------------------------------------------------------------------- */
/* Python functions : specific */
/* ------------------------------------------------------------------------- */
PyObject* SCA_KeyboardSensor::PySetAllMode(PyObject* self,
PyObject* args,
PyObject* kwds)
{
bool allkeys;
if (!PyArg_ParseTuple(args, "i", &allkeys))
{
return NULL;
}
m_bAllKeys = allkeys;
Py_Return
}
PyObject* SCA_KeyboardSensor::sPySetAllMode(PyObject* self,
PyObject* args,
PyObject* kwds)
{
// printf("sPyIsPositive\n");
return ((SCA_KeyboardSensor*) self)->PyIsPositive(self, args, kwds);
}
/** 1. GetKey : check which key this sensor looks at */
char SCA_KeyboardSensor::GetKey_doc[] =
"getKey()\n"
"\tReturn the code of the key this sensor is listening to.\n" ;
PyObject* SCA_KeyboardSensor::PyGetKey(PyObject* self, PyObject* args, PyObject* kwds)
{
return PyInt_FromLong(m_hotkey);
}
/** 2. SetKey: change the key to look at */
char SCA_KeyboardSensor::SetKey_doc[] =
"setKey(keycode)\n"
"\t- keycode: any code from GameKeys\n"
"\tSet the key this sensor should listen to.\n" ;
PyObject* SCA_KeyboardSensor::PySetKey(PyObject* self, PyObject* args, PyObject* kwds)
{
int keyCode;
if(!PyArg_ParseTuple(args, "i", &keyCode)) {
return NULL;
}
/* Since we have symbolic constants for this in Python, we don't guard */
/* anything. It's up to the user to provide a sensible number. */
m_hotkey = keyCode;
Py_Return;
}
/** 3. GetHold1 : set the first bucky bit */
char SCA_KeyboardSensor::GetHold1_doc[] =
"getHold1()\n"
"\tReturn the code of the first key modifier to the key this \n"
"\tsensor is listening to.\n" ;
PyObject* SCA_KeyboardSensor::PyGetHold1(PyObject* self, PyObject* args, PyObject* kwds)
{
return PyInt_FromLong(m_qual);
}
/** 4. SetHold1: change the first bucky bit */
char SCA_KeyboardSensor::SetHold1_doc[] =
"setHold1(keycode)\n"
"\t- keycode: any code from GameKeys\n"
"\tSet the first modifier to the key this sensor should listen to.\n" ;
PyObject* SCA_KeyboardSensor::PySetHold1(PyObject* self, PyObject* args, PyObject* kwds)
{
int keyCode;
if(!PyArg_ParseTuple(args, "i", &keyCode)) {
return NULL;
}
/* Since we have symbolic constants for this in Python, we don't guard */
/* anything. It's up to the user to provide a sensible number. */
m_qual = keyCode;
Py_Return;
}
/** 5. GetHold2 : get the second bucky bit */
char SCA_KeyboardSensor::GetHold2_doc[] =
"getHold2()\n"
"\tReturn the code of the second key modifier to the key this \n"
"\tsensor is listening to.\n" ;
PyObject* SCA_KeyboardSensor::PyGetHold2(PyObject* self, PyObject* args, PyObject* kwds)
{
return PyInt_FromLong(m_qual2);
}
/** 6. SetHold2: change the second bucky bit */
char SCA_KeyboardSensor::SetHold2_doc[] =
"setHold2(keycode)\n"
"\t- keycode: any code from GameKeys\n"
"\tSet the first modifier to the key this sensor should listen to.\n" ;
PyObject* SCA_KeyboardSensor::PySetHold2(PyObject* self, PyObject* args, PyObject* kwds)
{
int keyCode;
if(!PyArg_ParseTuple(args, "i", &keyCode)) {
return NULL;
}
/* Since we have symbolic constants for this in Python, we don't guard */
/* anything. It's up to the user to provide a sensible number. */
m_qual2 = keyCode;
Py_Return;
}
char SCA_KeyboardSensor::GetPressedKeys_doc[] =
"getPressedKeys()\n"
"\tGet a list of pressed keys that have either been pressed, or just released this frame.\n" ;
PyObject* SCA_KeyboardSensor::PyGetPressedKeys(PyObject* self, PyObject* args, PyObject* kwds)
{
SCA_IInputDevice* inputdev = m_pKeyboardMgr->GetInputDevice();
int num = inputdev->GetNumJustEvents();
PyObject* resultlist = PyList_New(num);
if (num > 0)
{
int index = 0;
for (int i=SCA_IInputDevice::KX_BEGINKEY ; i< SCA_IInputDevice::KX_ENDKEY;i++)
{
const SCA_InputEvent & inevent = inputdev->GetEventValue((SCA_IInputDevice::KX_EnumInputs) i);
if ((inevent.m_status == SCA_InputEvent::KX_JUSTACTIVATED)
|| (inevent.m_status == SCA_InputEvent::KX_JUSTRELEASED))
{
if (index < num)
{
PyObject* keypair = PyList_New(2);
PyList_SetItem(keypair,0,PyInt_FromLong(i));
PyList_SetItem(keypair,1,PyInt_FromLong(inevent.m_status));
PyList_SetItem(resultlist,index,keypair);
index++;
}
}
}
if (index>0) return resultlist;
}
Py_Return;
}
char SCA_KeyboardSensor::GetCurrentlyPressedKeys_doc[] =
"getCurrentlyPressedKeys()\n"
"\tGet a list of keys that are currently pressed.\n" ;
PyObject* SCA_KeyboardSensor::PyGetCurrentlyPressedKeys(PyObject* self, PyObject* args, PyObject* kwds)
{
SCA_IInputDevice* inputdev = m_pKeyboardMgr->GetInputDevice();
int num = inputdev->GetNumActiveEvents();
PyObject* resultlist = PyList_New(num);
if (num > 0)
{
int index = 0;
for (int i=SCA_IInputDevice::KX_BEGINKEY ; i< SCA_IInputDevice::KX_ENDKEY;i++)
{
const SCA_InputEvent & inevent = inputdev->GetEventValue((SCA_IInputDevice::KX_EnumInputs) i);
if ( (inevent.m_status == SCA_InputEvent::KX_ACTIVE)
|| (inevent.m_status == SCA_InputEvent::KX_JUSTACTIVATED))
{
if (index < num)
{
PyObject* keypair = PyList_New(2);
PyList_SetItem(keypair,0,PyInt_FromLong(i));
PyList_SetItem(keypair,1,PyInt_FromLong(inevent.m_status));
PyList_SetItem(resultlist,index,keypair);
index++;
}
}
}
/* why?*/
if (index > 0) return resultlist;
}
Py_Return;
}
/* ------------------------------------------------------------------------- */
/* Python functions : integration hooks */
/* ------------------------------------------------------------------------- */
PyTypeObject SCA_KeyboardSensor::Type = {
PyObject_HEAD_INIT(&PyType_Type)
0,
"SCA_KeyboardSensor",
sizeof(SCA_KeyboardSensor),
0,
PyDestructor,
0,
__getattr,
__setattr,
0, //&MyPyCompare,
__repr,
0, //&cvalue_as_number,
0,
0,
0,
0
};
PyParentObject SCA_KeyboardSensor::Parents[] = {
&SCA_KeyboardSensor::Type,
&SCA_ISensor::Type,
&SCA_ILogicBrick::Type,
&CValue::Type,
NULL
};
PyMethodDef SCA_KeyboardSensor::Methods[] = {
{"getKey", (PyCFunction) SCA_KeyboardSensor::sPyGetKey, METH_VARARGS, GetKey_doc},
{"setKey", (PyCFunction) SCA_KeyboardSensor::sPySetKey, METH_VARARGS, SetKey_doc},
{"getHold1", (PyCFunction) SCA_KeyboardSensor::sPyGetHold1, METH_VARARGS, GetHold1_doc},
{"setHold1", (PyCFunction) SCA_KeyboardSensor::sPySetHold1, METH_VARARGS, SetHold1_doc},
{"getHold2", (PyCFunction) SCA_KeyboardSensor::sPyGetHold2, METH_VARARGS, GetHold2_doc},
{"setHold2", (PyCFunction) SCA_KeyboardSensor::sPySetHold2, METH_VARARGS, SetHold2_doc},
// {"getUseAllKeys", (PyCFunction) SCA_KeyboardSensor::sPyGetUseAllKeys, METH_VARARGS, GetUseAllKeys_doc},
// {"setUseAllKeys", (PyCFunction) SCA_KeyboardSensor::sPySetUseAllKeys, METH_VARARGS, SetUseAllKeys_doc},
{"getPressedKeys", (PyCFunction) SCA_KeyboardSensor::sPyGetPressedKeys, METH_VARARGS, GetPressedKeys_doc},
{"getCurrentlyPressedKeys", (PyCFunction) SCA_KeyboardSensor::sPyGetCurrentlyPressedKeys, METH_VARARGS, GetCurrentlyPressedKeys_doc},
// {"getKeyEvents", (PyCFunction) SCA_KeyboardSensor::sPyGetKeyEvents, METH_VARARGS, GetKeyEvents_doc},
{NULL,NULL} //Sentinel
};
PyObject*
SCA_KeyboardSensor::_getattr(const STR_String& attr)
{
_getattr_up(SCA_ISensor);
}