blender/source/gameengine/GamePlayer/common/unix/GPU_KeyboardDevice.h
2010-09-04 19:06:15 +00:00

62 lines
1.7 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 __GPU_KEYBOARDDEVICE_H
#define __GPU_KEYBOARDDEVICE_H
#include <X11/keysym.h>
#include <X11/X.h> // Brilliant name, eh? Stupid !@#!$!@#@@% This is
// actually needed so as not to get name clashes between Object from
// blender and Object from X11... The proper include would be
// Intrinsic.h . Yes, we are a bunch of sado-masochists. Let's hurt
// ourselves!
#include "GPC_KeyboardDevice.h"
class GPU_KeyboardDevice : public GPC_KeyboardDevice
{
public:
void register_X_key_down_event(KeySym k);
void register_X_key_up_event(KeySym k);
GPU_KeyboardDevice(void);
virtual ~GPU_KeyboardDevice()
{
/* intentionally empty */
}
private:
SCA_IInputDevice::KX_EnumInputs
convert_x_keycode_to_kx_keycode(unsigned int key);
};
#endif // _GPU_KEYBOARDDEVICE_H