blender/source/gameengine/GamePlayer/common/GPC_KeyboardDevice.h
Kester Maddock 7b2567924b Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware.
Keyboard sensors can now hook escape key.  Ctrl-Break can be used from within blender if you've forgotten an end game actuator.

Fixed a stupid bug preventing some actuators working (like TrackTo).
2004-10-16 11:41:50 +00:00

92 lines
2.2 KiB
C++

/**
* $Id$
*
* ***** 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;
bool m_hookesc;
public:
GPC_KeyboardDevice()
: m_hookesc(false)
{
}
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();
};
#endif // _GPC_KEYBOARDDEVICE_H