blender/source/gameengine/GameLogic/SCA_KeyboardSensor.h
2010-02-12 13:34:04 +00:00

142 lines
3.7 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 *****
* Sensor for keyboard input
*/
#ifndef __KX_KEYBOARDSENSOR
#define __KX_KEYBOARDSENSOR
#include "SCA_ISensor.h"
#include "BoolValue.h"
#include <list>
/**
* The keyboard sensor listens to the keyboard, and passes on events
* on selected keystrokes. It has an alternate mode in which it logs
* keypresses to a property. Note that these modes are not mutually
* exclusive. */
class SCA_KeyboardSensor : public SCA_ISensor
{
Py_Header;
/**
* the key this sensor is sensing for
*/
int m_hotkey;
short int m_qual,m_qual2;
short int m_val;
/**
* If this toggle is true, all incoming key events generate a
* response.
*/
bool m_bAllKeys;
/**
* The name of the property to which logged text is appended. If
* this property is not defined, no logging takes place.
*/
STR_String m_targetprop;
/**
* The property that indicates whether or not to log text when in
* loggin mode. If the property equals 0, no loggin is done. For
* all other values, logging is active. Logging can only become
* active if there is a property to log to. Logging is independant
* from hotkey settings. */
STR_String m_toggleprop;
/**
* Log the keystrokes from the current input buffer.
*/
void LogKeystrokes(void);
/**
* Adds this key-code to the target prop.
*/
void AddToTargetProp(int keyIndex);
/**
* Tests whether shift is pressed.
*/
bool IsShifted(void);
public:
SCA_KeyboardSensor(class 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);
virtual ~SCA_KeyboardSensor();
virtual CValue* GetReplica();
virtual void Init();
short int GetHotkey();
virtual bool Evaluate();
virtual bool IsPositiveTrigger();
bool TriggerOnAllKeys();
#ifndef DISABLE_PYTHON
/* --------------------------------------------------------------------- */
/* Python interface ---------------------------------------------------- */
/* --------------------------------------------------------------------- */
// KeyEvents:
KX_PYMETHOD_DOC_NOARGS(SCA_KeyboardSensor,getEventList);
// KeyStatus:
KX_PYMETHOD_DOC_O(SCA_KeyboardSensor,getKeyStatus);
static PyObject* pyattr_get_events(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
#endif
};
/**
* Transform keycodes to something printable.
*/
char ToCharacter(int keyIndex, bool shifted);
/**
* Determine whether this character can be printed. We cannot use
* the library functions here, because we need to test our own
* keycodes. */
bool IsPrintable(int keyIndex);
/**
* Tests whether this is a delete key.
*/
bool IsDelete(int keyIndex);
#endif //__KX_KEYBOARDSENSOR