blender/source/gameengine/BlenderRoutines/KX_BlenderKeyboardDevice.cpp
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

173 lines
4.8 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 *****
*/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#ifdef WIN32
// annoying warnings about truncated STL debug info
#pragma warning (disable :4786)
#endif
#include "KX_BlenderKeyboardDevice.h"
KX_BlenderKeyboardDevice::KX_BlenderKeyboardDevice()
: m_hookesc(false)
{
}
KX_BlenderKeyboardDevice::~KX_BlenderKeyboardDevice()
{
}
/**
IsPressed gives boolean information about keyboard status, true if pressed, false if not
*/
bool KX_BlenderKeyboardDevice::IsPressed(SCA_IInputDevice::KX_EnumInputs inputcode)
{
const SCA_InputEvent & inevent = m_eventStatusTables[m_currentTable][inputcode];
bool pressed = (inevent.m_status == SCA_InputEvent::KX_JUSTACTIVATED ||
inevent.m_status == SCA_InputEvent::KX_ACTIVE);
return pressed;
}
/*const SCA_InputEvent& KX_BlenderKeyboardDevice::GetEventValue(SCA_IInputDevice::KX_EnumInputs inputcode)
{
return m_eventStatusTables[m_currentTable][inputcode];
}
*/
/**
NextFrame toggles currentTable with previousTable,
and copy relevant event information from previous to current
(pressed keys need to be remembered)
*/
void KX_BlenderKeyboardDevice::NextFrame()
{
SCA_IInputDevice::NextFrame();
// now convert justpressed keyevents into regular (active) keyevents
int previousTable = 1-m_currentTable;
for (int keyevent= KX_BEGINKEY; keyevent< KX_ENDKEY;keyevent++)
{
SCA_InputEvent& oldevent = m_eventStatusTables[previousTable][keyevent];
if (oldevent.m_status == SCA_InputEvent::KX_JUSTACTIVATED ||
oldevent.m_status == SCA_InputEvent::KX_ACTIVE )
{
m_eventStatusTables[m_currentTable][keyevent] = oldevent;
m_eventStatusTables[m_currentTable][keyevent].m_status = SCA_InputEvent::KX_ACTIVE;
}
}
}
/**
ConvertBlenderEvent translates blender keyboard events into ketsji kbd events
extra event information is stored, like ramp-mode (just released/pressed)
*/
bool KX_BlenderKeyboardDevice::ConvertBlenderEvent(unsigned short incode,short val)
{
bool result = false;
// convert event
KX_EnumInputs kxevent = this->ToNative(incode);
// only process it, if it's a key
if (kxevent >= KX_BEGINKEY && kxevent < KX_ENDKEY)
{
int previousTable = 1-m_currentTable;
if (val > 0)
{
if (kxevent == KX_ESCKEY && val != 0 && !m_hookesc)
result = true;
if (kxevent == KX_PAUSEKEY && val && (IsPressed(KX_LEFTCTRLKEY) || IsPressed(KX_RIGHTCTRLKEY)))
result = true;
// todo: convert val ??
m_eventStatusTables[m_currentTable][kxevent].m_eventval = val ; //???
switch (m_eventStatusTables[previousTable][kxevent].m_status)
{
case SCA_InputEvent::KX_JUSTACTIVATED:
{
m_eventStatusTables[m_currentTable][kxevent].m_status = SCA_InputEvent::KX_ACTIVE;
break;
}
case SCA_InputEvent::KX_ACTIVE:
{
m_eventStatusTables[m_currentTable][kxevent].m_status = SCA_InputEvent::KX_ACTIVE;
break;
}
case SCA_InputEvent::KX_NO_INPUTSTATUS:
{
m_eventStatusTables[m_currentTable][kxevent].m_status = SCA_InputEvent::KX_JUSTACTIVATED;
break;
}
default:
{
m_eventStatusTables[m_currentTable][kxevent].m_status = SCA_InputEvent::KX_JUSTACTIVATED;
}
}
} else
{
// blender eventval == 0
switch (m_eventStatusTables[previousTable][kxevent].m_status)
{
case SCA_InputEvent::KX_JUSTACTIVATED:
{
m_eventStatusTables[m_currentTable][kxevent].m_status = SCA_InputEvent::KX_JUSTRELEASED;
break;
}
case SCA_InputEvent::KX_ACTIVE:
{
m_eventStatusTables[m_currentTable][kxevent].m_status = SCA_InputEvent::KX_JUSTRELEASED;
break;
}
default:
{
m_eventStatusTables[m_currentTable][kxevent].m_status = SCA_InputEvent::KX_NO_INPUTSTATUS;
}
}
}
}
return result;
}
void KX_BlenderKeyboardDevice::HookEscape()
{
m_hookesc = true;
}