blender/source/gameengine/GamePlayer/common/GPC_KeyboardDevice.cpp
2010-02-12 13:34:04 +00:00

125 lines
3.4 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 *****
*/
#include "GPC_KeyboardDevice.h"
#include <cstdlib>
/**
* NextFrame toggles currentTable with previousTable,
* and copies relevant event information from previous to current table
* (pressed keys need to be remembered).
*/
void GPC_KeyboardDevice::NextFrame()
{
SCA_IInputDevice::NextFrame();
// Now convert justpressed key events 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;
//m_eventStatusTables[m_currentTable][keyevent].m_status = SCA_InputEvent::KX_JUSTACTIVATED ;
}
}
}
/**
* ConvertBPEvent translates Windows keyboard events into ketsji kbd events.
* Extra event information is stored, like ramp-mode (just released/pressed)
*/
bool GPC_KeyboardDevice::ConvertEvent(int incode, int 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 == SCA_IInputDevice::KX_ESCKEY && val != 0 && !m_hookesc)
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:
case SCA_InputEvent::KX_ACTIVE:
{
m_eventStatusTables[m_currentTable][kxevent].m_status = SCA_InputEvent::KX_ACTIVE;
break;
}
case SCA_InputEvent::KX_NO_INPUTSTATUS:
default:
{
m_eventStatusTables[m_currentTable][kxevent].m_status = SCA_InputEvent::KX_JUSTACTIVATED;
}
}
} else
{
switch (m_eventStatusTables[previousTable][kxevent].m_status)
{
case SCA_InputEvent::KX_JUSTACTIVATED:
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 GPC_KeyboardDevice::HookEscape()
{
m_hookesc = true;
}