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blender-archive/source/gameengine/GamePlayer/common/GPC_KeyboardDevice.cpp
Kent Mein fd7c729bd1 This is patch: [#8216] Make blender compile with gcc 4.3
minus one small include file that was commented out, I'm not
sure why it was commented out but I'm pretty sure its needed.
If there are still problems later we can sort it out, everything
else is pretty simple.

Kent
2008-02-04 21:52:03 +00:00

130 lines
3.6 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 *****
*/
#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;
}
}
}
} else if(kxevent==KX_ENDKEY) {
exit(1);
}
return result;
}
void GPC_KeyboardDevice::HookEscape()
{
m_hookesc = true;
}