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authorCampbell Barton <ideasman42@gmail.com>2009-04-10 02:15:26 +0400
committerCampbell Barton <ideasman42@gmail.com>2009-04-10 02:15:26 +0400
commitac45472a1707934573a12d629a21a81c3ed409ba (patch)
tree4f32be22a7959c8db8c99d9f642e6071fc73420c
parentb0cca7de267f84768ee1eba0955373a24b661aad (diff)
BGE Bugfix
The End key didn't work work at all for the keyboard sensor. Removed getEventList() since it was added since 2.48a release.
-rw-r--r--source/gameengine/BlenderRoutines/KX_BlenderKeyboardDevice.cpp4
-rw-r--r--source/gameengine/GameLogic/SCA_KeyboardSensor.cpp35
-rw-r--r--source/gameengine/GamePlayer/common/GPC_KeyboardDevice.cpp8
-rw-r--r--source/gameengine/PyDoc/SCA_KeyboardSensor.py9
4 files changed, 10 insertions, 46 deletions
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderKeyboardDevice.cpp b/source/gameengine/BlenderRoutines/KX_BlenderKeyboardDevice.cpp
index 4b794380610..877a0d39acf 100644
--- a/source/gameengine/BlenderRoutines/KX_BlenderKeyboardDevice.cpp
+++ b/source/gameengine/BlenderRoutines/KX_BlenderKeyboardDevice.cpp
@@ -74,7 +74,7 @@ void KX_BlenderKeyboardDevice::NextFrame()
// now convert justpressed keyevents into regular (active) keyevents
int previousTable = 1-m_currentTable;
- for (int keyevent= KX_BEGINKEY; keyevent< KX_ENDKEY;keyevent++)
+ for (int keyevent= KX_BEGINKEY; keyevent<= KX_ENDKEY;keyevent++)
{
SCA_InputEvent& oldevent = m_eventStatusTables[previousTable][keyevent];
if (oldevent.m_status == SCA_InputEvent::KX_JUSTACTIVATED ||
@@ -100,7 +100,7 @@ bool KX_BlenderKeyboardDevice::ConvertBlenderEvent(unsigned short incode,short v
KX_EnumInputs kxevent = this->ToNative(incode);
// only process it, if it's a key
- if (kxevent >= KX_BEGINKEY && kxevent < KX_ENDKEY)
+ if (kxevent >= KX_BEGINKEY && kxevent <= KX_ENDKEY)
{
int previousTable = 1-m_currentTable;
diff --git a/source/gameengine/GameLogic/SCA_KeyboardSensor.cpp b/source/gameengine/GameLogic/SCA_KeyboardSensor.cpp
index 6c6f5b4d5e4..ecdf889124d 100644
--- a/source/gameengine/GameLogic/SCA_KeyboardSensor.cpp
+++ b/source/gameengine/GameLogic/SCA_KeyboardSensor.cpp
@@ -148,7 +148,7 @@ bool SCA_KeyboardSensor::Evaluate(CValue* eventval)
bool justreleased = false;
bool active = false;
- for (int i=SCA_IInputDevice::KX_BEGINKEY ; i< SCA_IInputDevice::KX_ENDKEY;i++)
+ for (int i=SCA_IInputDevice::KX_BEGINKEY ; i<= SCA_IInputDevice::KX_ENDKEY;i++)
{
const SCA_InputEvent & inevent = inputdev->GetEventValue((SCA_IInputDevice::KX_EnumInputs) i);
switch (inevent.m_status)
@@ -387,7 +387,7 @@ void SCA_KeyboardSensor::LogKeystrokes(void)
int index = 0;
/* Check on all keys whether they were pushed. This does not
* untangle the ordering, so don't type too fast :) */
- for (int i=SCA_IInputDevice::KX_BEGINKEY ; i< SCA_IInputDevice::KX_ENDKEY;i++)
+ for (int i=SCA_IInputDevice::KX_BEGINKEY ; i<= SCA_IInputDevice::KX_ENDKEY;i++)
{
const SCA_InputEvent & inevent = inputdev->GetEventValue((SCA_IInputDevice::KX_EnumInputs) i);
if (inevent.m_status == SCA_InputEvent::KX_JUSTACTIVATED) //NO_INPUTSTATUS)
@@ -522,7 +522,7 @@ PyObject* SCA_KeyboardSensor::PyGetPressedKeys(PyObject* self, PyObject* args, P
int index = 0;
- for (int i=SCA_IInputDevice::KX_BEGINKEY ; i< SCA_IInputDevice::KX_ENDKEY;i++)
+ for (int i=SCA_IInputDevice::KX_BEGINKEY ; i<= SCA_IInputDevice::KX_ENDKEY;i++)
{
const SCA_InputEvent & inevent = inputdev->GetEventValue((SCA_IInputDevice::KX_EnumInputs) i);
if ((inevent.m_status == SCA_InputEvent::KX_JUSTACTIVATED)
@@ -562,7 +562,7 @@ PyObject* SCA_KeyboardSensor::PyGetCurrentlyPressedKeys(PyObject* self, PyObject
{
int index = 0;
- for (int i=SCA_IInputDevice::KX_BEGINKEY ; i< SCA_IInputDevice::KX_ENDKEY;i++)
+ for (int i=SCA_IInputDevice::KX_BEGINKEY ; i<= SCA_IInputDevice::KX_ENDKEY;i++)
{
const SCA_InputEvent & inevent = inputdev->GetEventValue((SCA_IInputDevice::KX_EnumInputs) i);
if ( (inevent.m_status == SCA_InputEvent::KX_ACTIVE)
@@ -583,30 +583,6 @@ PyObject* SCA_KeyboardSensor::PyGetCurrentlyPressedKeys(PyObject* self, PyObject
return resultlist;
}
-
-KX_PYMETHODDEF_DOC_NOARGS(SCA_KeyboardSensor, getEventList,
-"getEventList()\n"
-"\tGet the list of the keyboard events in this frame.\n")
-{
- ShowDeprecationWarning("getEventList()", "events");
-
- SCA_IInputDevice* inputdev = m_pKeyboardMgr->GetInputDevice();
-
- PyObject* resultlist = PyList_New(0);
-
- for (int i=SCA_IInputDevice::KX_BEGINKEY ; i< SCA_IInputDevice::KX_ENDKEY;i++)
- {
- const SCA_InputEvent & inevent = inputdev->GetEventValue((SCA_IInputDevice::KX_EnumInputs) i);
- if (inevent.m_status != SCA_InputEvent::KX_NO_INPUTSTATUS)
- {
- PyObject* keypair = PyList_New(2);
- PyList_SET_ITEM(keypair,0,PyInt_FromLong(i));
- PyList_SetItem(keypair,1,PyInt_FromLong(inevent.m_status));
- PyList_Append(resultlist,keypair);
- }
- }
- return resultlist;
-}
//<---- Deprecated
KX_PYMETHODDEF_DOC_O(SCA_KeyboardSensor, getKeyStatus,
@@ -673,7 +649,6 @@ PyMethodDef SCA_KeyboardSensor::Methods[] = {
{"getPressedKeys", (PyCFunction) SCA_KeyboardSensor::sPyGetPressedKeys, METH_VARARGS, (PY_METHODCHAR)GetPressedKeys_doc},
{"getCurrentlyPressedKeys", (PyCFunction) SCA_KeyboardSensor::sPyGetCurrentlyPressedKeys, METH_VARARGS, (PY_METHODCHAR)GetCurrentlyPressedKeys_doc},
//<----- Deprecated
- KX_PYMETHODTABLE_NOARGS(SCA_KeyboardSensor, getEventList),
KX_PYMETHODTABLE_O(SCA_KeyboardSensor, getKeyStatus),
{NULL,NULL} //Sentinel
};
@@ -709,7 +684,7 @@ PyObject* SCA_KeyboardSensor::pyattr_get_events(void *self_v, const KX_PYATTRIBU
PyObject* resultlist = PyList_New(0);
- for (int i=SCA_IInputDevice::KX_BEGINKEY ; i< SCA_IInputDevice::KX_ENDKEY;i++)
+ for (int i=SCA_IInputDevice::KX_BEGINKEY ; i<= SCA_IInputDevice::KX_ENDKEY;i++)
{
const SCA_InputEvent & inevent = inputdev->GetEventValue((SCA_IInputDevice::KX_EnumInputs) i);
if (inevent.m_status != SCA_InputEvent::KX_NO_INPUTSTATUS)
diff --git a/source/gameengine/GamePlayer/common/GPC_KeyboardDevice.cpp b/source/gameengine/GamePlayer/common/GPC_KeyboardDevice.cpp
index 474df9276a7..472ff580392 100644
--- a/source/gameengine/GamePlayer/common/GPC_KeyboardDevice.cpp
+++ b/source/gameengine/GamePlayer/common/GPC_KeyboardDevice.cpp
@@ -42,7 +42,7 @@ void GPC_KeyboardDevice::NextFrame()
// Now convert justpressed key events into regular (active) keyevents
int previousTable = 1-m_currentTable;
- for (int keyevent= KX_BEGINKEY; keyevent< KX_ENDKEY;keyevent++)
+ for (int keyevent= KX_BEGINKEY; keyevent<= KX_ENDKEY;keyevent++)
{
SCA_InputEvent& oldevent = m_eventStatusTables[previousTable][keyevent];
if (oldevent.m_status == SCA_InputEvent::KX_JUSTACTIVATED ||
@@ -69,7 +69,7 @@ bool GPC_KeyboardDevice::ConvertEvent(int incode, int val)
KX_EnumInputs kxevent = this->ToNative(incode);
// only process it, if it's a key
- if (kxevent >= KX_BEGINKEY && kxevent < KX_ENDKEY)
+ if (kxevent >= KX_BEGINKEY && kxevent <= KX_ENDKEY)
{
int previousTable = 1-m_currentTable;
@@ -114,9 +114,7 @@ bool GPC_KeyboardDevice::ConvertEvent(int incode, int val)
}
}
}
- } else if(kxevent==KX_ENDKEY) {
- exit(1);
- }
+ }
return result;
}
diff --git a/source/gameengine/PyDoc/SCA_KeyboardSensor.py b/source/gameengine/PyDoc/SCA_KeyboardSensor.py
index 93a09acafcf..8abb1fda762 100644
--- a/source/gameengine/PyDoc/SCA_KeyboardSensor.py
+++ b/source/gameengine/PyDoc/SCA_KeyboardSensor.py
@@ -31,15 +31,6 @@ class SCA_KeyboardSensor(SCA_ISensor):
@type events: list [[keycode, status], ...]
"""
- def getEventList():
- """
- Get a list of pressed keys that have either been pressed, or just released, or are active this frame.
-
- B{DEPRECATED: Use the "events" property instead}.
-
- @rtype: list of key status. [[keycode, status]]
- @return: A list of keyboard events
- """
def getKeyStatus(keycode):
"""