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author | Kester Maddock <Christopher.Maddock.1@uni.massey.ac.nz> | 2004-10-16 15:41:50 +0400 |
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committer | Kester Maddock <Christopher.Maddock.1@uni.massey.ac.nz> | 2004-10-16 15:41:50 +0400 |
commit | 7b2567924b9b86961cd4c07b76653f49939cab1c (patch) | |
tree | adcf1091db6f3f78c05c6b02c567a9b77fc10092 /source/gameengine/GamePlayer/common/GPC_KeyboardDevice.h | |
parent | 063982914038ecd578bab7849a1e94cccbb8d8b9 (diff) |
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).
Diffstat (limited to 'source/gameengine/GamePlayer/common/GPC_KeyboardDevice.h')
-rw-r--r-- | source/gameengine/GamePlayer/common/GPC_KeyboardDevice.h | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/source/gameengine/GamePlayer/common/GPC_KeyboardDevice.h b/source/gameengine/GamePlayer/common/GPC_KeyboardDevice.h index 678200b62d9..da3dc2398dd 100644 --- a/source/gameengine/GamePlayer/common/GPC_KeyboardDevice.h +++ b/source/gameengine/GamePlayer/common/GPC_KeyboardDevice.h @@ -58,9 +58,11 @@ protected: * System dependent keyboard codes are stored as ints. */ std::map<int, KX_EnumInputs> m_reverseKeyTranslateTable; + bool m_hookesc; public: GPC_KeyboardDevice() + : m_hookesc(false) { } @@ -81,6 +83,8 @@ public: } virtual bool ConvertEvent(int incode, int val); + + virtual void HookEscape(); }; #endif // _GPC_KEYBOARDDEVICE_H |