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OISKeyboard.h - Hosted on DriveHQ Cloud IT Platform
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路径: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\include\OIS\OISKeyboard.h
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/* The zlib/libpng License Copyright (c) 2006 Phillip Castaneda (pjcast -- www.wreckedgames.com) This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ #ifndef OIS_Keyboard_H #define OIS_Keyboard_H #include "OISObject.h" #include "OISEvents.h" namespace OIS { //! Keyboard scan codes enum KeyCode { KC_UNASSIGNED = 0x00, KC_ESCAPE = 0x01, KC_1 = 0x02, KC_2 = 0x03, KC_3 = 0x04, KC_4 = 0x05, KC_5 = 0x06, KC_6 = 0x07, KC_7 = 0x08, KC_8 = 0x09, KC_9 = 0x0A, KC_0 = 0x0B, KC_MINUS = 0x0C, // - on main keyboard KC_EQUALS = 0x0D, KC_BACK = 0x0E, // backspace KC_TAB = 0x0F, KC_Q = 0x10, KC_W = 0x11, KC_E = 0x12, KC_R = 0x13, KC_T = 0x14, KC_Y = 0x15, KC_U = 0x16, KC_I = 0x17, KC_O = 0x18, KC_P = 0x19, KC_LBRACKET = 0x1A, KC_RBRACKET = 0x1B, KC_RETURN = 0x1C, // Enter on main keyboard KC_LCONTROL = 0x1D, KC_A = 0x1E, KC_S = 0x1F, KC_D = 0x20, KC_F = 0x21, KC_G = 0x22, KC_H = 0x23, KC_J = 0x24, KC_K = 0x25, KC_L = 0x26, KC_SEMICOLON = 0x27, KC_APOSTROPHE = 0x28, KC_GRAVE = 0x29, // accent KC_LSHIFT = 0x2A, KC_BACKSLASH = 0x2B, KC_Z = 0x2C, KC_X = 0x2D, KC_C = 0x2E, KC_V = 0x2F, KC_B = 0x30, KC_N = 0x31, KC_M = 0x32, KC_COMMA = 0x33, KC_PERIOD = 0x34, // . on main keyboard KC_SLASH = 0x35, // / on main keyboard KC_RSHIFT = 0x36, KC_MULTIPLY = 0x37, // * on numeric keypad KC_LMENU = 0x38, // left Alt KC_SPACE = 0x39, KC_CAPITAL = 0x3A, KC_F1 = 0x3B, KC_F2 = 0x3C, KC_F3 = 0x3D, KC_F4 = 0x3E, KC_F5 = 0x3F, KC_F6 = 0x40, KC_F7 = 0x41, KC_F8 = 0x42, KC_F9 = 0x43, KC_F10 = 0x44, KC_NUMLOCK = 0x45, KC_SCROLL = 0x46, // Scroll Lock KC_NUMPAD7 = 0x47, KC_NUMPAD8 = 0x48, KC_NUMPAD9 = 0x49, KC_SUBTRACT = 0x4A, // - on numeric keypad KC_NUMPAD4 = 0x4B, KC_NUMPAD5 = 0x4C, KC_NUMPAD6 = 0x4D, KC_ADD = 0x4E, // + on numeric keypad KC_NUMPAD1 = 0x4F, KC_NUMPAD2 = 0x50, KC_NUMPAD3 = 0x51, KC_NUMPAD0 = 0x52, KC_DECIMAL = 0x53, // . on numeric keypad KC_OEM_102 = 0x56, // < > | on UK/Germany keyboards KC_F11 = 0x57, KC_F12 = 0x58, KC_F13 = 0x64, // (NEC PC98) KC_F14 = 0x65, // (NEC PC98) KC_F15 = 0x66, // (NEC PC98) KC_KANA = 0x70, // (Japanese keyboard) KC_ABNT_C1 = 0x73, // / ? on Portugese (Brazilian) keyboards KC_CONVERT = 0x79, // (Japanese keyboard) KC_NOCONVERT = 0x7B, // (Japanese keyboard) KC_YEN = 0x7D, // (Japanese keyboard) KC_ABNT_C2 = 0x7E, // Numpad . on Portugese (Brazilian) keyboards KC_NUMPADEQUALS= 0x8D, // = on numeric keypad (NEC PC98) KC_PREVTRACK = 0x90, // Previous Track (KC_CIRCUMFLEX on Japanese keyboard) KC_AT = 0x91, // (NEC PC98) KC_COLON = 0x92, // (NEC PC98) KC_UNDERLINE = 0x93, // (NEC PC98) KC_KANJI = 0x94, // (Japanese keyboard) KC_STOP = 0x95, // (NEC PC98) KC_AX = 0x96, // (Japan AX) KC_UNLABELED = 0x97, // (J3100) KC_NEXTTRACK = 0x99, // Next Track KC_NUMPADENTER = 0x9C, // Enter on numeric keypad KC_RCONTROL = 0x9D, KC_MUTE = 0xA0, // Mute KC_CALCULATOR = 0xA1, // Calculator KC_PLAYPAUSE = 0xA2, // Play / Pause KC_MEDIASTOP = 0xA4, // Media Stop KC_VOLUMEDOWN = 0xAE, // Volume - KC_VOLUMEUP = 0xB0, // Volume + KC_WEBHOME = 0xB2, // Web home KC_NUMPADCOMMA = 0xB3, // , on numeric keypad (NEC PC98) KC_DIVIDE = 0xB5, // / on numeric keypad KC_SYSRQ = 0xB7, KC_RMENU = 0xB8, // right Alt KC_PAUSE = 0xC5, // Pause KC_HOME = 0xC7, // Home on arrow keypad KC_UP = 0xC8, // UpArrow on arrow keypad KC_PGUP = 0xC9, // PgUp on arrow keypad KC_LEFT = 0xCB, // LeftArrow on arrow keypad KC_RIGHT = 0xCD, // RightArrow on arrow keypad KC_END = 0xCF, // End on arrow keypad KC_DOWN = 0xD0, // DownArrow on arrow keypad KC_PGDOWN = 0xD1, // PgDn on arrow keypad KC_INSERT = 0xD2, // Insert on arrow keypad KC_DELETE = 0xD3, // Delete on arrow keypad KC_LWIN = 0xDB, // Left Windows key KC_RWIN = 0xDC, // Right Windows key KC_APPS = 0xDD, // AppMenu key KC_POWER = 0xDE, // System Power KC_SLEEP = 0xDF, // System Sleep KC_WAKE = 0xE3, // System Wake KC_WEBSEARCH = 0xE5, // Web Search KC_WEBFAVORITES= 0xE6, // Web Favorites KC_WEBREFRESH = 0xE7, // Web Refresh KC_WEBSTOP = 0xE8, // Web Stop KC_WEBFORWARD = 0xE9, // Web Forward KC_WEBBACK = 0xEA, // Web Back KC_MYCOMPUTER = 0xEB, // My Computer KC_MAIL = 0xEC, // Mail KC_MEDIASELECT = 0xED // Media Select }; /** Specialised for key events */ class _OISExport KeyEvent : public EventArg { public: KeyEvent( Object* obj, KeyCode kc, unsigned int txt ) : EventArg(obj), key(kc), text(txt) {} virtual ~KeyEvent() {} //! KeyCode of event const KeyCode key; //! Text character, depends on current TextTranslationMode unsigned int text; }; /** To recieve buffered keyboard input, derive a class from this, and implement the methods here. Then set the call back to your Keyboard instance with Keyboard::setEventCallback */ class _OISExport KeyListener { public: virtual ~KeyListener() {} virtual bool keyPressed( const KeyEvent &arg ) = 0; virtual bool keyReleased( const KeyEvent &arg ) = 0; }; /** Keyboard base class. To be implemented by specific system (ie. DirectX Keyboard) This class is useful as you remain OS independent using this common interface. */ class _OISExport Keyboard : public Object { public: virtual ~Keyboard() {}; /** @remarks Returns true if key is donwn @param key A KeyCode to check */ virtual bool isKeyDown( KeyCode key ) = 0; /** @remarks Register/unregister a Keyboard Listener - Only one allowed for simplicity. If broadcasting is neccessary, just broadcast from the callback you registered. @param keyListener Send a pointer to a class derived from KeyListener or 0 to clear the callback */ virtual void setEventCallback( KeyListener *keyListener ) {listener=keyListener;} /** @remarks Returns currently set callback.. or 0 */ KeyListener* getEventCallback() {return listener;} //! TextTranslation Mode enum TextTranslationMode { Off, Unicode, Ascii }; /** @remarks Enable extra processing to translate KC_*** to an actual text character based off of locale. Different managers may implement none or all. Check the translation mode after setting to be sure @param mode Off, Unicode, Ascii */ virtual void setTextTranslation( TextTranslationMode mode ); /** @remarks Returns current translation mode */ TextTranslationMode getTextTranslation(){return mTextMode;} /** @remarks Translates KeyCode to string representation. For example, KC_ENTER will be "Enter" - Locale specific of course. @param kc KeyCode to convert @returns The string as determined from the current locale */ virtual const std::string& getAsString( KeyCode kc ) = 0; //! Enum of bit position of modifer enum Modifier { Shift = 0x0000001, Ctrl = 0x0000010, Alt = 0x0000100 }; /** @remarks Check modifier status */ bool isModifierDown( Modifier mod ); /** @remarks Copies the state of the keys into the sent buffer (in the form of 1 is down and 0 is up) */ virtual void copyKeyStates( char keys[256] ) = 0; protected: Keyboard(); //! Bit field that holds status of Alt, Ctrl, Shift unsigned int mModifiers; //! Used for buffered/actionmapping callback KeyListener *listener; //! The current translation mode TextTranslationMode mTextMode; }; } #endif
OISKeyboard.h
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