double thePressure)
{
Standard_Mutex::Sentry aLock (myLock);
- if (myKeys[theKey].Status != KeyStatus_Pressed)
+ if (myKeys[theKey].KStatus != KeyStatus_Pressed)
{
- myKeys[theKey].Status = KeyStatus_Pressed;
+ myKeys[theKey].KStatus = KeyStatus_Pressed;
myKeys[theKey].TimeDown = theTime;
}
myKeys[theKey].Pressure = thePressure;
double theTime)
{
Standard_Mutex::Sentry aLock (myLock);
- if (myKeys[theKey].Status == KeyStatus_Pressed)
+ if (myKeys[theKey].KStatus == KeyStatus_Pressed)
{
- myKeys[theKey].Status = KeyStatus_Released;
+ myKeys[theKey].KStatus = KeyStatus_Released;
myKeys[theKey].TimeUp = theTime;
}
const Aspect_VKey aKeyUp = thePressure < 0 ? thePositive : theNegative;
KeyDown (aKeyDown, theTime, Abs (thePressure));
- if (myKeys[aKeyUp].Status == KeyStatus_Pressed)
+ if (myKeys[aKeyUp].KStatus == KeyStatus_Pressed)
{
KeyUp (aKeyUp, theTime);
}
}
else
{
- if (myKeys[theNegative].Status == KeyStatus_Pressed)
+ if (myKeys[theNegative].KStatus == KeyStatus_Pressed)
{
KeyUp (theNegative, theTime);
}
- if (myKeys[thePositive].Status == KeyStatus_Pressed)
+ if (myKeys[thePositive].KStatus == KeyStatus_Pressed)
{
KeyUp (thePositive, theTime);
}
double& thePressure)
{
Standard_Mutex::Sentry aLock (myLock);
- switch (myKeys[theKey].Status)
+ switch (myKeys[theKey].KStatus)
{
case KeyStatus_Free:
{
}
case KeyStatus_Released:
{
- myKeys[theKey].Status = KeyStatus_Free;
+ myKeys[theKey].KStatus = KeyStatus_Free;
theDuration = myKeys[theKey].TimeUp - myKeys[theKey].TimeDown;
thePressure = myKeys[theKey].Pressure;
return true;
bool IsFreeKey (Aspect_VKey theKey) const
{
Standard_Mutex::Sentry aLock (myLock);
- return myKeys[theKey].Status == KeyStatus_Free;
+ return myKeys[theKey].KStatus == KeyStatus_Free;
}
//! Return TRUE if key is in Pressed state.
bool IsKeyDown (Aspect_VKey theKey) const
{
Standard_Mutex::Sentry aLock (myLock);
- return myKeys[theKey].Status == KeyStatus_Pressed;
+ return myKeys[theKey].KStatus == KeyStatus_Pressed;
}
//! Return mutex for thread-safe updates.
//! Structure defining key state.
struct KeyState
{
- KeyState() : TimeDown (0.0), TimeUp (0.0), Pressure (1.0), Status (KeyStatus_Free) {}
+ KeyState() : TimeDown (0.0), TimeUp (0.0), Pressure (1.0), KStatus (KeyStatus_Free) {}
void Reset()
{
- Status = KeyStatus_Free;
+ KStatus = KeyStatus_Free;
TimeDown = 0.0;
TimeUp = 0.0;
Pressure = 1.0;
double TimeDown; //!< time of key press event
double TimeUp; //!< time of key release event
double Pressure; //!< key pressure
- KeyStatus Status; //!< key status
+ KeyStatus KStatus; //!< key status
};
private: