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-rw-r--r--src/input/qkeyboardinput.cpp10
1 files changed, 6 insertions, 4 deletions
diff --git a/src/input/qkeyboardinput.cpp b/src/input/qkeyboardinput.cpp
index 1c502bb1a..5ecba9962 100644
--- a/src/input/qkeyboardinput.cpp
+++ b/src/input/qkeyboardinput.cpp
@@ -41,7 +41,9 @@
QT_BEGIN_NAMESPACE
-namespace Qt3D {
+using namespace Qt3D;
+
+namespace Qt3DInput {
/*!
\class Qt3D::QKeyboardInputPrivate
@@ -152,7 +154,7 @@ const QByteArray keyToSignal(int key)
return keySignal;
}
-void QKeyboardInput::sceneChangeEvent(const QSceneChangePtr &change)
+void QKeyboardInput::sceneChangeEvent(const Qt3D::QSceneChangePtr &change)
{
QBackendScenePropertyChangePtr e = qSharedPointerCast<QBackendScenePropertyChange>(change);
if (e->type() == NodeUpdated) {
@@ -174,7 +176,7 @@ void QKeyboardInput::keyEvent(Q3DKeyEvent *event)
QByteArray keySignal = keyToSignal(event->key());
if (!keySignal.isEmpty()) {
- keySignal += "(Qt3D::Q3DKeyEvent*)";
+ keySignal += "(Qt3DInput::Q3DKeyEvent*)";
// TO DO: Finding if the signal is connected to anything before doing the invocation
// could be an improvement
// That's what QQ2 does but since it accesses QML private classes to do so, that may not be
@@ -406,6 +408,6 @@ void QKeyboardInput::setFocus(bool focus)
qmlsignal Qt3D.Input::KeyboardInput::released(KeyEvent event)
*/
-} // Qt3D
+} // namespace Qt3DInput
QT_END_NAMESPACE