Tested with GameLogic.mouse.position and mouse over sensor. It should be working with other mouse sensor as well. If not, please help to test and report a bug. (couldn't test blenderplayer but it should be working there as well). (Benoit, this is the same patch that I sent you. I hope it's OOP enough. Looking forward to hear from you on that) I believe that this was the last "mouse" related bug we had reported. MouseLoook scripts should be working 100% in Blender/BGE 2.50 now \o/
		
			
				
	
	
		
			109 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			109 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/**
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 * Manager for mouse events
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 *
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 *
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 * $Id$
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 *
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 * ***** BEGIN GPL LICENSE BLOCK *****
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 *
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 * This program is free software; you can redistribute it and/or
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 * modify it under the terms of the GNU General Public License
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 * as published by the Free Software Foundation; either version 2
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 * of the License, or (at your option) any later version.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software Foundation,
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 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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 *
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 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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 * All rights reserved.
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 *
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 * The Original Code is: all of this file.
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 *
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 * Contributor(s): none yet.
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 *
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 * ***** END GPL LICENSE BLOCK *****
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 */
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#ifdef WIN32
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// This warning tells us about truncation of __long__ stl-generated names.
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// It can occasionally cause DevStudio to have internal compiler warnings.
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#pragma warning( disable : 4786 )     
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#endif
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#include "BoolValue.h"
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#include "SCA_MouseManager.h"
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#include "SCA_MouseSensor.h"
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#include "IntValue.h"
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#include "RAS_ICanvas.h"
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SCA_MouseManager::SCA_MouseManager(SCA_LogicManager* logicmgr,
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								   SCA_IInputDevice* mousedev,
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								   RAS_ICanvas* canvas)
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	:	SCA_EventManager(logicmgr, MOUSE_EVENTMGR),
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		m_mousedevice (mousedev),
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		m_canvas(canvas)
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{
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	m_xpos = 0;
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	m_ypos = 0;
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}
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SCA_MouseManager::~SCA_MouseManager()
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{
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}
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SCA_IInputDevice* SCA_MouseManager::GetInputDevice()
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{
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	return m_mousedevice;
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}
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void SCA_MouseManager::NextFrame()
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{
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	if (m_mousedevice)
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	{
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		SG_DList::iterator<SCA_ISensor> it(m_sensors);
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		for (it.begin();!it.end();++it)
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		{
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			SCA_MouseSensor* mousesensor = (SCA_MouseSensor*)(*it);
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			// (0,0) is the Upper Left corner in our local window
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			// coordinates
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			if (!mousesensor->IsSuspended())
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			{
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				const SCA_InputEvent& event1 = 
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					m_mousedevice->GetEventValue(SCA_IInputDevice::KX_MOUSEX);
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				const SCA_InputEvent& event2 = 
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					m_mousedevice->GetEventValue(SCA_IInputDevice::KX_MOUSEY);
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				int mx = this->m_canvas->GetMouseX(event1.m_eventval);
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				int my = this->m_canvas->GetMouseY(event2.m_eventval);
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				mousesensor->setX(mx);
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				mousesensor->setY(my);
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				mousesensor->Activate(m_logicmgr);
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			}
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		}
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	}
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}
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bool SCA_MouseManager::IsPressed(SCA_IInputDevice::KX_EnumInputs inputcode)
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{
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	/* We should guard for non-mouse events maybe? A rather silly side       */
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	/* effect here is that position-change events are considered presses as  */
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	/* well.                                                                 */
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	return m_mousedevice->IsPressed(inputcode);
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}
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