 edc56fae18
			
		
	
	edc56fae18
	
	
	
		
			
			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/
		
			
				
	
	
		
			208 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			208 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /**
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|  * $Id$
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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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| 
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| #include "KX_BlenderCanvas.h"
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| #include "DNA_screen_types.h"
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| #include "stdio.h"
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| 
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| 
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| KX_BlenderCanvas::KX_BlenderCanvas(struct wmWindow *win, RAS_Rect &rect, struct ARegion *ar) :
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| m_win(win),
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| m_frame_rect(rect)
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| {
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| 	// area boundaries needed for mouse coordinates in Letterbox framing mode
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| 	m_area_left = ar->winrct.xmin;
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| 	m_area_top = ar->winrct.ymax;
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| }
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| 
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| KX_BlenderCanvas::~KX_BlenderCanvas()
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| {
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| }
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| 
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| void KX_BlenderCanvas::Init()
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| {
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| 	glDepthFunc(GL_LEQUAL);
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| }	
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| 
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| 
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| void KX_BlenderCanvas::SwapBuffers()
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| {
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| 	BL_SwapBuffers(m_win);
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| }
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| 
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| void KX_BlenderCanvas::BeginFrame()
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| {
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| 	glEnable(GL_DEPTH_TEST);
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| 	glDepthFunc(GL_LEQUAL);
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| 
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| }
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| 
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| 
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| void KX_BlenderCanvas::EndFrame()
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| {
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| 		// this is needed, else blender distorts a lot
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| 	glPopAttrib();
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| 	glPushAttrib(GL_ALL_ATTRIB_BITS);
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| 		
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| 	glDisable(GL_FOG);
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| }
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| 
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| 
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| 
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| void KX_BlenderCanvas::ClearColor(float r,float g,float b,float a)
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| {
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| 	glClearColor(r,g,b,a);
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| }
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| 
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| 
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| 
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| void KX_BlenderCanvas::ClearBuffer(int type)
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| {
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| 	int ogltype = 0;
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| 
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| 	if (type & RAS_ICanvas::COLOR_BUFFER )
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| 		ogltype |= GL_COLOR_BUFFER_BIT;
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| 
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| 	if (type & RAS_ICanvas::DEPTH_BUFFER )
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| 		ogltype |= GL_DEPTH_BUFFER_BIT;
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| 	glClear(ogltype);
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| }
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| 
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| int KX_BlenderCanvas::GetWidth(
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| ) const {
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| 	return m_frame_rect.GetWidth();
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| }
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| 
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| int KX_BlenderCanvas::GetHeight(
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| ) const {
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| 	return m_frame_rect.GetHeight();
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| }
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| 
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| int KX_BlenderCanvas::GetMouseX(int x)
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| {
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| 	float left = GetWindowArea().GetLeft();
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| 	return float(x - (left - m_area_left));
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| }
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| 
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| int KX_BlenderCanvas::GetMouseY(int y)
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| {
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| 	float top = GetWindowArea().GetTop();
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| 	return float(y - (m_area_top - top));
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| }
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| 
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| float KX_BlenderCanvas::GetMouseNormalizedX(int x)
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| {
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| 	int can_x = GetMouseX(x);
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| 	return float(can_x)/this->GetWidth();
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| }
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| 
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| float KX_BlenderCanvas::GetMouseNormalizedY(int y)
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| {
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| 	int can_y = GetMouseY(y);
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| 	return float(can_y)/this->GetHeight();
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| }
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| 
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| RAS_Rect &
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| KX_BlenderCanvas::
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| GetWindowArea(
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| ){
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| 	return m_area_rect;
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| }	
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| 
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| 	void
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| KX_BlenderCanvas::
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| SetViewPort(
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| 	int x1, int y1,
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| 	int x2, int y2
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| ){
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| 	/*	x1 and y1 are the min pixel coordinate (e.g. 0)
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| 		x2 and y2 are the max pixel coordinate
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| 		the width,height is calculated including both pixels
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| 		therefore: max - min + 1
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| 	*/
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| 	int vp_width = (x2 - x1) + 1;
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| 	int vp_height = (y2 - y1) + 1;
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| 	int minx = m_frame_rect.GetLeft();
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| 	int miny = m_frame_rect.GetBottom();
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| 
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| 	m_area_rect.SetLeft(minx + x1);
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| 	m_area_rect.SetBottom(miny + y1);
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| 	m_area_rect.SetRight(minx + x2);
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| 	m_area_rect.SetTop(miny + y2);
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| 
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| 	glViewport(minx + x1, miny + y1, vp_width, vp_height);
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| 	glScissor(minx + x1, miny + y1, vp_width, vp_height);
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| }
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| 
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| 
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| void KX_BlenderCanvas::SetMouseState(RAS_MouseState mousestate)
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| {
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| 	m_mousestate = mousestate;
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| 
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| 	switch (mousestate)
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| 	{
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| 	case MOUSE_INVISIBLE:
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| 		{
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| 			BL_HideMouse(m_win);
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| 			break;
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| 		}
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| 	case MOUSE_WAIT:
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| 		{
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| 			BL_WaitMouse(m_win);
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| 			break;
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| 		}
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| 	case MOUSE_NORMAL:
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| 		{
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| 			BL_NormalMouse(m_win);
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| 			break;
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| 		}
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| 	default:
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| 		{
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| 		}
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| 	}
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| }
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| 
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| 
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| 
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| //	(0,0) is top left, (width,height) is bottom right
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| void KX_BlenderCanvas::SetMousePosition(int x,int y)
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| {
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| 	int winX = m_frame_rect.GetLeft();
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| 	int winY = m_frame_rect.GetBottom();
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| 	int winH = m_frame_rect.GetHeight();
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| 	
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| 	BL_warp_pointer(m_win, winX + x, winY + (winH-y));
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| }
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| 
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| 
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| 
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| void KX_BlenderCanvas::MakeScreenShot(const char* filename)
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| {
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| //	BL_MakeScreenShot(m_ar, filename);
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| }
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