2002-10-12 11:37:38 +00:00
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/**
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* Sensor for mouse input
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*
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*
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* $Id$
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*
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2008-04-16 22:40:48 +00:00
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* ***** BEGIN GPL LICENSE BLOCK *****
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2002-10-12 11:37:38 +00:00
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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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2008-04-16 22:40:48 +00:00
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* of the License, or (at your option) any later version.
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2002-10-12 11:37:38 +00:00
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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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2008-04-16 22:40:48 +00:00
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* ***** END GPL LICENSE BLOCK *****
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2002-10-12 11:37:38 +00:00
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*/
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#include "SCA_MouseSensor.h"
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#include "SCA_EventManager.h"
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#include "SCA_MouseManager.h"
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#include "SCA_LogicManager.h"
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#include "SCA_IInputDevice.h"
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#include "ConstExpr.h"
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#include <iostream>
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2002-11-25 15:29:57 +00:00
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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2002-10-12 11:37:38 +00:00
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/* ------------------------------------------------------------------------- */
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/* Native functions */
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/* ------------------------------------------------------------------------- */
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SCA_MouseSensor::SCA_MouseSensor(SCA_MouseManager* eventmgr,
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int startx,int starty,
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short int mousemode,
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SCA_IObject* gameobj,
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PyTypeObject* T)
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: SCA_ISensor(gameobj,eventmgr, T),
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m_pMouseMgr(eventmgr),
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m_x(startx),
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m_y(starty)
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{
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m_mousemode = mousemode;
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m_triggermode = true;
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switch (m_mousemode) {
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case KX_MOUSESENSORMODE_LEFTBUTTON:
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m_hotkey = SCA_IInputDevice::KX_LEFTMOUSE;
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break;
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case KX_MOUSESENSORMODE_MIDDLEBUTTON:
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m_hotkey = SCA_IInputDevice::KX_MIDDLEMOUSE;
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break;
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case KX_MOUSESENSORMODE_RIGHTBUTTON:
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m_hotkey = SCA_IInputDevice::KX_RIGHTMOUSE;
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break;
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2004-05-02 23:45:03 +00:00
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case KX_MOUSESENSORMODE_WHEELUP:
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m_hotkey = SCA_IInputDevice::KX_WHEELUPMOUSE;
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break;
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case KX_MOUSESENSORMODE_WHEELDOWN:
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m_hotkey = SCA_IInputDevice::KX_WHEELDOWNMOUSE;
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break;
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2002-10-12 11:37:38 +00:00
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default:
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; /* ignore, no hotkey */
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}
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BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of
sensor and actuators, full GUI support and selective display of sensors and actuators.
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value;
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers
that belong to active states. Sensors and actuators don't have a state mask but are effectively
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated,
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated,
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more
controllers of a single state) will generate a pulse each time the state becomes active. This feature is
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object.
The Ini button sets the state mask back to the object default state. You can change the default state
of object by first selecting the desired state mask and storing using the menu under the State button.
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender,
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility.
The new Sta button in the sensor and actuator column header allows you to display only the sensors and
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller
of the state as the state name. The GUI will support that convention by displaying as a hint the name
of the first controller of the state when you move the mouse over a state bit of the object state mask
or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are
part of a logical group, it is recommended to put the state engine only in the main object and to
link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1
so that all the controllers belong to this single state. This ensures backward compatibility with
existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are
guaranteed to execute before being eventually disabled due to the state change. This is useful for
example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
are acticated again, they will behave as follow:
* keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive
to new key press.
* collision sensor: objects already colliding won't be detected. Only new collisions are
detected.
* near and radar sensor: same as collision sensor.
2008-06-22 14:23:57 +00:00
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|
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Init();
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|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
|
BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of
sensor and actuators, full GUI support and selective display of sensors and actuators.
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value;
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers
that belong to active states. Sensors and actuators don't have a state mask but are effectively
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated,
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated,
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more
controllers of a single state) will generate a pulse each time the state becomes active. This feature is
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object.
The Ini button sets the state mask back to the object default state. You can change the default state
of object by first selecting the desired state mask and storing using the menu under the State button.
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender,
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility.
The new Sta button in the sensor and actuator column header allows you to display only the sensors and
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller
of the state as the state name. The GUI will support that convention by displaying as a hint the name
of the first controller of the state when you move the mouse over a state bit of the object state mask
or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are
part of a logical group, it is recommended to put the state engine only in the main object and to
link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1
so that all the controllers belong to this single state. This ensures backward compatibility with
existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are
guaranteed to execute before being eventually disabled due to the state change. This is useful for
example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
are acticated again, they will behave as follow:
* keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive
to new key press.
* collision sensor: objects already colliding won't be detected. Only new collisions are
detected.
* near and radar sensor: same as collision sensor.
2008-06-22 14:23:57 +00:00
|
|
|
void SCA_MouseSensor::Init()
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{
|
2008-06-23 20:26:48 +00:00
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m_val = (m_invert)?1:0; /* stores the latest attribute */
|
2002-10-12 11:37:38 +00:00
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}
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SCA_MouseSensor::~SCA_MouseSensor()
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{
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/* Nothing to be done here. */
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}
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CValue* SCA_MouseSensor::GetReplica()
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{
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CValue* replica = new SCA_MouseSensor(*this);
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// this will copy properties and so on...
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CValue::AddDataToReplica(replica);
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return replica;
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}
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bool SCA_MouseSensor::IsPositiveTrigger()
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{
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bool result = (m_val != 0);
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if (m_invert)
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result = !result;
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return result;
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}
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short int SCA_MouseSensor::GetModeKey()
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{
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return m_mousemode;
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}
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SCA_IInputDevice::KX_EnumInputs SCA_MouseSensor::GetHotKey()
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{
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return m_hotkey;
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}
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bool SCA_MouseSensor::Evaluate(CValue* event)
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|
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{
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bool result = false;
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SCA_IInputDevice* mousedev = m_pMouseMgr->GetInputDevice();
|
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|
|
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|
|
// SCA_ILogicBrick::RegisterEvent(event);
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|
|
// if (m_mousemode == KX_MOUSESENSORMODE_MOVEMENT) cout << "\nChecking for movement...";
|
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|
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//CValue* val = event->GetProperty("val");
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|
|
|
|
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|
/* both MOUSEX and MOUSEY. Treat all of these as key-presses. */
|
|
|
|
/* So, treat KX_MOUSESENSORMODE_POSITION as */
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|
|
|
/* KX_MOUSESENSORMODE_POSITIONX || KX_MOUSESENSORMODE_POSITIONY */
|
|
|
|
|
|
|
|
switch (m_mousemode) {
|
|
|
|
case KX_MOUSESENSORMODE_LEFTBUTTON:
|
|
|
|
case KX_MOUSESENSORMODE_MIDDLEBUTTON:
|
|
|
|
case KX_MOUSESENSORMODE_RIGHTBUTTON:
|
2004-05-02 23:45:03 +00:00
|
|
|
case KX_MOUSESENSORMODE_WHEELUP:
|
|
|
|
case KX_MOUSESENSORMODE_WHEELDOWN:
|
2002-10-12 11:37:38 +00:00
|
|
|
{
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|
|
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const SCA_InputEvent& event = mousedev->GetEventValue(m_hotkey);
|
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|
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if (event.m_status == SCA_InputEvent::KX_JUSTACTIVATED)
|
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|
|
{
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|
|
m_val = 1;
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|
|
result = true;
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|
|
|
} else
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|
|
|
{
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|
if (event.m_status == SCA_InputEvent::KX_JUSTRELEASED)
|
|
|
|
{
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|
|
m_val = 0;
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result = true;
|
2008-05-01 20:43:18 +00:00
|
|
|
} else
|
|
|
|
{
|
|
|
|
if (event.m_status == SCA_InputEvent::KX_ACTIVE)
|
|
|
|
{
|
|
|
|
if (m_val == 0)
|
|
|
|
{
|
2008-06-23 20:26:48 +00:00
|
|
|
if (m_level)
|
|
|
|
{
|
|
|
|
m_val = 1;
|
|
|
|
result = true;
|
|
|
|
}
|
2008-05-01 20:43:18 +00:00
|
|
|
}
|
|
|
|
} else
|
|
|
|
{
|
|
|
|
if (m_val == 1)
|
|
|
|
{
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|
|
|
m_val = 0;
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|
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|
result = true;
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|
|
|
}
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
case KX_MOUSESENSORMODE_MOVEMENT:
|
|
|
|
|
|
|
|
{
|
|
|
|
const SCA_InputEvent& eventX = mousedev->GetEventValue(SCA_IInputDevice::KX_MOUSEX);
|
|
|
|
const SCA_InputEvent& eventY = mousedev->GetEventValue(SCA_IInputDevice::KX_MOUSEY);
|
|
|
|
|
|
|
|
if (eventX.m_status == SCA_InputEvent::KX_JUSTACTIVATED ||
|
|
|
|
eventY.m_status == SCA_InputEvent::KX_JUSTACTIVATED ||
|
|
|
|
eventX.m_status == SCA_InputEvent::KX_ACTIVE ||
|
|
|
|
eventY.m_status == SCA_InputEvent::KX_ACTIVE)
|
|
|
|
|
|
|
|
{
|
|
|
|
m_val = 1;
|
|
|
|
result = true;
|
|
|
|
} else
|
|
|
|
{
|
|
|
|
if (eventX.m_status == SCA_InputEvent::KX_JUSTRELEASED ||
|
|
|
|
eventY.m_status == SCA_InputEvent::KX_JUSTRELEASED )
|
|
|
|
{
|
|
|
|
m_val = 0;
|
|
|
|
result = true;
|
2008-05-01 20:43:18 +00:00
|
|
|
} else
|
|
|
|
{
|
|
|
|
if (m_val == 1)
|
|
|
|
{
|
|
|
|
m_val = 0;
|
|
|
|
result = true;
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
default:
|
|
|
|
; /* error */
|
|
|
|
}
|
|
|
|
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
void SCA_MouseSensor::setX(short x)
|
|
|
|
{
|
|
|
|
m_x = x;
|
|
|
|
}
|
|
|
|
|
|
|
|
void SCA_MouseSensor::setY(short y)
|
|
|
|
{
|
|
|
|
m_y = y;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool SCA_MouseSensor::isValid(SCA_MouseSensor::KX_MOUSESENSORMODE m)
|
|
|
|
{
|
|
|
|
bool res = false;
|
|
|
|
|
|
|
|
res = ((m > KX_MOUSESENSORMODE_NODEF) && (m < KX_MOUSESENSORMODE_MAX));
|
|
|
|
|
|
|
|
return res;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* ------------------------------------------------------------------------- */
|
|
|
|
/* Python functions */
|
|
|
|
/* ------------------------------------------------------------------------- */
|
|
|
|
|
|
|
|
/* Integration hooks ------------------------------------------------------- */
|
|
|
|
PyTypeObject SCA_MouseSensor::Type = {
|
|
|
|
PyObject_HEAD_INIT(&PyType_Type)
|
|
|
|
0,
|
|
|
|
"SCA_MouseSensor",
|
|
|
|
sizeof(SCA_MouseSensor),
|
|
|
|
0,
|
|
|
|
PyDestructor,
|
|
|
|
0,
|
|
|
|
__getattr,
|
|
|
|
__setattr,
|
|
|
|
0, //&MyPyCompare,
|
|
|
|
__repr,
|
|
|
|
0, //&cvalue_as_number,
|
|
|
|
0,
|
|
|
|
0,
|
|
|
|
0,
|
|
|
|
0
|
|
|
|
};
|
|
|
|
|
|
|
|
PyParentObject SCA_MouseSensor::Parents[] = {
|
|
|
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&SCA_MouseSensor::Type,
|
|
|
|
&SCA_ISensor::Type,
|
|
|
|
&SCA_ILogicBrick::Type,
|
|
|
|
&CValue::Type,
|
|
|
|
NULL
|
|
|
|
};
|
|
|
|
|
|
|
|
PyMethodDef SCA_MouseSensor::Methods[] = {
|
|
|
|
{"getXPosition", (PyCFunction) SCA_MouseSensor::sPyGetXPosition, METH_VARARGS, GetXPosition_doc},
|
|
|
|
{"getYPosition", (PyCFunction) SCA_MouseSensor::sPyGetYPosition, METH_VARARGS, GetYPosition_doc},
|
|
|
|
{NULL,NULL} //Sentinel
|
|
|
|
};
|
|
|
|
|
2004-05-16 13:05:15 +00:00
|
|
|
PyObject* SCA_MouseSensor::_getattr(const STR_String& attr) {
|
2002-10-12 11:37:38 +00:00
|
|
|
_getattr_up(SCA_ISensor);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* get x position ---------------------------------------------------------- */
|
|
|
|
char SCA_MouseSensor::GetXPosition_doc[] =
|
|
|
|
"getXPosition\n"
|
|
|
|
"\tReturns the x-coordinate of the mouse sensor, in frame coordinates.\n"
|
|
|
|
"\tThe lower-left corner is the origin. The coordinate is given in\n"
|
|
|
|
"\tpixels\n";
|
|
|
|
PyObject* SCA_MouseSensor::PyGetXPosition(PyObject* self,
|
|
|
|
PyObject* args,
|
|
|
|
PyObject* kwds) {
|
|
|
|
return PyInt_FromLong(m_x);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* get y position ---------------------------------------------------------- */
|
|
|
|
char SCA_MouseSensor::GetYPosition_doc[] =
|
|
|
|
"getYPosition\n"
|
|
|
|
"\tReturns the y-coordinate of the mouse sensor, in frame coordinates.\n"
|
|
|
|
"\tThe lower-left corner is the origin. The coordinate is given in\n"
|
|
|
|
"\tpixels\n";
|
|
|
|
PyObject* SCA_MouseSensor::PyGetYPosition(PyObject* self,
|
|
|
|
PyObject* args,
|
|
|
|
PyObject* kwds) {
|
|
|
|
return PyInt_FromLong(m_y);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* eof */
|