6b9f3b5f5c
Remove the last of the odd C++/python wrapper code from http://www.python.org/doc/PyCPP.html (~1998) * Use python subclasses rather then having fake subclassing through get/set attributes calling parent types. * PyObject getset arrays are created while initializing the types, converted from our own attribute arrays. This way python deals with subclasses and we dont have to define getattro or setattro functions for each type. * GameObjects and Scenes no longer have attribute access to properties. only dictionary style access - ob['prop'] * remove each class's get/set/dir functions. * remove isA() methods, can use PyObject_TypeCheck() in C and issubclass() in python. * remove Parents[] array for each C++ class, was only used for isA() and wasnt correct in quite a few cases. * remove PyTypeObject that was being passed as the last argument to each class (the parent classes too). TODO - * Light and VertexProxy need to be converted to using attributes. * memory for getset arrays is never freed, not that bad since its will only allocates once.
169 lines
4.9 KiB
C++
169 lines
4.9 KiB
C++
/**
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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., 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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* ***** END GPL LICENSE BLOCK *****
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* KX_MouseFocusSensor determines mouse in/out/over events.
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*/
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#ifndef __KX_MOUSEFOCUSSENSOR
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#define __KX_MOUSEFOCUSSENSOR
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#include "SCA_MouseSensor.h"
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class KX_RayCast;
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/**
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* The mouse focus sensor extends the basic SCA_MouseSensor. It has
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* been placed in KX because it needs access to the rasterizer and
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* SuMO.
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*
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* - extend the valid modes?
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* - */
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class KX_MouseFocusSensor : public SCA_MouseSensor
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{
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Py_Header;
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public:
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KX_MouseFocusSensor(class SCA_MouseManager* keybdmgr,
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int startx,
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int starty,
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short int mousemode,
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int focusmode,
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KX_Scene* kxscene,
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KX_KetsjiEngine* kxengine,
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SCA_IObject* gameobj);
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virtual ~KX_MouseFocusSensor() { ; };
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virtual CValue* GetReplica() {
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CValue* replica = new KX_MouseFocusSensor(*this);
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// this will copy properties and so on...
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replica->ProcessReplica();
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return replica;
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};
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/**
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* @attention Overrides default evaluate.
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*/
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virtual bool Evaluate();
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virtual void Init();
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virtual bool IsPositiveTrigger() {
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bool result = m_positive_event;
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if (m_invert) result = !result;
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return result;
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};
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bool RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data);
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bool NeedRayCast(KX_ClientObjectInfo* client) { return true; }
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const MT_Point3& RaySource() const;
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const MT_Point3& RayTarget() const;
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const MT_Point3& HitPosition() const;
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const MT_Vector3& HitNormal() const;
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/* --------------------------------------------------------------------- */
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/* Python interface ---------------------------------------------------- */
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/* --------------------------------------------------------------------- */
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KX_PYMETHOD_DOC_NOARGS(KX_MouseFocusSensor,GetRayTarget);
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KX_PYMETHOD_DOC_NOARGS(KX_MouseFocusSensor,GetRaySource);
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KX_PYMETHOD_DOC_NOARGS(KX_MouseFocusSensor,GetHitObject);
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KX_PYMETHOD_DOC_NOARGS(KX_MouseFocusSensor,GetHitPosition);
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KX_PYMETHOD_DOC_NOARGS(KX_MouseFocusSensor,GetHitNormal);
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KX_PYMETHOD_DOC_NOARGS(KX_MouseFocusSensor,GetRayDirection);
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/* attributes */
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static PyObject* pyattr_get_ray_source(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static PyObject* pyattr_get_ray_target(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static PyObject* pyattr_get_ray_direction(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static PyObject* pyattr_get_hit_object(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static PyObject* pyattr_get_hit_position(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static PyObject* pyattr_get_hit_normal(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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/* --------------------------------------------------------------------- */
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SCA_IObject* m_hitObject;
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private:
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/**
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* The focus mode. 1 for handling focus, 0 for not handling, 2 for focus on any object
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*/
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int m_focusmode;
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/**
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* Flags whether the previous test showed a mouse-over.
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*/
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bool m_mouse_over_in_previous_frame;
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/**
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* Flags whether the previous test evaluated positive.
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*/
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bool m_positive_event;
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/**
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* Tests whether the object is in mouse focus for this camera
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*/
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bool ParentObjectHasFocusCamera(KX_Camera *cam);
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/**
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* Tests whether the object is in mouse focus in this scene.
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*/
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bool ParentObjectHasFocus(void);
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/**
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* (in game world coordinates) the place where the object was hit.
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*/
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MT_Point3 m_hitPosition;
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/**
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* (in game world coordinates) the position to which to shoot the ray.
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*/
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MT_Point3 m_prevTargetPoint;
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/**
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* (in game world coordinates) the position from which to shoot the ray.
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*/
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MT_Point3 m_prevSourcePoint;
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/**
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* (in game world coordinates) the face normal of the vertex where
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* the object was hit. */
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MT_Vector3 m_hitNormal;
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/**
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* The KX scene that holds the camera. The camera position
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* determines a part of the start location of the picking ray. */
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KX_Scene* m_kxscene;
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/**
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* The KX engine is needed for computing the viewport */
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KX_KetsjiEngine* m_kxengine;
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};
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#endif //__KX_MOUSESENSOR
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