blender/source/gameengine/Ketsji/KX_MouseFocusSensor.h
Chris Want 0a2b71a3a4 Getting blender to compile for IRIX, in particular:
IK: needed to change abs() to TNT::abs() (thanks brecht!)

Freetype: FT_ENCODING_UNICODE typecast to FT_CharMap (thanks intrr!)

header_image: missing include for liballoc stuff

Ketsji: needed to declare m_hitObject as public in KX_MouseFocusSensor.h.
This is probably the wrong thing to do, but KX_MouseFocusSensor.cpp
compilation fails on line 279 otherwise.
2005-09-14 21:50:37 +00:00

163 lines
4.4 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
* KX_MouseFocusSensor determines mouse in/out/over events.
*/
#ifndef __KX_MOUSEFOCUSSENSOR
#define __KX_MOUSEFOCUSSENSOR
#include "SCA_MouseSensor.h"
/**
* The mouse focus sensor extends the basic SCA_MouseSensor. It has
* been placed in KX because it needs access to the rasterizer and
* SuMO.
*
* - extend the valid modes?
* - */
class KX_MouseFocusSensor : public SCA_MouseSensor
{
Py_Header;
public:
KX_MouseFocusSensor(class SCA_MouseManager* keybdmgr,
int startx,
int starty,
short int mousemode,
int focusmode,
RAS_ICanvas* canvas,
KX_Scene* kxscene,
SCA_IObject* gameobj,
PyTypeObject* T=&Type );
virtual ~KX_MouseFocusSensor() { ; };
virtual CValue* GetReplica() {
CValue* replica = new KX_MouseFocusSensor(*this);
// this will copy properties and so on...
CValue::AddDataToReplica(replica);
return replica;
};
/**
* @attention Overrides default evaluate.
*/
virtual bool Evaluate(CValue* event);
virtual bool IsPositiveTrigger() {
bool result = m_positive_event;
if (m_invert) result = !result;
return result;
};
bool RayHit(KX_ClientObjectInfo* client, MT_Point3& hit_point, MT_Vector3& hit_normal, void * const data);
/* --------------------------------------------------------------------- */
/* Python interface ---------------------------------------------------- */
/* --------------------------------------------------------------------- */
virtual PyObject* _getattr(const STR_String& attr);
KX_PYMETHOD_DOC(KX_MouseFocusSensor,GetRayTarget);
KX_PYMETHOD_DOC(KX_MouseFocusSensor,GetRaySource);
KX_PYMETHOD_DOC(KX_MouseFocusSensor,GetHitObject);
KX_PYMETHOD_DOC(KX_MouseFocusSensor,GetHitPosition);
KX_PYMETHOD_DOC(KX_MouseFocusSensor,GetHitNormal);
KX_PYMETHOD_DOC(KX_MouseFocusSensor,GetRayDirection);
/* --------------------------------------------------------------------- */
SCA_IObject* m_hitObject;
private:
/**
* The focus mode. 1 for handling focus, 0 for not handling, 2 for focus on any object
*/
int m_focusmode;
/**
* Flags whether the previous test showed a mouse-over.
*/
bool m_mouse_over_in_previous_frame;
/**
* Flags whether the previous test evaluated positive.
*/
bool m_positive_event;
/**
* Tests whether the object is in mouse focus in this frame.
*/
bool ParentObjectHasFocus(void);
/**
* (in game world coordinates) the place where the object was hit.
*/
MT_Point3 m_hitPosition;
/**
* (in game world coordinates) the position to which to shoot the ray.
*/
MT_Point3 m_prevTargetPoint;
/**
* (in game world coordinates) the position from which to shoot the ray.
*/
MT_Point3 m_prevSourcePoint;
/**
* (in game world coordinates) the face normal of the vertex where
* the object was hit. */
MT_Vector3 m_hitNormal;
/**
* Ref to the engine, for retrieving a reference to the current
* scene. */
class KX_KetsjiEngine* m_engine;
/**
* The active canvas. The size of this canvas determines a part of
* the start position of the picking ray. */
RAS_ICanvas* m_gp_canvas;
/**
* The KX scene that holds the camera. The camera position
* determines a part of the start location of the picking ray. */
KX_Scene* m_kxscene;
};
#endif //__KX_MOUSESENSOR