98ee2a781d
when python is disabled videotextures are not built.
172 lines
4.7 KiB
C++
172 lines
4.7 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* eventmgr,
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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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bool bTouchPulse,
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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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#ifndef DISABLE_PYTHON
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/* --------------------------------------------------------------------- */
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/* Python interface ---------------------------------------------------- */
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/* --------------------------------------------------------------------- */
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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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#endif // DISABLE_PYTHON
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/* --------------------------------------------------------------------- */
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SCA_IObject* m_hitObject;
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void* m_hitObject_Last; /* only use for comparison, never access */
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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 changes in hit object should trigger a pulse
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*/
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bool m_bTouchPulse;
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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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