blender/source/gameengine/BlenderRoutines/KX_BlenderCanvas.cpp

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/*
* ***** BEGIN GPL LICENSE BLOCK *****
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*
* 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.
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*
* 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,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
* 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 LICENSE BLOCK *****
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*/
/** \file gameengine/BlenderRoutines/KX_BlenderCanvas.cpp
* \ingroup blroutines
*/
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#include "KX_BlenderCanvas.h"
#include "DNA_screen_types.h"
#include <stdio.h>
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KX_BlenderCanvas::KX_BlenderCanvas(struct wmWindow *win, RAS_Rect &rect, struct ARegion *ar) :
m_win(win),
m_frame_rect(rect)
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{
// initialize area so that it's available for game logic on frame 1 (ImageViewport)
m_area_rect = rect;
// area boundaries needed for mouse coordinates in Letterbox framing mode
m_area_left = ar->winrct.xmin;
m_area_top = ar->winrct.ymax;
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}
KX_BlenderCanvas::~KX_BlenderCanvas()
{
}
void KX_BlenderCanvas::Init()
{
glDepthFunc(GL_LEQUAL);
}
void KX_BlenderCanvas::SwapBuffers()
{
BL_SwapBuffers(m_win);
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}
void KX_BlenderCanvas::ResizeWindow(int width, int height)
{
// Not implemented for the embedded player
}
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void KX_BlenderCanvas::BeginFrame()
{
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
}
void KX_BlenderCanvas::EndFrame()
{
// this is needed, else blender distorts a lot
glPopAttrib();
glPushAttrib(GL_ALL_ATTRIB_BITS);
glDisable(GL_FOG);
}
void KX_BlenderCanvas::ClearColor(float r,float g,float b,float a)
{
glClearColor(r,g,b,a);
}
void KX_BlenderCanvas::ClearBuffer(int type)
{
int ogltype = 0;
if (type & RAS_ICanvas::COLOR_BUFFER )
ogltype |= GL_COLOR_BUFFER_BIT;
if (type & RAS_ICanvas::DEPTH_BUFFER )
ogltype |= GL_DEPTH_BUFFER_BIT;
glClear(ogltype);
}
int KX_BlenderCanvas::GetWidth(
) const {
return m_frame_rect.GetWidth();
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}
int KX_BlenderCanvas::GetHeight(
) const {
return m_frame_rect.GetHeight();
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}
int KX_BlenderCanvas::GetMouseX(int x)
{
float left = GetWindowArea().GetLeft();
return float(x - (left - m_area_left));
}
int KX_BlenderCanvas::GetMouseY(int y)
{
float top = GetWindowArea().GetTop();
return float(y - (m_area_top - top));
}
float KX_BlenderCanvas::GetMouseNormalizedX(int x)
{
int can_x = GetMouseX(x);
return float(can_x)/this->GetWidth();
}
float KX_BlenderCanvas::GetMouseNormalizedY(int y)
{
int can_y = GetMouseY(y);
return float(can_y)/this->GetHeight();
}
RAS_Rect &
KX_BlenderCanvas::
GetWindowArea(
){
return m_area_rect;
}
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void
KX_BlenderCanvas::
SetViewPort(
int x1, int y1,
int x2, int y2
){
/* x1 and y1 are the min pixel coordinate (e.g. 0)
x2 and y2 are the max pixel coordinate
the width,height is calculated including both pixels
therefore: max - min + 1
*/
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int vp_width = (x2 - x1) + 1;
int vp_height = (y2 - y1) + 1;
int minx = m_frame_rect.GetLeft();
int miny = m_frame_rect.GetBottom();
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m_area_rect.SetLeft(minx + x1);
m_area_rect.SetBottom(miny + y1);
m_area_rect.SetRight(minx + x2);
m_area_rect.SetTop(miny + y2);
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glViewport(minx + x1, miny + y1, vp_width, vp_height);
glScissor(minx + x1, miny + y1, vp_width, vp_height);
}
void KX_BlenderCanvas::SetMouseState(RAS_MouseState mousestate)
{
Patch #21789 - BGE Keyboard and Mouse Python types - by Mitchell Stokes(Moguri) The patch exposes mouse and keyboard read-only properties in the GameLogic module Also renames bge.keys to bge.events (* Note: name of bge submodules (logic, render, ...) may change before 2.5 final release [right Campbell?]). """ This patch adds two new types to the BGE: SCA_PythonKeyboard SCA_PythonMouse These two types allow users to make use of the keyboard and mouse without the need for a keyboard or mouse sensor. SCA_PythonKeyboard has an events property that acts just like SCA_KeyboardSensor.events. SCA_PythonMouse also has an events property to check for mouse events. Further more it supports getting and setting normalized cursor position (from 0.0 to 1.0) with SCA_PythonMouse.position. The cursor can be shown/hidden using SCA_PythonMouse.visible. """ Its use is similar with current mouse and keyboard controllers. With the exception of mouse position being normalized and writable as well (replacing Rasterizer.setMousePosition). Code Sample: ###### from bge import logic, events mouse = logic.mouse keyboard = logic.keyboard for key,status in keyboard.events: if status == logic.KX_INPUT_JUST_ACTIVATED: if key == events.WKEY: print(mouse.position) # move_forward() mouse.visible = True # turn cursor visible mouse.position = 0.5,0.5 # centralize mouse - use tuple ###### * Important Note: mouse.position still will not work properly for Letterbox mode. In order to fix letterboxing I may need to move the set x,y mouse function to inside the canvas code (to avoid duplicated code between mouse sensor and bge.logic.mouse). I'll leave this for another commit though. Thanks Mitchell for the work on that.
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m_mousestate = mousestate;
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switch (mousestate)
{
case MOUSE_INVISIBLE:
{
BL_HideMouse(m_win);
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break;
}
case MOUSE_WAIT:
{
BL_WaitMouse(m_win);
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break;
}
case MOUSE_NORMAL:
{
BL_NormalMouse(m_win);
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break;
}
default:
{
}
}
}
// (0,0) is top left, (width,height) is bottom right
void KX_BlenderCanvas::SetMousePosition(int x,int y)
{
int winX = m_frame_rect.GetLeft();
int winY = m_frame_rect.GetBottom();
int winH = m_frame_rect.GetHeight();
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BL_warp_pointer(m_win, winX + x, winY + (winH-y));
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}
void KX_BlenderCanvas::MakeScreenShot(const char* filename)
{
ScrArea area_dummy= {0};
area_dummy.totrct.xmin = m_frame_rect.GetLeft();
area_dummy.totrct.xmax = m_frame_rect.GetRight();
area_dummy.totrct.ymin = m_frame_rect.GetBottom();
area_dummy.totrct.ymax = m_frame_rect.GetTop();
BL_MakeScreenShot(&area_dummy, filename);
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}