forked from bartvdbraak/blender
BGE: option in the UI to start with the mouse cursor visible. Patch by Vitor Balbio, changes by me.
---------------------------------- While we are more and more moving towards enabling features in the Python API, it's also important to have Logic Bricks working with no scripts. This option allows you to start the game with the mouse cursor on (it's on Render Buttons). The defalt is still off (no do_version needed here).
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@ -217,7 +217,9 @@ class RENDER_PT_game_player(RenderButtonsPanel, bpy.types.Panel):
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gs = context.scene.game_settings
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layout.prop(gs, "show_fullscreen")
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row = layout.row()
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row.prop(gs, "show_fullscreen")
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row.prop(gs, "show_mouse")
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split = layout.split()
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@ -492,6 +492,7 @@ typedef struct GameData {
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#define GAME_GLSL_NO_EXTRA_TEX (1 << 11)
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#define GAME_IGNORE_DEPRECATION_WARNINGS (1 << 12)
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#define GAME_ENABLE_ANIMATION_RECORD (1 << 13)
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#define GAME_SHOW_MOUSE (1 << 14)
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/* GameData.matmode */
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#define GAME_MAT_TEXFACE 0
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@ -1811,6 +1811,10 @@ static void rna_def_scene_game_data(BlenderRNA *brna)
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RNA_def_property_boolean_sdna(prop, NULL, "flag", GAME_SHOW_PHYSICS);
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RNA_def_property_ui_text(prop, "Show Physics Visualization", "Show a visualization of physics bounds and interactions");
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prop= RNA_def_property(srna, "show_mouse", PROP_BOOLEAN, PROP_NONE);
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RNA_def_property_boolean_sdna(prop, NULL, "flag", GAME_SHOW_MOUSE);
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RNA_def_property_ui_text(prop, "Show Mouse", "Start player with a visible mouse cursor");
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prop= RNA_def_property(srna, "use_frame_rate", PROP_BOOLEAN, PROP_NONE);
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RNA_def_property_boolean_negative_sdna(prop, NULL, "flag", GAME_ENABLE_ALL_FRAMES);
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RNA_def_property_ui_text(prop, "Use Frame Rate", "Respect the frame rate rather than rendering as many frames as possible");
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@ -176,11 +176,18 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
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bool nodepwarnings = (SYS_GetCommandLineInt(syshandle, "ignore_deprecation_warnings", 0) != 0);
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#endif
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bool novertexarrays = (SYS_GetCommandLineInt(syshandle, "novertexarrays", 0) != 0);
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bool mouse_state = startscene->gm.flag & GAME_SHOW_MOUSE;
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if(animation_record) usefixed= true; /* override since you's always want fixed time for sim recording */
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// create the canvas, rasterizer and rendertools
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RAS_ICanvas* canvas = new KX_BlenderCanvas(win, area_rect, ar);
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canvas->SetMouseState(RAS_ICanvas::MOUSE_INVISIBLE);
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// default mouse state set on render panel
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if (mouse_state)
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canvas->SetMouseState(RAS_ICanvas::MOUSE_NORMAL);
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else
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canvas->SetMouseState(RAS_ICanvas::MOUSE_INVISIBLE);
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RAS_IRenderTools* rendertools = new KX_BlenderRenderTools();
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RAS_IRasterizer* rasterizer = NULL;
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@ -546,7 +546,10 @@ bool GPG_Application::initEngine(GHOST_IWindow* window, const int stereoMode)
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if (!m_canvas)
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return false;
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m_canvas->Init();
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m_canvas->Init();
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if (gm->flag & GAME_SHOW_MOUSE)
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m_canvas->SetMouseState(RAS_ICanvas::MOUSE_NORMAL);
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m_rendertools = new GPC_RenderTools();
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if (!m_rendertools)
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goto initFailed;
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