Tested with GameLogic.mouse.position and mouse over sensor.
It should be working with other mouse sensor as well. If not, please help to test and report a bug.
(couldn't test blenderplayer but it should be working there as well).
(Benoit, this is the same patch that I sent you. I hope it's OOP enough. Looking forward to hear from you on that)
I believe that this was the last "mouse" related bug we had reported. MouseLoook scripts should be working 100% in Blender/BGE 2.50 now \o/
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.
In Blender 2.49 the win width and height were been calculated including an extra pixel (e.g. a fullscreen editor would be (width + 1) by (height + 1) )
In opposite to that, Blender 2.5 window/editor code were fixed to have the exact width,height size.
So although the BGE canvas code was still the same as 2.49 it was producing a wrong result.
I'm also adding some commentaries in the setViewport code. BGE is setting the viewports 1 pixel larger.
the setViewport command is been used as if one should pass (minx, miny, width, height), while it should be (minx, miny, maxx, maxy). I will take care of that later, if any one has extra comments on that, please let me know.
[#19854] [bugfix] Fix for broken Rasterizer mouse functions
---
This patch fixes the embedded player's ability to control the mouse. For example, hiding and unhiding the mouse cursor
did not work in 2.5, nor could the mouse's position be controlled. This was because these parts still needed to be ported
to 2.5 window manager code.
at the moment only files from blender 2.4x will display in 2.5x, compared area and window structs in both cases and dont see any differences.
This doesnt fix the problem but corrects a few things related to window drawing with the BGE,
also adds a hack because I noticed the window and area pointers in the KX_BlenderCanvas were offset after initialized, maybe need to use <static cast> ?
* pressing P starts the BGE in the 3D view
* redraw window clipping isnt right
* BGE python api works in py3k (without __import__ override or Mathutils, BGL, Geometry)
* no events yet (so there is no way to exit)
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r12987:17416
Issues:
* GHOST/X11 had conflicting changes. Some code was added in 2.5, which was
later added in trunk also, but reverted partially, specifically revision
16683. I have left out this reversion in the 2.5 branch since I think it is
needed there.
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16683
* Scons had various conflicting changes, I decided to go with trunk version
for everything except priorities and some library renaming.
* In creator.c, there were various fixes and fixes for fixes related to the -w
-W and -p options. In 2.5 -w and -W is not coded yet, and -p is done
differently. Since this is changed so much, and I don't think those fixes
would be needed in 2.5, I've left them out.
* Also in creator.c: there was code for a python bugfix where the screen was not
initialized when running with -P. The code that initializes the screen there
I had to disable, that can't work in 2.5 anymore but left it commented as a
reminder.
Further I had to disable some new function calls. using src/ and python/, as
was done already in this branch, disabled function calls:
* bpath.c: error reporting
* BME_conversions.c: editmesh conversion functions.
* SHD_dynamic: disabled almost completely, there is no python/.
* KX_PythonInit.cpp and Ketsji/ build files: Mathutils is not there, disabled.
* text.c: clipboard copy call.
* object.c: OB_SUPPORT_MATERIAL.
* DerivedMesh.c and subsurf_ccg, stipple_quarttone.
Still to be done:
* Go over files and functions that were moved to a different location but could
still use changes that were done in trunk.