forked from bartvdbraak/blender
b2bb9ca39a
[#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.
184 lines
3.0 KiB
C++
184 lines
3.0 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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*/
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#ifndef __KX_BLENDERCANVAS
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#define __KX_BLENDERCANVAS
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#ifdef WIN32
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#include <windows.h>
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#endif
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#include "GL/glew.h"
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#include "RAS_ICanvas.h"
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#include "RAS_Rect.h"
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#include "KX_BlenderGL.h"
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#ifdef WITH_CXX_GUARDEDALLOC
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#include "MEM_guardedalloc.h"
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#endif
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struct ARegion;
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struct wmWindow;
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/**
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* 2D Blender device context abstraction.
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* The connection from 3d rendercontext to 2d Blender surface embedding.
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*/
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class KX_BlenderCanvas : public RAS_ICanvas
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{
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private:
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/** Rect that defines the area used for rendering,
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relative to the context */
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RAS_Rect m_displayarea;
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public:
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/* Construct a new canvas.
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*
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* @param area The Blender ARegion to run the game within.
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*/
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KX_BlenderCanvas(struct wmWindow* win, class RAS_Rect &rect);
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~KX_BlenderCanvas();
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void
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Init(
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);
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void
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SwapBuffers(
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);
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void
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Resize(
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int width,
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int height
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);
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void
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BeginFrame(
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);
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void
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EndFrame(
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);
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void
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ClearColor(
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float r,
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float g,
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float b,
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float a
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);
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void
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ClearBuffer(
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int type
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);
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int
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GetWidth(
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) const ;
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int
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GetHeight(
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) const ;
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const
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RAS_Rect &
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GetDisplayArea(
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) const {
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return m_displayarea;
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};
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void
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SetDisplayArea(RAS_Rect *rect
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) {
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m_displayarea= *rect;
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};
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RAS_Rect &
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GetWindowArea(
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);
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void
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SetViewPort(
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int x1, int y1,
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int x2, int y2
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);
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void
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SetMouseState(
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RAS_MouseState mousestate
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);
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void
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SetMousePosition(
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int x,
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int y
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);
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void
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MakeScreenShot(
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const char* filename
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);
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/**
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* Nothing needs be done for BlenderCanvas
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* Begin/End Draw, as the game engine GL context
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* is always current/active.
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*/
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bool
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BeginDraw(
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) {
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return true;
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};
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void
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EndDraw(
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) {
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};
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private:
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/** Blender area the game engine is running within */
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struct wmWindow* m_win;
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RAS_Rect m_frame_rect;
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RAS_Rect m_area_rect;
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#ifdef WITH_CXX_GUARDEDALLOC
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public:
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void *operator new( unsigned int num_bytes) { return MEM_mallocN(num_bytes, "GE:KX_BlenderCanvas"); }
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void operator delete( void *mem ) { MEM_freeN(mem); }
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#endif
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};
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#endif // __KX_BLENDERCANVAS
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