blender/source/gameengine/GamePlayer/ghost/GPG_Canvas.cpp
Dalai Felinto edc56fae18 BGE Fix: [#19951] mouse over sensor is broken with letterboxing framing
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/
2010-04-23 22:48:26 +00:00

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2.5 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* 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,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* 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 *****
*/
#include "GPG_Canvas.h"
#include <assert.h>
#include "GHOST_ISystem.h"
GPG_Canvas::GPG_Canvas(GHOST_IWindow* window)
: GPC_Canvas(0, 0), m_window(window)
{
if (m_window)
{
GHOST_Rect bnds;
m_window->getClientBounds(bnds);
this->Resize(bnds.getWidth(), bnds.getHeight());
}
}
GPG_Canvas::~GPG_Canvas(void)
{
}
void GPG_Canvas::Init()
{
if (m_window)
{
GHOST_TSuccess success;
success = m_window->setDrawingContextType(GHOST_kDrawingContextTypeOpenGL);
assert(success == GHOST_kSuccess);
}
}
void GPG_Canvas::SetMousePosition(int x, int y)
{
GHOST_ISystem* system = GHOST_ISystem::getSystem();
if (system && m_window)
{
GHOST_TInt32 gx = (GHOST_TInt32)x;
GHOST_TInt32 gy = (GHOST_TInt32)y;
GHOST_TInt32 cx;
GHOST_TInt32 cy;
m_window->clientToScreen(gx, gy, cx, cy);
system->setCursorPosition(cx, cy);
}
}
void GPG_Canvas::SetMouseState(RAS_MouseState mousestate)
{
m_mousestate = mousestate;
if (m_window)
{
switch (mousestate)
{
case MOUSE_INVISIBLE:
m_window->setCursorVisibility(false);
break;
case MOUSE_WAIT:
m_window->setCursorShape(GHOST_kStandardCursorWait);
m_window->setCursorVisibility(true);
break;
case MOUSE_NORMAL:
m_window->setCursorShape(GHOST_kStandardCursorRightArrow);
m_window->setCursorVisibility(true);
break;
}
}
}
void GPG_Canvas::SwapBuffers()
{
if (m_window)
{
m_window->swapBuffers();
}
}
float GPG_Canvas::GetMouseNormalizedX(int x)
{
return float(x)/this->GetWidth();
}
float GPG_Canvas::GetMouseNormalizedY(int y)
{
return float(y)/this->GetHeight();
}