blender/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp
Campbell Barton b2bb9ca39a Mitchell Stokes BGE MouseWarp patch + warning fix
[#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.
2009-11-11 08:32:29 +00:00

228 lines
4.9 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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 "KX_BlenderGL.h"
#ifdef __cplusplus
extern "C" {
#endif
#include "BLF_api.h"
#ifdef __cplusplus
}
#endif
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
/*
* This little block needed for linking to Blender...
*/
#ifdef WIN32
#include <vector>
#include "BLI_winstuff.h"
#endif
#include <stdlib.h>
#include <string.h>
#include "GL/glew.h"
#include "BL_Material.h" // MAXTEX
/* Data types encoding the game world: */
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_camera_types.h"
#include "DNA_world_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_image_types.h"
#include "DNA_view3d_types.h"
#include "DNA_material_types.h"
#include "DNA_windowmanager_types.h"
#include "BKE_global.h"
#include "BKE_bmfont.h"
#include "BKE_image.h"
extern "C" {
#include "WM_api.h"
#include "WM_types.h"
#include "wm_event_system.h"
#include "wm_cursors.h"
#include "wm_window.h"
}
/* end of blender block */
/* was in drawmesh.c */
void spack(unsigned int ucol)
{
char *cp= (char *)&ucol;
glColor3ub(cp[3], cp[2], cp[1]);
}
void BL_warp_pointer(wmWindow *win, int x,int y)
{
WM_cursor_warp(win, x, y);
}
void BL_SwapBuffers(wmWindow *win)
{
wm_window_swap_buffers(win);
}
void DisableForText()
{
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); /* needed for texture fonts otherwise they render as wireframe */
if(glIsEnabled(GL_BLEND)) glDisable(GL_BLEND);
if(glIsEnabled(GL_ALPHA_TEST)) glDisable(GL_ALPHA_TEST);
if(glIsEnabled(GL_LIGHTING)) {
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
}
if(GLEW_ARB_multitexture) {
for(int i=0; i<MAXTEX; i++) {
glActiveTextureARB(GL_TEXTURE0_ARB+i);
if(GLEW_ARB_texture_cube_map)
if(glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
if(glIsEnabled(GL_TEXTURE_2D))
glDisable(GL_TEXTURE_2D);
}
glActiveTextureARB(GL_TEXTURE0_ARB);
}
else {
if(GLEW_ARB_texture_cube_map)
if(glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
if(glIsEnabled(GL_TEXTURE_2D))
glDisable(GL_TEXTURE_2D);
}
}
void BL_print_gamedebug_line(const char* text, int xco, int yco, int width, int height)
{
/* gl prepping */
DisableForText();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, width, 0, height, -100, 100);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
/* the actual drawing */
glColor3ub(255, 255, 255);
BLF_draw_default(xco, height-yco, 0.0f, (char *)text);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glEnable(GL_DEPTH_TEST);
}
void BL_print_gamedebug_line_padded(const char* text, int xco, int yco, int width, int height)
{
/* This is a rather important line :( The gl-mode hasn't been left
* behind quite as neatly as we'd have wanted to. I don't know
* what cause it, though :/ .*/
DisableForText();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, width, 0, height, -100, 100);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
/* draw in black first*/
glColor3ub(0, 0, 0);
BLF_draw_default(xco+2, height-yco-2, 0.0f, (char *)text);
glColor3ub(255, 255, 255);
BLF_draw_default(xco, height-yco, 0.0f, (char *)text);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glEnable(GL_DEPTH_TEST);
}
void BL_HideMouse(wmWindow *win)
{
WM_cursor_set(win, CURSOR_NONE);
}
void BL_WaitMouse(wmWindow *win)
{
WM_cursor_set(win, CURSOR_WAIT);
}
void BL_NormalMouse(wmWindow *win)
{
WM_cursor_set(win, CURSOR_STD);
}
#define MAX_FILE_LENGTH 512
void BL_MakeScreenShot(struct ARegion *ar, const char* filename)
{
char copyfilename[MAX_FILE_LENGTH];
strcpy(copyfilename,filename);
// filename read - only
/* XXX will need to change at some point */
//XXX BIF_screendump(0);
// write+read filename
//XXX write_screendump((char*) copyfilename);
}