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