blender/source/gameengine/Rasterizer/RAS_ICanvas.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

220 lines
3.2 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 *****
*/
#ifndef __RAS_ICANVAS
#define __RAS_ICANVAS
/**
* 2D rendering device context. The connection from 3d rendercontext to 2d surface.
*/
#ifdef WITH_CXX_GUARDEDALLOC
#include "MEM_guardedalloc.h"
#endif
class RAS_Rect;
class RAS_ICanvas
{
public:
enum BufferType {
COLOR_BUFFER=1,
DEPTH_BUFFER=2
};
enum RAS_MouseState
{
MOUSE_INVISIBLE=1,
MOUSE_WAIT,
MOUSE_NORMAL
};
virtual
~RAS_ICanvas(
) {
};
virtual
void
Init(
) = 0;
virtual
void
BeginFrame(
)=0;
virtual
void
EndFrame(
)=0;
/**
* Initializes the canvas for drawing. Drawing to the canvas is
* only allowed between BeginDraw() and EndDraw().
*
* @retval false Acquiring the canvas failed.
* @retval true Acquiring the canvas succeeded.
*
*/
virtual
bool
BeginDraw(
)=0;
/**
* Unitializes the canvas for drawing.
*/
virtual
void
EndDraw(
)=0;
/// probably needs some arguments for PS2 in future
virtual
void
SwapBuffers(
)=0;
virtual
void
ClearBuffer(
int type
)=0;
virtual
void
ClearColor(
float r,
float g,
float b,
float a
)=0;
virtual
int
GetWidth(
) const = 0;
virtual
int
GetHeight(
) const = 0;
virtual
int
GetMouseX( int x
)=0;
virtual
int
GetMouseY( int y
)= 0;
virtual
float
GetMouseNormalizedX( int x
)=0;
virtual
float
GetMouseNormalizedY( int y
)= 0;
virtual
const RAS_Rect &
GetDisplayArea(
) const = 0;
virtual
void
SetDisplayArea(RAS_Rect *rect
) = 0;
/**
* Used to get canvas area within blender.
*/
virtual
RAS_Rect &
GetWindowArea(
) = 0;
/**
* Set the visible vieport
*/
virtual
void
SetViewPort(
int x1, int y1,
int x2, int y2
) = 0;
virtual
void
SetMouseState(
RAS_MouseState mousestate
)=0;
virtual
void
SetMousePosition(
int x,
int y
)=0;
virtual
RAS_MouseState
GetMouseState()
{
return m_mousestate;
}
virtual
void
MakeScreenShot(
const char* filename
)=0;
protected:
RAS_MouseState m_mousestate;
#ifdef WITH_CXX_GUARDEDALLOC
public:
void *operator new( unsigned int num_bytes) { return MEM_mallocN(num_bytes, "GE:RAS_ICanvas"); }
void operator delete( void *mem ) { MEM_freeN(mem); }
#endif
};
#endif //__RAS_ICANVAS