/* * ***** 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 ***** * GHOST Blender Player application implementation file. */ /** \file gameengine/GamePlayer/ghost/GPG_Application.cpp * \ingroup player */ #ifdef WIN32 #pragma warning (disable:4786) // suppress stl-MSVC debug info warning #include #endif #include "GL/glew.h" #include "GPU_extensions.h" #include "GPG_Application.h" #include "BL_BlenderDataConversion.h" #include #include #include /********************************** * Begin Blender include block **********************************/ #ifdef __cplusplus extern "C" { #endif // __cplusplus #include "BLI_blenlib.h" #include "BLO_readfile.h" #include "BKE_global.h" #include "BKE_main.h" #include "BKE_sound.h" #include "IMB_imbuf.h" #include "DNA_scene_types.h" #ifdef __cplusplus } #endif // __cplusplus /********************************** * End Blender include block **********************************/ #include "BL_System.h" #include "KX_KetsjiEngine.h" // include files needed by "KX_BlenderSceneConverter.h" #include "CTR_Map.h" #include "SCA_IActuator.h" #include "RAS_MeshObject.h" #include "RAS_OpenGLRasterizer.h" #include "RAS_ListRasterizer.h" #include "RAS_GLExtensionManager.h" #include "KX_PythonInit.h" #include "KX_PyConstraintBinding.h" #include "BL_Material.h" // MAXTEX #include "KX_BlenderSceneConverter.h" #include "NG_LoopBackNetworkDeviceInterface.h" #include "GPC_MouseDevice.h" #include "GPG_Canvas.h" #include "GPG_KeyboardDevice.h" #include "GPG_System.h" #include "STR_String.h" #include "GHOST_ISystem.h" #include "GHOST_IEvent.h" #include "GHOST_IEventConsumer.h" #include "GHOST_IWindow.h" #include "GHOST_Rect.h" #ifdef WITH_AUDASPACE # include "AUD_C-API.h" # include "AUD_I3DDevice.h" # include "AUD_IDevice.h" #endif static void frameTimerProc(GHOST_ITimerTask* task, GHOST_TUns64 time); static GHOST_ISystem* fSystem = 0; static const int kTimerFreq = 10; GPG_Application::GPG_Application(GHOST_ISystem* system) : m_startSceneName(""), m_startScene(0), m_maggie(0), m_exitRequested(0), m_system(system), m_mainWindow(0), m_frameTimer(0), m_cursor(GHOST_kStandardCursorFirstCursor), m_engineInitialized(0), m_engineRunning(0), m_isEmbedded(false), m_ketsjiengine(0), m_kxsystem(0), m_keyboard(0), m_mouse(0), m_canvas(0), m_rasterizer(0), m_sceneconverter(0), m_networkdevice(0), m_blendermat(0), m_blenderglslmat(0), m_pyGlobalDictString(0), m_pyGlobalDictString_Length(0) { fSystem = system; } GPG_Application::~GPG_Application(void) { if (m_pyGlobalDictString) { delete [] m_pyGlobalDictString; m_pyGlobalDictString = 0; m_pyGlobalDictString_Length = 0; } exitEngine(); fSystem->disposeWindow(m_mainWindow); } bool GPG_Application::SetGameEngineData(struct Main* maggie, Scene *scene, GlobalSettings *gs, int argc, char **argv) { bool result = false; if (maggie != NULL && scene != NULL) { // XXX G.scene = scene; m_maggie = maggie; m_startSceneName = scene->id.name+2; m_startScene = scene; result = true; } /* Python needs these */ m_argc= argc; m_argv= argv; /* Global Settings */ m_globalSettings= gs; return result; } #ifdef WIN32 #define SCR_SAVE_MOUSE_MOVE_THRESHOLD 15 static HWND found_ghost_window_hwnd; static GHOST_IWindow* ghost_window_to_find; static WNDPROC ghost_wnd_proc; static POINT scr_save_mouse_pos; static LRESULT CALLBACK screenSaverWindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { BOOL close = FALSE; switch (uMsg) { case WM_MOUSEMOVE: { POINT pt; GetCursorPos(&pt); LONG dx = scr_save_mouse_pos.x - pt.x; LONG dy = scr_save_mouse_pos.y - pt.y; if (abs(dx) > SCR_SAVE_MOUSE_MOVE_THRESHOLD || abs(dy) > SCR_SAVE_MOUSE_MOVE_THRESHOLD) { close = TRUE; } scr_save_mouse_pos = pt; break; } case WM_LBUTTONDOWN: case WM_MBUTTONDOWN: case WM_RBUTTONDOWN: case WM_KEYDOWN: close = TRUE; } if (close) PostMessage(hwnd,WM_CLOSE,0,0); return CallWindowProc(ghost_wnd_proc, hwnd, uMsg, wParam, lParam); } BOOL CALLBACK findGhostWindowHWNDProc(HWND hwnd, LPARAM lParam) { GHOST_IWindow *p = (GHOST_IWindow*) GetWindowLongPtr(hwnd, GWLP_USERDATA); BOOL ret = TRUE; if (p == ghost_window_to_find) { found_ghost_window_hwnd = hwnd; ret = FALSE; } return ret; } static HWND findGhostWindowHWND(GHOST_IWindow* window) { found_ghost_window_hwnd = NULL; ghost_window_to_find = window; EnumWindows(findGhostWindowHWNDProc, NULL); return found_ghost_window_hwnd; } bool GPG_Application::startScreenSaverPreview( HWND parentWindow, const bool stereoVisual, const int stereoMode, const GHOST_TUns16 samples) { bool success = false; RECT rc; if (GetWindowRect(parentWindow, &rc)) { int windowWidth = rc.right - rc.left; int windowHeight = rc.bottom - rc.top; STR_String title = ""; m_mainWindow = fSystem->createWindow(title, 0, 0, windowWidth, windowHeight, GHOST_kWindowStateMinimized, GHOST_kDrawingContextTypeOpenGL, stereoVisual, samples); if (!m_mainWindow) { printf("error: could not create main window\n"); exit(-1); } HWND ghost_hwnd = findGhostWindowHWND(m_mainWindow); if (!ghost_hwnd) { printf("error: could find main window\n"); exit(-1); } SetParent(ghost_hwnd, parentWindow); LONG_PTR style = GetWindowLongPtr(ghost_hwnd, GWL_STYLE); LONG_PTR exstyle = GetWindowLongPtr(ghost_hwnd, GWL_EXSTYLE); RECT adjrc = { 0, 0, windowWidth, windowHeight }; AdjustWindowRectEx(&adjrc, style, FALSE, exstyle); style = (style & (~(WS_POPUP|WS_OVERLAPPEDWINDOW|WS_OVERLAPPED|WS_CAPTION|WS_SYSMENU|WS_THICKFRAME|WS_MINIMIZEBOX|WS_MAXIMIZEBOX|WS_TILEDWINDOW ))) | WS_CHILD; SetWindowLongPtr(ghost_hwnd, GWL_STYLE, style); SetWindowPos(ghost_hwnd, NULL, adjrc.left, adjrc.top, 0, 0, SWP_NOZORDER|SWP_NOSIZE|SWP_NOACTIVATE); /* Check the size of the client rectangle of the window and resize the window * so that the client rectangle has the size requested. */ m_mainWindow->setClientSize(windowWidth, windowHeight); success = initEngine(m_mainWindow, stereoMode); if (success) { success = startEngine(); } } return success; } bool GPG_Application::startScreenSaverFullScreen( int width, int height, int bpp,int frequency, const bool stereoVisual, const int stereoMode, const GHOST_TUns16 samples) { bool ret = startFullScreen(width, height, bpp, frequency, stereoVisual, stereoMode, samples); if (ret) { HWND ghost_hwnd = findGhostWindowHWND(m_mainWindow); if (ghost_hwnd != NULL) { GetCursorPos(&scr_save_mouse_pos); ghost_wnd_proc = (WNDPROC) GetWindowLongPtr(ghost_hwnd, GWLP_WNDPROC); SetWindowLongPtr(ghost_hwnd,GWLP_WNDPROC, (uintptr_t) screenSaverWindowProc); } } return ret; } #endif bool GPG_Application::startWindow( STR_String& title, int windowLeft, int windowTop, int windowWidth, int windowHeight, const bool stereoVisual, const int stereoMode, const GHOST_TUns16 samples) { bool success; // Create the main window //STR_String title ("Blender Player - GHOST"); m_mainWindow = fSystem->createWindow(title, windowLeft, windowTop, windowWidth, windowHeight, GHOST_kWindowStateNormal, GHOST_kDrawingContextTypeOpenGL, stereoVisual, false, samples); if (!m_mainWindow) { printf("error: could not create main window\n"); exit(-1); } /* Check the size of the client rectangle of the window and resize the window * so that the client rectangle has the size requested. */ m_mainWindow->setClientSize(windowWidth, windowHeight); m_mainWindow->setCursorVisibility(false); success = initEngine(m_mainWindow, stereoMode); if (success) { success = startEngine(); } return success; } bool GPG_Application::startEmbeddedWindow( STR_String& title, const GHOST_TEmbedderWindowID parentWindow, const bool stereoVisual, const int stereoMode, const GHOST_TUns16 samples) { GHOST_TWindowState state = GHOST_kWindowStateNormal; if (parentWindow != 0) state = GHOST_kWindowStateEmbedded; m_mainWindow = fSystem->createWindow(title, 0, 0, 0, 0, state, GHOST_kDrawingContextTypeOpenGL, stereoVisual, false, samples, parentWindow); if (!m_mainWindow) { printf("error: could not create main window\n"); exit(-1); } m_isEmbedded = true; bool success = initEngine(m_mainWindow, stereoMode); if (success) { success = startEngine(); } return success; } bool GPG_Application::startFullScreen( int width, int height, int bpp,int frequency, const bool stereoVisual, const int stereoMode, const GHOST_TUns16 samples, bool useDesktop) { bool success; GHOST_TUns32 sysWidth=0, sysHeight=0; fSystem->getMainDisplayDimensions(sysWidth, sysHeight); // Create the main window GHOST_DisplaySetting setting; setting.xPixels = (useDesktop) ? sysWidth : width; setting.yPixels = (useDesktop) ? sysHeight : height; setting.bpp = bpp; setting.frequency = frequency; fSystem->beginFullScreen(setting, &m_mainWindow, stereoVisual, samples); m_mainWindow->setCursorVisibility(false); /* note that X11 ignores this (it uses a window internally for fullscreen) */ m_mainWindow->setState(GHOST_kWindowStateFullScreen); success = initEngine(m_mainWindow, stereoMode); if (success) { success = startEngine(); } return success; } bool GPG_Application::StartGameEngine(int stereoMode) { bool success = initEngine(m_mainWindow, stereoMode); if (success) success = startEngine(); return success; } void GPG_Application::StopGameEngine() { exitEngine(); } bool GPG_Application::processEvent(GHOST_IEvent* event) { bool handled = true; switch (event->getType()) { case GHOST_kEventUnknown: break; case GHOST_kEventButtonDown: handled = handleButton(event, true); break; case GHOST_kEventButtonUp: handled = handleButton(event, false); break; case GHOST_kEventWheel: handled = handleWheel(event); break; case GHOST_kEventCursorMove: handled = handleCursorMove(event); break; case GHOST_kEventKeyDown: handleKey(event, true); break; case GHOST_kEventKeyUp: handleKey(event, false); break; case GHOST_kEventWindowClose: case GHOST_kEventQuit: m_exitRequested = KX_EXIT_REQUEST_OUTSIDE; break; case GHOST_kEventWindowActivate: handled = false; break; case GHOST_kEventWindowDeactivate: handled = false; break; // The player now runs as often as it can (repsecting vsync and fixedtime). // This allows the player to break 100fps, but this code is being left here // as reference. (see EngineNextFrame) //case GHOST_kEventWindowUpdate: // { // GHOST_IWindow* window = event->getWindow(); // if (!m_system->validWindow(window)) break; // // Update the state of the game engine // if (m_kxsystem && !m_exitRequested) // { // // Proceed to next frame // window->activateDrawingContext(); // // first check if we want to exit // m_exitRequested = m_ketsjiengine->GetExitCode(); // // // kick the engine // bool renderFrame = m_ketsjiengine->NextFrame(); // if (renderFrame) // { // // render the frame // m_ketsjiengine->Render(); // } // } // m_exitString = m_ketsjiengine->GetExitString(); // } // break; // case GHOST_kEventWindowSize: { GHOST_IWindow* window = event->getWindow(); if (!m_system->validWindow(window)) break; if (m_canvas) { GHOST_Rect bnds; window->getClientBounds(bnds); m_canvas->Resize(bnds.getWidth(), bnds.getHeight()); m_ketsjiengine->Resize(); } } break; default: handled = false; break; } return handled; } int GPG_Application::getExitRequested(void) { return m_exitRequested; } GlobalSettings* GPG_Application::getGlobalSettings(void) { return m_ketsjiengine->GetGlobalSettings(); } const STR_String& GPG_Application::getExitString(void) { return m_exitString; } bool GPG_Application::initEngine(GHOST_IWindow* window, const int stereoMode) { if (!m_engineInitialized) { GPU_extensions_init(); bgl::InitExtensions(true); // get and set the preferences SYS_SystemHandle syshandle = SYS_GetSystem(); if (!syshandle) return false; // SYS_WriteCommandLineInt(syshandle, "fixedtime", 0); // SYS_WriteCommandLineInt(syshandle, "vertexarrays",1); GameData *gm= &m_startScene->gm; bool properties = (SYS_GetCommandLineInt(syshandle, "show_properties", 0) != 0); bool profile = (SYS_GetCommandLineInt(syshandle, "show_profile", 0) != 0); bool showPhysics = (gm->flag & GAME_SHOW_PHYSICS); SYS_WriteCommandLineInt(syshandle, "show_physics", showPhysics); bool fixed_framerate= (SYS_GetCommandLineInt(syshandle, "fixedtime", (gm->flag & GAME_ENABLE_ALL_FRAMES)) != 0); bool frameRate = (SYS_GetCommandLineInt(syshandle, "show_framerate", 0) != 0); bool useLists = (SYS_GetCommandLineInt(syshandle, "displaylists", gm->flag & GAME_DISPLAY_LISTS) != 0) && GPU_display_list_support(); bool nodepwarnings = (SYS_GetCommandLineInt(syshandle, "ignore_deprecation_warnings", 1) != 0); bool restrictAnimFPS = gm->flag & GAME_RESTRICT_ANIM_UPDATES; if (GLEW_ARB_multitexture && GLEW_VERSION_1_1) m_blendermat = (SYS_GetCommandLineInt(syshandle, "blender_material", 1) != 0); if (GPU_glsl_support()) m_blenderglslmat = (SYS_GetCommandLineInt(syshandle, "blender_glsl_material", 1) != 0); else if (m_globalSettings->matmode == GAME_MAT_GLSL) m_blendermat = false; // create the canvas, rasterizer and rendertools m_canvas = new GPG_Canvas(window); if (!m_canvas) return false; if (gm->vsync == VSYNC_ADAPTIVE) m_canvas->SetSwapInterval(-1); else m_canvas->SetSwapInterval((gm->vsync == VSYNC_ON) ? 1 : 0); m_canvas->Init(); if (gm->flag & GAME_SHOW_MOUSE) m_canvas->SetMouseState(RAS_ICanvas::MOUSE_NORMAL); //Don't use displaylists with VBOs //If auto starts using VBOs, make sure to check for that here if (useLists && gm->raster_storage != RAS_STORE_VBO) m_rasterizer = new RAS_ListRasterizer(m_canvas, false, gm->raster_storage); else m_rasterizer = new RAS_OpenGLRasterizer(m_canvas, gm->raster_storage); /* Stereo parameters - Eye Separation from the UI - stereomode from the command-line/UI */ m_rasterizer->SetStereoMode((RAS_IRasterizer::StereoMode) stereoMode); m_rasterizer->SetEyeSeparation(m_startScene->gm.eyeseparation); if (!m_rasterizer) goto initFailed; // create the inputdevices m_keyboard = new GPG_KeyboardDevice(); if (!m_keyboard) goto initFailed; m_mouse = new GPC_MouseDevice(); if (!m_mouse) goto initFailed; // create a networkdevice m_networkdevice = new NG_LoopBackNetworkDeviceInterface(); if (!m_networkdevice) goto initFailed; sound_init(m_maggie); // create a ketsjisystem (only needed for timing and stuff) m_kxsystem = new GPG_System (m_system); if (!m_kxsystem) goto initFailed; // create the ketsjiengine m_ketsjiengine = new KX_KetsjiEngine(m_kxsystem); // set the devices m_ketsjiengine->SetKeyboardDevice(m_keyboard); m_ketsjiengine->SetMouseDevice(m_mouse); m_ketsjiengine->SetNetworkDevice(m_networkdevice); m_ketsjiengine->SetCanvas(m_canvas); m_ketsjiengine->SetRasterizer(m_rasterizer); KX_KetsjiEngine::SetExitKey(ConvertKeyCode(gm->exitkey)); #ifdef WITH_PYTHON CValue::SetDeprecationWarnings(nodepwarnings); #else (void)nodepwarnings; #endif m_ketsjiengine->SetUseFixedTime(fixed_framerate); m_ketsjiengine->SetTimingDisplay(frameRate, profile, properties); m_ketsjiengine->SetRestrictAnimationFPS(restrictAnimFPS); //set the global settings (carried over if restart/load new files) m_ketsjiengine->SetGlobalSettings(m_globalSettings); m_engineInitialized = true; } return m_engineInitialized; initFailed: sound_exit(); delete m_kxsystem; delete m_networkdevice; delete m_mouse; delete m_keyboard; delete m_rasterizer; delete m_canvas; m_canvas = NULL; m_rasterizer = NULL; m_keyboard = NULL; m_mouse = NULL; m_networkdevice = NULL; m_kxsystem = NULL; return false; } bool GPG_Application::startEngine(void) { if (m_engineRunning) { return false; } // Temporary hack to disable banner display for NaN approved content. /* m_canvas->SetBannerDisplayEnabled(true); Camera* cam; cam = (Camera*)scene->camera->data; if (cam) { if (((cam->flag) & 48)==48) { m_canvas->SetBannerDisplayEnabled(false); } } else { showError(CString("Camera data invalid.")); return false; } */ // create a scene converter, create and convert the stratingscene m_sceneconverter = new KX_BlenderSceneConverter(m_maggie, m_ketsjiengine); if (m_sceneconverter) { STR_String startscenename = m_startSceneName.Ptr(); m_ketsjiengine->SetSceneConverter(m_sceneconverter); // if (always_use_expand_framing) // sceneconverter->SetAlwaysUseExpandFraming(true); if (m_blendermat) m_sceneconverter->SetMaterials(true); if (m_blenderglslmat && (m_globalSettings->matmode == GAME_MAT_GLSL)) m_sceneconverter->SetGLSLMaterials(true); if (m_startScene->gm.flag & GAME_NO_MATERIAL_CACHING) m_sceneconverter->SetCacheMaterials(false); KX_Scene* startscene = new KX_Scene(m_keyboard, m_mouse, m_networkdevice, startscenename, m_startScene, m_canvas); #ifdef WITH_PYTHON // some python things PyObject *gameLogic, *gameLogic_keys; setupGamePython(m_ketsjiengine, startscene, m_maggie, NULL, &gameLogic, &gameLogic_keys, m_argc, m_argv); #endif // WITH_PYTHON //initialize Dome Settings if (m_startScene->gm.stereoflag == STEREO_DOME) m_ketsjiengine->InitDome(m_startScene->gm.dome.res, m_startScene->gm.dome.mode, m_startScene->gm.dome.angle, m_startScene->gm.dome.resbuf, m_startScene->gm.dome.tilt, m_startScene->gm.dome.warptext); // initialize 3D Audio Settings AUD_I3DDevice* dev = AUD_get3DDevice(); if (dev) { dev->setSpeedOfSound(m_startScene->audio.speed_of_sound); dev->setDopplerFactor(m_startScene->audio.doppler_factor); dev->setDistanceModel(AUD_DistanceModel(m_startScene->audio.distance_model)); } #ifdef WITH_PYTHON // Set the GameLogic.globalDict from marshal'd data, so we can // load new blend files and keep data in GameLogic.globalDict loadGamePythonConfig(m_pyGlobalDictString, m_pyGlobalDictString_Length); #endif m_sceneconverter->ConvertScene( startscene, m_rasterizer, m_canvas); m_ketsjiengine->AddScene(startscene); // Create a timer that is used to kick the engine if (!m_frameTimer) { m_frameTimer = m_system->installTimer(0, kTimerFreq, frameTimerProc, m_mainWindow); } m_rasterizer->Init(); m_ketsjiengine->StartEngine(true); m_engineRunning = true; // Set the animation playback rate for ipo's and actions // the framerate below should patch with FPS macro defined in blendef.h // Could be in StartEngine set the framerate, we need the scene to do this Scene *scene= startscene->GetBlenderScene(); // needed for macro m_ketsjiengine->SetAnimFrameRate(FPS); } if (!m_engineRunning) { stopEngine(); } return m_engineRunning; } void GPG_Application::stopEngine() { #ifdef WITH_PYTHON // GameLogic.globalDict gets converted into a buffer, and sorted in // m_pyGlobalDictString so we can restore after python has stopped // and started between .blend file loads. if (m_pyGlobalDictString) { delete [] m_pyGlobalDictString; m_pyGlobalDictString = 0; } m_pyGlobalDictString_Length = saveGamePythonConfig(&m_pyGlobalDictString); #endif m_ketsjiengine->StopEngine(); m_networkdevice->Disconnect(); if (m_sceneconverter) { delete m_sceneconverter; m_sceneconverter = 0; } if (m_system && m_frameTimer) { m_system->removeTimer(m_frameTimer); m_frameTimer = 0; } m_engineRunning = false; } void GPG_Application::EngineNextFrame() { // Update the state of the game engine if (m_kxsystem && !m_exitRequested) { // Proceed to next frame if (m_mainWindow) m_mainWindow->activateDrawingContext(); // first check if we want to exit m_exitRequested = m_ketsjiengine->GetExitCode(); // kick the engine bool renderFrame = m_ketsjiengine->NextFrame(); if (renderFrame && m_mainWindow) { // render the frame m_ketsjiengine->Render(); } } m_exitString = m_ketsjiengine->GetExitString(); } void GPG_Application::exitEngine() { // We only want to kill the engine if it has been initialized if (!m_engineInitialized) return; sound_exit(); if (m_ketsjiengine) { stopEngine(); delete m_ketsjiengine; m_ketsjiengine = 0; } if (m_kxsystem) { delete m_kxsystem; m_kxsystem = 0; } if (m_networkdevice) { delete m_networkdevice; m_networkdevice = 0; } if (m_mouse) { delete m_mouse; m_mouse = 0; } if (m_keyboard) { delete m_keyboard; m_keyboard = 0; } if (m_rasterizer) { delete m_rasterizer; m_rasterizer = 0; } if (m_canvas) { delete m_canvas; m_canvas = 0; } GPU_extensions_exit(); #ifdef WITH_PYTHON // Call this after we're sure nothing needs Python anymore (e.g., destructors) exitGamePlayerPythonScripting(); #endif m_exitRequested = 0; m_engineInitialized = false; } bool GPG_Application::handleWheel(GHOST_IEvent* event) { bool handled = false; MT_assert(event); if (m_mouse) { GHOST_TEventDataPtr eventData = ((GHOST_IEvent*)event)->getData(); GHOST_TEventWheelData* wheelData = static_cast(eventData); GPC_MouseDevice::TButtonId button; if (wheelData->z > 0) button = GPC_MouseDevice::buttonWheelUp; else button = GPC_MouseDevice::buttonWheelDown; m_mouse->ConvertButtonEvent(button, true); handled = true; } return handled; } bool GPG_Application::handleButton(GHOST_IEvent* event, bool isDown) { bool handled = false; MT_assert(event); if (m_mouse) { GHOST_TEventDataPtr eventData = ((GHOST_IEvent*)event)->getData(); GHOST_TEventButtonData* buttonData = static_cast(eventData); GPC_MouseDevice::TButtonId button; switch (buttonData->button) { case GHOST_kButtonMaskMiddle: button = GPC_MouseDevice::buttonMiddle; break; case GHOST_kButtonMaskRight: button = GPC_MouseDevice::buttonRight; break; case GHOST_kButtonMaskLeft: default: button = GPC_MouseDevice::buttonLeft; break; } m_mouse->ConvertButtonEvent(button, isDown); handled = true; } return handled; } bool GPG_Application::handleCursorMove(GHOST_IEvent* event) { bool handled = false; MT_assert(event); if (m_mouse && m_mainWindow) { GHOST_TEventDataPtr eventData = ((GHOST_IEvent*)event)->getData(); GHOST_TEventCursorData* cursorData = static_cast(eventData); GHOST_TInt32 x, y; m_mainWindow->screenToClient(cursorData->x, cursorData->y, x, y); m_mouse->ConvertMoveEvent(x, y); handled = true; } return handled; } bool GPG_Application::handleKey(GHOST_IEvent* event, bool isDown) { bool handled = false; MT_assert(event); if (m_keyboard) { GHOST_TEventDataPtr eventData = ((GHOST_IEvent*)event)->getData(); GHOST_TEventKeyData* keyData = static_cast(eventData); if (m_keyboard->ToNative(keyData->key) == KX_KetsjiEngine::GetExitKey() && !m_keyboard->m_hookesc && !m_isEmbedded) { m_exitRequested = KX_EXIT_REQUEST_OUTSIDE; } m_keyboard->ConvertEvent(keyData->key, isDown); handled = true; } return handled; } static void frameTimerProc(GHOST_ITimerTask* task, GHOST_TUns64 time) { GHOST_IWindow* window = (GHOST_IWindow*)task->getUserData(); if (fSystem->validWindow(window)) { window->invalidate(); } }