blender/source/gameengine/GameLogic/SCA_MouseManager.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

109 lines
2.8 KiB
C++

/**
* Manager for mouse events
*
*
* $Id$
*
* ***** 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 *****
*/
#ifdef WIN32
// This warning tells us about truncation of __long__ stl-generated names.
// It can occasionally cause DevStudio to have internal compiler warnings.
#pragma warning( disable : 4786 )
#endif
#include "BoolValue.h"
#include "SCA_MouseManager.h"
#include "SCA_MouseSensor.h"
#include "IntValue.h"
#include "RAS_ICanvas.h"
SCA_MouseManager::SCA_MouseManager(SCA_LogicManager* logicmgr,
SCA_IInputDevice* mousedev,
RAS_ICanvas* canvas)
: SCA_EventManager(logicmgr, MOUSE_EVENTMGR),
m_mousedevice (mousedev),
m_canvas(canvas)
{
m_xpos = 0;
m_ypos = 0;
}
SCA_MouseManager::~SCA_MouseManager()
{
}
SCA_IInputDevice* SCA_MouseManager::GetInputDevice()
{
return m_mousedevice;
}
void SCA_MouseManager::NextFrame()
{
if (m_mousedevice)
{
SG_DList::iterator<SCA_ISensor> it(m_sensors);
for (it.begin();!it.end();++it)
{
SCA_MouseSensor* mousesensor = (SCA_MouseSensor*)(*it);
// (0,0) is the Upper Left corner in our local window
// coordinates
if (!mousesensor->IsSuspended())
{
const SCA_InputEvent& event1 =
m_mousedevice->GetEventValue(SCA_IInputDevice::KX_MOUSEX);
const SCA_InputEvent& event2 =
m_mousedevice->GetEventValue(SCA_IInputDevice::KX_MOUSEY);
int mx = this->m_canvas->GetMouseX(event1.m_eventval);
int my = this->m_canvas->GetMouseY(event2.m_eventval);
mousesensor->setX(mx);
mousesensor->setY(my);
mousesensor->Activate(m_logicmgr);
}
}
}
}
bool SCA_MouseManager::IsPressed(SCA_IInputDevice::KX_EnumInputs inputcode)
{
/* We should guard for non-mouse events maybe? A rather silly side */
/* effect here is that position-change events are considered presses as */
/* well. */
return m_mousedevice->IsPressed(inputcode);
}