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-rw-r--r--source/blender/editors/space_logic/logic_window.c8
-rw-r--r--source/blender/makesdna/DNA_sensor_types.h3
-rw-r--r--source/gameengine/Converter/KX_ConvertSensors.cpp1
-rw-r--r--source/gameengine/Ketsji/KX_MouseFocusSensor.cpp12
-rw-r--r--source/gameengine/Ketsji/KX_MouseFocusSensor.h9
-rw-r--r--source/gameengine/PyDoc/GameTypes.py4
6 files changed, 32 insertions, 5 deletions
diff --git a/source/blender/editors/space_logic/logic_window.c b/source/blender/editors/space_logic/logic_window.c
index cda79ea0764..06bd95f060f 100644
--- a/source/blender/editors/space_logic/logic_window.c
+++ b/source/blender/editors/space_logic/logic_window.c
@@ -1314,10 +1314,16 @@ static short draw_sensorbuttons(bSensor *sens, uiBlock *block, short xco, short
* proper compatibility with older .blend files. */
str= "Type %t|Left button %x1|Middle button %x2|"
"Right button %x4|Wheel Up %x5|Wheel Down %x6|Movement %x8|Mouse over %x16|Mouse over any%x32";
- uiDefButS(block, MENU, B_REDR, str, xco+10, yco-44, width-20, 19,
+ uiDefButS(block, MENU, B_REDR, str, xco+10, yco-44, (width*0.8f)-20, 19,
&ms->type, 0, 31, 0, 0,
"Specify the type of event this mouse sensor should trigger on");
+ if(ms->type==32) {
+ uiDefButBitS(block, TOG, SENS_MOUSE_FOCUS_PULSE, B_REDR, "Pulse",(short)(xco + 10) + (width*0.8f)-20,(short)(yco - 44),
+ (short)(0.20 * (width-20)), 19, &ms->flag, 0.0, 0.0, 0, 0,
+ "Moving the mouse over a different object generates a pulse");
+ }
+
yco-= ysize;
break;
}
diff --git a/source/blender/makesdna/DNA_sensor_types.h b/source/blender/makesdna/DNA_sensor_types.h
index 8b29ce1338d..cc998de7eec 100644
--- a/source/blender/makesdna/DNA_sensor_types.h
+++ b/source/blender/makesdna/DNA_sensor_types.h
@@ -178,6 +178,9 @@ typedef struct bJoystickSensor {
/* bMouseSensor->type: uses blender event defines */
+/* bMouseSensor->flag: only pulse for now */
+#define SENS_MOUSE_FOCUS_PULSE 1
+
/* propertysensor->type */
#define SENS_PROP_EQUAL 0
#define SENS_PROP_NEQUAL 1
diff --git a/source/gameengine/Converter/KX_ConvertSensors.cpp b/source/gameengine/Converter/KX_ConvertSensors.cpp
index eb77e087de5..09027f18844 100644
--- a/source/gameengine/Converter/KX_ConvertSensors.cpp
+++ b/source/gameengine/Converter/KX_ConvertSensors.cpp
@@ -536,6 +536,7 @@ void BL_ConvertSensors(struct Object* blenderobject,
starty,
keytype,
trackfocus,
+ (bmouse->flag & SENS_MOUSE_FOCUS_PULSE) ? true:false,
kxscene,
kxengine,
gameobj);
diff --git a/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp b/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp
index 58053e1038d..881747edff2 100644
--- a/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp
+++ b/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp
@@ -61,11 +61,13 @@ KX_MouseFocusSensor::KX_MouseFocusSensor(SCA_MouseManager* eventmgr,
int starty,
short int mousemode,
int focusmode,
+ bool bTouchPulse,
KX_Scene* kxscene,
KX_KetsjiEngine *kxengine,
SCA_IObject* gameobj)
: SCA_MouseSensor(eventmgr, startx, starty, mousemode, gameobj),
m_focusmode(focusmode),
+ m_bTouchPulse(bTouchPulse),
m_kxscene(kxscene),
m_kxengine(kxengine)
{
@@ -77,6 +79,7 @@ void KX_MouseFocusSensor::Init()
m_mouse_over_in_previous_frame = (m_invert)?true:false;
m_positive_event = false;
m_hitObject = 0;
+ m_hitObject_Last = NULL;
m_reset = true;
m_hitPosition.setValue(0,0,0);
@@ -107,7 +110,10 @@ bool KX_MouseFocusSensor::Evaluate()
m_positive_event = true;
if (!m_mouse_over_in_previous_frame) {
result = true;
- }
+ }
+ else if(m_bTouchPulse && (m_hitObject != m_hitObject_Last)) {
+ result = true;
+ }
}
if (reset) {
// force an event
@@ -123,7 +129,8 @@ bool KX_MouseFocusSensor::Evaluate()
}
m_mouse_over_in_previous_frame = obHasFocus;
-
+ m_hitObject_Last = (void *)m_hitObject;
+
return result;
}
@@ -378,6 +385,7 @@ PyAttributeDef KX_MouseFocusSensor::Attributes[] = {
KX_PYATTRIBUTE_RO_FUNCTION("hitObject", KX_MouseFocusSensor, pyattr_get_hit_object),
KX_PYATTRIBUTE_RO_FUNCTION("hitPosition", KX_MouseFocusSensor, pyattr_get_hit_position),
KX_PYATTRIBUTE_RO_FUNCTION("hitNormal", KX_MouseFocusSensor, pyattr_get_hit_normal),
+ KX_PYATTRIBUTE_BOOL_RW("usePulseFocus", KX_MouseFocusSensor,m_bTouchPulse),
{ NULL } //Sentinel
};
diff --git a/source/gameengine/Ketsji/KX_MouseFocusSensor.h b/source/gameengine/Ketsji/KX_MouseFocusSensor.h
index dfada7a59cc..89ac012c068 100644
--- a/source/gameengine/Ketsji/KX_MouseFocusSensor.h
+++ b/source/gameengine/Ketsji/KX_MouseFocusSensor.h
@@ -49,11 +49,12 @@ class KX_MouseFocusSensor : public SCA_MouseSensor
public:
- KX_MouseFocusSensor(class SCA_MouseManager* keybdmgr,
+ KX_MouseFocusSensor(class SCA_MouseManager* eventmgr,
int startx,
int starty,
short int mousemode,
int focusmode,
+ bool bTouchPulse,
KX_Scene* kxscene,
KX_KetsjiEngine* kxengine,
SCA_IObject* gameobj);
@@ -107,6 +108,7 @@ class KX_MouseFocusSensor : public SCA_MouseSensor
/* --------------------------------------------------------------------- */
SCA_IObject* m_hitObject;
+ void* m_hitObject_Last; /* only use for comparison, never access */
private:
/**
@@ -120,6 +122,11 @@ class KX_MouseFocusSensor : public SCA_MouseSensor
bool m_mouse_over_in_previous_frame;
/**
+ * Flags whether changes in hit object should trigger a pulse
+ */
+ bool m_bTouchPulse;
+
+ /**
* Flags whether the previous test evaluated positive.
*/
bool m_positive_event;
diff --git a/source/gameengine/PyDoc/GameTypes.py b/source/gameengine/PyDoc/GameTypes.py
index 054b2cb4daf..c82623e6409 100644
--- a/source/gameengine/PyDoc/GameTypes.py
+++ b/source/gameengine/PyDoc/GameTypes.py
@@ -2419,6 +2419,8 @@ class KX_MouseFocusSensor(SCA_MouseSensor):
@type hitPosition: list (vector of 3 floats)
@ivar hitNormal: the worldspace normal from the face at point of intersection.
@type hitNormal: list (normalized vector of 3 floats)
+ @ivar usePulseFocus: When enabled, moving the mouse over a different object generates a pulse. (only used when the 'Mouse Over Any' sensor option is set)
+ @type usePulseFocus: bool
"""
#{ Deprecated
def getHitNormal():
@@ -2480,7 +2482,7 @@ class KX_TouchSensor(SCA_ISensor):
@ivar useMaterial: Determines if the sensor is looking for a property or material.
KX_True = Find material; KX_False = Find property
@type useMaterial: boolean
- @ivar usePulseCollision: The last collided object.
+ @ivar usePulseCollision: When enabled, changes to the set of colliding objects generate a pulse.
@type usePulseCollision: bool
@ivar hitObject: The last collided object. (read-only)
@type hitObject: L{KX_GameObject} or None