/** * $Id$ * * ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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 ***** * KX_MouseFocusSensor determines mouse in/out/over events. */ #ifndef __KX_MOUSEFOCUSSENSOR #define __KX_MOUSEFOCUSSENSOR #include "SCA_MouseSensor.h" class KX_RayCast; /** * The mouse focus sensor extends the basic SCA_MouseSensor. It has * been placed in KX because it needs access to the rasterizer and * SuMO. * * - extend the valid modes? * - */ class KX_MouseFocusSensor : public SCA_MouseSensor { Py_Header; public: 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); virtual ~KX_MouseFocusSensor() { ; }; virtual CValue* GetReplica() { CValue* replica = new KX_MouseFocusSensor(*this); // this will copy properties and so on... replica->ProcessReplica(); return replica; }; /** * @attention Overrides default evaluate. */ virtual bool Evaluate(); virtual void Init(); virtual bool IsPositiveTrigger() { bool result = m_positive_event; if (m_invert) result = !result; return result; }; bool RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data); bool NeedRayCast(KX_ClientObjectInfo* client) { return true; } const MT_Point3& RaySource() const; const MT_Point3& RayTarget() const; const MT_Point3& HitPosition() const; const MT_Vector3& HitNormal() const; /* --------------------------------------------------------------------- */ /* Python interface ---------------------------------------------------- */ /* --------------------------------------------------------------------- */ /* attributes */ static PyObject* pyattr_get_ray_source(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef); static PyObject* pyattr_get_ray_target(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef); static PyObject* pyattr_get_ray_direction(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef); static PyObject* pyattr_get_hit_object(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef); static PyObject* pyattr_get_hit_position(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef); static PyObject* pyattr_get_hit_normal(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef); /* --------------------------------------------------------------------- */ SCA_IObject* m_hitObject; void* m_hitObject_Last; /* only use for comparison, never access */ private: /** * The focus mode. 1 for handling focus, 0 for not handling, 2 for focus on any object */ int m_focusmode; /** * Flags whether the previous test showed a mouse-over. */ 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; /** * Tests whether the object is in mouse focus for this camera */ bool ParentObjectHasFocusCamera(KX_Camera *cam); /** * Tests whether the object is in mouse focus in this scene. */ bool ParentObjectHasFocus(void); /** * (in game world coordinates) the place where the object was hit. */ MT_Point3 m_hitPosition; /** * (in game world coordinates) the position to which to shoot the ray. */ MT_Point3 m_prevTargetPoint; /** * (in game world coordinates) the position from which to shoot the ray. */ MT_Point3 m_prevSourcePoint; /** * (in game world coordinates) the face normal of the vertex where * the object was hit. */ MT_Vector3 m_hitNormal; /** * The KX scene that holds the camera. The camera position * determines a part of the start location of the picking ray. */ KX_Scene* m_kxscene; /** * The KX engine is needed for computing the viewport */ KX_KetsjiEngine* m_kxengine; }; #endif //__KX_MOUSESENSOR