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我有一个使用 Ogre3D 创建多个渲染窗口的应用程序,我正在使用此处发布的解决方案来支持对这些窗口的非独占鼠标输入。但是,我发现我必须在渲染窗口重新获得焦点之前物理单击它,而我真的希望渲染窗口能够获得鼠标悬停事件的焦点。是否可以在 Ogre3D/OIS 中的未聚焦渲染窗口上捕获鼠标悬停事件,然后为渲染窗口设置焦点?

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1 回答 1

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为了在 Windows 中使用 Ogre3D 支持这种功能,我必须实现一个单例对象来保存所有实例化显示的集合。

class InputProcessor
{
    /// @name Types
    /// @{
public:
    /// @}

    /// @name InputProcessor implementation
    /// @{
public:
    void addDisplay(Display* _pDisplay);

    bool processMouseMoved(int _x, int _y, int _z, int _keyModifier);
    bool processMousePressed(int _keyModifier, int _id);
    bool processMouseReleased(int _keyModifier, int _id);

    static InputProcessor& getSingleton();
    /// @}

    /// @name 'Structors
    /// @{
private:
     InputProcessor();
    ~InputProcessor();
    /// @}

    /// @name Member Variables
    /// @{
private:
    typedef std::set<Display*>     Displays_type;
    Displays_type                  m_displays;
    /// @}

};  // class InputProcessor

然后,在我的 UIFrameListener(它源自 Ogre3D 的 ExampleFrameListener)中,我将鼠标窗口坐标转换为全局屏幕坐标。如果鼠标恰好位于窗口区域之外,我将相对鼠标移动应用到最后记录的鼠标位置;否则,我只需在窗口中应用绝对鼠标位置:

bool
UIFrameListener::mouseMoved(const OIS::MouseEvent& e)
{
    int keyModifierState = GetKeyModifierState();
    int windowLeft = m_display.getLeft();
    int windowTop = m_display.getTop();
    int windowWidth = m_display.m_pWindow->getWidth();
    int windowHeight = m_display.m_pWindow->getHeight();

    if (e.state.X.abs != 0 && e.state.X.abs != windowWidth)
    {
        m_lastX = e.state.X.abs;
    }
    else
    {
        m_lastX += e.state.X.rel;
    }
    int x = windowLeft + (m_display.m_width * m_lastX) / windowWidth;

    if (e.state.Y.abs != 0 && e.state.Y.abs != windowHeight)
    {
        m_lastY = e.state.Y.abs;
    }
    else
    {
        m_lastY += e.state.Y.rel;
    }
    int y = windowTop + (m_display.m_height * m_lastY) / windowHeight;

    int z = 0;
    if (e.state.Z.rel != 0)
    {
        z = e.state.Z.rel / -120;
    }

    return InputProcessor::getSingleton().processMouseMoved(x, y, z, keyModifierState);
}

并且在 中InputProcessor::processMouseMoved(),我确定鼠标光标在哪个窗口(如果有的话),然后适当地设置焦点,即

bool
InputProcessor::processMouseMoved(int _x,
                                  int _y,
                                  int _z,
                                  int _keyModifier)
{
    bool found = false;

    Displays_type::iterator iter = m_displays.begin();
    while (iter != m_displays.end() && !found)
    {
        int left = (*iter)->getLeft();
        int top = (*iter)->getTop();
        int width = (*iter)->m_pWindow->getWidth();
        int height = (*iter)->m_pWindow->getHeight();

        if (left <= _x && left + width  > _x &&
            top  <= _y && top  + height > _y)
        {
            found = true;
        }
        else
        {
            iter++;
        }
    }

    if (iter != m_displays.end())
    {
        int left = (*iter)->getLeft();
        int top = (*iter)->getTop();

        (*iter)->m_pContext->ProcessMouseMove(
            _x - left, _y - top, _keyModifier
        );

        (*iter)->m_pContext->ProcessMouseWheel(_z, _keyModifier);

        if (!(*iter)->hasFocus())
        {
            (*iter)->setFocus(true);
        }
    }

    return true;
}

在 的实现中Display,我有一个方法Display::setFocus()可以将焦点设置在适当的窗口上:

void
Display::setFocus(bool _hasFocus)
{
    if (m_handle != NULL && _hasFocus)
    {
        SetFocus(m_handle);
    }
}
于 2012-08-08T14:02:35.393 回答