MouseButton will not release...
Posted: Sun May 09, 2010 18:56
hi,
I have a problem. I get the MouseInput in this way :
But when i drag a cegui window it seems to ignore me releasing the button and will stick to the Cursor...
when i set breakpoints to these functions, they fired correctly. injectMouseButtonUp fired when the button was released and injectMouseButtonDown fired when the button is pushed.
I initialize cegui like this (with d3d11 beta rederer from this board):
I have a problem. I get the MouseInput in this way :
Code: Select all
SHORT keystate;
keystate = GetAsyncKeyState(VK_LBUTTON);
if(keystate & 0x0001 )
{ CEGUI::System::getSingleton().injectMouseButtonUp( CEGUI::MouseButton::LeftButton );
}
if(keystate >> 8)
{
CEGUI::System::getSingleton().injectMouseButtonDown( CEGUI::MouseButton::LeftButton );
}
But when i drag a cegui window it seems to ignore me releasing the button and will stick to the Cursor...
when i set breakpoints to these functions, they fired correctly. injectMouseButtonUp fired when the button was released and injectMouseButtonDown fired when the button is pushed.
I initialize cegui like this (with d3d11 beta rederer from this board):
Code: Select all
m_pDev11 = new ID3D11Device_Full;
m_pDev11->dev11=pDevice;
m_pDev11->devc11=pImmediateContext;
CEGUI::Direct3D10Renderer& myRenderer = CEGUI::Direct3D10Renderer::create( m_pDev11 );
CEGUI::System::create( myRenderer );
// initialise the required dirs for the DefaultResourceProvider
CEGUI::DefaultResourceProvider* rp = static_cast<CEGUI::DefaultResourceProvider*>
(CEGUI::System::getSingleton().getResourceProvider());
rp->setResourceGroupDirectory("schemes", "datafiles/schemes/");
rp->setResourceGroupDirectory("imagesets", "datafiles/imagesets/");
rp->setResourceGroupDirectory("fonts", "datafiles/fonts/");
rp->setResourceGroupDirectory("layouts", "datafiles/layouts/");
rp->setResourceGroupDirectory("looknfeels", "datafiles/looknfeel/");
rp->setResourceGroupDirectory("lua_scripts", "datafiles/lua_scripts/");
// set the default resource groups to be used
CEGUI::Imageset::setDefaultResourceGroup("imagesets");
CEGUI::Font::setDefaultResourceGroup("fonts");
CEGUI::Scheme::setDefaultResourceGroup("schemes");
CEGUI::WidgetLookManager::setDefaultResourceGroup("looknfeels");
CEGUI::WindowManager::setDefaultResourceGroup("layouts");
CEGUI::ScriptModule::setDefaultResourceGroup("lua_scripts");
// create (load) the TaharezLook scheme file
// (this auto-loads the TaharezLook looknfeel and imageset files)
CEGUI::SchemeManager::getSingleton().create( "TaharezLook.scheme" );
// create (load) a font.
// The first font loaded automatically becomes the default font, but note
// that the scheme might have already loaded a font, so there may already
// be a default set - if we want the "Commonweath-10" font to definitely
// be the default, we should set the default explicitly afterwards.
CEGUI::FontManager::getSingleton().create( "DejaVuSans-10.font" );
CEGUI::System::getSingleton().setDefaultFont( "DejaVuSans-10" );
CEGUI::System::getSingleton().setDefaultMouseCursor( "TaharezLook", "MouseArrow" );
CEGUI::System::getSingleton().setDefaultTooltip( "TaharezLook/Tooltip" );
CEGUI::WindowManager& wmgr = CEGUI::WindowManager::getSingleton();
CEGUI::Window* myRoot = wmgr.createWindow( "DefaultWindow", "root" );
CEGUI::System::getSingleton().setGUISheet( myRoot );
CEGUI::FrameWindow* fWnd = static_cast<CEGUI::FrameWindow*>(
wmgr.createWindow( "TaharezLook/FrameWindow", "testWindow" ));
myRoot->addChildWindow( fWnd );
// position a quarter of the way in from the top-left of parent.
fWnd->setPosition( CEGUI::UVector2( CEGUI::UDim( 0.25f, 0 ), CEGUI::UDim( 0.25f, 0 ) ) );
// set size to be half the size of the parent
fWnd->setSize( CEGUI::UVector2( CEGUI::UDim( 0.5f, 0 ), CEGUI::UDim( 0.5f, 0 ) ) );
fWnd->setText( "Hello World!" );