...
Encore un truc,
un gars sur blender.nl n'arrivait
pas à reperer correctement
l'emplacement du pointeur
souris voilà la solution:
import Blender
from Blender.Draw import *
from Blender.BGL import *
#import __main__
print
print 'Starting mouse.py'
print
mouse_x = 1
mouse_y = 1
try:
a= BufList
version= 172
except:
version= 173
def do_exit():
print
print 'Exiting'
print
Exit()
def draw():
global mouse_x
global mouse_y
if (version<173):
size
Buffer(GL_FLOAT, None, 4)
glGetFloat(GL_SCISSOR_BOX,
size)
size
BufList(size)
else:
size
Buffer(GL_FLOAT, 4)
glGetFloatv(GL_SCISSOR_BOX,
size)
size= size.list
mouse_x=mouse_x-size[0]
mouse_y=mouse_y-size[1]
glClear(GL_COLOR_BUFFER_BIT)
glBegin(GL_POINTS)
glVertex2i(mouse_x,
4)
glVertex2i(mouse_x-1,
5)
glVertex2i(mouse_x-2,
6)
glVertex2i(mouse_x-3,
7)
glVertex2i(mouse_x-4,
8)
glVertex2i(mouse_x-5,
9)
glVertex2i(mouse_x+1,
5)
glVertex2i(mouse_x+2,
6)
glVertex2i(mouse_x+3,
7)
glVertex2i(mouse_x+4,
8)
glVertex2i(mouse_x+5,
9)
glVertex2i(4,
mouse_y)
glVertex2i(5,
mouse_y +1)
glVertex2i(6,
mouse_y +2)
glVertex2i(7,
mouse_y +3)
glVertex2i(5,
mouse_y -1)
glVertex2i(6,
mouse_y -2)
glVertex2i(7,
mouse_y -3)
glEnd()
def event(evt, val):
global mouse_x
global mouse_y
if (evt== QKEY):
do_exit()
if (evt == MOUSEX):
mouse_x = val
if (evt == MOUSEY):
mouse_y = val
Redraw()
def bevent(evt):
Redraw()
register(draw, event, bevent)
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