Java-Gaming.org Hi !
Featured games (83)
games approved by the League of Dukes
Games in Showcase (541)
Games in Android Showcase (133)
games submitted by our members
Games in WIP (603)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  Best way to do a "hover" mouse picking?  (Read 933 times)
0 Members and 1 Guest are viewing this topic.
Offline ahottev

Senior Newbie





« Posted 2010-12-07 14:00:42 »

Hello,

I need a way to get my program to do the mouse picking while the mouse is hovering over something else. It needs to be done, well... always, all the time. This is for my 3D map, which is composed of tiles, and i'd like the tile under the cursor to be highlighted in some way.

Currently, the picking only works when the mouse is clicked, left or right button, how do i change this?

I guess it would probably be really cpu-intensive to do it all the time, what's the best approach?

Here's my picking code:
1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
19  
20  
21  
22  
23  
24  
25  
26  
27  
28  
29  
30  
31  
32  
33  
34  
35  
36  
37  
38  
39  
40  
41  
42  
43  
44  
45  
46  
47  
48  
49  
50  
51  
52  
53  
54  
55  
56  
57  
58  
59  
60  
61  
62  
63  
64  
65  
66  
67  
68  
69  
70  
71  
72  
73  
74  
75  
76  
77  
78  
79  
public class TileSelectionBehavior extends PickMouseBehavior{
   
   private DebugPanel debug;
   private GamePanel game;
   private ArrayList<Button2D> button2D;
     
   //orientation of selection vector
   private static final Vector3d SELVEC = new Vector3d(0.0, 0.0, 1.0);
   
   public TileSelectionBehavior( Canvas3D canvas, BranchGroup root, Bounds bounds, DebugPanel debug ){
      super(canvas, root, bounds);
      setSchedulingBounds(bounds);
      this.debug = debug;
      this.game = null;
           
      pickCanvas.setMode(PickCanvas.GEOMETRY_INTERSECT_INFO);
         
   }
   
   public TileSelectionBehavior( Canvas3D canvas, BranchGroup root, Bounds bounds, GamePanel game,
                          ArrayList<Button2D> button2D){
      super(canvas, root, bounds);
      setSchedulingBounds(bounds);
      this.game = game;
      this.debug = null;
      this.button2D = button2D;
     
      pickCanvas.setMode(PickCanvas.GEOMETRY_INTERSECT_INFO);
           
   }

   public void updateScene(int xpos, int ypos) {
     
      // testing button2D from top to bottom
      // for screen hierarchy
      if (debug == null){
      if (button2D.size() > 0 ){
      for(int i = 0; i < button2D.size(); i++){
         Button2D b2D = button2D.get(i);
            if (xpos > b2D.getPosX() & xpos < b2D.getPosX() + b2D.getWidth()){
               if (ypos > b2D.getPosY() & ypos < b2D.getPosY()+ b2D.getHeight()){
                  //within a button bound
                  game.clicked2D(b2D.getId());
                  return;
               }
            }
         }
      //return;
      }
      }
     
      //3D picking
      pickCanvas.setShapeLocation(xpos,ypos);
     
      Point3d eyePos = pickCanvas.getStartPosition();  //viewer location
     
      PickResult pickResult = null;
      pickResult = pickCanvas.pickClosest();
                 
      if (pickResult != null){
         
         //pickResultInfo(pickResult);
         if (mevent.getButton() == mevent.BUTTON1){      //left click
            if (debug != null){
               debug.clickedTile(pickResult);
            }else if (game != null){
               game.clickedTile(pickResult);
            }
         }else if (mevent.getButton() == mevent.BUTTON3){ //right click
            if (debug != null){
               //debug.clickedTile(pickResult);
            }else if (game != null){
               game.clickedRTile(pickResult);
            }
         }
      }
   }

}

Offline tom
« Reply #1 - Posted 2010-12-07 14:10:39 »

You can use WakeupOnAWTEvent to wake up on mouse moved or dragged. Or you can use WakeupOnElapsedFrames(0) to wake up every frame.

Offline ahottev

Senior Newbie





« Reply #2 - Posted 2010-12-07 14:27:19 »

You can use WakeupOnAWTEvent to wake up on mouse moved or dragged. Or you can use WakeupOnElapsedFrames(0) to wake up every frame.

Wow, thanks a lot.

I really thought i would have been harder than that. Smiley
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline philfrei
« Reply #3 - Posted 2010-12-08 00:07:31 »

I'm curious, why not get a MouseMotionListener involved?

"It's after the end of the world! Don't you know that yet?"
Offline tom
« Reply #4 - Posted 2010-12-09 07:56:04 »

That would work too.

Pages: [1]
  ignore  |  Print  
 
 
You cannot reply to this message, because it is very, very old.

 

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

Mr.CodeIt (24 views)
2014-12-23 03:34:11

rwatson462 (54 views)
2014-12-15 09:26:44

Mr.CodeIt (45 views)
2014-12-14 19:50:38

BurntPizza (86 views)
2014-12-09 22:41:13

BurntPizza (110 views)
2014-12-08 04:46:31

JscottyBieshaar (80 views)
2014-12-05 12:39:02

SHC (91 views)
2014-12-03 16:27:13

CopyableCougar4 (98 views)
2014-11-29 21:32:03

toopeicgaming1999 (157 views)
2014-11-26 15:22:04

toopeicgaming1999 (154 views)
2014-11-26 15:20:36
Resources for WIP games
by kpars
2014-12-18 10:26:14

Understanding relations between setOrigin, setScale and setPosition in libGdx
by mbabuskov
2014-10-09 22:35:00

Definite guide to supporting multiple device resolutions on Android (2014)
by mbabuskov
2014-10-02 22:36:02

List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!