我为此找到了一个可行的解决方案。首先,我必须实例化我的Ogre::RenderWindow
窗口模式而不是全屏模式下的对象——通过实例化可以很容易地模拟全屏模式Ogre::RenderWindow
没有边框的对象如下所示:
Ogre::NameValuePairList options;
options["left"] = "0";
options["top"] = "0";
options["border"] = "none";
options["monitorIndex"] = "0";
m_pVisWindow[0] = mRoot->createRenderWindow("Window1", 1920, 1200, false, &options);
options["monitorIndex"] = "1";
m_pVizWindow[1] = mRoot->createRenderWindow("Window2", 1920, 1200, false, &options);
options["monitorIndex"] = "2";
m_pVizWindow[2] = mRoot->createRenderWindow("Window3", 1920, 1200, false, &options);
options["monitorIndex"] = "3";
m_pVizWindow[3] = mRoot->createRenderWindow("Window4", 1920, 1200, false, &options);
options["monitorIndex"] = "4";
m_pVizWindow[4] = mRoot->createRenderWindow("Window5", 1920, 1200, false, &options);
options["monitorIndex"] = "5";
m_pVizWindow[5] = mRoot->createRenderWindow("Window6", 1920, 1200, false, &options);
在构造函数中Ogre::FrameListener
附于每个Ogre::RenderWindow
(在本例中,继承自ExampleFrameListener
,我基本上必须摧毁现有的mInputManager
并使用配置参数实例化一个新的OIS
用于非独占输入。有关如何以及为何执行此操作的更详细说明,请参见here http://www.ogre3d.org/tikiwiki/Using+OIS#Non-exclusive_input.
mInputManager->destroyInputObject(mMouse);
mInputManager->destroyInputObject(mKeyboard);
mInputManager->destroyInputObject(mJoy);
OIS::InputManager::destroyInputSystem(mInputManager);
// override OIS construction to avoid grabbing mouse
OIS::ParamList pl;
size_t windowHnd = 0;
std::ostringstream windowHndStr;
window->getCustomAttribute("WINDOW", &windowHnd);
windowHndStr << windowHnd;
pl.insert(std::make_pair(std::string("WINDOW"), windowHndStr.str()));
#if defined OIS_WIN32_PLATFORM
pl.insert(std::make_pair(std::string("w32_mouse"), std::string("DISCL_FOREGROUND" )));
pl.insert(std::make_pair(std::string("w32_mouse"), std::string("DISCL_NONEXCLUSIVE")));
pl.insert(std::make_pair(std::string("w32_keyboard"), std::string("DISCL_FOREGROUND")));
pl.insert(std::make_pair(std::string("w32_keyboard"), std::string("DISCL_NONEXCLUSIVE")));
#elif defined OIS_LINUX_PLATFORM
pl.insert(std::make_pair(std::string("x11_mouse_grab"), std::string("false")));
pl.insert(std::make_pair(std::string("x11_mouse_hide"), std::string("false")));
pl.insert(std::make_pair(std::string("x11_keyboard_grab"), std::string("false")));
pl.insert(std::make_pair(std::string("XAutoRepeatOn"), std::string("true")));
#endif
mInputManager = OIS::InputManager::createInputSystem( pl );
//Create all devices (We only catch joystick exceptions here, as, most people have Key/Mouse)
mKeyboard = static_cast<OIS::Keyboard*>(mInputManager->createInputObject( OIS::OISKeyboard, false ));
mMouse = static_cast<OIS::Mouse*>(mInputManager->createInputObject( OIS::OISMouse, false ));
try {
mJoy = static_cast<OIS::JoyStick*>(mInputManager->createInputObject( OIS::OISJoyStick, false ));
}
catch(...) {
mJoy = 0;
}
我仍然需要物理上单击特定的渲染窗口才能获得焦点,因此如果有一种方法可以将焦点授予渲染窗口上的焦点,那就太好了mouseover
事件——但是,这适合我现在的需要......