ctrl_pressed(false),
drag_mode(NONE)
{
- mouse.signal_button_press.connect(sigc::mem_fun(this, &CameraController::button_press));
- mouse.signal_button_release.connect(sigc::mem_fun(this, &CameraController::button_release));
- mouse.signal_axis_motion.connect(sigc::mem_fun(this, &CameraController::axis_motion));
- keyboard.signal_button_press.connect(sigc::mem_fun(this, &CameraController::key_press));
- keyboard.signal_button_release.connect(sigc::mem_fun(this, &CameraController::key_release));
+ mouse.signal_button_press.connect(sigc::bind_return(sigc::mem_fun(this, &CameraController::button_press), false));
+ mouse.signal_button_release.connect(sigc::bind_return(sigc::mem_fun(this, &CameraController::button_release), false));
+ mouse.signal_axis_motion.connect(sigc::bind_return(sigc::mem_fun(this, &CameraController::axis_motion), false));
+ keyboard.signal_button_press.connect(sigc::bind_return(sigc::mem_fun(this, &CameraController::key_press), false));
+ keyboard.signal_button_release.connect(sigc::bind_return(sigc::mem_fun(this, &CameraController::key_release), false));
}
void CameraController::top_down()
keyboard(window),
mouse(window),
ui_res("r2c2.res"),
- root(ui_res, window),
+ root(ui_res, &window, &keyboard, &mouse),
base_object(0),
cur_route(0),
cur_zone(0),
pipeline->add_renderable_for_pass(layout_3d->get_endpoint_scene(), "unlit");
// Setup UI
- keyboard.signal_button_press.connect(sigc::mem_fun(this, &Designer::key_press));
- mouse.signal_button_press.connect(sigc::mem_fun(this, &Designer::button_press));
- mouse.signal_axis_motion.connect(sigc::mem_fun(this, &Designer::axis_motion));
+ keyboard.signal_button_press.connect(sigc::bind_return(sigc::mem_fun(this, &Designer::key_press), false));
+ mouse.signal_button_press.connect(sigc::bind_return(sigc::mem_fun(this, &Designer::button_press), false));
+ mouse.signal_axis_motion.connect(sigc::bind_return(sigc::mem_fun(this, &Designer::axis_motion), false));
root.signal_tooltip.connect(sigc::mem_fun(this, &Designer::tooltip));
toolbars.push_back(new Layoutbar(*this));
mode(NONE),
angle(0)
{
- mouse.signal_button_press.connect(sigc::mem_fun(this, &Manipulator::button_press));
- mouse.signal_axis_motion.connect(sigc::mem_fun(this, &Manipulator::axis_motion));
+ mouse.signal_button_press.connect(sigc::bind_return(sigc::mem_fun(this, &Manipulator::button_press), false));
+ mouse.signal_axis_motion.connect(sigc::bind_return(sigc::mem_fun(this, &Manipulator::axis_motion), false));
selection.signal_changed.connect(sigc::mem_fun(this, &Manipulator::selection_changed));
}
window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &Engineer::exit), 0));
root = new GLtk::Root(ui_res, window);
- mouse.signal_button_press.connect(sigc::mem_fun(this, &Engineer::button_press));
- mouse.signal_axis_motion.connect(sigc::mem_fun(this, &Engineer::axis_motion));
+ mouse.signal_button_press.connect(sigc::bind_return(sigc::mem_fun(this, &Engineer::button_press), false));
+ mouse.signal_axis_motion.connect(sigc::bind_return(sigc::mem_fun(this, &Engineer::axis_motion), false));
root->set_visible(true);
main_panel = new MainPanel(*this);