I have done a bit of refactoring, so please check if none of your code got broken (I had to do non-trivial merge, so I might have broken something accidentally).
It is start of support for scene-in-texture. Currently, we can put jfx scenes on screen-aligned pictures, with 1:1 pixel mapping. With new feature, you can put jfx scene as any texture for jme3. This will for example allow in-game computer screens with interactive content.
At this moment support is very preliminary - mostly render to texture. Tricky part is as always, event mapping back. In TestTextureContainer there is a start of support for mouse events. In final form, it would of course get moved to proper utility/manager class, but as it is broken, I left it in test class for now. You can click around and things will react, but:
- keyboard input is not supported (should not be that hard to add)
- popups are not getting events propagated to them (which might be a lot harder)
It seems that my previous full-screen support was working by accident - there were real popups appearing behind full screen and they were reacting to input on full screen jme3 properly. Now, there is no way to cheat like that, so I'll have to rethink the approach. In any case, to avoid hard merges in future, I have committed work in progress.
I have tried to make API as compatible as possible, so hopefully there should be no noticeable difference.
BTW, while testing, I have noticed two issues (both of them happening without my changes as well):
- cursor switching works in strange way around text fields (it seems that it doesn't utilize cursor hotspot correctly, so it jumps on edges on text fields)
- externalized windows sometimes gets broken - instead of nice window, I'm getting very long toolbar without any icons or content