123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104 |
- /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
- *
- * This library is open source and may be redistributed and/or modified under
- * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
- * (at your option) any later version. The full license is in LICENSE file
- * included with this distribution, and on the openscenegraph.org website.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * OpenSceneGraph Public License for more details.
- */
- #ifndef OSGGA_GUIACTIONADAPTER
- #define OSGGA_GUIACTIONADAPTER 1
- #include <osgGA/Export>
- #include <osg/View>
- #include <osgUtil/LineSegmentIntersector>
- namespace osgGA{
- /**
- Abstract base class defining the interface by which GUIEventHandlers may request
- actions of the GUI system in use. These requests for actions should then be honored
- by the GUI toolkit of the user's application.
- To provide more detail, when a GUIEventHandler (e.g. a TrackballManipulator)
- handles an incoming event, such as a mouse event, it may wish to make
- a request of the GUI. E.g. if a model is 'thrown', the trackball manipulator
- may wish to start a timer, and be repeatedly called, to continuously refresh the
- camera's position and orientation. However, it has no way of doing this, as it
- knows nothing of the window system in which it's operating. Instead, the
- GUIEventHandler issues it's request via a GUIActionAdapter, and the viewer
- in use should honour the request, using the GUI system in play.
- There is more than one way of using the GUIActionAdapter. E.g. it may be inherited
- into a Viewer class, as is done with osgGLUT::Viewer. Alternatively, a simple
- subclass of GUIActionAdapter (e.g. osgQt::QtActionAdapter) may be passed to
- the GUIEventHandler::handle() function; once the function has returned, the viewer
- will then unpack the results and work out what to do to respond to the
- requests.
- Also there are several ways to run your app and handle the updating of
- the window. osgGLUT::Viewer always has a idle callback registered which does a
- redraw all the time. osgGLUT::Viewer can safely ignore both requestRedraw() and
- requestContinousUpdate() as these are happening all the time anyway.
- Other apps will probably want to respond to the requestRedraw() and
- requestContinousUpdate(bool) and again there is more than one way to handle it.
- You can override requestRedraw() and implement to call your own window
- redraw straight away. Or you can implement so that a flag is set and
- then you then respond the flag being set in your own leisure.
- */
- class GUIEventAdapter;
- class GUIActionAdapter
- {
- public:
- virtual ~GUIActionAdapter() {}
- /** Provide a mechanism for getting the osg::View associated with this GUIActionAdapter.
- * One would use this to case view to osgViewer::View(er) if supported by the subclass.*/
- virtual osg::View* asView() { return 0; }
- /**
- requestRedraw() requests a single redraw.
- */
- virtual void requestRedraw() = 0;
- /**
- requestContinuousUpdate(bool) is for en/disabling a throw or idle
- callback to be requested by a GUIEventHandler (typically a CameraManipulator,
- though other GUIEventHandler's may also provide functionality).
- GUI toolkits can respond to this immediately by registering an idle/timed
- callback, or can delay setting the callback and update at their own leisure.
- */
- virtual void requestContinuousUpdate(bool needed=true) = 0;
- /**
- requestWarpPointer(int,int) is requesting a repositioning of the mouse pointer
- to a specified x,y location on the window. This is used by some camera manipulators
- to initialise the mouse pointer when mouse position relative to a controls
- neutral mouse position is required, i.e when mimicking an aircraft joystick.
- */
- virtual void requestWarpPointer(float x,float y) = 0;
- /** Compute intersections of a ray, starting the current mouse position, through the specified camera. */
- virtual bool computeIntersections(const osgGA::GUIEventAdapter& /*ea*/, osgUtil::LineSegmentIntersector::Intersections& /*intersections*/,osg::Node::NodeMask /*traversalMask*/ = 0xffffffff) { return false; }
- /** Compute intersections of a ray, starting the current mouse position, through the specified master camera's window/eye coordinates and a specified nodePath's subgraph. */
- virtual bool computeIntersections(const osgGA::GUIEventAdapter& /*ea*/, const osg::NodePath& /*nodePath*/, osgUtil::LineSegmentIntersector::Intersections& /*intersections*/,osg::Node::NodeMask /*traversalMask*/ = 0xffffffff) { return false; }
- };
- }
- #endif
|