OpenSceneGraph/include/osgGA/EventQueue

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 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_EVENTQUEUE
#define OSGGA_EVENTQUEUE 1
#include <osgGA/GUIEventAdapter>
#include <osg/ref_ptr>
#include <osg/Timer>
#include <OpenThreads/Mutex>
#include <list>
namespace osgGA {
/**
* EventQueue implementation for collecting and adapting windowing events
*/
class OSGGA_EXPORT EventQueue : public osg::Referenced
{
public:
EventQueue(GUIEventAdapter::MouseYOrientation mouseYOrientation=GUIEventAdapter::Y_INCREASING_DOWNWARDS);
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typedef std::list< osg::ref_ptr<GUIEventAdapter> > Events;
/** Set events.*/
void setEvents(Events& events);
/** Take the entire event queue leaving the EventQueue' event queue empty.*/
bool takeEvents(Events& events);
/** Take a copy the entire event queue leaving the EventQueue' event queue intact.*/
bool copyEvents(Events& events) const;
/** Add events to end of event queue.*/
void appendEvents(Events& events);
/** Add an event to the end of the event queue.*/
void addEvent(GUIEventAdapter* event);
/** method for adapting window resize event, placing this event on the back of the event queue. */
void windowResize(float Xmin, float Ymin, float Xmax, float Ymax);
/** method for adapting mouse scroll wheel events, placing this event on the back of the event queue. */
void mouseScroll(GUIEventAdapter::ScrollingMotion sm);
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/** method for updating in response to a mouse warp. Note, just moves the mouse position without creating a new event for it.*/
void mouseWarp(float x, float y);
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/** method for adapting mouse motion events whilst mouse buttons are pressed, placing this event on the back of the event queue.*/
void mouseMotion(float x, float y);
/** method for adapting mouse button pressed events, placing this event on the back of the event queue.*/
void mouseButtonPress(float x, float y, unsigned int button);
/** method for adapting mouse button release events, placing this event on the back of the event queue.*/
void mouseButtonRelease(float x, float y, unsigned int button);
/** method for adapting keyboard press events.*/
void keyPress(GUIEventAdapter::KeySymbol key);
/** method for adapting keyboard press events.*/
void keyRelease(GUIEventAdapter::KeySymbol key);
/** method for adapting frame events.*/
void frame(double t);
void setStartTick(osg::Timer_t tick) { _startTick = tick; }
osg::Timer_t getStartTick() const { return _startTick; }
double getTime() const { return osg::Timer::instance()->delta_s(_startTick, osg::Timer::instance()->tick()); }
/** convinience method for create an event ready to fill in. Clones the getCurrentEventState() to produce a up to date event state. */
GUIEventAdapter* createEvent();
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GUIEventAdapter* getCurrentEventState() { return _accumulateEventState.get(); }
const GUIEventAdapter* getCurrentEventState() const { return _accumulateEventState.get(); }
protected:
virtual ~EventQueue();
/** Prevent unwanted copy operator.*/
EventQueue& operator = (const EventQueue&) { return *this; }
osg::ref_ptr<GUIEventAdapter> _accumulateEventState;
osg::Timer_t _startTick;
mutable OpenThreads::Mutex _eventQueueMutex;
Events _eventQueue;
};
}
#endif