OpenSceneGraph/examples/osgviewerFOX/FOX_OSG.h

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#ifndef _FOXOSG_H_
#define _FOXOSG_H_
#include <osgViewer/Viewer>
#include <string>
#include <fx.h>
#include <fx3d.h>
using namespace FX;
class GraphicsWindowFOX: public FXGLCanvas, public osgViewer::GraphicsWindow{
FXDECLARE(GraphicsWindowFOX);
public:
GraphicsWindowFOX(FXComposite *parent, FXGLVisual *vis,
FXObject *tgt=NULL, FXSelector sel=0,
FXuint opts=0, FXint x=0, FXint y=0,
FXint w=0, FXint h=0);
virtual ~GraphicsWindowFOX();
// callback
long onConfigure(FXObject*, FXSelector, void*);
long onKeyPress(FXObject*, FXSelector, void*);
long onKeyRelease(FXObject*, FXSelector, void*);
long onLeftBtnPress(FXObject*, FXSelector, void*);
long onLeftBtnRelease(FXObject*, FXSelector, void*);
long onMiddleBtnPress(FXObject*, FXSelector, void*);
long onMiddleBtnRelease(FXObject*, FXSelector, void*);
long onRightBtnPress(FXObject*, FXSelector, void*);
long onRightBtnRelease(FXObject*, FXSelector, void*);
long onMotion(FXObject*, FXSelector, void*);
void init();
//
// GraphicsWindow interface
//
void grabFocus();
void grabFocusIfPointerInWindow();
void useCursor(bool cursorOn);
bool makeCurrentImplementation();
bool releaseContext();
void swapBuffersImplementation();
// note implemented yet...just use dummy implementation to get working.
virtual bool valid() const { return true; }
virtual bool realizeImplementation() { return true; }
virtual bool isRealizedImplementation() const { return true; }
virtual void closeImplementation() {}
virtual bool releaseContextImplementation() { return true; }
protected:
GraphicsWindowFOX(){};
private:
FXCursor* _oldCursor;
};
#endif // _FOXOSG_H_