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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
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* 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
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* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* 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 {
/**
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* EventQueue implementation for collecting and adapting windowing events
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*/
class OSGGA_EXPORT EventQueue : public osg::Referenced
{
public:
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EventQueue(GUIEventAdapter::MouseYOrientation mouseYOrientation=GUIEventAdapter::Y_INCREASING_DOWNWARDS);
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typedef std::list< osg::ref_ptr<GUIEventAdapter> > Events;
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bool empty() const
{
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_eventQueueMutex);
return _eventQueue.empty();
}
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/** Set events.*/
void setEvents(Events& events);
/** Take the entire event queue leaving the EventQueue' event queue empty.*/
bool takeEvents(Events& events);
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/** Take the events that were recorded before with specified time queue.*/
bool takeEvents(Events& events, double cutOffTime);
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/** 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);
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/** Specify if mouse coordinates should be transformed into a pre defined input range, or whether they
* should be simply based on as local coordinates to the window that generated the mouse events.*/
void setUseFixedMouseInputRange(bool useFixedMouseInputRange) { _useFixedMouseInputRange = useFixedMouseInputRange; }
/** Get whether the mouse coordinates should be transformed into a pre defined input range.*/
bool getUseFixedMouseInputRange() { return _useFixedMouseInputRange; }
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/** Set the graphics context associated with this event queue.*/
void setGraphicsContext(osg::GraphicsContext* context) { getCurrentEventState()->setGraphicsContext(context); }
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osg::GraphicsContext* getGraphicsContext() { return getCurrentEventState()->getGraphicsContext(); }
const osg::GraphicsContext* getGraphicsContext() const { return getCurrentEventState()->getGraphicsContext(); }
/** Read the window record dimensions from the graphics context. */
void syncWindowRectangleWithGraphcisContext();
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/** Set the mouse input range.*/
void setMouseInputRange(float xMin, float yMin, float xMax, float yMax) { getCurrentEventState()->setInputRange(xMin, yMin, xMax, yMax); }
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/** Method for adapting window resize event, placing this event on the back of the event queue. */
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void windowResize(int x, int y, int width, int height) { windowResize(x,y,width,height,getTime()); }
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/** Method for adapting window resize event, placing this event on the back of the event queue, with specified time. */
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void windowResize(int x, int y, int width, int height, double time);
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/** Method for adapting mouse scroll wheel events, placing this event on the back of the event queue. */
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void mouseScroll(GUIEventAdapter::ScrollingMotion sm) { mouseScroll(sm,getTime()); }
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/** Method for adapting mouse scroll wheel events, placing this event on the back of the event queue, with specified time. */
void mouseScroll(GUIEventAdapter::ScrollingMotion sm, double time);
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/** Method for adapting mouse scroll wheel events, placing this event on the back of the event queue. */
void mouseScroll2D(float x, float y) { mouseScroll2D(x, y, getTime()); }
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/** Method for adapting mouse scroll wheel events, placing this event on the back of the event queue. */
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void mouseScroll2D(float x, float y, double time);
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/** Method for adapting pen pressure events, placing this event on the back of the event queue.*/
void penPressure(float pressure) { penPressure(pressure, getTime()); }
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/** Method for adapting pen pressure events, placing this event on the back of the event queue, with specified time.*/
void penPressure(float pressure, double time);
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/** Method for adapting pen orientation events, placing this event on the back of the event queue.*/
void penOrientation(float tiltX, float tiltY, float rotation) { penOrientation(tiltX, tiltY, rotation, getTime()); }
/** Method for adapting pen orientation events, placing this event on the back of the event queue, with specified time.*/
void penOrientation(float tiltX, float tiltY, float rotation, double time);
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/** Method for adapting pen proximity events, placing this event on the back of the event queue.*/
void penProximity(GUIEventAdapter::TabletPointerType pt, bool isEntering) { penProximity(pt, isEntering, getTime()); }
/** Method for adapting pen proximity events, placing this event on the back of the event queue, with specified time.*/
void penProximity(GUIEventAdapter::TabletPointerType pt, bool isEntering, double time);
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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.*/
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void mouseWarped(float x, float y);
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/** Method for adapting mouse motion events, placing this event on the back of the event queue.*/
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void mouseMotion(float x, float y) { mouseMotion(x,y, getTime()); }
/** Method for adapting mouse motion events, placing this event on the back of the event queue, with specified time.*/
void mouseMotion(float x, float y, double time);
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/** Method for adapting mouse button pressed events, placing this event on the back of the event queue.
* Button numbering is 1 for left mouse button, 2 for middle, 3 for right. */
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void mouseButtonPress(float x, float y, unsigned int button) { mouseButtonPress(x, y, button, getTime()); }
/** Method for adapting mouse button pressed events, placing this event on the back of the event queue, with specified time.
* Button numbering is 1 for left mouse button, 2 for middle, 3 for right. */
void mouseButtonPress(float x, float y, unsigned int button, double time);
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/** Method for adapting mouse button pressed events, placing this event on the back of the event queue.
* Button numbering is 1 for left mouse button, 2 for middle, 3 for right. */
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void mouseDoubleButtonPress(float x, float y, unsigned int button) { mouseDoubleButtonPress(x, y, button, getTime()); }
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/** Method for adapting mouse button pressed events, placing this event on the back of the event queue, with specified time.
* Button numbering is 1 for left mouse button, 2 for middle, 3 for right. */
void mouseDoubleButtonPress(float x, float y, unsigned int button, double time);
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/** Method for adapting mouse button release events, placing this event on the back of the event queue.
* Button numbering is 1 for left mouse button, 2 for middle, 3 for right. */
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void mouseButtonRelease(float x, float y, unsigned int button) { mouseButtonRelease(x, y, button, getTime()); }
/** Method for adapting mouse button release events, placing this event on the back of the event queue, with specified time.
* Button numbering is 1 for left mouse button, 2 for middle, 3 for right. */
void mouseButtonRelease(float x, float y, unsigned int button, double time);
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/** Method for adapting keyboard press events. Note, special keys such as Ctrl/Function keys should be adapted to GUIEventAdapter::KeySymbol mappings.*/
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void keyPress(int key, int unmodifiedKey = 0) { keyPress(key, getTime(), unmodifiedKey); }
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/** Method for adapting keyboard press events. Note, special keys such as Ctrl/Function keys should be adapted to GUIEventAdapter::KeySymbol mappings, with specified time.*/
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void keyPress(int key, double time, int unmodifiedKey = 0);
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/** Method for adapting keyboard press events. Note, special keys such as Ctrl/Function keys should be adapted to GUIEventAdapter::KeySymbol mappings.*/
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void keyRelease(int key, int unmodifiedKey = 0) { keyRelease(key, getTime(), unmodifiedKey); }
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/** Method for adapting keyboard press events. Note, special keys such as Ctrl/Function keys should be adapted to GUIEventAdapter::KeySymbol mappings, with specified time.*/
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void keyRelease(int key, double time, int unmodifiedKey = 0);
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GUIEventAdapter* touchBegan(unsigned int id, GUIEventAdapter::TouchPhase phase, float x, float y, double time);
GUIEventAdapter* touchBegan(unsigned int id, GUIEventAdapter::TouchPhase phase, float x, float y) {
return touchBegan(id, phase, x, y, getTime());
}
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GUIEventAdapter* touchMoved(unsigned int id, GUIEventAdapter::TouchPhase phase, float x, float y, double time);
GUIEventAdapter* touchMoved(unsigned int id, GUIEventAdapter::TouchPhase phase, float x, float y) {
return touchMoved(id, phase, x, y, getTime());
}
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GUIEventAdapter* touchEnded(unsigned int id, GUIEventAdapter::TouchPhase phase, float x, float y, unsigned int tap_count, double time);
GUIEventAdapter* touchEnded(unsigned int id, GUIEventAdapter::TouchPhase phase, float x, float y, unsigned int tap_count) {
return touchEnded(id, phase, x, y, tap_count, getTime());
}
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/** Method for adapting close window events.*/
void closeWindow() { closeWindow(getTime()); }
/** Method for adapting close window event with specified event time.*/
void closeWindow(double time);
/** Method for adapting application quit events.*/
void quitApplication() { quitApplication(getTime()); }
/** Method for adapting application quit events with specified event time.*/
void quitApplication(double time);
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/** Method for adapting frame events.*/
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void frame(double time);
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void setStartTick(osg::Timer_t tick) { _startTick = tick; clear(); }
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osg::Timer_t getStartTick() const { return _startTick; }
double getTime() const { return osg::Timer::instance()->delta_s(_startTick, osg::Timer::instance()->tick()); }
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/** clear all events from queue. */
void clear();
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/** convenience method for create an event ready to fill in. Clones the getCurrentEventState() to produce a up to date event state. */
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GUIEventAdapter* createEvent();
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void setCurrentEventState(GUIEventAdapter* ea) { _accumulateEventState = ea; }
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GUIEventAdapter* getCurrentEventState() { return _accumulateEventState.get(); }
const GUIEventAdapter* getCurrentEventState() const { return _accumulateEventState.get(); }
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/** Method for adapting user defined events */
void userEvent(osg::Referenced* userEventData) { userEvent(userEventData, getTime()); }
/** Method for adapting user defined events with specified event time */
void userEvent(osg::Referenced* userEventData, double time);
From Stephan Huber, "attached you'll find a first version of multi-touch-support for OS X (>=
10.6), which will forward all multi-touch events from a trackpad to the
corresponding osgGA-event-structures.
The support is switched off per default, but you can enable multi-touch
support via a new flag for GraphicsWindowCocoa::WindowData or directly
via the GraphicsWindowCocoa-class.
After switching multi-touch-support on, all mouse-events from the
trackpad get ignored, otherwise you'll have multiple events for the same
pointer which is very confusing (as the trackpad reports absolute
movement, and as a mouse relative movement).
I think this is not a problem, as multi-touch-input is a completely
different beast as a mouse, so you'll have to code your own
event-handlers anyway.
While coding this stuff, I asked myself if we should refactor
GUIEventAdapter/EventQueue and assign a specific event-type for
touch-input instead of using PUSH/DRAG/RELEASE. This will make it
clearer how to use the code, but will break the mouse-emulation for the
first touch-point and with that all existing manipulators. What do you
think? I am happy to code the proposed changes.
Additionally I created a small (and ugly) example osgmultitouch which
makes use of the osgGA::MultiTouchTrackballManipulator, shows all
touch-points on a HUD and demonstrates how to get the touchpoints from
an osgGA::GUIEventAdapter.
There's even a small example video here: http://vimeo.com/31611842"
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void setFirstTouchEmulatesMouse(bool b) { _firstTouchEmulatesMouse = b; }
bool getFirstTouchEmulatesMouse() const { return _firstTouchEmulatesMouse; }
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protected:
virtual ~EventQueue();
/** Prevent unwanted copy operator.*/
EventQueue& operator = (const EventQueue&) { return *this; }
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osg::ref_ptr<GUIEventAdapter> _accumulateEventState;
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bool _useFixedMouseInputRange;
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osg::Timer_t _startTick;
mutable OpenThreads::Mutex _eventQueueMutex;
Events _eventQueue;
From Stephan Huber, "attached you'll find a first version of multi-touch-support for OS X (>=
10.6), which will forward all multi-touch events from a trackpad to the
corresponding osgGA-event-structures.
The support is switched off per default, but you can enable multi-touch
support via a new flag for GraphicsWindowCocoa::WindowData or directly
via the GraphicsWindowCocoa-class.
After switching multi-touch-support on, all mouse-events from the
trackpad get ignored, otherwise you'll have multiple events for the same
pointer which is very confusing (as the trackpad reports absolute
movement, and as a mouse relative movement).
I think this is not a problem, as multi-touch-input is a completely
different beast as a mouse, so you'll have to code your own
event-handlers anyway.
While coding this stuff, I asked myself if we should refactor
GUIEventAdapter/EventQueue and assign a specific event-type for
touch-input instead of using PUSH/DRAG/RELEASE. This will make it
clearer how to use the code, but will break the mouse-emulation for the
first touch-point and with that all existing manipulators. What do you
think? I am happy to code the proposed changes.
Additionally I created a small (and ugly) example osgmultitouch which
makes use of the osgGA::MultiTouchTrackballManipulator, shows all
touch-points on a HUD and demonstrates how to get the touchpoints from
an osgGA::GUIEventAdapter.
There's even a small example video here: http://vimeo.com/31611842"
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bool _firstTouchEmulatesMouse;
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};
}
#endif