Added EventQueue.

This commit is contained in:
Robert Osfield 2006-03-08 15:40:02 +00:00
parent 7604146d3f
commit fa5ff9d169
2 changed files with 353 additions and 0 deletions

104
include/osgGA/EventQueue Normal file
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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();
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);
/** 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()); }
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

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src/osgGA/EventQueue.cpp Normal file
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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.
*/
#include <osgGA/EventQueue>
#include <osg/Notify>
using namespace osgGA;
EventQueue::EventQueue()
{
_startTick = osg::Timer::instance()->tick();
_accumulateEventState = new GUIEventAdapter();
}
EventQueue::~EventQueue()
{
}
void EventQueue::setEvents(Events& events)
{
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_eventQueueMutex);
_eventQueue = events;
}
void EventQueue::appendEvents(Events& events)
{
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_eventQueueMutex);
_eventQueue.insert(_eventQueue.end(), events.begin(), events.end());
}
void EventQueue::addEvent(GUIEventAdapter* event)
{
event->setTime(getTime());
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_eventQueueMutex);
_eventQueue.push_back(event);
}
bool EventQueue::takeEvents(Events& events)
{
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_eventQueueMutex);
if (!_eventQueue.empty())
{
events.insert(events.end(),_eventQueue.begin(),_eventQueue.end());
_eventQueue.clear();
return true;
}
else
{
return false;
}
}
bool EventQueue::copyEvents(Events& events) const
{
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_eventQueueMutex);
if (!_eventQueue.empty())
{
events.insert(events.end(),_eventQueue.begin(),_eventQueue.end());
return true;
}
else
{
return false;
}
}
void EventQueue::windowResize(float Xmin, float Ymin, float Xmax, float Ymax)
{
_accumulateEventState->setWindowSize(Xmin, Ymin, Xmax, Ymax);
GUIEventAdapter* event = new GUIEventAdapter(*_accumulateEventState);
event->setEventType(GUIEventAdapter::RESIZE);
addEvent(event);
}
void EventQueue::mouseScroll(GUIEventAdapter::ScrollingMotion sm)
{
GUIEventAdapter* event = new GUIEventAdapter(*_accumulateEventState);
event->setEventType(GUIEventAdapter::SCROLL);
event->setScrollingMotion(sm);
addEvent(event);
}
void EventQueue::mouseMotion(float x, float y)
{
_accumulateEventState->setX(x);
_accumulateEventState->setY(y);
GUIEventAdapter* event = new GUIEventAdapter(*_accumulateEventState);
event->setEventType(event->getButtonMask() ? GUIEventAdapter::DRAG : GUIEventAdapter::MOVE);
addEvent(event);
}
void EventQueue::mouseButtonPress(float x, float y, unsigned int button)
{
_accumulateEventState->setX(x);
_accumulateEventState->setY(y);
switch(button)
{
case(1):
_accumulateEventState->setButtonMask(GUIEventAdapter::LEFT_MOUSE_BUTTON | _accumulateEventState->getButtonMask());
break;
case(2):
_accumulateEventState->setButtonMask(GUIEventAdapter::MIDDLE_MOUSE_BUTTON | _accumulateEventState->getButtonMask());
break;
case(3):
_accumulateEventState->setButtonMask(GUIEventAdapter::RIGHT_MOUSE_BUTTON | _accumulateEventState->getButtonMask());
break;
}
GUIEventAdapter* event = new GUIEventAdapter(*_accumulateEventState);
event->setEventType(GUIEventAdapter::PUSH);
switch(button)
{
case(1):
event->setButton(GUIEventAdapter::LEFT_MOUSE_BUTTON);
break;
case(2):
event->setButton(GUIEventAdapter::MIDDLE_MOUSE_BUTTON);
break;
case(3):
event->setButton(GUIEventAdapter::RIGHT_MOUSE_BUTTON);
break;
}
addEvent(event);
}
void EventQueue::mouseButtonRelease(float x, float y, unsigned int button)
{
_accumulateEventState->setX(x);
_accumulateEventState->setY(y);
switch(button)
{
case(1):
_accumulateEventState->setButtonMask(~GUIEventAdapter::LEFT_MOUSE_BUTTON & _accumulateEventState->getButtonMask());
break;
case(2):
_accumulateEventState->setButtonMask(~GUIEventAdapter::MIDDLE_MOUSE_BUTTON & _accumulateEventState->getButtonMask());
break;
case(3):
_accumulateEventState->setButtonMask(~GUIEventAdapter::RIGHT_MOUSE_BUTTON & _accumulateEventState->getButtonMask());
break;
}
GUIEventAdapter* event = new GUIEventAdapter(*_accumulateEventState);
event->setEventType(GUIEventAdapter::RELEASE);
switch(button)
{
case(1):
event->setButton(GUIEventAdapter::LEFT_MOUSE_BUTTON);
break;
case(2):
event->setButton(GUIEventAdapter::MIDDLE_MOUSE_BUTTON);
break;
case(3):
event->setButton(GUIEventAdapter::RIGHT_MOUSE_BUTTON);
break;
}
addEvent(event);
}
void EventQueue::keyPress(GUIEventAdapter::KeySymbol key)
{
switch(key)
{
case(GUIEventAdapter::KEY_Shift_L): _accumulateEventState->setModKeyMask(GUIEventAdapter::MODKEY_LEFT_SHIFT | _accumulateEventState->getModKeyMask()); break;
case(GUIEventAdapter::KEY_Shift_R): _accumulateEventState->setModKeyMask(GUIEventAdapter::MODKEY_RIGHT_SHIFT | _accumulateEventState->getModKeyMask()); break;
case(GUIEventAdapter::KEY_Control_L): _accumulateEventState->setModKeyMask(GUIEventAdapter::MODKEY_LEFT_CTRL | _accumulateEventState->getModKeyMask()); break;
case(GUIEventAdapter::KEY_Control_R): _accumulateEventState->setModKeyMask(GUIEventAdapter::MODKEY_RIGHT_CTRL | _accumulateEventState->getModKeyMask()); break;
case(GUIEventAdapter::KEY_Meta_L): _accumulateEventState->setModKeyMask(GUIEventAdapter::MODKEY_LEFT_META | _accumulateEventState->getModKeyMask()); break;
case(GUIEventAdapter::KEY_Meta_R): _accumulateEventState->setModKeyMask(GUIEventAdapter::MODKEY_RIGHT_META | _accumulateEventState->getModKeyMask()); break;
case(GUIEventAdapter::KEY_Alt_L): _accumulateEventState->setModKeyMask(GUIEventAdapter::MODKEY_LEFT_ALT | _accumulateEventState->getModKeyMask()); break;
case(GUIEventAdapter::KEY_Alt_R): _accumulateEventState->setModKeyMask(GUIEventAdapter::MODKEY_LEFT_ALT | _accumulateEventState->getModKeyMask()); break;
case(GUIEventAdapter::KEY_Caps_Lock):
{
if ((_accumulateEventState->getModKeyMask() & GUIEventAdapter::MODKEY_CAPS_LOCK)!=0)
_accumulateEventState->setModKeyMask(~GUIEventAdapter::MODKEY_CAPS_LOCK & _accumulateEventState->getModKeyMask());
else
_accumulateEventState->setModKeyMask(GUIEventAdapter::MODKEY_CAPS_LOCK | _accumulateEventState->getModKeyMask());
break;
}
case(GUIEventAdapter::KEY_Num_Lock):
{
if ((_accumulateEventState->getModKeyMask() & GUIEventAdapter::MODKEY_NUM_LOCK)!=0)
_accumulateEventState->setModKeyMask(~GUIEventAdapter::MODKEY_NUM_LOCK & _accumulateEventState->getModKeyMask());
else
_accumulateEventState->setModKeyMask(GUIEventAdapter::MODKEY_NUM_LOCK | _accumulateEventState->getModKeyMask());
break;
}
default: break;
}
GUIEventAdapter* event = new GUIEventAdapter(*_accumulateEventState);
event->setEventType(GUIEventAdapter::KEYDOWN);
event->setKey(key);
addEvent(event);
}
void EventQueue::keyRelease(GUIEventAdapter::KeySymbol key)
{
switch(key)
{
case(GUIEventAdapter::KEY_Shift_L): _accumulateEventState->setModKeyMask(~GUIEventAdapter::MODKEY_LEFT_SHIFT & _accumulateEventState->getModKeyMask()); break;
case(GUIEventAdapter::KEY_Shift_R): _accumulateEventState->setModKeyMask(~GUIEventAdapter::MODKEY_RIGHT_SHIFT & _accumulateEventState->getModKeyMask()); break;
case(GUIEventAdapter::KEY_Control_L): _accumulateEventState->setModKeyMask(~GUIEventAdapter::MODKEY_LEFT_CTRL & _accumulateEventState->getModKeyMask()); break;
case(GUIEventAdapter::KEY_Control_R): _accumulateEventState->setModKeyMask(~GUIEventAdapter::MODKEY_RIGHT_CTRL & _accumulateEventState->getModKeyMask()); break;
case(GUIEventAdapter::KEY_Meta_L): _accumulateEventState->setModKeyMask(~GUIEventAdapter::MODKEY_LEFT_META & _accumulateEventState->getModKeyMask()); break;
case(GUIEventAdapter::KEY_Meta_R): _accumulateEventState->setModKeyMask(~GUIEventAdapter::MODKEY_RIGHT_META & _accumulateEventState->getModKeyMask()); break;
case(GUIEventAdapter::KEY_Alt_L): _accumulateEventState->setModKeyMask(~GUIEventAdapter::MODKEY_LEFT_ALT & _accumulateEventState->getModKeyMask()); break;
case(GUIEventAdapter::KEY_Alt_R): _accumulateEventState->setModKeyMask(~GUIEventAdapter::MODKEY_LEFT_ALT & _accumulateEventState->getModKeyMask()); break;
default: break;
}
GUIEventAdapter* event = new GUIEventAdapter(*_accumulateEventState);
event->setEventType(GUIEventAdapter::KEYUP);
event->setKey(key);
addEvent(event);
}
void EventQueue::frame(double t)
{
GUIEventAdapter* event = new GUIEventAdapter(*_accumulateEventState);
event->setEventType(GUIEventAdapter::FRAME);
event->setTime(t);
addEvent(event);
}