Added EventQueue.
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104
include/osgGA/EventQueue
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104
include/osgGA/EventQueue
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* 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
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* 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,
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* 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.
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*/
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#ifndef OSGGA_EVENTQUEUE
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#define OSGGA_EVENTQUEUE 1
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#include <osgGA/GUIEventAdapter>
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#include <osg/ref_ptr>
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#include <osg/Timer>
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#include <OpenThreads/Mutex>
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#include <list>
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namespace osgGA {
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/**
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* EventQueue implementation for collecting and adapting windowing events
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*/
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class OSGGA_EXPORT EventQueue : public osg::Referenced
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{
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public:
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EventQueue();
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typedef std::list< osg::ref_ptr<GUIEventAdapter> > Events;
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/** Set events.*/
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void setEvents(Events& events);
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/** Take the entire event queue leaving the EventQueue' event queue empty.*/
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bool takeEvents(Events& events);
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/** Take a copy the entire event queue leaving the EventQueue' event queue intact.*/
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bool copyEvents(Events& events) const;
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/** Add events to end of event queue.*/
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void appendEvents(Events& events);
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/** Add an event to the end of the event queue.*/
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void addEvent(GUIEventAdapter* event);
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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(float Xmin, float Ymin, float Xmax, float Ymax);
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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);
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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.*/
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void mouseMotion(float x, float y);
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/** method for adapting mouse button pressed events, placing this event on the back of the event queue.*/
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void mouseButtonPress(float x, float y, unsigned int button);
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/** method for adapting mouse button release events, placing this event on the back of the event queue.*/
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void mouseButtonRelease(float x, float y, unsigned int button);
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/** method for adapting keyboard press events.*/
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void keyPress(GUIEventAdapter::KeySymbol key);
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/** method for adapting keyboard press events.*/
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void keyRelease(GUIEventAdapter::KeySymbol key);
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/** method for adapting frame events.*/
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void frame(double t);
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void setStartTick(osg::Timer_t tick) { _startTick = tick; }
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osg::Timer_t getStartTick() const { return _startTick; }
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double getTime() const { return osg::Timer::instance()->delta_s(_startTick, osg::Timer::instance()->tick()); }
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GUIEventAdapter* getCurrentEventState() { return _accumulateEventState.get(); }
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const GUIEventAdapter* getCurrentEventState() const { return _accumulateEventState.get(); }
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protected:
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virtual ~EventQueue();
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/** Prevent unwanted copy operator.*/
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EventQueue& operator = (const EventQueue&) { return *this; }
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osg::ref_ptr<GUIEventAdapter> _accumulateEventState;
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osg::Timer_t _startTick;
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mutable OpenThreads::Mutex _eventQueueMutex;
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Events _eventQueue;
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};
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}
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#endif
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249
src/osgGA/EventQueue.cpp
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249
src/osgGA/EventQueue.cpp
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* 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
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* 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,
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* 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.
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*/
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#include <osgGA/EventQueue>
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#include <osg/Notify>
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using namespace osgGA;
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EventQueue::EventQueue()
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{
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_startTick = osg::Timer::instance()->tick();
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_accumulateEventState = new GUIEventAdapter();
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}
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EventQueue::~EventQueue()
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{
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}
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void EventQueue::setEvents(Events& events)
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{
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OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_eventQueueMutex);
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_eventQueue = events;
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}
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void EventQueue::appendEvents(Events& events)
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{
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OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_eventQueueMutex);
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_eventQueue.insert(_eventQueue.end(), events.begin(), events.end());
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}
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void EventQueue::addEvent(GUIEventAdapter* event)
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{
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event->setTime(getTime());
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OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_eventQueueMutex);
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_eventQueue.push_back(event);
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}
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bool EventQueue::takeEvents(Events& events)
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{
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OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_eventQueueMutex);
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if (!_eventQueue.empty())
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{
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events.insert(events.end(),_eventQueue.begin(),_eventQueue.end());
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_eventQueue.clear();
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return true;
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}
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else
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{
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return false;
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}
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}
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bool EventQueue::copyEvents(Events& events) const
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{
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OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_eventQueueMutex);
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if (!_eventQueue.empty())
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{
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events.insert(events.end(),_eventQueue.begin(),_eventQueue.end());
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return true;
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}
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else
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{
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return false;
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}
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}
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void EventQueue::windowResize(float Xmin, float Ymin, float Xmax, float Ymax)
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{
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_accumulateEventState->setWindowSize(Xmin, Ymin, Xmax, Ymax);
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GUIEventAdapter* event = new GUIEventAdapter(*_accumulateEventState);
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event->setEventType(GUIEventAdapter::RESIZE);
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addEvent(event);
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}
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void EventQueue::mouseScroll(GUIEventAdapter::ScrollingMotion sm)
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{
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GUIEventAdapter* event = new GUIEventAdapter(*_accumulateEventState);
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event->setEventType(GUIEventAdapter::SCROLL);
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event->setScrollingMotion(sm);
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addEvent(event);
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}
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void EventQueue::mouseMotion(float x, float y)
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{
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_accumulateEventState->setX(x);
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_accumulateEventState->setY(y);
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GUIEventAdapter* event = new GUIEventAdapter(*_accumulateEventState);
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event->setEventType(event->getButtonMask() ? GUIEventAdapter::DRAG : GUIEventAdapter::MOVE);
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addEvent(event);
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}
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void EventQueue::mouseButtonPress(float x, float y, unsigned int button)
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{
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_accumulateEventState->setX(x);
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_accumulateEventState->setY(y);
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switch(button)
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{
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case(1):
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_accumulateEventState->setButtonMask(GUIEventAdapter::LEFT_MOUSE_BUTTON | _accumulateEventState->getButtonMask());
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break;
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case(2):
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_accumulateEventState->setButtonMask(GUIEventAdapter::MIDDLE_MOUSE_BUTTON | _accumulateEventState->getButtonMask());
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break;
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case(3):
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_accumulateEventState->setButtonMask(GUIEventAdapter::RIGHT_MOUSE_BUTTON | _accumulateEventState->getButtonMask());
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break;
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}
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GUIEventAdapter* event = new GUIEventAdapter(*_accumulateEventState);
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event->setEventType(GUIEventAdapter::PUSH);
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switch(button)
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{
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case(1):
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event->setButton(GUIEventAdapter::LEFT_MOUSE_BUTTON);
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break;
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case(2):
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event->setButton(GUIEventAdapter::MIDDLE_MOUSE_BUTTON);
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break;
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case(3):
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event->setButton(GUIEventAdapter::RIGHT_MOUSE_BUTTON);
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break;
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}
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addEvent(event);
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}
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void EventQueue::mouseButtonRelease(float x, float y, unsigned int button)
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{
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_accumulateEventState->setX(x);
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_accumulateEventState->setY(y);
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switch(button)
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{
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case(1):
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_accumulateEventState->setButtonMask(~GUIEventAdapter::LEFT_MOUSE_BUTTON & _accumulateEventState->getButtonMask());
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break;
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case(2):
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_accumulateEventState->setButtonMask(~GUIEventAdapter::MIDDLE_MOUSE_BUTTON & _accumulateEventState->getButtonMask());
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break;
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case(3):
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_accumulateEventState->setButtonMask(~GUIEventAdapter::RIGHT_MOUSE_BUTTON & _accumulateEventState->getButtonMask());
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break;
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}
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GUIEventAdapter* event = new GUIEventAdapter(*_accumulateEventState);
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event->setEventType(GUIEventAdapter::RELEASE);
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switch(button)
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{
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case(1):
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event->setButton(GUIEventAdapter::LEFT_MOUSE_BUTTON);
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break;
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case(2):
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event->setButton(GUIEventAdapter::MIDDLE_MOUSE_BUTTON);
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break;
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case(3):
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event->setButton(GUIEventAdapter::RIGHT_MOUSE_BUTTON);
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break;
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}
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addEvent(event);
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}
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void EventQueue::keyPress(GUIEventAdapter::KeySymbol key)
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{
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switch(key)
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{
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case(GUIEventAdapter::KEY_Shift_L): _accumulateEventState->setModKeyMask(GUIEventAdapter::MODKEY_LEFT_SHIFT | _accumulateEventState->getModKeyMask()); break;
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case(GUIEventAdapter::KEY_Shift_R): _accumulateEventState->setModKeyMask(GUIEventAdapter::MODKEY_RIGHT_SHIFT | _accumulateEventState->getModKeyMask()); break;
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case(GUIEventAdapter::KEY_Control_L): _accumulateEventState->setModKeyMask(GUIEventAdapter::MODKEY_LEFT_CTRL | _accumulateEventState->getModKeyMask()); break;
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case(GUIEventAdapter::KEY_Control_R): _accumulateEventState->setModKeyMask(GUIEventAdapter::MODKEY_RIGHT_CTRL | _accumulateEventState->getModKeyMask()); break;
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case(GUIEventAdapter::KEY_Meta_L): _accumulateEventState->setModKeyMask(GUIEventAdapter::MODKEY_LEFT_META | _accumulateEventState->getModKeyMask()); break;
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case(GUIEventAdapter::KEY_Meta_R): _accumulateEventState->setModKeyMask(GUIEventAdapter::MODKEY_RIGHT_META | _accumulateEventState->getModKeyMask()); break;
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case(GUIEventAdapter::KEY_Alt_L): _accumulateEventState->setModKeyMask(GUIEventAdapter::MODKEY_LEFT_ALT | _accumulateEventState->getModKeyMask()); break;
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case(GUIEventAdapter::KEY_Alt_R): _accumulateEventState->setModKeyMask(GUIEventAdapter::MODKEY_LEFT_ALT | _accumulateEventState->getModKeyMask()); break;
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case(GUIEventAdapter::KEY_Caps_Lock):
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{
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if ((_accumulateEventState->getModKeyMask() & GUIEventAdapter::MODKEY_CAPS_LOCK)!=0)
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_accumulateEventState->setModKeyMask(~GUIEventAdapter::MODKEY_CAPS_LOCK & _accumulateEventState->getModKeyMask());
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else
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_accumulateEventState->setModKeyMask(GUIEventAdapter::MODKEY_CAPS_LOCK | _accumulateEventState->getModKeyMask());
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break;
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}
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case(GUIEventAdapter::KEY_Num_Lock):
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{
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if ((_accumulateEventState->getModKeyMask() & GUIEventAdapter::MODKEY_NUM_LOCK)!=0)
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_accumulateEventState->setModKeyMask(~GUIEventAdapter::MODKEY_NUM_LOCK & _accumulateEventState->getModKeyMask());
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else
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_accumulateEventState->setModKeyMask(GUIEventAdapter::MODKEY_NUM_LOCK | _accumulateEventState->getModKeyMask());
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break;
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}
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default: break;
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}
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GUIEventAdapter* event = new GUIEventAdapter(*_accumulateEventState);
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event->setEventType(GUIEventAdapter::KEYDOWN);
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event->setKey(key);
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addEvent(event);
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}
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void EventQueue::keyRelease(GUIEventAdapter::KeySymbol key)
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{
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switch(key)
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{
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case(GUIEventAdapter::KEY_Shift_L): _accumulateEventState->setModKeyMask(~GUIEventAdapter::MODKEY_LEFT_SHIFT & _accumulateEventState->getModKeyMask()); break;
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case(GUIEventAdapter::KEY_Shift_R): _accumulateEventState->setModKeyMask(~GUIEventAdapter::MODKEY_RIGHT_SHIFT & _accumulateEventState->getModKeyMask()); break;
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case(GUIEventAdapter::KEY_Control_L): _accumulateEventState->setModKeyMask(~GUIEventAdapter::MODKEY_LEFT_CTRL & _accumulateEventState->getModKeyMask()); break;
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case(GUIEventAdapter::KEY_Control_R): _accumulateEventState->setModKeyMask(~GUIEventAdapter::MODKEY_RIGHT_CTRL & _accumulateEventState->getModKeyMask()); break;
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case(GUIEventAdapter::KEY_Meta_L): _accumulateEventState->setModKeyMask(~GUIEventAdapter::MODKEY_LEFT_META & _accumulateEventState->getModKeyMask()); break;
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case(GUIEventAdapter::KEY_Meta_R): _accumulateEventState->setModKeyMask(~GUIEventAdapter::MODKEY_RIGHT_META & _accumulateEventState->getModKeyMask()); break;
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case(GUIEventAdapter::KEY_Alt_L): _accumulateEventState->setModKeyMask(~GUIEventAdapter::MODKEY_LEFT_ALT & _accumulateEventState->getModKeyMask()); break;
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case(GUIEventAdapter::KEY_Alt_R): _accumulateEventState->setModKeyMask(~GUIEventAdapter::MODKEY_LEFT_ALT & _accumulateEventState->getModKeyMask()); break;
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default: break;
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}
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GUIEventAdapter* event = new GUIEventAdapter(*_accumulateEventState);
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event->setEventType(GUIEventAdapter::KEYUP);
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event->setKey(key);
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addEvent(event);
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}
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void EventQueue::frame(double t)
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{
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GUIEventAdapter* event = new GUIEventAdapter(*_accumulateEventState);
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event->setEventType(GUIEventAdapter::FRAME);
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event->setTime(t);
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addEvent(event);
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}
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