// -*-c++-*- osgWidget - Code by: Jeremy Moles (cubicool) 2007-2008 // $Id: osgwidgetwindow.cpp 66 2008-07-14 21:54:09Z cubicool $ #include #include #include #include #include #include #include #include const unsigned int MASK_2D = 0xF0000000; const unsigned int MASK_3D = 0x0F000000; // Here we create (and later demonstrate) the use of a simple function callback. bool windowClicked(osgWidget::Event& ev) { std::cout << "windowClicked: " << ev.getWindow()->getName() << std::endl; if(ev.getData()) { std::string* s = static_cast(ev.getData()); std::cout << "This is data attached to the event: " << *s << std::endl; } return true; } bool windowScrolled(osgWidget::Event& ev) { osgWidget::warn() << "scrolling up? " << ev.getWindowManager()->isMouseScrollingUp() << std::endl ; return true; } // Here we dcreate a new class and show how to use a method callback (which differs from // a function callback in that we are required to also pass the "this" argument). struct Object { bool windowClicked(osgWidget::Event& ev) { std::cout << "Object::windowClicked " << ev.getWindow()->getName() << std::endl; return true; } }; // This is the more "traditional" method of creating a callback. struct CallbackObject: public osgWidget::Callback { CallbackObject(osgWidget::EventType evType): osgWidget::Callback(evType) { } virtual bool operator()(osgWidget::Event& ev) { std::cout << "here" << std::endl; return false; } }; int main(int argc, char** argv) { osgViewer::Viewer viewer; // Let's get busy! The WindowManager class is actually an osg::Switch, // so you can add it to (ideally) an orthographic camera and have it behave as // expected. Note that you create a WindowManager with a NodeMask--it is very important // that this be unique for picking to work properly. This also makes it possible to have // multiple WindowManagers each operating on their own, unique set of Window objects. // The final bool argument is a group of flags that introduce optional functionality // for the WindowManager. In our case we include the flags USE_PYTHON and USE_LUA, // to demonstrate (and test) their usage. Finally, we pass the temporary WM_NO_BETA_WARN // argument, which prevents creating the orange warning window. :) It will be shown // in other examples... osgWidget::WindowManager* wm = new osgWidget::WindowManager( &viewer, 1280.0f, 1024.0f, MASK_2D, osgWidget::WindowManager::WM_USE_LUA | osgWidget::WindowManager::WM_USE_PYTHON | osgWidget::WindowManager::WM_PICK_DEBUG ); // An actual osgWidget::Window is pure virtual, so we've got to use the osgWidget::Box // implementation for now. At a later time, support for Tables and other kinds of // advanced layout Window types will be added. osgWidget::Window* box = new osgWidget::Box("box", osgWidget::Box::HORIZONTAL); // Now we actually attach our two types of callbacks to the box instance. The first // uses the simple function signature, the second uses a bound method, passing "this" // as the second argument to the Callback constructor. // Object obj; static std::string data = "lol ur face!"; /* box->addCallback(new osgWidget::Callback(&windowClicked, osgWidget::EVENT_MOUSE_PUSH, &data)); box->addCallback(new osgWidget::Callback(&windowScrolled, osgWidget::EVENT_MOUSE_SCROLL)); box->addCallback(osgWidget::Callback( &Object::windowClicked, &obj, osgWidget::EVENT_MOUSE_PUSH )); */ box->addCallback(new CallbackObject(osgWidget::EVENT_MOUSE_PUSH)); // Create some of our "testing" Widgets; included are two Widget subclasses I made // during testing which I've kept around for testing purposes. You'll notice // that you cannot move the box using the NullWidget, and that the NotifyWidget // is a bit verbose. :) osgWidget::Widget* widget1 = new osgWidget::NotifyWidget("widget1", 300.0f, 100.0f); osgWidget::Widget* widget2 = new osgWidget::NullWidget("widget2", 400.0f, 75.0f); osgWidget::Widget* widget3 = new osgWidget::Widget("widget3", 100.0f, 100.0f); // Set the colors of widget1 and widget3 to green. widget1->setColor(0.0f, 1.0f, 0.0f, 1.0f); widget1->setCanFill(true); widget3->setColor(0.0f, 1.0f, 0.0f, 1.0f); widget1->setImage(osgDB::readImageFile("Images/Saturn.TGA"), true); // Set the color of widget2, to differentiate it and make it sassy. This is // like a poor man's gradient! widget2->setColor(0.9f, 0.0f, 0.0f, 0.9f, osgWidget::Widget::LOWER_LEFT); widget2->setColor(0.9f, 0.0f, 0.0f, 0.9f, osgWidget::Widget::LOWER_RIGHT); widget2->setColor(0.0f, 0.0f, 0.9f, 0.9f, osgWidget::Widget::UPPER_RIGHT); widget2->setColor(0.0f, 0.0f, 0.9f, 0.9f, osgWidget::Widget::UPPER_LEFT); // Now add our newly created widgets to our box. box->addWidget(widget1); box->addWidget(widget2); box->addWidget(widget3); // For maximum efficiency, Windows don't automatically reallocate their geometry // and internal positioning every time a widget is added. Thus, we either have to // call the WindowManger::resizeAllWindows method or manually call // Window::resize when we're ready. box->resize(); // Now, lets clone our existing box and create a new copy of of it, also adding that // to the WindowManager. This demonstrates the usages of OSG's ->clone() support, // though that is abstracted by our META_UIObject macro. osgWidget::Window* boxCopy = osg::clone(box, "newBox", osg::CopyOp::DEEP_COPY_ALL); // Move our copy to make it visible. boxCopy->setOrigin(0.0f, 125.0f); boxCopy->getByName("widget1")->setColor(0.5f, 0.0f, 1.0f, 1.0f); boxCopy->getByName("widget3")->setColor(0.5f, 0.0f, 1.0f, 1.0f); // Add the successfully created Box (if we get this far) into the WindowManager, so // that they can receive events. wm->addChild(box); wm->addChild(boxCopy); // Now, ask our new box to be 100% the width of the WindowManager. boxCopy->resizePercent(100.0f, 0.0f); // Here we demonstrate the use of osgWidget/io_utils. This is really only useful for // debugging at the moment, but later I'll make it more generic for .osg and .ive // creation. // std::cout << *box << std::endl << *boxCopy << std::endl; // Setup our OSG objects for our scene; note the use of the utility function // createOrthoCamera, which is just a helper for setting up a proper viewing area. // An alternative (and a MUCH easier alternative at that!) is to // simply use the createParentOrthoCamera method of the WindowManager class, // which will wrap the calls to createOrthoCamera and addChild for us! Check out // some of the other examples to see this in action... osg::Group* group = new osg::Group(); osg::Camera* camera = osgWidget::createOrthoCamera(1280.0f, 1024.0f); osg::Node* model = osgDB::readNodeFile("cow.osg"); // Add our event handler; is this better as a MatrixManipulator? Add a few other // helpful ViewerEventHandlers. viewer.addEventHandler(new osgWidget::MouseHandler(wm)); viewer.addEventHandler(new osgWidget::KeyboardHandler(wm)); viewer.addEventHandler(new osgWidget::ResizeHandler(wm, camera)); viewer.addEventHandler(new osgWidget::CameraSwitchHandler(wm, camera)); viewer.addEventHandler(new osgViewer::StatsHandler()); viewer.addEventHandler(new osgViewer::WindowSizeHandler()); viewer.addEventHandler(new osgGA::StateSetManipulator( viewer.getCamera()->getOrCreateStateSet() )); // Set our first non-UI node to be something other than the mask we created our // WindowManager with to avoid picking. // TODO: Do I need to create a mechanism for doing this automatically, or should // that be the responsibility of the users of osgWidget? model->setNodeMask(MASK_3D); // Add the WindowManager instance to the 2D camera. This isn't strictly necessary, // and you can get some cool results putting the WindowManager directly into a // 3D scene. This is not necessary if you use WindowManager::createParentOrthoCamera. camera->addChild(wm); // Add our camera and a testing 3D model to the scene. group->addChild(camera); group->addChild(model); // Here we show how to both run simple strings of code AND run entire files. These // assume that you're running the osgwidgetwindow example from the build directory, // otherwise you'll need to adjust the file path below in the call to runFile(). wm->getLuaEngine()->eval("window = osgwidget.newWindow()"); wm->getLuaEngine()->runFile("osgWidget/osgwidgetwindow.lua"); wm->getPythonEngine()->eval("import osgwidget"); wm->getPythonEngine()->runFile("osgWidget/osgwidgetwindow.py"); viewer.setUpViewInWindow(0, 0, 1280, 1024); viewer.setSceneData(group); /* osgViewer::Viewer::Cameras cameras; viewer.getCameras(cameras); osg::Camera* c = cameras[0]; osg::Matrix s = osg::Matrix::scale(1.0f, -1.0f, 1.0f); c->setProjectionMatrix(s * c->getProjectionMatrix()); */ return viewer.run(); }