/* OpenSceneGraph example, osghud. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #ifdef __APPLE__ #include #endif osg::Camera* createHUD(unsigned int w, unsigned int h) { // create a camera to set up the projection and model view matrices, and the subgraph to draw in the HUD osg::Camera* camera = new osg::Camera; // set the projection matrix camera->setProjectionMatrix(osg::Matrix::ortho2D(0,w,0,h)); // set the view matrix camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF); camera->setViewMatrix(osg::Matrix::identity()); // only clear the depth buffer camera->setClearMask(GL_DEPTH_BUFFER_BIT); // draw subgraph after main camera view. camera->setRenderOrder(osg::Camera::POST_RENDER); // we don't want the camera to grab event focus from the viewers main camera(s). camera->setAllowEventFocus(false); // add to this camera a subgraph to render { osg::Geode* geode = new osg::Geode(); std::string timesFont("fonts/arial.ttf"); // turn lighting off for the text and disable depth test to ensure it's always ontop. osg::StateSet* stateset = geode->getOrCreateStateSet(); stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF); osg::Vec3 position(50.0f,h-50,0.0f); { osgText::Text* text = new osgText::Text; geode->addDrawable( text ); text->setFont(timesFont); text->setPosition(position); text->setText("A simple multi-touch-example\n1 touch = rotate, \n2 touches = drag + scale, \n3 touches = home"); } camera->addChild(geode); } return camera; } class TestMultiTouchEventHandler : public osgGA::GUIEventHandler { public: TestMultiTouchEventHandler(osg::Group* parent_group) : osgGA::GUIEventHandler(), _cleanupOnNextFrame(false) { createTouchRepresentations(parent_group, 10); } private: void createTouchRepresentations(osg::Group* parent_group, unsigned int num_objects) { // create some geometry which is shown for every touch-point for(unsigned int i = 0; i != num_objects; ++i) { std::ostringstream ss; osg::Geode* geode = new osg::Geode(); osg::ShapeDrawable* drawable = new osg::ShapeDrawable(new osg::Box(osg::Vec3(0,0,0), 100)); drawable->setColor(osg::Vec4(0.5, 0.5, 0.5,1)); geode->addDrawable(drawable); ss << "Touch " << i; osgText::Text* text = new osgText::Text; geode->addDrawable( text ); drawable->setDataVariance(osg::Object::DYNAMIC); _drawables.push_back(drawable); text->setFont("fonts/arial.ttf"); text->setPosition(osg::Vec3(110,0,0)); text->setText(ss.str()); _texts.push_back(text); text->setDataVariance(osg::Object::DYNAMIC); osg::MatrixTransform* mat = new osg::MatrixTransform(); mat->addChild(geode); mat->setNodeMask(0x0); _mats.push_back(mat); parent_group->addChild(mat); } parent_group->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF); } virtual bool handle (const osgGA::GUIEventAdapter &ea, osgGA::GUIActionAdapter &aa, osg::Object *, osg::NodeVisitor *) { switch(ea.getEventType()) { case osgGA::GUIEventAdapter::FRAME: if (_cleanupOnNextFrame) { cleanup(0); _cleanupOnNextFrame = false; } break; case osgGA::GUIEventAdapter::PUSH: case osgGA::GUIEventAdapter::DRAG: case osgGA::GUIEventAdapter::RELEASE: { // is this a multi-touch event? if (!ea.isMultiTouchEvent()) return false; unsigned int j(0); // iterate over all touch-points and update the geometry unsigned num_touch_ended(0); for(osgGA::GUIEventAdapter::TouchData::iterator i = ea.getTouchData()->begin(); i != ea.getTouchData()->end(); ++i, ++j) { const osgGA::GUIEventAdapter::TouchData::TouchPoint& tp = (*i); _mats[j]->setMatrix(osg::Matrix::translate(tp.x, ea.getWindowHeight() - tp.y, 0)); _mats[j]->setNodeMask(0xffff); std::ostringstream ss; ss << "Touch " << tp.id; _texts[j]->setText(ss.str()); switch (tp.phase) { case osgGA::GUIEventAdapter::TOUCH_BEGAN: _drawables[j]->setColor(osg::Vec4(0,1,0,1)); break; case osgGA::GUIEventAdapter::TOUCH_MOVED: _drawables[j]->setColor(osg::Vec4(1,1,1,1)); break; case osgGA::GUIEventAdapter::TOUCH_ENDED: _drawables[j]->setColor(osg::Vec4(1,0,0,1)); ++num_touch_ended; break; case osgGA::GUIEventAdapter::TOUCH_STATIONERY: _drawables[j]->setColor(osg::Vec4(0.8,0.8,0.8,1)); break; default: break; } } // hide unused geometry cleanup(j); //check if all touches ended if ((ea.getTouchData()->getNumTouchPoints() > 0) && (ea.getTouchData()->getNumTouchPoints() == num_touch_ended)) { _cleanupOnNextFrame = true; } // reposition mouse-pointer aa.requestWarpPointer((ea.getWindowX() + ea.getWindowWidth()) / 2.0, (ea.getWindowY() + ea.getWindowHeight()) / 2.0); } break; default: break; } return false; } void cleanup(unsigned int j) { for(unsigned k = j; k < _mats.size(); ++k) { _mats[k]->setNodeMask(0x0); } } std::vector _drawables; std::vector _mats; std::vector _texts; bool _cleanupOnNextFrame; }; int main( int argc, char **argv ) { // use an ArgumentParser object to manage the program arguments. osg::ArgumentParser arguments(&argc,argv); // read the scene from the list of file specified commandline args. osg::ref_ptr scene = osgDB::readNodeFiles(arguments); // if not loaded assume no arguments passed in, try use default model instead. if (!scene) scene = osgDB::readNodeFile("dumptruck.osgt"); if (!scene) { osg::Geode* geode = new osg::Geode(); osg::ShapeDrawable* drawable = new osg::ShapeDrawable(new osg::Box(osg::Vec3(0,0,0), 100)); drawable->setColor(osg::Vec4(0.5, 0.5, 0.5,1)); geode->addDrawable(drawable); scene = geode; } // construct the viewer. osgViewer::Viewer viewer; osg::ref_ptr group = new osg::Group; // add the HUD subgraph. if (scene.valid()) group->addChild(scene.get()); viewer.setCameraManipulator(new osgGA::MultiTouchTrackballManipulator()); viewer.realize(); osg::GraphicsContext* gc = viewer.getCamera()->getGraphicsContext(); #ifdef __APPLE__ // as multitouch is disabled by default, enable it now osgViewer::GraphicsWindowCocoa* win = dynamic_cast(gc); if (win) win->setMultiTouchEnabled(true); #endif std::cout << "creating hud with " << gc->getTraits()->width << "x" << gc->getTraits()->height << std::endl; osg::Camera* hud_camera = createHUD(gc->getTraits()->width, gc->getTraits()->height); viewer.addEventHandler(new TestMultiTouchEventHandler(hud_camera)); group->addChild(hud_camera); // set the scene to render viewer.setSceneData(group.get()); return viewer.run(); }