/* -*-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 #include #include #include #include namespace osgGA { /** * EventQueue implementation for collecting and adapting windowing events */ class OSGGA_EXPORT EventQueue : public osg::Referenced { public: EventQueue(GUIEventAdapter::MouseYOrientation mouseYOrientation=GUIEventAdapter::Y_INCREASING_DOWNWARDS); typedef std::list< osg::ref_ptr > 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 updating in response to a mouse warp. Note, just moves the mouse position without creating a new event for it.*/ void mouseWarp(float x, float y); /** 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()); } /** convinience method for create an event ready to fill in. Clones the getCurrentEventState() to produce a up to date event state. */ GUIEventAdapter* createEvent(); 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 _accumulateEventState; osg::Timer_t _startTick; mutable OpenThreads::Mutex _eventQueueMutex; Events _eventQueue; }; } #endif