/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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_EVENTVISITOR #define OSGGA_EVENTVISITOR 1 #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include namespace osgGA { /** * Basic EventVisitor implementation for animating a scene. * This visitor traverses the scene graph, calling each nodes appCallback if * it exists. */ class OSGGA_EXPORT EventVisitor : public osg::NodeVisitor { public: EventVisitor(); virtual ~EventVisitor(); META_NodeVisitor(osgGA, EventVisitor) /** Convert 'this' into a osgGA::EventVisitor pointer if Object is a osgGA::EventVisitor, otherwise return 0. * Equivalent to dynamic_cast(this).*/ virtual osgGA::EventVisitor* asEventVisitor() { return this; } /** convert 'const this' into a const osgGA::EventVisitor pointer if Object is a osgGA::EventVisitor, otherwise return 0. * Equivalent to dynamic_cast(this).*/ virtual const osgGA::EventVisitor* asEventVisitor() const { return this; } void setActionAdapter(osgGA::GUIActionAdapter* actionAdapter) { _actionAdapter=actionAdapter; } osgGA::GUIActionAdapter* getActionAdapter() { return _actionAdapter; } const osgGA::GUIActionAdapter* getActionAdapter() const { return _actionAdapter; } void addEvent(Event* event); void removeEvent(Event* event); void setEventHandled(bool handled) { _handled = handled; } bool getEventHandled() const { return _handled; } void setEvents(const EventQueue::Events& events) { _events = events; } EventQueue::Events& getEvents() { return _events; } const EventQueue::Events& getEvents() const { return _events; } public: virtual void reset(); /** During traversal each type of node calls its callbacks and its children traversed. */ virtual void apply(osg::Node& node) { handle_callbacks_and_traverse(node); } virtual void apply(osg::Drawable& drawable) { osg::Callback* callback = drawable.getEventCallback(); if (callback) { osgGA::EventHandler* eh = callback->asEventHandler(); if (eh) { callback->run(&drawable,this); } else { osg::DrawableEventCallback* drawable_callback = callback->asDrawableEventCallback(); osg::NodeCallback* node_callback = callback->asNodeCallback(); osg::CallbackObject* callback_object = callback->asCallbackObject(); if (drawable_callback) drawable_callback->event(this,&drawable); if (node_callback) (*node_callback)(&drawable, this); if (callback_object) callback_object->run(&drawable, this); if (!drawable_callback && !node_callback && !callback_object) callback->run(&drawable, this); } } handle_callbacks(drawable.getStateSet()); } // The following overrides are technically redundant as the default implementation would eventually trickle down to // apply(osg::Node&); - however defining these explicitely should save a couple of virtual function calls virtual void apply(osg::Geode& node) { handle_callbacks_and_traverse(node); } virtual void apply(osg::Billboard& node) { handle_callbacks_and_traverse(node); } virtual void apply(osg::LightSource& node) { handle_callbacks_and_traverse(node); } virtual void apply(osg::Group& node) { handle_callbacks_and_traverse(node); } virtual void apply(osg::Transform& node) { handle_callbacks_and_traverse(node); } virtual void apply(osg::Projection& node) { handle_callbacks_and_traverse(node); } virtual void apply(osg::Switch& node) { handle_callbacks_and_traverse(node); } virtual void apply(osg::LOD& node) { handle_callbacks_and_traverse(node); } virtual void apply(osg::OccluderNode& node) { handle_callbacks_and_traverse(node); } protected: /** Prevent unwanted copy operator.*/ EventVisitor& operator = (const EventVisitor&) { return *this; } inline void handle_callbacks(osg::StateSet* stateset) { if (stateset && stateset->requiresEventTraversal()) { stateset->runEventCallbacks(this); } } inline void handle_callbacks_and_traverse(osg::Node& node) { handle_callbacks(node.getStateSet()); osg::Callback* callback = node.getEventCallback(); if (callback) callback->run(&node,this); else if (node.getNumChildrenRequiringEventTraversal()>0) traverse(node); } osgGA::GUIActionAdapter* _actionAdapter; osg::ref_ptr _accumulateEventState; bool _handled; EventQueue::Events _events; }; } #endif