/* -*-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 OSGUTIL_KEYSWITCMATRIXMANIPULATOR #define OSGUTIL_KEYSWITCMATRIXMANIPULATOR 1 #include #include #include namespace osgGA{ class GUIActionAdapter; /** KeySwitchMatrixManipulator is a decorator which allows the type of camera manipulator being used to be switched by pressing a key. E.g. '1' for a TrackballManipulator, '2' for a DriveManipulator, '3' for a FlightManipulator. The manipulators available, and the associated switch keys, can be configured. */ class OSGGA_EXPORT KeySwitchMatrixManipulator : public CameraManipulator { public: typedef std::pair > NamedManipulator; typedef std::map KeyManipMap; virtual const char* className() const { return "KeySwitchMatrixManipulator"; } /** Add a camera manipulator with an associated name, and a key to trigger the switch, */ void addMatrixManipulator(int key, std::string name, CameraManipulator *cm); /** Add a camera manipulator with an autogenerated keybinding which is '1' + previous number of camera's registered. */ void addNumberedMatrixManipulator(CameraManipulator *cm); unsigned int getNumMatrixManipulators() const { return _manips.size(); } void selectMatrixManipulator(unsigned int num); /** Get the complete list of manipulators attached to this keyswitch manipulator.*/ KeyManipMap& getKeyManipMap() { return _manips; } /** Get the const complete list of manipulators attached to this keyswitch manipulator.*/ const KeyManipMap& getKeyManipMap() const { return _manips; } /** Get the current active manipulators.*/ CameraManipulator* getCurrentMatrixManipulator() { return _current.get(); } /** Get the const current active manipulators.*/ const CameraManipulator* getCurrentMatrixManipulator() const { return _current.get(); } /** Get manipulator assigned to a specified index.*/ CameraManipulator* getMatrixManipulatorWithIndex(unsigned int key); /** Get const manipulator assigned to a specified index.*/ const CameraManipulator* getMatrixManipulatorWithIndex(unsigned int key) const; /** Get manipulator assigned to a specified key.*/ CameraManipulator* getMatrixManipulatorWithKey(unsigned int key); /** Get const manipulator assigned to a specified key.*/ const CameraManipulator* getMatrixManipulatorWithKey(unsigned int key) const; // Overrides from CameraManipulator... /** set the coordinate frame which callback tells the manipulator which way is up, east and north.*/ virtual void setCoordinateFrameCallback(CoordinateFrameCallback* cb); /** Set the position of the matrix manipulator using a 4x4 Matrix.*/ virtual void setByMatrix(const osg::Matrixd& matrix) { _current->setByMatrix(matrix); } /** set the position of the matrix manipulator using a 4x4 Matrix.*/ virtual void setByInverseMatrix(const osg::Matrixd& matrix) { _current->setByInverseMatrix(matrix); } /** get the position of the manipulator as 4x4 Matrix.*/ virtual osg::Matrixd getMatrix() const { return _current->getMatrix(); } /** get the position of the manipulator as a inverse matrix of the manipulator, typically used as a model view matrix.*/ virtual osg::Matrixd getInverseMatrix() const { return _current->getInverseMatrix(); } /** Get the FusionDistanceMode. Used by SceneView for setting up stereo convergence.*/ virtual osgUtil::SceneView::FusionDistanceMode getFusionDistanceMode() const { return _current->getFusionDistanceMode(); } /** Get the FusionDistanceValue. Used by SceneView for setting up stereo convergence.*/ virtual float getFusionDistanceValue() const { return _current->getFusionDistanceValue(); } virtual void setNode(osg::Node* n); virtual const osg::Node* getNode() const { return _current->getNode(); } virtual osg::Node* getNode() { return _current->getNode(); } virtual void setHomePosition(const osg::Vec3d& eye, const osg::Vec3d& center, const osg::Vec3d& up, bool autoComputeHomePosition=false); virtual void setAutoComputeHomePosition(bool flag); virtual void computeHomePosition(); virtual void finishAnimation(); virtual void home(const GUIEventAdapter& ee,GUIActionAdapter& aa); virtual void init(const GUIEventAdapter& ee,GUIActionAdapter& aa) { if (_current.valid()) _current->init(ee,aa); } virtual bool handle(const GUIEventAdapter& ea,GUIActionAdapter& us); /** Get the keyboard and mouse usage of this manipulator.*/ virtual void getUsage(osg::ApplicationUsage& usage) const; private: KeyManipMap _manips; osg::ref_ptr _current; }; } #endif