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