OpenSceneGraph/examples/osgwidgetwindow/osgwidgetwindow.cpp
2016-06-08 13:40:02 +01:00

223 lines
9.3 KiB
C++

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