OpenSceneGraph/examples/osgmultitouch/osgmultitouch.cpp
Robert Osfield 85bce8b8ad From Stephan Huber, "attached you'll find a first version of multi-touch-support for OS X (>=
10.6), which will forward all multi-touch events from a trackpad to the
corresponding osgGA-event-structures.

The support is switched off per default, but you can enable multi-touch
support via a new flag for GraphicsWindowCocoa::WindowData or directly
via the GraphicsWindowCocoa-class.

After switching multi-touch-support on, all mouse-events from the
trackpad get ignored, otherwise you'll have multiple events for the same
pointer which is very confusing (as the trackpad reports absolute
movement, and as a mouse relative movement).

I think this is not a problem, as multi-touch-input is a completely
different beast as a mouse, so you'll have to code your own
event-handlers anyway.

While coding this stuff, I asked myself if we should refactor
GUIEventAdapter/EventQueue and assign a specific event-type for
touch-input instead of using PUSH/DRAG/RELEASE. This will make it
clearer how to use the code, but will break the mouse-emulation for the
first touch-point and with that all existing manipulators. What do you
think? I am happy to code the proposed changes.

Additionally I created a small (and ugly) example osgmultitouch which
makes use of the osgGA::MultiTouchTrackballManipulator, shows all
touch-points on a HUD and demonstrates how to get the touchpoints from
an osgGA::GUIEventAdapter.

There's even a small example video here: http://vimeo.com/31611842"
2012-02-03 14:25:08 +00:00

303 lines
10 KiB
C++

/* OpenSceneGraph example, osghud.
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include <osgUtil/Optimizer>
#include <osgDB/ReadFile>
#include <osgViewer/Viewer>
#include <osgViewer/CompositeViewer>
#include <osgGA/TrackballManipulator>
#include <osg/Material>
#include <osg/Geode>
#include <osg/BlendFunc>
#include <osg/Depth>
#include <osg/PolygonOffset>
#include <osg/MatrixTransform>
#include <osg/Camera>
#include <osg/RenderInfo>
#include <osgDB/WriteFile>
#include <osgText/Text>
#include <osgGA/MultiTouchTrackballManipulator>
#include <osg/ShapeDrawable>
#ifdef __APPLE__
#include <osgViewer/api/Cocoa/GraphicsWindowCocoa>
#endif
osg::Camera* createHUD(unsigned int w, unsigned int h)
{
// create a camera to set up the projection and model view matrices, and the subgraph to draw in the HUD
osg::Camera* camera = new osg::Camera;
// set the projection matrix
camera->setProjectionMatrix(osg::Matrix::ortho2D(0,w,0,h));
// set the view matrix
camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
camera->setViewMatrix(osg::Matrix::identity());
// only clear the depth buffer
camera->setClearMask(GL_DEPTH_BUFFER_BIT);
// draw subgraph after main camera view.
camera->setRenderOrder(osg::Camera::POST_RENDER);
// we don't want the camera to grab event focus from the viewers main camera(s).
camera->setAllowEventFocus(false);
// add to this camera a subgraph to render
{
osg::Geode* geode = new osg::Geode();
std::string timesFont("fonts/arial.ttf");
// turn lighting off for the text and disable depth test to ensure it's always ontop.
osg::StateSet* stateset = geode->getOrCreateStateSet();
stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
osg::Vec3 position(50.0f,h-50,0.0f);
{
osgText::Text* text = new osgText::Text;
geode->addDrawable( text );
text->setFont(timesFont);
text->setPosition(position);
text->setText("A simple multi-touch-example\n1 touch = rotate, \n2 touches = drag + scale, \n3 touches = home");
}
camera->addChild(geode);
}
return camera;
}
class TestMultiTouchEventHandler : public osgGA::GUIEventHandler {
public:
TestMultiTouchEventHandler(osg::Group* parent_group)
: osgGA::GUIEventHandler(),
_cleanupOnNextFrame(false)
{
createTouchRepresentations(parent_group, 10);
}
private:
void createTouchRepresentations(osg::Group* parent_group, unsigned int num_objects)
{
// create some geometry which is shown for every touch-point
for(unsigned int i = 0; i != num_objects; ++i)
{
std::ostringstream ss;
osg::Geode* geode = new osg::Geode();
osg::ShapeDrawable* drawable = new osg::ShapeDrawable(new osg::Box(osg::Vec3(0,0,0), 100));
drawable->setColor(osg::Vec4(0.5, 0.5, 0.5,1));
geode->addDrawable(drawable);
ss << "Touch " << i;
osgText::Text* text = new osgText::Text;
geode->addDrawable( text );
drawable->setDataVariance(osg::Object::DYNAMIC);
_drawables.push_back(drawable);
text->setFont("fonts/arial.ttf");
text->setPosition(osg::Vec3(110,0,0));
text->setText(ss.str());
_texts.push_back(text);
text->setDataVariance(osg::Object::DYNAMIC);
osg::MatrixTransform* mat = new osg::MatrixTransform();
mat->addChild(geode);
mat->setNodeMask(0x0);
_mats.push_back(mat);
parent_group->addChild(mat);
}
parent_group->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
}
virtual bool handle (const osgGA::GUIEventAdapter &ea, osgGA::GUIActionAdapter &aa, osg::Object *, osg::NodeVisitor *)
{
switch(ea.getEventType())
{
case osgGA::GUIEventAdapter::FRAME:
if (_cleanupOnNextFrame) {
cleanup(0);
_cleanupOnNextFrame = false;
}
break;
case osgGA::GUIEventAdapter::PUSH:
case osgGA::GUIEventAdapter::DRAG:
case osgGA::GUIEventAdapter::RELEASE:
{
// is this a multi-touch event?
if (!ea.isMultiTouchEvent())
return false;
unsigned int j(0);
// iterate over all touch-points and update the geometry
unsigned num_touch_ended(0);
for(osgGA::GUIEventAdapter::TouchData::iterator i = ea.getTouchData()->begin(); i != ea.getTouchData()->end(); ++i, ++j)
{
const osgGA::GUIEventAdapter::TouchData::TouchPoint& tp = (*i);
_mats[j]->setMatrix(osg::Matrix::translate(tp.x, ea.getWindowHeight() - tp.y, 0));
_mats[j]->setNodeMask(0xffff);
std::ostringstream ss;
ss << "Touch " << tp.id;
_texts[j]->setText(ss.str());
switch (tp.phase)
{
case osgGA::GUIEventAdapter::TOUCH_BEGAN:
_drawables[j]->setColor(osg::Vec4(0,1,0,1));
break;
case osgGA::GUIEventAdapter::TOUCH_MOVED:
_drawables[j]->setColor(osg::Vec4(1,1,1,1));
break;
case osgGA::GUIEventAdapter::TOUCH_ENDED:
_drawables[j]->setColor(osg::Vec4(1,0,0,1));
++num_touch_ended;
break;
case osgGA::GUIEventAdapter::TOUCH_STATIONERY:
_drawables[j]->setColor(osg::Vec4(0.8,0.8,0.8,1));
break;
default:
break;
}
}
// hide unused geometry
cleanup(j);
//check if all touches ended
if ((ea.getTouchData()->getNumTouchPoints() > 0) && (ea.getTouchData()->getNumTouchPoints() == num_touch_ended))
{
_cleanupOnNextFrame = true;
}
// reposition mouse-pointer
aa.requestWarpPointer((ea.getWindowX() + ea.getWindowWidth()) / 2.0, (ea.getWindowY() + ea.getWindowHeight()) / 2.0);
}
break;
default:
break;
}
return false;
}
void cleanup(unsigned int j)
{
for(unsigned k = j; k < _mats.size(); ++k) {
_mats[k]->setNodeMask(0x0);
}
}
std::vector<osg::ShapeDrawable*> _drawables;
std::vector<osg::MatrixTransform*> _mats;
std::vector<osgText::Text*> _texts;
bool _cleanupOnNextFrame;
};
int main( int argc, char **argv )
{
// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParser arguments(&argc,argv);
// read the scene from the list of file specified commandline args.
osg::ref_ptr<osg::Node> scene = osgDB::readNodeFiles(arguments);
// if not loaded assume no arguments passed in, try use default model instead.
if (!scene) scene = osgDB::readNodeFile("dumptruck.osgt");
if (!scene)
{
osg::Geode* geode = new osg::Geode();
osg::ShapeDrawable* drawable = new osg::ShapeDrawable(new osg::Box(osg::Vec3(0,0,0), 100));
drawable->setColor(osg::Vec4(0.5, 0.5, 0.5,1));
geode->addDrawable(drawable);
scene = geode;
}
// construct the viewer.
osgViewer::Viewer viewer;
osg::ref_ptr<osg::Group> group = new osg::Group;
// add the HUD subgraph.
if (scene.valid()) group->addChild(scene.get());
viewer.setCameraManipulator(new osgGA::MultiTouchTrackballManipulator());
viewer.realize();
osg::GraphicsContext* gc = viewer.getCamera()->getGraphicsContext();
#ifdef __APPLE__
// as multitouch is disabled by default, enable it now
osgViewer::GraphicsWindowCocoa* win = dynamic_cast<osgViewer::GraphicsWindowCocoa*>(gc);
if (win) win->setMultiTouchEnabled(true);
#endif
std::cout << "creating hud with " << gc->getTraits()->width << "x" << gc->getTraits()->height << std::endl;
osg::Camera* hud_camera = createHUD(gc->getTraits()->width, gc->getTraits()->height);
viewer.addEventHandler(new TestMultiTouchEventHandler(hud_camera));
group->addChild(hud_camera);
// set the scene to render
viewer.setSceneData(group.get());
return viewer.run();
}