11f9575b24
hyper keys defined already, but these modifiers were missing in GUIEventAdapter::ModKeyMask, and the EventQueue ingored them as well. The attached diff/archive adds the missing parts for Super/Hyper modifier key support. I'm aware that this might not be supported on all systems/keyboards out of the box, but decided to submit it anyway because: - developers are aware of differences between input devices (Some mice have scroll wheels, others don't. Some have five or more buttons, some have only one. Some keyboards don't have numpads, some have AltGr, some don't etc.) - even if someone relies on Hyper/Super in distributed software, this is easy to fix and doesn't create lock-in conditions - while the names Hyper/Super may only be common on X11, they are just symbol names and not OS-specific - even though some systems might not offer these additional modifiers by default, it's likely that all of them have at least 8 modifier levels internally, so it should only be a matter of OS configuration to make them work - having super/hyper available is useful to offer a user ways to define local key definitions that are safe from collisions with predefined "official" key assignments" |
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applications | ||
CMakeModules | ||
doc/Doxyfiles | ||
examples | ||
include | ||
packaging/pkgconfig | ||
PlatformSpecifics/Windows | ||
src | ||
Xcode | ||
AUTHORS.txt | ||
ChangeLog | ||
CMakeLists.txt | ||
configure | ||
genwrapper.conf | ||
LICENSE.txt | ||
NEWS.txt | ||
README.txt | ||
runexamples.bat |
Welcome to the OpenSceneGraph (OSG). For up-to-date information on the project, in-depth details on how to compile and run libraries and examples, see the documentation on the OpenSceneGraph website: http://www.openscenegraph.org For the impatient, read the simplified build notes below. Robert Osfield. Project Lead. 1st April 2008. -- How to build the OpenSceneGraph =============================== The OpenSceneGraph uses the CMake build system to generate a platform-specific build environment. CMake reads the CMakeLists.txt files that you'll find throughout the OpenSceneGraph directories, checks for installed dependenciesand then generates the appropriate build system. If you don't already have CMake installed on your system you can grab it from http://www.cmake.org, use version 2.4.6 or later. Details on the OpenSceneGraph's CMake build can be found at: http://www.openscenegraph.org/projects/osg/wiki/Build/CMake Under unices (i.e. Linux, IRIX, Solaris, Free-BSD, HP-Ux, AIX, OSX) use the cmake or ccmake command-line utils, or use the included tiny configure script that'll run cmake for you. The configure script simply runs 'cmake . -DCMAKE_BUILD_TYPE=Release' to ensure that you get the best performance from your final libraries/applications. cd OpenSceneGraph ./configure make sudo make install Alternatively, you can create an out-of-source build directory and run cmake or ccmake from there. The advantage to this approach is that the temporary files created by CMake won't clutter the OpenSceneGraph source directory, and also makes it possible to have multiple independent build targets by creating multiple build directories. In a directory alongside the OpenSceneGraph use: mkdir build cd build cmake ../OpenSceneGraph -DCMAKE_BUILD_TYPE=Release make sudo make install Under Windows use the GUI tool CMakeSetup to build your VisualStudio files. The following page on our wiki dedicated to the CMake build system should help guide you through the process: http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio Under OSX you can either use the CMake build system above, or use the Xcode projects that you will find in the OpenSceneGraph/Xcode directory. For further details on compilation, installation and platform-specific information read "Getting Started" guide: http://www.openscenegraph.org/projects/osg/wiki/Support/GettingStarted