98 lines
4.8 KiB
HTML
98 lines
4.8 KiB
HTML
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
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<TITLE>class osgGA::GUIActionAdapter</TITLE>
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<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
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<H2>class <A HREF="#DOC.DOCU">osgGA::GUIActionAdapter</A></H2></H2><BLOCKQUOTE> Abstract base class defining the interface by which GUIEventHandlers may request actions of the GUI system in use.</BLOCKQUOTE>
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<HR>
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<DL>
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<P><DL>
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<DT><H3>Public Methods</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.5.1">requestRedraw</A></B>() = 0
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<DD><I> requestRedraw() requests a single redraw</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.5.2">requestContinuousUpdate</A></B>(bool needed=true) = 0
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<DD><I> requestContinousUpdate(bool) is for en/disabling a throw or idle callback to be requested by a GUIEventHandler (typically a CameraManipulator, though other GUIEventHandler's may also provide functionality).</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.5.3">requestWarpPointer</A></B>(int x, int y) = 0
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<DD><I> requestWarpPointer(int,int) is requesting a repositioning of the mouse pointer to a specified x,y location on the window.</I>
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</DL></P>
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</DL>
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<A NAME="DOC.DOCU"></A>
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<HR>
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<H2>Documentation</H2>
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<BLOCKQUOTE>
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Abstract base class defining the interface by which GUIEventHandlers may request
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actions of the GUI system in use. These requests for actions should then be honoured
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by the GUI toolkit of the user's application.
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<P>To provide more detail, when a GUIEventHandler (e.g. a TrackballManipulator)
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handles an incoming event, such as a mouse event, it may wish to make
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a request of the GUI. E.g. if a model is 'thrown', the trackball manipulator
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may wish to start a timer, and be repeatedly called, to continuously refresh the
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camera's position and orientation. However, it has no way of doing this, as it
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knows nothing of the window system in which it's operating. Instead, the
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GUIEventHandler issues it's request via a GUIActionAdapter, and the viewer
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in use should honour the request, using the GUI system in play.
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<P>There is more than one way of using the GUIActionAdapter. E.g. it may be inherited
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into a Viewer class, as is done with osgGLUT::Viewer. Alternatively, a simple
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subclass of GUIActionAdapter (e.g. osgQt::QtActionAdapter) may be passed to
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the GUIEventHandler::handle() function; once the function has returned, the viewer
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will then unpack the results and work out what to do to respond to the
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requests.
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<P>Also there are several ways to run your app and handle the updating of
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the window. osgGLUT::Viewer always has a idle callback registered which does a
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redraw all the time. osgGLUT::Viewer can safely ignore both requestRedraw() and
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requestContinousUpdate() as these are happening all the time anyway.
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<P>Other apps will probably want to respond to the requestRedraw() and
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requestContinousUpdate(bool) and again there is more than one way to handle it.
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You can override requestRedraw() and implement to call your own window
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redraw straight away. Or you can implement so that a flag is set and
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then you then respond the flag being set in your own leisure.
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</BLOCKQUOTE>
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<DL>
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<A NAME="requestRedraw"></A>
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<A NAME="DOC.2.5.1"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void requestRedraw() = 0</B></TT>
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<DD>
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requestRedraw() requests a single redraw
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<DL><DT><DD></DL><P>
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<A NAME="requestContinuousUpdate"></A>
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<A NAME="DOC.2.5.2"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void requestContinuousUpdate(bool needed=true) = 0</B></TT>
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<DD>
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requestContinousUpdate(bool) is for en/disabling a throw or idle
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callback to be requested by a GUIEventHandler (typically a CameraManipulator,
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though other GUIEventHandler's may also provide functionality).
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GUI toolkits can respond to this immediately by registering an idle/timed
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callback, or can delay setting the callback and update at their own leisure.
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<DL><DT><DD></DL><P>
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<A NAME="requestWarpPointer"></A>
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<A NAME="DOC.2.5.3"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void requestWarpPointer(int x, int y) = 0</B></TT>
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<DD>
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requestWarpPointer(int,int) is requesting a repositioning of the mouse pointer
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to a specified x,y location on the window. This is used by some camera manipulators
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to initialise the mouse pointer when mouse position relative to a controls
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neutral mouse position is required, i.e when mimicking a aircrafts joystick.
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<DL><DT><DD></DL><P></DL>
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<HR><DL><DT><B>This class has no child classes.</B></DL>
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<DL><DT><DD></DL><P><P><I><A HREF="index.html">Alphabetic index</A></I> <I><A HREF="HIER.html">HTML hierarchy of classes</A> or <A HREF="HIERjava.html">Java</A></I></P><HR>
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<BR>
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This page was generated with the help of <A HREF="http://docpp.sourceforge.net">DOC++</A>.
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