157 lines
5.9 KiB
C++
157 lines
5.9 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSGGA_EVENTVISITOR
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#define OSGGA_EVENTVISITOR 1
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#include <osg/NodeVisitor>
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#include <osg/Node>
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#include <osg/Geode>
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#include <osg/Billboard>
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#include <osg/LOD>
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#include <osg/Switch>
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#include <osg/LightSource>
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#include <osg/Transform>
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#include <osg/Projection>
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#include <osg/OccluderNode>
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#include <osg/ScriptEngine>
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#include <osgGA/GUIEventAdapter>
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#include <osgGA/GUIEventHandler>
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#include <osgGA/GUIActionAdapter>
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#include <osgGA/EventQueue>
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namespace osgGA {
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/**
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* Basic EventVisitor implementation for animating a scene.
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* This visitor traverses the scene graph, calling each nodes appCallback if
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* it exists.
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*/
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class OSGGA_EXPORT EventVisitor : public osg::NodeVisitor
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{
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public:
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EventVisitor();
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virtual ~EventVisitor();
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META_NodeVisitor(osgGA, EventVisitor)
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/** Convert 'this' into a osgGA::EventVisitor pointer if Object is a osgGA::EventVisitor, otherwise return 0.
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* Equivalent to dynamic_cast<osgGA::EventVisitor*>(this).*/
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virtual osgGA::EventVisitor* asEventVisitor() { return this; }
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/** convert 'const this' into a const osgGA::EventVisitor pointer if Object is a osgGA::EventVisitor, otherwise return 0.
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* Equivalent to dynamic_cast<const osgGA::EventVisitor*>(this).*/
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virtual const osgGA::EventVisitor* asEventVisitor() const { return this; }
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void setActionAdapter(osgGA::GUIActionAdapter* actionAdapter) { _actionAdapter=actionAdapter; }
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osgGA::GUIActionAdapter* getActionAdapter() { return _actionAdapter; }
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const osgGA::GUIActionAdapter* getActionAdapter() const { return _actionAdapter; }
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void addEvent(Event* event);
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void removeEvent(Event* event);
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void setEventHandled(bool handled) { _handled = handled; }
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bool getEventHandled() const { return _handled; }
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void setEvents(const EventQueue::Events& events) { _events = events; }
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EventQueue::Events& getEvents() { return _events; }
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const EventQueue::Events& getEvents() const { return _events; }
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public:
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virtual void reset();
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/** During traversal each type of node calls its callbacks and its children traversed. */
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virtual void apply(osg::Node& node) { handle_callbacks_and_traverse(node); }
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virtual void apply(osg::Drawable& drawable)
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{
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osg::Callback* callback = drawable.getEventCallback();
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if (callback)
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{
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osgGA::EventHandler* eh = callback->asEventHandler();
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if (eh)
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{
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callback->run(&drawable,this);
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}
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else
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{
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osg::DrawableEventCallback* drawable_callback = callback->asDrawableEventCallback();
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osg::NodeCallback* node_callback = callback->asNodeCallback();
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osg::CallbackObject* callback_object = callback->asCallbackObject();
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if (drawable_callback) drawable_callback->event(this,&drawable);
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if (node_callback) (*node_callback)(&drawable, this);
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if (callback_object) callback_object->run(&drawable, this);
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if (!drawable_callback && !node_callback && !callback_object) callback->run(&drawable, this);
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}
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}
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handle_callbacks(drawable.getStateSet());
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}
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// The following overrides are technically redundant as the default implementation would eventually trickle down to
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// apply(osg::Node&); - however defining these explicitely should save a couple of virtual function calls
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virtual void apply(osg::Geode& node) { handle_callbacks_and_traverse(node); }
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virtual void apply(osg::Billboard& node) { handle_callbacks_and_traverse(node); }
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virtual void apply(osg::LightSource& node) { handle_callbacks_and_traverse(node); }
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virtual void apply(osg::Group& node) { handle_callbacks_and_traverse(node); }
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virtual void apply(osg::Transform& node) { handle_callbacks_and_traverse(node); }
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virtual void apply(osg::Projection& node) { handle_callbacks_and_traverse(node); }
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virtual void apply(osg::Switch& node) { handle_callbacks_and_traverse(node); }
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virtual void apply(osg::LOD& node) { handle_callbacks_and_traverse(node); }
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virtual void apply(osg::OccluderNode& node) { handle_callbacks_and_traverse(node); }
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protected:
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/** Prevent unwanted copy operator.*/
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EventVisitor& operator = (const EventVisitor&) { return *this; }
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inline void handle_callbacks(osg::StateSet* stateset)
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{
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if (stateset && stateset->requiresEventTraversal())
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{
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stateset->runEventCallbacks(this);
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}
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}
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inline void handle_callbacks_and_traverse(osg::Node& node)
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{
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handle_callbacks(node.getStateSet());
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osg::Callback* callback = node.getEventCallback();
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if (callback) callback->run(&node,this);
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else if (node.getNumChildrenRequiringEventTraversal()>0) traverse(node);
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}
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osgGA::GUIActionAdapter* _actionAdapter;
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osg::ref_ptr<GUIEventAdapter> _accumulateEventState;
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bool _handled;
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EventQueue::Events _events;
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};
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}
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#endif
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