OpenSceneGraph/include/osgGA/EventVisitor

157 lines
5.9 KiB
C++

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