52 lines
2.1 KiB
Plaintext
52 lines
2.1 KiB
Plaintext
#ifndef OSGUTIL_GUIACTIONADAPTER
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#define OSGUTIL_GUIACTIONADAPTER 1
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#include <osgUtil/Export>
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namespace osgUtil{
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/** Pure virtual base class for adapting the GUI actions requested by CameraManipulators
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* into actions which are handled by the GUI toolkit of the users application.
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*
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* There are several was of using the ActionAdapter either inheriting it as
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* done with osgGLUT::Viewer class or passing a simple struct to the camera
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* manipulator then unpacking the results and working out what to do to respond
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* to the requests.
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*
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* 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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*
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* 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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*
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* requestContinousUpdate(bool) is for enabling a throw or idle
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* callback to be requested by the camera manipulator. Again you can respond
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* to this immediately by registering a idle callback or a timed callback, or
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* you can delay setting the callback and do at you own leisure.
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*
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* requestWarpPointer(int,int) is requesting a respositioning of a mouse pointer
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* to a specified x,y location on the window. Used by some camera manipulators
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* to initialize 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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*/
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class GUIActionAdapter
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{
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public:
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virtual void requestRedraw() = 0;
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virtual void requestContinuousUpdate(bool needed=true) = 0;
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virtual void requestWarpPointer(int x,int y) = 0;
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};
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}
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#endif
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