758 lines
27 KiB
Plaintext
758 lines
27 KiB
Plaintext
//
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// SimpleViewerCocoa.mm
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// osgsimpleviewerCocoa
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//
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// Created by Eric Wing on 11/12/06.
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// Copyright 2006. All rights reserved.
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//
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/* This class demonstrates how to subclass NSOpenGLView to integrate with the
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* osgViewer::SimpleViewer.
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* This class demonstrates:
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* Objective-C++
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* How to subclass NSOpenGLView
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* Specifying OpenGL pixel formats
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* V-sync
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* Timer based animation
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* One button and multibutton mice.
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* Scroll events (Mighty Mouse, Two-finger trackpads)
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* Keyboard events
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* Drag and drop (as target)
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* Resolution Independent UI (maybe, not Leopard tested, only Tiger Quartz Debug)
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* Target-Action (for other widgets to invoke actions on this view)
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*
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* Things not demonstrated by this view or application example (but would be interesting):
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* Cocoa Bindings (highly recommended)
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* Core Data (works great with Cocoa Bindings)
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* Custom Interface Builder palette with Inspector configurable options
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* Shared OpenGLContexts
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* More PixelFormat options
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* Fullscreen mode
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* Low-level CGL access.
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* Delegates for your view
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* Multithreading
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* Drag-and-drop as a source (similar to the target code)
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* Copy, Cut, Paste (very similar to drag-and-drop)
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* Creating (updating) images of the window for the minimized view in the Dock
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* Printing support
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* Non-view stuff (Application Delegates, models, controllers)
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* Launching by double-clicking a model or drag-and-drop onto Application Icon (non-view)
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* Launching via commandline with parameters (non-view)
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*/
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/*
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* Coding conventions:
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* My coding style is slightly different than what you normally see in Cocoa.
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* So here is the cheat sheet:
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* I hate Hungarian (Microsoft) notation. And prefixed underscore _variables
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* are technically reserved by the compiler which is why I avoid them. So...
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* Member variables use camelCase (Pascal/Java)
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* Local variables use under_scores (Ada)
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* For methods, I follow standard Cocoa conventions.
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* I tend to keep * with the type (e.g. NSView* foo) instead of with the variable (NSView *foo).
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* (I tend to think of the pointer as part of the type.)
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* For Obj-C named parameters, I tend to keep the namedParameter and the value
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* together instead of separated by spaces
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* (e.g. [self initWithX:x_val yVal:y_val zVal:z_val].
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* (When I was first learning Objective-C, this made it easier for me to
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* figure out which things * were paired.)
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*/
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#import "SimpleViewerCocoa.h"
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#include <osgViewer/SimpleViewer>
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#include <osgGA/TrackballManipulator>
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// Needed to explicitly typecast keys to the OSG type
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#include <osgGA/GUIEventAdapter>
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// Needed to load models
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#include <osgDB/ReadFile>
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// Used so I can change the background (clear) color
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#include <osgUtil/SceneView>
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#include <osg/Vec4>
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// For debugging
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//#include <osg/Notify>
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// osgText is used only to announce that you can use drag-and-drop to load models.
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// osgViewer itself does not have a dependency on osgText.
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#include <osg/ref_ptr>
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#include <osgText/Text>
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#include <osg/Geode>
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@implementation SimpleViewerCocoa
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// My simple pixel format definition
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+ (NSOpenGLPixelFormat*) basicPixelFormat
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{
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NSOpenGLPixelFormatAttribute pixel_attributes[] =
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{
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NSOpenGLPFAWindow,
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NSOpenGLPFADoubleBuffer, // double buffered
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NSOpenGLPFADepthSize, (NSOpenGLPixelFormatAttribute)32, // depth buffer size in bits
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(NSOpenGLPixelFormatAttribute)nil
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};
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return [[[NSOpenGLPixelFormat alloc] initWithAttributes:pixel_attributes] autorelease];
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}
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////////////////////////////////////////////////////////////////////////
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/////////////////////////// Init Stuff /////////////////////////////////
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////////////////////////////////////////////////////////////////////////
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/* This is the designated initializer for an NSOpenGLView. However, since I'm
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* using Interface Builder to help, initWithCoder: is the initializer that gets called.
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* But for completeness, I implement this method here.
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*/
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- (id) initWithFrame:(NSRect)frame_rect pixelFormat:(NSOpenGLPixelFormat*)pixel_format
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{
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self = [super initWithFrame:frame_rect pixelFormat:pixel_format];
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if(self)
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{
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[self commonInit];
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}
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return self;
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}
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/* Going through the IB palette, this initializer is calling instead of the designated initializer
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* initWithFrame:pixelFormat:
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* But for some reason, the pixel format set in IB selected seems to be either ignored or is missing
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* a value I need. (The depth buffer looks too shallow to me and glErrors are triggered.)
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* So I explicitly set the pixel format inside here (overriding the IB palette options).
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* This probably should be investigated, but since IB is getting an overhaul for Leopard,
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* I'll wait on this for now.
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*/
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- (id) initWithCoder:(NSCoder*)the_coder
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{
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self = [super initWithCoder:the_coder];
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if(self)
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{
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NSOpenGLPixelFormat* pixel_format = [SimpleViewerCocoa basicPixelFormat];
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[self setPixelFormat:pixel_format];
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[self commonInit];
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}
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return self;
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}
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// My custom methods to centralize common init stuff
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- (void) commonInit
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{
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isUsingCtrlClick = NO;
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isUsingOptionClick = NO;
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[self initOSGViewer];
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[self initAnimationTimer];
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// Register for Drag and Drop
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[self registerForDraggedTypes:[NSArray arrayWithObjects:NSFilenamesPboardType, NSURLPboardType, nil]];
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}
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// Allocate a SimpleViewer and do basic initialization. No assumption about having an
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// a valid OpenGL context is made by this function.
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- (void) initOSGViewer
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{
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// osg::setNotifyLevel( osg::DEBUG_FP );
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simpleViewer = new osgViewer::SimpleViewer;
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// Cocoa follows the same coordinate convention as OpenGL. osgViewer's default is inverted.
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simpleViewer->getEventQueue()->getCurrentEventState()->setMouseYOrientation(osgGA::GUIEventAdapter::Y_INCREASING_UPWARDS);
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// Use a trackball manipulator...matches nicely with the Mighty Mouse Scrollball.
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simpleViewer->setCameraManipulator(new osgGA::TrackballManipulator);
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}
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- (void) initAnimationTimer
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{
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// Cocoa is event driven, so by default, there is nothing to trigger redraws for animation.
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// The easiest way to animate is to set a repeating NSTimer which triggers a redraw.
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SEL the_selector;
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NSMethodSignature* a_signature;
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NSInvocation* an_invocation;
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// animationCallback is my animation callback method
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the_selector = @selector( animationCallback );
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a_signature = [SimpleViewerCocoa instanceMethodSignatureForSelector:the_selector];
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an_invocation = [NSInvocation invocationWithMethodSignature:a_signature] ;
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[an_invocation setSelector:the_selector];
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[an_invocation setTarget:self];
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animationTimer = [NSTimer
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scheduledTimerWithTimeInterval:1.0/60.0 // fps
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invocation:an_invocation
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repeats:YES];
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[animationTimer retain];
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// For single threaded apps like this one,
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// Cocoa seems to block timers or events sometimes. This can be seen
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// when I'm animating (via a timer) and you open an popup box or move a slider.
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// Apparently, sheets and dialogs can also block (try printing).
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// To work around this, Cocoa provides different run-loop modes. I need to
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// specify the modes to avoid the blockage.
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// NSDefaultRunLoopMode seems to be the default. I don't think I need to explicitly
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// set this one, but just in case, I will set it anyway.
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[[NSRunLoop currentRunLoop] addTimer:animationTimer forMode:NSDefaultRunLoopMode];
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// This seems to be the one for preventing blocking on other events (popup box, slider, etc)
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[[NSRunLoop currentRunLoop] addTimer:animationTimer forMode:NSEventTrackingRunLoopMode];
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// This seems to be the one for dialogs.
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[[NSRunLoop currentRunLoop] addTimer:animationTimer forMode:NSModalPanelRunLoopMode];
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}
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- (void) dealloc
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{
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[animationTimer invalidate];
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[animationTimer release];
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delete simpleViewer;
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[super dealloc];
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}
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/* NSOpenGLView defines this method to be called (only once) after the OpenGL
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* context is created and made the current context. It is intended to be used to setup
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* your initial OpenGL state. This seems like a good place to initialize the
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* OSG stuff. This method exists in 10.3 and later. If you are running pre-10.3, you
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* must manually call this method sometime after the OpenGL context is created and
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* made current, or refactor this code.
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*/
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- (void) prepareOpenGL
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{
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[super prepareOpenGL];
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// The NSOpenGLCPSwapInterval seems to be vsync. If 1, buffers are swapped with vertical refresh.
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// If 0, flushBuffer will execute as soon as possible.
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long swap_interval = 1 ;
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[[self openGLContext] setValues:&swap_interval forParameter:NSOpenGLCPSwapInterval];
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// This is also might be a good place to setup OpenGL state that OSG doesn't control.
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glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
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glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
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glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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// We need to tell the osgViewer what the viewport size is
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[self resizeViewport];
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// This is optional:
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// This is to setup some default text in the OpenGL view so the
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// user knows that they should drag and drop a model into the view.
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osg::ref_ptr<osgText::Text> default_text = new osgText::Text;
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default_text->setAlignment(osgText::Text::CENTER_CENTER);
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default_text->setBackdropType(osgText::Text::OUTLINE);
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default_text->setAxisAlignment(osgText::Text::XZ_PLANE);
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default_text->setText("Drag-and-Drop\nyour .osg model here!");
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osg::ref_ptr<osg::Geode> the_geode = new osg::Geode;
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the_geode->addDrawable(default_text.get());
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simpleViewer->setSceneData(the_geode.get());
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}
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////////////////////////////////////////////////////////////////////////
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/////////////////////////// End Init Stuff /////////////////////////////
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////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////
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/////////////////////////// Mouse Stuff ////////////////////////////////
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////////////////////////////////////////////////////////////////////////
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- (void) mouseDown:(NSEvent*)the_event
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{
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// Because many Mac users have only a 1-button mouse, we should provide ways
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// to access the button 2 and 3 actions of osgViewer.
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// I will use the Ctrl modifer to represent right-clicking
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// and Option modifier to represent middle clicking.
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if([the_event modifierFlags] & NSControlKeyMask)
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{
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[self setIsUsingCtrlClick:YES];
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[self doRightMouseButtonDown:the_event];
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}
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else if([the_event modifierFlags] & NSAlternateKeyMask)
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{
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[self setIsUsingOptionClick:YES];
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[self doMiddleMouseButtonDown:the_event];
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}
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else
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{
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[self doLeftMouseButtonDown:the_event];
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}
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}
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- (void) mouseDragged:(NSEvent*)the_event
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{
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// We must convert the mouse event locations from the window coordinate system to the
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// local view coordinate system.
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NSPoint the_point = [the_event locationInWindow];
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NSPoint converted_point = [self convertPoint:the_point fromView:nil];
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simpleViewer->getEventQueue()->mouseMotion(converted_point.x, converted_point.y);
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[self setNeedsDisplay:YES];
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}
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- (void) mouseUp:(NSEvent*)the_event
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{
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// Because many Mac users have only a 1-button mouse, we should provide ways
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// to access the button 2 and 3 actions of osgViewer.
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// I will use the Ctrl modifer to represent right-clicking
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// and Option modifier to represent middle clicking.
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if([self isUsingCtrlClick] == YES)
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{
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[self setIsUsingCtrlClick:NO];
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[self doRightMouseButtonUp:the_event];
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}
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if([self isUsingOptionClick] == YES)
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{
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[self setIsUsingOptionClick:NO];
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[self doMiddleMouseButtonUp:the_event];
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}
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else
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{
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[self doLeftMouseButtonUp:the_event];
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}
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}
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- (void) rightMouseDown:(NSEvent*)the_event
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{
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[self doRightMouseButtonDown:the_event];
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}
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- (void) rightMouseDragged:(NSEvent*)the_event
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{
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// We must convert the mouse event locations from the window coordinate system to the
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// local view coordinate system.
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NSPoint the_point = [the_event locationInWindow];
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NSPoint converted_point = [self convertPoint:the_point fromView:nil];
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simpleViewer->getEventQueue()->mouseMotion(converted_point.x, converted_point.y);
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[self setNeedsDisplay:YES];
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}
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- (void) rightMouseUp:(NSEvent*)the_event
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{
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[self doRightMouseButtonUp:the_event];
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}
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// "otherMouse" seems to capture middle button and any other buttons beyond (4th, etc).
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- (void) otherMouseDown:(NSEvent*)the_event
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{
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// We must convert the mouse event locations from the window coordinate system to the
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// local view coordinate system.
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NSPoint the_point = [the_event locationInWindow];
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NSPoint converted_point = [self convertPoint:the_point fromView:nil];
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// Button 0 is left
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// Button 1 is right
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// Button 2 is middle
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// Button 3 keeps going
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// osgViewer expects 1 for left, 3 for right, 2 for middle
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// osgViewer has a reversed number mapping for right and middle compared to Cocoa
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if([the_event buttonNumber] == 2)
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{
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[self doMiddleMouseButtonDown:the_event];
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}
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else // buttonNumber should be 3,4,5,etc; must map to 4,5,6,etc in osgViewer
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{
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[self doExtraMouseButtonDown:the_event buttonNumber:[the_event buttonNumber]];
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}
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}
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- (void) otherMouseDragged:(NSEvent*)the_event
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{
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// We must convert the mouse event locations from the window coordinate system to the
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// local view coordinate system.
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NSPoint the_point = [the_event locationInWindow];
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NSPoint converted_point = [self convertPoint:the_point fromView:nil];
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simpleViewer->getEventQueue()->mouseMotion(converted_point.x, converted_point.y);
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[self setNeedsDisplay:YES];
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}
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// "otherMouse" seems to capture middle button and any other buttons beyond (4th, etc).
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- (void) otherMouseUp:(NSEvent*)the_event
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{
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// Button 0 is left
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// Button 1 is right
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// Button 2 is middle
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// Button 3 keeps going
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// osgViewer expects 1 for left, 3 for right, 2 for middle
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// osgViewer has a reversed number mapping for right and middle compared to Cocoa
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if([the_event buttonNumber] == 2)
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{
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[self doMiddleMouseButtonUp:the_event];
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}
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else // buttonNumber should be 3,4,5,etc; must map to 4,5,6,etc in osgViewer
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{
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// I don't think osgViewer does anything for these additional buttons,
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// but just in case, pass them along. But as a Cocoa programmer, you might
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// think about things you can do natively here instead of passing the buck.
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} [self doExtraMouseButtonUp:the_event buttonNumber:[the_event buttonNumber]];
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}
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- (void) setIsUsingCtrlClick:(BOOL)is_using_ctrl_click
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{
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isUsingCtrlClick = is_using_ctrl_click;
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}
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- (BOOL) isUsingCtrlClick
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{
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return isUsingCtrlClick;
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}
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- (void) setIsUsingOptionClick:(BOOL)is_using_option_click
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{
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isUsingOptionClick = is_using_option_click;
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}
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- (BOOL) isUsingOptionClick
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{
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return isUsingOptionClick;
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}
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- (void) doLeftMouseButtonDown:(NSEvent*)the_event
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{
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// We must convert the mouse event locations from the window coordinate system to the
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// local view coordinate system.
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NSPoint the_point = [the_event locationInWindow];
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NSPoint converted_point = [self convertPoint:the_point fromView:nil];
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if([the_event clickCount] == 1)
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{
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simpleViewer->getEventQueue()->mouseButtonPress(converted_point.x, converted_point.y, 1);
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}
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else
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{
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simpleViewer->getEventQueue()->mouseDoubleButtonPress(converted_point.x, converted_point.y, 1);
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}
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[self setNeedsDisplay:YES];
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}
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- (void) doLeftMouseButtonUp:(NSEvent*)the_event
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{
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// We must convert the mouse event locations from the window coordinate system to the
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// local view coordinate system.
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NSPoint the_point = [the_event locationInWindow];
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NSPoint converted_point = [self convertPoint:the_point fromView:nil];
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simpleViewer->getEventQueue()->mouseButtonRelease(converted_point.x, converted_point.y, 1);
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[self setNeedsDisplay:YES];
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}
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- (void) doRightMouseButtonDown:(NSEvent*)the_event
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{
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// We must convert the mouse event locations from the window coordinate system to the
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// local view coordinate system.
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NSPoint the_point = [the_event locationInWindow];
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NSPoint converted_point = [self convertPoint:the_point fromView:nil];
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if([the_event clickCount] == 1)
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{
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simpleViewer->getEventQueue()->mouseButtonPress(converted_point.x, converted_point.y, 3);
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}
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else
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{
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simpleViewer->getEventQueue()->mouseDoubleButtonPress(converted_point.x, converted_point.y, 3);
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}
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[self setNeedsDisplay:YES];
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}
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- (void) doRightMouseButtonUp:(NSEvent*)the_event
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{
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// We must convert the mouse event locations from the window coordinate system to the
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// local view coordinate system.
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NSPoint the_point = [the_event locationInWindow];
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NSPoint converted_point = [self convertPoint:the_point fromView:nil];
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simpleViewer->getEventQueue()->mouseButtonRelease(converted_point.x, converted_point.y, 3);
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[self setNeedsDisplay:YES];
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}
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- (void) doMiddleMouseButtonDown:(NSEvent*)the_event
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{
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// We must convert the mouse event locations from the window coordinate system to the
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// local view coordinate system.
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NSPoint the_point = [the_event locationInWindow];
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NSPoint converted_point = [self convertPoint:the_point fromView:nil];
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if([the_event clickCount] == 1)
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{
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simpleViewer->getEventQueue()->mouseButtonPress(converted_point.x, converted_point.y, 2);
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}
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else
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{
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simpleViewer->getEventQueue()->mouseDoubleButtonPress(converted_point.x, converted_point.y, 2);
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}
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[self setNeedsDisplay:YES];
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}
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- (void) doExtraMouseButtonDown:(NSEvent*)the_event buttonNumber:(int)button_number
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{
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// We must convert the mouse event locations from the window coordinate system to the
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// local view coordinate system.
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NSPoint the_point = [the_event locationInWindow];
|
|
NSPoint converted_point = [self convertPoint:the_point fromView:nil];
|
|
|
|
if([the_event clickCount] == 1)
|
|
{
|
|
simpleViewer->getEventQueue()->mouseButtonPress(converted_point.x, converted_point.y, button_number+1);
|
|
}
|
|
else
|
|
{
|
|
simpleViewer->getEventQueue()->mouseDoubleButtonPress(converted_point.x, converted_point.y, button_number+1);
|
|
}
|
|
[self setNeedsDisplay:YES];
|
|
}
|
|
|
|
|
|
- (void) doMiddleMouseButtonUp:(NSEvent*)the_event
|
|
{
|
|
// We must convert the mouse event locations from the window coordinate system to the
|
|
// local view coordinate system. NSPoint the_point = [the_event locationInWindow];
|
|
NSPoint the_point = [the_event locationInWindow];
|
|
NSPoint converted_point = [self convertPoint:the_point fromView:nil];
|
|
simpleViewer->getEventQueue()->mouseButtonRelease(converted_point.x, converted_point.y, 2);
|
|
[self setNeedsDisplay:YES];
|
|
}
|
|
|
|
- (void) doExtraMouseButtonUp:(NSEvent*)the_event buttonNumber:(int)button_number
|
|
{
|
|
// We must convert the mouse event locations from the window coordinate system to the
|
|
// local view coordinate system. NSPoint the_point = [the_event locationInWindow];
|
|
NSPoint the_point = [the_event locationInWindow];
|
|
NSPoint converted_point = [self convertPoint:the_point fromView:nil];
|
|
simpleViewer->getEventQueue()->mouseButtonRelease(converted_point.x, converted_point.y, button_number+1);
|
|
|
|
[self setNeedsDisplay:YES];
|
|
}
|
|
|
|
// This is a job for Mighty Mouse!
|
|
// For the most fluid experience turn on 360 degree mode availble in 10.4.8+.
|
|
// With your Mighty Mouse plugged in,
|
|
// open 'Keyboard & Mouse' in 'System Preferences'.
|
|
// Select the 'Mouse' tab.
|
|
// Under 'Scrolling Options' select '360 degree'.
|
|
// That should improve diagonal scrolling.
|
|
// You should also be able to use 'two-finger scrolling' on newer laptops.
|
|
- (void) scrollWheel:(NSEvent*)the_event
|
|
{
|
|
// Unfortunately, it turns out mouseScroll2D doesn't actually do anything.
|
|
// The camera manipulators don't seem to implement any code that utilize the scroll values.
|
|
// This this call does nothing.
|
|
// simpleViewer->getEventQueue()->mouseScroll2D([the_event deltaX], [the_event deltaY]);
|
|
|
|
// With the absense of a useful mouseScroll2D API, we can manually simulate the desired effect.
|
|
NSPoint the_point = [the_event locationInWindow];
|
|
NSPoint converted_point = [self convertPoint:the_point fromView:nil];
|
|
simpleViewer->getEventQueue()->mouseButtonPress(converted_point.x, converted_point.y, 1);
|
|
simpleViewer->getEventQueue()->mouseMotion(converted_point.x + -[the_event deltaX], converted_point.y + [the_event deltaY]);
|
|
simpleViewer->getEventQueue()->mouseButtonRelease(converted_point.x + -[the_event deltaX], converted_point.y + [the_event deltaY], 1);
|
|
|
|
[self setNeedsDisplay:YES];
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////
|
|
/////////////////////////// End Mouse Stuff ////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////
|
|
|
|
////////////////////////////////////////////////////////////////////////
|
|
/////////////////////////// Keyboard Stuff /////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////
|
|
// Needed to accept keyboard events
|
|
- (BOOL) acceptsFirstResponder
|
|
{
|
|
return YES;
|
|
}
|
|
|
|
- (void) keyDown:(NSEvent*)the_event
|
|
{
|
|
// Do you want characters or charactersIgnoringModifiers?
|
|
NSString* event_characters = [the_event characters];
|
|
// NSString* event_characters = [the_event charactersIgnoringModifiers];
|
|
|
|
unichar unicode_character = [event_characters characterAtIndex:0];
|
|
// NSLog(@"unicode_character: %d", unicode_character);
|
|
simpleViewer->getEventQueue()->keyPress(static_cast<osgGA::GUIEventAdapter::KeySymbol>(unicode_character));
|
|
|
|
[self setNeedsDisplay:YES];
|
|
}
|
|
|
|
- (void) keyUp:(NSEvent*)the_event
|
|
{
|
|
// Do you want characters or charactersIgnoringModifiers?
|
|
NSString* event_characters = [the_event characters];
|
|
// NSString* event_characters = [the_event charactersIgnoringModifiers];
|
|
unichar unicode_character = [event_characters characterAtIndex:0];
|
|
simpleViewer->getEventQueue()->keyRelease(static_cast<osgGA::GUIEventAdapter::KeySymbol>(unicode_character));
|
|
[self setNeedsDisplay:YES];
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////
|
|
/////////////////////////// End Keyboard Stuff /////////////////////////
|
|
////////////////////////////////////////////////////////////////////////
|
|
|
|
////////////////////////////////////////////////////////////////////////
|
|
/////////////////////////// View and Draw Stuff ////////////////////////
|
|
////////////////////////////////////////////////////////////////////////
|
|
|
|
// This method is periodically called by my timer.
|
|
- (void) animationCallback
|
|
{
|
|
// Simply notify Cocoa that a drawRect needs to take place.
|
|
// Potential optimization is to query the OSG stuff to find out if a redraw is actually necessary.
|
|
[self setNeedsDisplay:YES];
|
|
}
|
|
|
|
// This is an optional optimization. This states you don't have a transparent view/window.
|
|
// Obviously don't use this or set it to NO if you intend for your view to be see-through.
|
|
- (BOOL) isOpaque
|
|
{
|
|
return YES;
|
|
}
|
|
|
|
// Resolution Independent UI is coming... (Tiger's Quartz Debug already has the tool.)
|
|
// We must think in 'point sizes', not pixel sizes, so a conversion is needed for OpenGL.
|
|
- (void) resizeViewport
|
|
{
|
|
NSSize size_in_points = [self bounds].size;
|
|
// This coordinate system conversion seems to make things work with Quartz Debug.
|
|
NSSize size_in_window_coordinates = [self convertSize:size_in_points toView:nil];
|
|
simpleViewer->getEventQueue()->windowResize(0, 0, size_in_window_coordinates.width, size_in_window_coordinates.height);
|
|
}
|
|
|
|
// For window resize
|
|
- (void) reshape
|
|
{
|
|
[super reshape];
|
|
[self resizeViewport];
|
|
}
|
|
|
|
// This is the code that actually draws.
|
|
// Remember you shouldn't call drawRect: directly and should use setNeedsDisplay:YES
|
|
// This is so the operating system can optimize when a draw is actually needed.
|
|
// (e.g. No sense drawing when the application is hidden.)
|
|
- (void) drawRect:(NSRect)the_rect
|
|
{
|
|
[[self openGLContext] makeCurrentContext];
|
|
simpleViewer->frame();
|
|
[[self openGLContext] flushBuffer];
|
|
}
|
|
////////////////////////////////////////////////////////////////////////
|
|
/////////////////////////// End View and Draw Stuff ////////////////////
|
|
////////////////////////////////////////////////////////////////////////
|
|
|
|
////////////////////////////////////////////////////////////////////////
|
|
/////////////////////////// For drag and drop //////////////////////////
|
|
////////////////////////////////////////////////////////////////////////
|
|
- (unsigned int) draggingEntered:(id <NSDraggingInfo>)the_sender
|
|
{
|
|
if([the_sender draggingSource] != self)
|
|
{
|
|
NSPasteboard* paste_board = [the_sender draggingPasteboard];
|
|
// I respond to filename types or URL types
|
|
NSArray* supported_types = [NSArray arrayWithObjects:NSFilenamesPboardType, NSURLPboardType, nil];
|
|
// If any of the supported types are being dragged in, activate the copy operation
|
|
NSString* first_type = [paste_board availableTypeFromArray:supported_types];
|
|
if(first_type != nil)
|
|
{
|
|
return NSDragOperationCopy;
|
|
}
|
|
}
|
|
// Means we don't support this type
|
|
return NSDragOperationNone;
|
|
}
|
|
|
|
// We're not using this method, but here it is as an example.
|
|
- (void) draggingExited:(id <NSDraggingInfo>)the_sender
|
|
{
|
|
}
|
|
|
|
- (BOOL) prepareForDragOperation:(id <NSDraggingInfo>)the_sender
|
|
{
|
|
return YES;
|
|
}
|
|
|
|
- (BOOL) performDragOperation:(id <NSDraggingInfo>)the_sender
|
|
{
|
|
NSPasteboard* paste_board = [the_sender draggingPasteboard];
|
|
|
|
|
|
if([[paste_board types] containsObject:NSFilenamesPboardType])
|
|
{
|
|
NSArray* file_names = [paste_board propertyListForType:NSFilenamesPboardType];
|
|
// int number_of_files = [file_names count];
|
|
// Exercise for the reader: Try loading all files in the array
|
|
NSString* single_file = [file_names objectAtIndex:0];
|
|
osg::ref_ptr<osg::Node> loaded_model = osgDB::readNodeFile([single_file UTF8String]);
|
|
if(!loaded_model)
|
|
{
|
|
NSLog(@"File: %@ failed to load", single_file);
|
|
return NO;
|
|
}
|
|
simpleViewer->setSceneData(loaded_model.get());
|
|
return YES;
|
|
}
|
|
else if([[paste_board types] containsObject:NSURLPboardType])
|
|
{
|
|
NSURL* file_url = [NSURL URLFromPasteboard:paste_board];
|
|
// See if the URL is valid file path
|
|
if(![file_url isFileURL])
|
|
{
|
|
NSLog(@"URL: %@ needs to be a file for readNodeFile()", file_url);
|
|
return NO;
|
|
}
|
|
NSString* file_path = [file_url path];
|
|
osg::ref_ptr<osg::Node> loaded_model = osgDB::readNodeFile([file_path UTF8String]);
|
|
if(!loaded_model)
|
|
{
|
|
NSLog(@"URL: %@ failed to load, %@", file_url, file_path);
|
|
return NO;
|
|
}
|
|
simpleViewer->setSceneData(loaded_model.get());
|
|
return YES;
|
|
}
|
|
return NO;
|
|
}
|
|
|
|
// This method isn't really needed (I could move setNeedsDisplay up), but is here as an example
|
|
- (void) concludeDragOperation:(id <NSDraggingInfo>)the_sender
|
|
{
|
|
[self setNeedsDisplay:YES];
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////
|
|
/////////////////////////// End of drag and drop ///////////////////////
|
|
////////////////////////////////////////////////////////////////////////
|
|
|
|
////////////////////////////////////////////////////////////////////////
|
|
/////////////////////////// IBAction examples /////////////////////////
|
|
////////////////////////////////////////////////////////////////////////
|
|
|
|
// Connect a button to this to stop and reset the position.
|
|
- (IBAction) resetPosition:(id)the_sender
|
|
{
|
|
// osgGA::MatrixManipulator* camera_manipulator = simpleViewer->getCameraManipulator();
|
|
// This only resets the position
|
|
// camera_manipulator->home(0.0);
|
|
|
|
// There is no external API from SimpleViewer that I can see that will stop movement.
|
|
// So fake the 'spacebar' to stop things and reset.
|
|
simpleViewer->getEventQueue()->keyPress(static_cast<osgGA::GUIEventAdapter::KeySymbol>(0x20));
|
|
[self setNeedsDisplay:YES];
|
|
}
|
|
|
|
// Connect a NSColorWell to this to change color.
|
|
// A better way to do this is use Cocoa Bindings because it will automatically
|
|
// synchronize between your model and view, but since this demo lacks a model and controller
|
|
// aspect it wouldn't do much good.
|
|
- (IBAction) takeBackgroundColorFrom:(id)the_sender
|
|
{
|
|
NSColor* the_color = [the_sender color];
|
|
osgUtil::SceneView* scene_view = simpleViewer->getSceneView();
|
|
|
|
scene_view->setClearColor(
|
|
osg::Vec4(
|
|
[the_color redComponent],
|
|
[the_color greenComponent],
|
|
[the_color blueComponent],
|
|
[the_color alphaComponent]
|
|
)
|
|
);
|
|
[self setNeedsDisplay:YES];
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////
|
|
/////////////////////////// End IBAction examples /////////////////////
|
|
////////////////////////////////////////////////////////////////////////
|
|
|
|
@end
|