85bce8b8ad
10.6), which will forward all multi-touch events from a trackpad to the corresponding osgGA-event-structures. The support is switched off per default, but you can enable multi-touch support via a new flag for GraphicsWindowCocoa::WindowData or directly via the GraphicsWindowCocoa-class. After switching multi-touch-support on, all mouse-events from the trackpad get ignored, otherwise you'll have multiple events for the same pointer which is very confusing (as the trackpad reports absolute movement, and as a mouse relative movement). I think this is not a problem, as multi-touch-input is a completely different beast as a mouse, so you'll have to code your own event-handlers anyway. While coding this stuff, I asked myself if we should refactor GUIEventAdapter/EventQueue and assign a specific event-type for touch-input instead of using PUSH/DRAG/RELEASE. This will make it clearer how to use the code, but will break the mouse-emulation for the first touch-point and with that all existing manipulators. What do you think? I am happy to code the proposed changes. Additionally I created a small (and ugly) example osgmultitouch which makes use of the osgGA::MultiTouchTrackballManipulator, shows all touch-points on a HUD and demonstrates how to get the touchpoints from an osgGA::GUIEventAdapter. There's even a small example video here: http://vimeo.com/31611842"
245 lines
12 KiB
C++
245 lines
12 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_EVENTQUEUE
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#define OSGGA_EVENTQUEUE 1
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#include <osgGA/GUIEventAdapter>
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#include <osg/ref_ptr>
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#include <osg/Timer>
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#include <OpenThreads/Mutex>
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#include <list>
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namespace osgGA {
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/**
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* EventQueue implementation for collecting and adapting windowing events
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*/
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class OSGGA_EXPORT EventQueue : public osg::Referenced
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{
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public:
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EventQueue(GUIEventAdapter::MouseYOrientation mouseYOrientation=GUIEventAdapter::Y_INCREASING_DOWNWARDS);
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typedef std::list< osg::ref_ptr<GUIEventAdapter> > Events;
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/** Set events.*/
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void setEvents(Events& events);
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/** Take the entire event queue leaving the EventQueue' event queue empty.*/
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bool takeEvents(Events& events);
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/** Take the events that were recorded before with specified time queue.*/
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bool takeEvents(Events& events, double cutOffTime);
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/** Take a copy the entire event queue leaving the EventQueue' event queue intact.*/
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bool copyEvents(Events& events) const;
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/** Add events to end of event queue.*/
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void appendEvents(Events& events);
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/** Add an event to the end of the event queue.*/
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void addEvent(GUIEventAdapter* event);
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/** Specify if mouse coordinates should be transformed into a pre defined input range, or whether they
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* should be simply based on as local coordinates to the window that generated the mouse events.*/
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void setUseFixedMouseInputRange(bool useFixedMouseInputRange) { _useFixedMouseInputRange = useFixedMouseInputRange; }
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/** Get whether the mouse coordinates should be transformed into a pre defined input range.*/
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bool getUseFixedMouseInputRange() { return _useFixedMouseInputRange; }
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/** Set the graphics context associated with this event queue.*/
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void setGraphicsContext(osg::GraphicsContext* context) { getCurrentEventState()->setGraphicsContext(context); }
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/** Set the mouse input range.*/
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void setMouseInputRange(float xMin, float yMin, float xMax, float yMax) { getCurrentEventState()->setInputRange(xMin, yMin, xMax, yMax); }
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/** Method for adapting window resize event, placing this event on the back of the event queue. */
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void windowResize(int x, int y, int width, int height) { windowResize(x,y,width,height,getTime()); }
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/** Method for adapting window resize event, placing this event on the back of the event queue, with specified time. */
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void windowResize(int x, int y, int width, int height, double time);
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/** Method for adapting mouse scroll wheel events, placing this event on the back of the event queue. */
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void mouseScroll(GUIEventAdapter::ScrollingMotion sm) { mouseScroll(sm,getTime()); }
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/** Method for adapting mouse scroll wheel events, placing this event on the back of the event queue, with specified time. */
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void mouseScroll(GUIEventAdapter::ScrollingMotion sm, double time);
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/** Method for adapting mouse scroll wheel events, placing this event on the back of the event queue. */
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void mouseScroll2D(float x, float y) { mouseScroll2D(x, y, getTime()); }
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/** Method for adapting mouse scroll wheel events, placing this event on the back of the event queue. */
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void mouseScroll2D(float x, float y, double time);
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/** Method for adapting pen pressure events, placing this event on the back of the event queue.*/
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void penPressure(float pressure) { penPressure(pressure, getTime()); }
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/** Method for adapting pen pressure events, placing this event on the back of the event queue, with specified time.*/
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void penPressure(float pressure, double time);
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/** Method for adapting pen orientation events, placing this event on the back of the event queue.*/
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void penOrientation(float tiltX, float tiltY, float rotation) { penOrientation(tiltX, tiltY, rotation, getTime()); }
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/** Method for adapting pen orientation events, placing this event on the back of the event queue, with specified time.*/
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void penOrientation(float tiltX, float tiltY, float rotation, double time);
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/** Method for adapting pen proximity events, placing this event on the back of the event queue.*/
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void penProximity(GUIEventAdapter::TabletPointerType pt, bool isEntering) { penProximity(pt, isEntering, getTime()); }
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/** Method for adapting pen proximity events, placing this event on the back of the event queue, with specified time.*/
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void penProximity(GUIEventAdapter::TabletPointerType pt, bool isEntering, double time);
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/** Method for updating in response to a mouse warp. Note, just moves the mouse position without creating a new event for it.*/
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void mouseWarped(float x, float y);
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/** Method for adapting mouse motion events, placing this event on the back of the event queue.*/
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void mouseMotion(float x, float y) { mouseMotion(x,y, getTime()); }
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/** Method for adapting mouse motion events, placing this event on the back of the event queue, with specified time.*/
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void mouseMotion(float x, float y, double time);
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/** Method for adapting mouse button pressed events, placing this event on the back of the event queue.
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* Button numbering is 1 for left mouse button, 2 for middle, 3 for right. */
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void mouseButtonPress(float x, float y, unsigned int button) { mouseButtonPress(x, y, button, getTime()); }
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/** Method for adapting mouse button pressed events, placing this event on the back of the event queue, with specified time.
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* Button numbering is 1 for left mouse button, 2 for middle, 3 for right. */
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void mouseButtonPress(float x, float y, unsigned int button, double time);
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/** Method for adapting mouse button pressed events, placing this event on the back of the event queue.
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* Button numbering is 1 for left mouse button, 2 for middle, 3 for right. */
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void mouseDoubleButtonPress(float x, float y, unsigned int button) { mouseDoubleButtonPress(x, y, button, getTime()); }
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/** Method for adapting mouse button pressed events, placing this event on the back of the event queue, with specified time.
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* Button numbering is 1 for left mouse button, 2 for middle, 3 for right. */
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void mouseDoubleButtonPress(float x, float y, unsigned int button, double time);
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/** Method for adapting mouse button release events, placing this event on the back of the event queue.
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* Button numbering is 1 for left mouse button, 2 for middle, 3 for right. */
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void mouseButtonRelease(float x, float y, unsigned int button) { mouseButtonRelease(x, y, button, getTime()); }
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/** Method for adapting mouse button release events, placing this event on the back of the event queue, with specified time.
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* Button numbering is 1 for left mouse button, 2 for middle, 3 for right. */
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void mouseButtonRelease(float x, float y, unsigned int button, double time);
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/** Method for adapting keyboard press events. Note, special keys such as Ctrl/Function keys should be adapted to GUIEventAdapter::KeySymbol mappings.*/
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void keyPress(int key, int unmodifiedKey = 0) { keyPress(key, getTime(), unmodifiedKey); }
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/** Method for adapting keyboard press events. Note, special keys such as Ctrl/Function keys should be adapted to GUIEventAdapter::KeySymbol mappings, with specified time.*/
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void keyPress(int key, double time, int unmodifiedKey = 0);
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/** Method for adapting keyboard press events. Note, special keys such as Ctrl/Function keys should be adapted to GUIEventAdapter::KeySymbol mappings.*/
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void keyRelease(int key, int unmodifiedKey = 0) { keyRelease(key, getTime(), unmodifiedKey); }
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/** Method for adapting keyboard press events. Note, special keys such as Ctrl/Function keys should be adapted to GUIEventAdapter::KeySymbol mappings, with specified time.*/
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void keyRelease(int key, double time, int unmodifiedKey = 0);
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GUIEventAdapter* touchBegan(unsigned int id, GUIEventAdapter::TouchPhase phase, float x, float y, double time);
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GUIEventAdapter* touchBegan(unsigned int id, GUIEventAdapter::TouchPhase phase, float x, float y) {
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return touchBegan(id, phase, x, y, getTime());
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}
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GUIEventAdapter* touchMoved(unsigned int id, GUIEventAdapter::TouchPhase phase, float x, float y, double time);
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GUIEventAdapter* touchMoved(unsigned int id, GUIEventAdapter::TouchPhase phase, float x, float y) {
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return touchMoved(id, phase, x, y, getTime());
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}
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GUIEventAdapter* touchEnded(unsigned int id, GUIEventAdapter::TouchPhase phase, float x, float y, unsigned int tap_count, double time);
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GUIEventAdapter* touchEnded(unsigned int id, GUIEventAdapter::TouchPhase phase, float x, float y, unsigned int tap_count) {
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return touchEnded(id, phase, x, y, tap_count, getTime());
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}
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/** Method for adapting close window events.*/
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void closeWindow() { closeWindow(getTime()); }
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/** Method for adapting close window event with specified event time.*/
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void closeWindow(double time);
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/** Method for adapting application quit events.*/
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void quitApplication() { quitApplication(getTime()); }
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/** Method for adapting application quit events with specified event time.*/
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void quitApplication(double time);
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/** Method for adapting frame events.*/
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void frame(double time);
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void setStartTick(osg::Timer_t tick) { _startTick = tick; clear(); }
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osg::Timer_t getStartTick() const { return _startTick; }
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double getTime() const { return osg::Timer::instance()->delta_s(_startTick, osg::Timer::instance()->tick()); }
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/** clear all events from queue. */
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void clear();
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/** convenience method for create an event ready to fill in. Clones the getCurrentEventState() to produce a up to date event state. */
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GUIEventAdapter* createEvent();
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void setCurrentEventState(GUIEventAdapter* ea) { _accumulateEventState = ea; }
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GUIEventAdapter* getCurrentEventState() { return _accumulateEventState.get(); }
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const GUIEventAdapter* getCurrentEventState() const { return _accumulateEventState.get(); }
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/** Method for adapting user defined events */
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void userEvent(osg::Referenced* userEventData) { userEvent(userEventData, getTime()); }
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/** Method for adapting user defined events with specified event time */
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void userEvent(osg::Referenced* userEventData, double time);
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void setFirstTouchEmulatesMouse(bool b) { _firstTouchEmulatesMouse = b; }
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bool getFirstTouchEmulatesMouse() const { return _firstTouchEmulatesMouse; }
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protected:
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virtual ~EventQueue();
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/** Prevent unwanted copy operator.*/
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EventQueue& operator = (const EventQueue&) { return *this; }
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osg::ref_ptr<GUIEventAdapter> _accumulateEventState;
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bool _useFixedMouseInputRange;
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osg::Timer_t _startTick;
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mutable OpenThreads::Mutex _eventQueueMutex;
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Events _eventQueue;
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bool _firstTouchEmulatesMouse;
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};
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}
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#endif
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