c2b77aa08e
Notes from Robert Osfield, I've merged osgWidget trunk, and added/changed CMakeLists.txt file to make it suitable for inclusion in the core OSG, and moved imagery/scripts/shaders out into OpenSceneGraph-Data
377 lines
9.2 KiB
C++
377 lines
9.2 KiB
C++
// -*-c++-*- osgWidget - Code by: Jeremy Moles (cubicool) 2007-2008
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// $Id: EventInterface 64 2008-06-30 21:32:00Z cubicool $
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#ifndef OSGWIDGET_EVENT_INTERFACE
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#define OSGWIDGET_EVENT_INTERFACE
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#include <list>
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#include <osg/ref_ptr>
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#include <osg/Referenced>
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#include <osgWidget/Export>
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namespace osgWidget {
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class WindowManager;
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class Window;
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class Widget;
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enum EVENT_TYPE {
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EVENT_NONE = 0x0000,
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EVENT_FOCUS = 0x0001,
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EVENT_UNFOCUS = 0x0002,
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EVENT_MOUSE_ENTER = 0x0004,
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EVENT_MOUSE_OVER = 0x0008,
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EVENT_MOUSE_LEAVE = 0x0010,
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EVENT_MOUSE_DRAG = 0x0020,
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EVENT_MOUSE_PUSH = 0x0040,
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EVENT_MOUSE_RELEASE = 0x0080,
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EVENT_MOUSE_SCROLL = 0x0100,
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EVENT_KEY_DOWN = 0x0200,
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EVENT_KEY_UP = 0x0400,
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EVENT_ALL = 0xFFFF
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};
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// Helpful wrapper around using the raw types, since it often doesn't make sense to
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// use some without the others.
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enum EVENT_MASK {
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EVENT_MASK_FOCUS = EVENT_FOCUS | EVENT_UNFOCUS,
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EVENT_MASK_MOUSE_MOVE = EVENT_MOUSE_ENTER | EVENT_MOUSE_OVER | EVENT_MOUSE_LEAVE,
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EVENT_MASK_MOUSE_CLICK = EVENT_MOUSE_PUSH | EVENT_MOUSE_RELEASE,
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EVENT_MASK_MOUSE_DRAG = EVENT_MASK_MOUSE_MOVE | EVENT_MASK_MOUSE_CLICK | EVENT_MOUSE_DRAG,
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EVENT_MASK_KEY = EVENT_KEY_UP | EVENT_KEY_DOWN
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};
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class OSGWIDGET_EXPORT Event {
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friend class WindowManager;
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friend class Window;
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WindowManager* _wm;
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Window* _window;
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Widget* _widget;
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void* _data;
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public:
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EVENT_TYPE type;
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double x;
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double y;
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int key;
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int keyMask;
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Event(WindowManager* wm, EVENT_TYPE _type = EVENT_NONE):
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_wm (wm),
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_window (0),
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_widget (0),
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_data (0),
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type (_type),
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x (0.0f),
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y (0.0f),
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key (-1),
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keyMask (-1) {
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}
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Event& makeType(EVENT_TYPE _type) {
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if(_type != EVENT_NONE) type = _type;
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return *this;
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}
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Event& makeMouse(double _x, double _y, EVENT_TYPE _type = EVENT_NONE) {
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x = _x;
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y = _y;
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if(_type != EVENT_NONE) type = _type;
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return *this;
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}
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Event& makeKey(int _key, int _keyMask, EVENT_TYPE _type = EVENT_NONE) {
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key = _key;
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keyMask = _keyMask;
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if(_type != EVENT_NONE) type = _type;
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return *this;
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}
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WindowManager* getWindowManager() {
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return _wm;
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}
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const WindowManager* getWindowManager() const {
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return _wm;
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}
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Window* getWindow() {
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return _window;
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}
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const Window* getWindow() const {
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return _window;
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}
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Widget* getWidget() {
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return _widget;
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}
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const Widget* getWidget() const {
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return _widget;
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}
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void* getData() {
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return _data;
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}
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const void* getData() const {
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return _data;
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}
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void setData(void* data) {
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_data = data;
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}
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};
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// The Callback interface was inspired by the CEGUI project:
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//
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// http://www.cegui.org.uk/wiki/index.php/Main_Page
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//
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// It's a great little way to cleanly implement callbacks for events, although
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// I did change the names a bit to make them more appropriate for OSG. MANY THANKS
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// to the CEGUI project!
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// The CallbackInterface, which the highest-level functor keeps a pointer to.
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struct CallbackInterface: public osg::Referenced {
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virtual ~CallbackInterface() {
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}
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virtual bool operator()(Event&) = 0;
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};
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// The object that facilitates a class method as a callback.
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template<typename T>
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class ObjectCallback: public CallbackInterface {
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public:
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typedef bool (T::*ObjectCallbackType)(Event&);
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private:
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ObjectCallbackType _callback;
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T* _object;
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public:
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ObjectCallback(ObjectCallbackType callback, T* obj):
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_callback (callback),
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_object (obj) {
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}
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virtual bool operator()(Event& ev) {
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return (_object->*_callback)(ev);
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}
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};
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// The object that facilitates general functions as callbacks.
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template<typename T>
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class FunctionCallback: public CallbackInterface {
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T* _callback;
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public:
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FunctionCallback(T* callback):
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_callback(callback) {
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}
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virtual bool operator()(Event& ev) {
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return (*_callback)(ev);
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}
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};
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// The highlevel functor.
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class OSGWIDGET_EXPORT Callback {
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EVENT_TYPE _type;
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void* _data;
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// We use a ref_ptr here so that we don't have to worry about memory.
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osg::ref_ptr<CallbackInterface> _callback;
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public:
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// Creates a Callback that is bound to a member function.
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template<typename T>
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Callback(bool (T::*function)(Event&), T* obj, EVENT_TYPE type, void* data=0):
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_type (type),
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_data (data),
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_callback (new ObjectCallback<T>(function, obj)) {
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}
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// Creates a Callback that is bound to a functor pointer.
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template<typename T>
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Callback(T* functor, EVENT_TYPE type, void* data=0):
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_type (type),
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_data (data),
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_callback (new FunctionCallback<T>(functor)) {
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}
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bool operator()(Event& ev) {
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return (*_callback)(ev);
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}
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EVENT_TYPE getType() const {
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return _type;
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}
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void* getData() {
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return _data;
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}
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const void* getData() const {
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return _data;
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}
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};
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class OSGWIDGET_EXPORT EventInterface {
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private:
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typedef std::list<Callback> CallbackList;
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unsigned int _eventMask;
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CallbackList _callbacks;
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public:
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EventInterface():
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_eventMask(EVENT_NONE) {
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}
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EventInterface(const EventInterface& ei):
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_eventMask (ei._eventMask),
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_callbacks (ei._callbacks) {
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}
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virtual ~EventInterface() {
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}
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// These functions take as their final argument the WindowManager which issued the
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// request. This is sometimes useful to get information about key state, etc.
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// Notify the EventInterface object that is has been focused or unfocused; since
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// this isn't always bound to a mouse event (i.e., if you want to be able to use
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// the TAB key to focus), we need seperate events here.
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virtual bool focus (WindowManager*) { return false; }
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virtual bool unfocus (WindowManager*) { return false; }
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// Mouse events, pretty self-explanatory.
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virtual bool mouseEnter (double, double, WindowManager*) { return false; }
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virtual bool mouseOver (double, double, WindowManager*) { return false; }
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virtual bool mouseLeave (double, double, WindowManager*) { return false; }
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virtual bool mouseDrag (double, double, WindowManager*) { return false; }
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virtual bool mousePush (double, double, WindowManager*) { return false; }
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virtual bool mouseRelease (double, double, WindowManager*) { return false; }
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virtual bool mouseScroll (double, double, WindowManager*) { return false; }
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// These functions pass the osgGA::GUIEventAdapter::KeySymbol and KeyModMask and,
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// as above, the WindowManager.
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virtual bool keyDown (int, int, WindowManager*) { return false; }
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virtual bool keyUp (int, int, WindowManager*) { return false; }
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void setEventMask(unsigned int mask) {
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_eventMask = mask;
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}
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void addEventMask(unsigned int mask) {
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_eventMask |= mask;
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}
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void removeEventMask(unsigned int mask) {
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_eventMask ^= mask;
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}
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unsigned int getEventMask() const {
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return _eventMask;
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}
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void addCallback(const Callback& cb) {
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_callbacks.push_back(cb);
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}
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bool callCallbacks(Event& ev) {
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if(ev.type == EVENT_NONE || !(_eventMask & ev.type)) return false;
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for(CallbackList::iterator i = _callbacks.begin(); i != _callbacks.end(); i++) {
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// This is the OLD method; testing a new method below.
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// if(i->getType() == ev.type && (*i)(ev)) return true;
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if(i->getType() == ev.type) {
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ev.setData(i->getData());
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if((*i)(ev)) return true;
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}
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}
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return false;
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}
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bool callMethodAndCallbacks(Event& ev) {
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if(ev.type == EVENT_NONE || !(_eventMask & ev.type)) return false;
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bool handled = false;
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if(ev.type == EVENT_FOCUS) handled = focus(ev.getWindowManager());
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else if(ev.type == EVENT_UNFOCUS) handled = unfocus(ev.getWindowManager());
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else if(ev.type == EVENT_MOUSE_ENTER)
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handled = mouseEnter(ev.x, ev.y, ev.getWindowManager())
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;
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else if(ev.type == EVENT_MOUSE_OVER)
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handled = mouseOver(ev.x, ev.y, ev.getWindowManager())
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;
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else if(ev.type == EVENT_MOUSE_LEAVE)
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handled = mouseLeave(ev.x, ev.y, ev.getWindowManager())
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;
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else if(ev.type == EVENT_MOUSE_DRAG)
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handled = mouseDrag(ev.x, ev.y, ev.getWindowManager())
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;
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else if(ev.type == EVENT_MOUSE_PUSH)
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handled = mousePush(ev.x, ev.y, ev.getWindowManager())
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;
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else if(ev.type == EVENT_MOUSE_RELEASE)
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handled = mouseRelease(ev.x, ev.y, ev.getWindowManager())
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;
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else if(ev.type == EVENT_MOUSE_SCROLL)
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handled = mouseScroll(ev.x, ev.y, ev.getWindowManager())
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;
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else if(ev.type == EVENT_KEY_DOWN)
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handled = keyDown(ev.key, ev.keyMask, ev.getWindowManager())
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;
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else if(ev.type == EVENT_KEY_UP)
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handled = keyUp(ev.key, ev.keyMask, ev.getWindowManager())
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;
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else return false;
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return callCallbacks(ev) || handled;
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}
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bool canFocus () const { return (_eventMask & EVENT_FOCUS) != 0; }
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bool canUnfocus () const { return (_eventMask & EVENT_UNFOCUS) != 0; }
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bool canMouseEnter () const { return (_eventMask & EVENT_MOUSE_ENTER) != 0; }
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bool canMouseOver () const { return (_eventMask & EVENT_MOUSE_OVER) != 0; }
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bool canMouseLeave () const { return (_eventMask & EVENT_MOUSE_LEAVE) != 0; }
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bool canMouseDrag () const { return (_eventMask & EVENT_MOUSE_DRAG) != 0; }
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bool canMousePush () const { return (_eventMask & EVENT_MOUSE_PUSH) != 0; }
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bool canMouseRelease () const { return (_eventMask & EVENT_MOUSE_RELEASE) != 0; }
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bool canMouseScroll () const { return (_eventMask & EVENT_MOUSE_SCROLL) != 0; }
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bool canKeyDown () const { return (_eventMask & EVENT_KEY_DOWN) != 0; }
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bool canKeyUp () const { return (_eventMask & EVENT_KEY_UP) != 0; }
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};
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}
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#endif
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