/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield * * This library is open source and may be redistributed and/or modified under * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or * (at your option) any later version. The full license is in LICENSE file * included with this distribution, and on the openscenegraph.org website. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * OpenSceneGraph Public License for more details. */ #include #include using namespace osgGA; EventQueue::EventQueue(GUIEventAdapter::MouseYOrientation mouseYOrientation) { _startTick = osg::Timer::instance()->tick(); _accumulateEventState = new GUIEventAdapter(); _accumulateEventState->setMouseYOrientation(mouseYOrientation); } EventQueue::~EventQueue() { } void EventQueue::setEvents(Events& events) { OpenThreads::ScopedLock lock(_eventQueueMutex); _eventQueue = events; } void EventQueue::appendEvents(Events& events) { OpenThreads::ScopedLock lock(_eventQueueMutex); _eventQueue.insert(_eventQueue.end(), events.begin(), events.end()); } void EventQueue::addEvent(GUIEventAdapter* event) { event->setTime(getTime()); OpenThreads::ScopedLock lock(_eventQueueMutex); _eventQueue.push_back(event); } bool EventQueue::takeEvents(Events& events) { OpenThreads::ScopedLock lock(_eventQueueMutex); if (!_eventQueue.empty()) { events.insert(events.end(),_eventQueue.begin(),_eventQueue.end()); _eventQueue.clear(); return true; } else { return false; } } bool EventQueue::copyEvents(Events& events) const { OpenThreads::ScopedLock lock(_eventQueueMutex); if (!_eventQueue.empty()) { events.insert(events.end(),_eventQueue.begin(),_eventQueue.end()); return true; } else { return false; } } void EventQueue::windowResize(float Xmin, float Ymin, float Xmax, float Ymax) { _accumulateEventState->setWindowSize(Xmin, Ymin, Xmax, Ymax); GUIEventAdapter* event = new GUIEventAdapter(*_accumulateEventState); event->setEventType(GUIEventAdapter::RESIZE); addEvent(event); } void EventQueue::penPressure(float pressure) { GUIEventAdapter* event = new GUIEventAdapter(*_accumulateEventState); event->setEventType(GUIEventAdapter::PEN_PRESSURE); event->setPenPressure(pressure); addEvent(event); } void EventQueue::penProximity(GUIEventAdapter::TabletPointerType pt, bool isEntering) { GUIEventAdapter* event = new GUIEventAdapter(*_accumulateEventState); event->setEventType( (isEntering) ? GUIEventAdapter::PEN_PROXIMITY_ENTER : GUIEventAdapter::PEN_PROXIMITY_LEAVE); event->setTabletPointerType(pt); addEvent(event); } void EventQueue::mouseScroll(GUIEventAdapter::ScrollingMotion sm) { GUIEventAdapter* event = new GUIEventAdapter(*_accumulateEventState); event->setEventType(GUIEventAdapter::SCROLL); event->setScrollingMotion(sm); addEvent(event); } void EventQueue::mouseScroll2D(float x, float y) { GUIEventAdapter* event = new GUIEventAdapter(*_accumulateEventState); event->setEventType(GUIEventAdapter::SCROLL); event->setScrollingMotionDelta(x,y); addEvent(event); } void EventQueue::mouseWarp(float x, float y) { _accumulateEventState->setX(x); _accumulateEventState->setY(y); } void EventQueue::mouseMotion(float x, float y) { _accumulateEventState->setX(x); _accumulateEventState->setY(y); GUIEventAdapter* event = new GUIEventAdapter(*_accumulateEventState); event->setEventType(event->getButtonMask() ? GUIEventAdapter::DRAG : GUIEventAdapter::MOVE); addEvent(event); } void EventQueue::mouseButtonPress(float x, float y, unsigned int button) { _accumulateEventState->setX(x); _accumulateEventState->setY(y); switch(button) { case(1): _accumulateEventState->setButtonMask(GUIEventAdapter::LEFT_MOUSE_BUTTON | _accumulateEventState->getButtonMask()); break; case(2): _accumulateEventState->setButtonMask(GUIEventAdapter::MIDDLE_MOUSE_BUTTON | _accumulateEventState->getButtonMask()); break; case(3): _accumulateEventState->setButtonMask(GUIEventAdapter::RIGHT_MOUSE_BUTTON | _accumulateEventState->getButtonMask()); break; } GUIEventAdapter* event = new GUIEventAdapter(*_accumulateEventState); event->setEventType(GUIEventAdapter::PUSH); switch(button) { case(1): event->setButton(GUIEventAdapter::LEFT_MOUSE_BUTTON); break; case(2): event->setButton(GUIEventAdapter::MIDDLE_MOUSE_BUTTON); break; case(3): event->setButton(GUIEventAdapter::RIGHT_MOUSE_BUTTON); break; } addEvent(event); } void EventQueue::mouseDoubleButtonPress(float x, float y, unsigned int button) { _accumulateEventState->setX(x); _accumulateEventState->setY(y); switch(button) { case(1): _accumulateEventState->setButtonMask(GUIEventAdapter::LEFT_MOUSE_BUTTON | _accumulateEventState->getButtonMask()); break; case(2): _accumulateEventState->setButtonMask(GUIEventAdapter::MIDDLE_MOUSE_BUTTON | _accumulateEventState->getButtonMask()); break; case(3): _accumulateEventState->setButtonMask(GUIEventAdapter::RIGHT_MOUSE_BUTTON | _accumulateEventState->getButtonMask()); break; } GUIEventAdapter* event = new GUIEventAdapter(*_accumulateEventState); event->setEventType(GUIEventAdapter::DOUBLECLICK); switch(button) { case(1): event->setButton(GUIEventAdapter::LEFT_MOUSE_BUTTON); break; case(2): event->setButton(GUIEventAdapter::MIDDLE_MOUSE_BUTTON); break; case(3): event->setButton(GUIEventAdapter::RIGHT_MOUSE_BUTTON); break; } addEvent(event); } void EventQueue::mouseButtonRelease(float x, float y, unsigned int button) { _accumulateEventState->setX(x); _accumulateEventState->setY(y); switch(button) { case(1): _accumulateEventState->setButtonMask(~GUIEventAdapter::LEFT_MOUSE_BUTTON & _accumulateEventState->getButtonMask()); break; case(2): _accumulateEventState->setButtonMask(~GUIEventAdapter::MIDDLE_MOUSE_BUTTON & _accumulateEventState->getButtonMask()); break; case(3): _accumulateEventState->setButtonMask(~GUIEventAdapter::RIGHT_MOUSE_BUTTON & _accumulateEventState->getButtonMask()); break; } GUIEventAdapter* event = new GUIEventAdapter(*_accumulateEventState); event->setEventType(GUIEventAdapter::RELEASE); switch(button) { case(1): event->setButton(GUIEventAdapter::LEFT_MOUSE_BUTTON); break; case(2): event->setButton(GUIEventAdapter::MIDDLE_MOUSE_BUTTON); break; case(3): event->setButton(GUIEventAdapter::RIGHT_MOUSE_BUTTON); break; } addEvent(event); } void EventQueue::keyPress(GUIEventAdapter::KeySymbol key) { switch(key) { case(GUIEventAdapter::KEY_Shift_L): _accumulateEventState->setModKeyMask(GUIEventAdapter::MODKEY_LEFT_SHIFT | _accumulateEventState->getModKeyMask()); break; case(GUIEventAdapter::KEY_Shift_R): _accumulateEventState->setModKeyMask(GUIEventAdapter::MODKEY_RIGHT_SHIFT | _accumulateEventState->getModKeyMask()); break; case(GUIEventAdapter::KEY_Control_L): _accumulateEventState->setModKeyMask(GUIEventAdapter::MODKEY_LEFT_CTRL | _accumulateEventState->getModKeyMask()); break; case(GUIEventAdapter::KEY_Control_R): _accumulateEventState->setModKeyMask(GUIEventAdapter::MODKEY_RIGHT_CTRL | _accumulateEventState->getModKeyMask()); break; case(GUIEventAdapter::KEY_Meta_L): _accumulateEventState->setModKeyMask(GUIEventAdapter::MODKEY_LEFT_META | _accumulateEventState->getModKeyMask()); break; case(GUIEventAdapter::KEY_Meta_R): _accumulateEventState->setModKeyMask(GUIEventAdapter::MODKEY_RIGHT_META | _accumulateEventState->getModKeyMask()); break; case(GUIEventAdapter::KEY_Alt_L): _accumulateEventState->setModKeyMask(GUIEventAdapter::MODKEY_LEFT_ALT | _accumulateEventState->getModKeyMask()); break; case(GUIEventAdapter::KEY_Alt_R): _accumulateEventState->setModKeyMask(GUIEventAdapter::MODKEY_LEFT_ALT | _accumulateEventState->getModKeyMask()); break; case(GUIEventAdapter::KEY_Caps_Lock): { if ((_accumulateEventState->getModKeyMask() & GUIEventAdapter::MODKEY_CAPS_LOCK)!=0) _accumulateEventState->setModKeyMask(~GUIEventAdapter::MODKEY_CAPS_LOCK & _accumulateEventState->getModKeyMask()); else _accumulateEventState->setModKeyMask(GUIEventAdapter::MODKEY_CAPS_LOCK | _accumulateEventState->getModKeyMask()); break; } case(GUIEventAdapter::KEY_Num_Lock): { if ((_accumulateEventState->getModKeyMask() & GUIEventAdapter::MODKEY_NUM_LOCK)!=0) _accumulateEventState->setModKeyMask(~GUIEventAdapter::MODKEY_NUM_LOCK & _accumulateEventState->getModKeyMask()); else _accumulateEventState->setModKeyMask(GUIEventAdapter::MODKEY_NUM_LOCK | _accumulateEventState->getModKeyMask()); break; } default: break; } GUIEventAdapter* event = new GUIEventAdapter(*_accumulateEventState); event->setEventType(GUIEventAdapter::KEYDOWN); event->setKey(key); addEvent(event); } void EventQueue::keyRelease(GUIEventAdapter::KeySymbol key) { switch(key) { case(GUIEventAdapter::KEY_Shift_L): _accumulateEventState->setModKeyMask(~GUIEventAdapter::MODKEY_LEFT_SHIFT & _accumulateEventState->getModKeyMask()); break; case(GUIEventAdapter::KEY_Shift_R): _accumulateEventState->setModKeyMask(~GUIEventAdapter::MODKEY_RIGHT_SHIFT & _accumulateEventState->getModKeyMask()); break; case(GUIEventAdapter::KEY_Control_L): _accumulateEventState->setModKeyMask(~GUIEventAdapter::MODKEY_LEFT_CTRL & _accumulateEventState->getModKeyMask()); break; case(GUIEventAdapter::KEY_Control_R): _accumulateEventState->setModKeyMask(~GUIEventAdapter::MODKEY_RIGHT_CTRL & _accumulateEventState->getModKeyMask()); break; case(GUIEventAdapter::KEY_Meta_L): _accumulateEventState->setModKeyMask(~GUIEventAdapter::MODKEY_LEFT_META & _accumulateEventState->getModKeyMask()); break; case(GUIEventAdapter::KEY_Meta_R): _accumulateEventState->setModKeyMask(~GUIEventAdapter::MODKEY_RIGHT_META & _accumulateEventState->getModKeyMask()); break; case(GUIEventAdapter::KEY_Alt_L): _accumulateEventState->setModKeyMask(~GUIEventAdapter::MODKEY_LEFT_ALT & _accumulateEventState->getModKeyMask()); break; case(GUIEventAdapter::KEY_Alt_R): _accumulateEventState->setModKeyMask(~GUIEventAdapter::MODKEY_LEFT_ALT & _accumulateEventState->getModKeyMask()); break; default: break; } GUIEventAdapter* event = new GUIEventAdapter(*_accumulateEventState); event->setEventType(GUIEventAdapter::KEYUP); event->setKey(key); addEvent(event); } void EventQueue::frame(double t) { GUIEventAdapter* event = new GUIEventAdapter(*_accumulateEventState); event->setEventType(GUIEventAdapter::FRAME); event->setTime(t); addEvent(event); } GUIEventAdapter* EventQueue::createEvent() { if (_accumulateEventState.valid()) return new GUIEventAdapter(*_accumulateEventState.get()); else return new GUIEventAdapter(); }