From Cedric Pinson, Pulled in osgAnimation from OpenSceneGraph-osgWidget-dev into svn/trunk.
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63
examples/osganimationviewer/AnimtkViewerKeyHandler.cpp
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63
examples/osganimationviewer/AnimtkViewerKeyHandler.cpp
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/* -*-c++-*-
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* Copyright (C) 2008 Cedric Pinson <mornifle@plopbyte.net>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program 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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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* Authors:
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*
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* Cedric Pinson <mornifle@plopbyte.net>
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*
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*/
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#include "AnimtkViewerKeyHandler"
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AnimtkKeyEventHandler::AnimtkKeyEventHandler()
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{
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_actionKeys[List] = 'l';
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_actionKeys[Help] = 'h';
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_actionKeys[Play] = 'p';
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_actionKeys[Next] = ']';
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_actionKeys[Prev] = '[';
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}
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void AnimtkKeyEventHandler::printUsage() const
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{
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std::cout << (char) _actionKeys.find(Help)->second << " for Help" << std::endl;
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std::cout << (char) _actionKeys.find(List)->second << " for List" << std::endl;
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std::cout << (char) _actionKeys.find(Play)->second << " for Play" << std::endl;
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std::cout << (char) _actionKeys.find(Next)->second << " for selext Next item" << std::endl;
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std::cout << (char) _actionKeys.find(Prev)->second << " for selext Previous item" << std::endl;
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}
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bool AnimtkKeyEventHandler::handle(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& aa,
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osg::Object*, osg::NodeVisitor*)
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{
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AnimtkViewerModelController& mc = AnimtkViewerModelController::instance();
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if(ea.getEventType() == osgGA::GUIEventAdapter::KEYDOWN)
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{
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if (ea.getKey() == _actionKeys[List]) return mc.list();
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else if (ea.getKey() == _actionKeys[Play]) return mc.play();
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else if (ea.getKey() == _actionKeys[Next]) return mc.next();
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else if (ea.getKey() == _actionKeys[Prev]) return mc.previous();
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else if (ea.getKey() == _actionKeys[Help])
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{
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printUsage();
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return true;
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}
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}
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return false;
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}
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