From Stephan Huber, "attached you'll find a first version of multi-touch-support for OS X (>=
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"
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@@ -218,6 +218,8 @@ class OSGGA_EXPORT EventQueue : public osg::Referenced
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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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@@ -233,6 +235,7 @@ class OSGGA_EXPORT EventQueue : public osg::Referenced
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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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