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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@@ -24,6 +24,8 @@ EventQueue::EventQueue(GUIEventAdapter::MouseYOrientation mouseYOrientation)
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_accumulateEventState = new GUIEventAdapter();
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_accumulateEventState->setMouseYOrientation(mouseYOrientation);
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_firstTouchEmulatesMouse = true;
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}
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EventQueue::~EventQueue()
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@@ -403,11 +405,14 @@ void EventQueue::keyRelease(int key, double time, int unmodifiedKey)
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GUIEventAdapter* EventQueue::touchBegan(unsigned int id, GUIEventAdapter::TouchPhase phase, float x, float y, double time)
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{
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// emulate left mouse button press
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_accumulateEventState->setButtonMask((1) | _accumulateEventState->getButtonMask());
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_accumulateEventState->setX(x);
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_accumulateEventState->setY(y);
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if(_firstTouchEmulatesMouse)
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{
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// emulate left mouse button press
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_accumulateEventState->setButtonMask((1) | _accumulateEventState->getButtonMask());
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_accumulateEventState->setX(x);
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_accumulateEventState->setY(y);
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}
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GUIEventAdapter* event = new GUIEventAdapter(*_accumulateEventState);
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event->setEventType(GUIEventAdapter::PUSH);
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@@ -422,9 +427,11 @@ GUIEventAdapter* EventQueue::touchBegan(unsigned int id, GUIEventAdapter::Touch
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GUIEventAdapter* EventQueue::touchMoved(unsigned int id, GUIEventAdapter::TouchPhase phase, float x, float y, double time)
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{
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_accumulateEventState->setX(x);
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_accumulateEventState->setY(y);
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if(_firstTouchEmulatesMouse)
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{
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_accumulateEventState->setX(x);
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_accumulateEventState->setY(y);
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}
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GUIEventAdapter* event = new GUIEventAdapter(*_accumulateEventState);
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event->setEventType(GUIEventAdapter::DRAG);
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@@ -437,9 +444,12 @@ GUIEventAdapter* EventQueue::touchMoved(unsigned int id, GUIEventAdapter::Touch
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GUIEventAdapter* EventQueue::touchEnded(unsigned int id, GUIEventAdapter::TouchPhase phase, float x, float y, unsigned int tap_count, double time)
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{
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_accumulateEventState->setButtonMask(~(1) & _accumulateEventState->getButtonMask());
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_accumulateEventState->setX(x);
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_accumulateEventState->setY(y);
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if (_firstTouchEmulatesMouse)
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{
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_accumulateEventState->setButtonMask(~(1) & _accumulateEventState->getButtonMask());
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_accumulateEventState->setX(x);
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_accumulateEventState->setY(y);
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}
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GUIEventAdapter* event = new GUIEventAdapter(*_accumulateEventState);
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event->setEventType(GUIEventAdapter::RELEASE);
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