Files
OpenSceneGraph/examples/osgviewerWX/osgviewerWX.cpp
Robert Osfield ae303e38e9 From Paul Melis, "Here is an update to the osgviewerWX example. Keyboard events were not always received because the GraphicsWindowWX wasn't receiving focus. It now receives focus when the mouse enters the window.
* I split the mouse handling from a monolithic method to separate ones, slightly cleaner than a whole bunch of if()'s, especially with another case of the mouse entering the canvas.
* I changed the EVT_KEY_DOWN handler to an EVT_CHAR handler, although that now makes the up and down handler assymetric. The new down-handler returns translated key codes, so when you press the S key (without anything else), it actually returns 's' and not 'S' as the EVT_KEY_DOWN did. This means that statistics can be called up in the viewer window, while the example previously only printed a "Stats output:" line to the console. I'm not truly happy that the up handler returns _untranslated_ key codes. But solving this completely would probably mean adding some table that translated from wxWidgets' untranslated key codes to OSG's internal ones. This might be interesting to add, as anyone using OSG + wxWidgets in any serious manner would also have to add this.
* I commented out the evt.Skip()'s in the keyboard handlers as these would only be necessary if there were some key events that are not handled. But currently all key events are simply forwarded.
* I changed the handling of a mouse drag to a more general mouse move"
2008-05-26 21:09:54 +00:00

284 lines
7.1 KiB
C++

// For compilers that support precompilation, includes "wx.h".
#include "wx/wxprec.h"
#ifdef __BORLANDC__
#pragma hdrstop
#endif
#ifndef WX_PRECOMP
#include "wx/wx.h"
#endif
#include "osgviewerWX.h"
#include <osgViewer/ViewerEventHandlers>
#include <osgGA/TrackballManipulator>
#include <osgDB/ReadFile>
#include <wx/image.h>
#include <wx/menu.h>
#include <iostream>
// `Main program' equivalent, creating windows and returning main app frame
bool wxOsgApp::OnInit()
{
if (argc<2)
{
std::cout << wxString(argv[0]).mb_str() <<": requires filename argument." << std::endl;
return false;
}
int width = 800;
int height = 600;
// Create the main frame window
MainFrame *frame = new MainFrame(NULL, wxT("wxWidgets OSG Sample"),
wxDefaultPosition, wxSize(width, height));
// create osg canvas
// - initialize
int *attributes = new int[6];
attributes[0] = int(WX_GL_DOUBLEBUFFER);
attributes[1] = WX_GL_RGBA;
attributes[2] = WX_GL_DEPTH_SIZE;
attributes[3] = 8;
attributes[4] = WX_GL_STENCIL_SIZE;
attributes[5] = 8;
GraphicsWindowWX* gw = new GraphicsWindowWX(frame, wxID_ANY, wxDefaultPosition,
wxSize(width, height), wxSUNKEN_BORDER, wxT("osgviewerWX"), attributes);
osgViewer::Viewer *viewer = new osgViewer::Viewer;
viewer->getCamera()->setGraphicsContext(gw);
viewer->getCamera()->setViewport(0,0,width,height);
viewer->addEventHandler(new osgViewer::StatsHandler);
viewer->setThreadingModel(osgViewer::Viewer::SingleThreaded);
// load the scene.
wxString fname(argv[1]);
osg::ref_ptr<osg::Node> loadedModel = osgDB::readNodeFile(std::string(fname.mb_str()));
if (!loadedModel)
{
std::cout << argv[0] <<": No data loaded." << std::endl;
return false;
}
viewer->setSceneData(loadedModel.get());
viewer->setCameraManipulator(new osgGA::TrackballManipulator);
frame->SetViewer(viewer);
/* Show the frame */
frame->Show(true);
return true;
}
IMPLEMENT_APP(wxOsgApp)
BEGIN_EVENT_TABLE(MainFrame, wxFrame)
EVT_IDLE(MainFrame::OnIdle)
END_EVENT_TABLE()
/* My frame constructor */
MainFrame::MainFrame(wxFrame *frame, const wxString& title, const wxPoint& pos,
const wxSize& size, long style)
: wxFrame(frame, wxID_ANY, title, pos, size, style)
{
}
void MainFrame::SetViewer(osgViewer::Viewer *viewer)
{
_viewer = viewer;
}
void MainFrame::OnIdle(wxIdleEvent &event)
{
_viewer->frame();
event.RequestMore();
}
BEGIN_EVENT_TABLE(GraphicsWindowWX, wxGLCanvas)
EVT_SIZE (GraphicsWindowWX::OnSize)
EVT_PAINT (GraphicsWindowWX::OnPaint)
EVT_ERASE_BACKGROUND (GraphicsWindowWX::OnEraseBackground)
EVT_CHAR (GraphicsWindowWX::OnChar)
EVT_KEY_UP (GraphicsWindowWX::OnKeyUp)
EVT_ENTER_WINDOW (GraphicsWindowWX::OnMouseEnter)
EVT_LEFT_DOWN (GraphicsWindowWX::OnMouseDown)
EVT_MIDDLE_DOWN (GraphicsWindowWX::OnMouseDown)
EVT_RIGHT_DOWN (GraphicsWindowWX::OnMouseDown)
EVT_LEFT_UP (GraphicsWindowWX::OnMouseUp)
EVT_MIDDLE_UP (GraphicsWindowWX::OnMouseUp)
EVT_RIGHT_UP (GraphicsWindowWX::OnMouseUp)
EVT_MOTION (GraphicsWindowWX::OnMouseMotion)
END_EVENT_TABLE()
GraphicsWindowWX::GraphicsWindowWX(wxWindow *parent, wxWindowID id,
const wxPoint& pos, const wxSize& size, long style, const wxString& name, int *attributes)
: wxGLCanvas(parent, id, pos, size, style|wxFULL_REPAINT_ON_RESIZE, name, attributes)
{
// default cursor to standard
_oldCursor = *wxSTANDARD_CURSOR;
_traits = new GraphicsContext::Traits;
_traits->x = pos.x;
_traits->y = pos.y;
_traits->width = size.x;
_traits->height = size.y;
init();
}
void GraphicsWindowWX::init()
{
if (valid())
{
setState( new osg::State );
getState()->setGraphicsContext(this);
if (_traits.valid() && _traits->sharedContext)
{
getState()->setContextID( _traits->sharedContext->getState()->getContextID() );
incrementContextIDUsageCount( getState()->getContextID() );
}
else
{
getState()->setContextID( osg::GraphicsContext::createNewContextID() );
}
}
}
GraphicsWindowWX::~GraphicsWindowWX()
{
}
void GraphicsWindowWX::OnPaint( wxPaintEvent& WXUNUSED(event) )
{
/* must always be here */
wxPaintDC dc(this);
}
void GraphicsWindowWX::OnSize(wxSizeEvent& event)
{
// this is also necessary to update the context on some platforms
wxGLCanvas::OnSize(event);
// set GL viewport (not called by wxGLCanvas::OnSize on all platforms...)
int width, height;
GetClientSize(&width, &height);
// update the window dimensions, in case the window has been resized.
getEventQueue()->windowResize(0, 0, width, height);
resized(0,0,width,height);
}
void GraphicsWindowWX::OnEraseBackground(wxEraseEvent& WXUNUSED(event))
{
/* Do nothing, to avoid flashing on MSW */
}
void GraphicsWindowWX::OnChar(wxKeyEvent &event)
{
#if wxUSE_UNICODE
int key = event.GetUnicodeKey();
#else
int key = event.GetKeyCode();
#endif
getEventQueue()->keyPress(key);
// If this key event is not processed here, we should call
// event.Skip() to allow processing to continue.
}
void GraphicsWindowWX::OnKeyUp(wxKeyEvent &event)
{
#if wxUSE_UNICODE
int key = event.GetUnicodeKey();
#else
int key = event.GetKeyCode();
#endif
getEventQueue()->keyRelease(key);
// If this key event is not processed here, we should call
// event.Skip() to allow processing to continue.
}
void GraphicsWindowWX::OnMouseEnter(wxMouseEvent &event)
{
// Set focus to ourselves, so keyboard events get directed to us
SetFocus();
}
void GraphicsWindowWX::OnMouseDown(wxMouseEvent &event)
{
getEventQueue()->mouseButtonPress(event.GetX(), event.GetY(),
event.GetButton());
}
void GraphicsWindowWX::OnMouseUp(wxMouseEvent &event)
{
getEventQueue()->mouseButtonRelease(event.GetX(), event.GetY(),
event.GetButton());
}
void GraphicsWindowWX::OnMouseMotion(wxMouseEvent &event)
{
getEventQueue()->mouseMotion(event.GetX(), event.GetY());
}
void GraphicsWindowWX::grabFocus()
{
// focus this window
SetFocus();
}
void GraphicsWindowWX::grabFocusIfPointerInWindow()
{
// focus this window, if the pointer is in the window
wxPoint pos = wxGetMousePosition();
if (this == wxFindWindowAtPoint(pos)) {
SetFocus();
}
}
void GraphicsWindowWX::useCursor(bool cursorOn)
{
if (cursorOn) {
// show the old cursor
SetCursor(_oldCursor);
}
else {
// remember the old cursor
_oldCursor = GetCursor();
// hide the cursor
// - can't find a way to do this neatly, so create a 1x1, transparent image
wxImage image(1,1);
image.SetMask(true);
image.SetMaskColour(0, 0, 0);
wxCursor cursor(image);
SetCursor(cursor);
}
}
bool GraphicsWindowWX::makeCurrentImplementation()
{
SetCurrent();
return true;
}
void GraphicsWindowWX::swapBuffersImplementation()
{
SwapBuffers();
}