Files
OpenSceneGraph/src/osgWrappers/osgGA/KeySwitchMatrixManipulator.cpp
Robert Osfield 9d8fd69fa9 Change the KeySwitchMatrixManipulator so that it two sets of getMatrixManipulator
methods, two that takes an index,two that takes a key value.  Updated the ViewEventHandler
so the it now uses the getMatrixManipulatorWithIndex() method to avoid previous ambiguity.
2005-11-14 11:00:36 +00:00

98 lines
4.8 KiB
C++

// ***************************************************************************
//
// Generated automatically by genwrapper.
// Please DO NOT EDIT this file!
//
// ***************************************************************************
#include <osgIntrospection/ReflectionMacros>
#include <osgIntrospection/TypedMethodInfo>
#include <osgIntrospection/Attributes>
#include <osg/ApplicationUsage>
#include <osg/Matrixd>
#include <osg/Node>
#include <osg/Vec3d>
#include <osgGA/GUIActionAdapter>
#include <osgGA/GUIEventAdapter>
#include <osgGA/KeySwitchMatrixManipulator>
#include <osgGA/MatrixManipulator>
#include <osgUtil/SceneView>
// Must undefine IN and OUT macros defined in Windows headers
#ifdef IN
#undef IN
#endif
#ifdef OUT
#undef OUT
#endif
TYPE_NAME_ALIAS(std::pair< std::string COMMA osg::ref_ptr< osgGA::MatrixManipulator > >, osgGA::KeySwitchMatrixManipulator::NamedManipulator);
TYPE_NAME_ALIAS(std::map< int COMMA osgGA::KeySwitchMatrixManipulator::NamedManipulator >, osgGA::KeySwitchMatrixManipulator::KeyManipMap);
BEGIN_OBJECT_REFLECTOR(osgGA::KeySwitchMatrixManipulator)
I_BaseType(osgGA::MatrixManipulator);
I_Constructor0();
I_Method0(const char *, className);
I_Method3(void, addMatrixManipulator, IN, int, key, IN, std::string, name, IN, osgGA::MatrixManipulator *, cm);
I_Method1(void, addNumberedMatrixManipulator, IN, osgGA::MatrixManipulator *, cm);
I_Method0(unsigned int, getNumMatrixManipulators);
I_Method1(void, selectMatrixManipulator, IN, unsigned int, num);
I_Method0(osgGA::KeySwitchMatrixManipulator::KeyManipMap &, getKeyManipMap);
I_Method0(const osgGA::KeySwitchMatrixManipulator::KeyManipMap &, getKeyManipMap);
I_Method0(osgGA::MatrixManipulator *, getCurrentMatrixManipulator);
I_Method0(const osgGA::MatrixManipulator *, getCurrentMatrixManipulator);
I_Method1(osgGA::MatrixManipulator *, getMatrixManipulatorWithIndex, IN, unsigned int, key);
I_Method1(const osgGA::MatrixManipulator *, getMatrixManipulatorWithIndex, IN, unsigned int, key);
I_Method1(osgGA::MatrixManipulator *, getMatrixManipulatorWithKey, IN, unsigned int, key);
I_Method1(const osgGA::MatrixManipulator *, getMatrixManipulatorWithKey, IN, unsigned int, key);
I_Method1(void, setMinimumDistance, IN, float, minimumDistance);
I_Method1(void, setCoordinateFrameCallback, IN, osgGA::MatrixManipulator::CoordinateFrameCallback *, cb);
I_Method1(void, setByMatrix, IN, const osg::Matrixd &, matrix);
I_Method1(void, setByInverseMatrix, IN, const osg::Matrixd &, matrix);
I_Method0(osg::Matrixd, getMatrix);
I_Method0(osg::Matrixd, getInverseMatrix);
I_Method0(osgUtil::SceneView::FusionDistanceMode, getFusionDistanceMode);
I_Method0(float, getFusionDistanceValue);
I_Method1(void, setNode, IN, osg::Node *, n);
I_Method0(const osg::Node *, getNode);
I_Method0(osg::Node *, getNode);
I_MethodWithDefaults4(void, setHomePosition, IN, const osg::Vec3d &, eye, , IN, const osg::Vec3d &, center, , IN, const osg::Vec3d &, up, , IN, bool, autoComputeHomePosition, false);
I_Method1(void, setAutoComputeHomePosition, IN, bool, flag);
I_Method0(void, computeHomePosition);
I_Method2(void, home, IN, const osgGA::GUIEventAdapter &, ee, IN, osgGA::GUIActionAdapter &, aa);
I_Method2(void, init, IN, const osgGA::GUIEventAdapter &, ee, IN, osgGA::GUIActionAdapter &, aa);
I_Method2(bool, handle, IN, const osgGA::GUIEventAdapter &, ea, IN, osgGA::GUIActionAdapter &, us);
I_Method1(void, getUsage, IN, osg::ApplicationUsage &, usage);
I_WriteOnlyProperty(bool, AutoComputeHomePosition);
I_WriteOnlyProperty(const osg::Matrixd &, ByInverseMatrix);
I_WriteOnlyProperty(const osg::Matrixd &, ByMatrix);
I_WriteOnlyProperty(osgGA::MatrixManipulator::CoordinateFrameCallback *, CoordinateFrameCallback);
I_ReadOnlyProperty(osgGA::MatrixManipulator *, CurrentMatrixManipulator);
I_ReadOnlyProperty(osgUtil::SceneView::FusionDistanceMode, FusionDistanceMode);
I_ReadOnlyProperty(float, FusionDistanceValue);
I_ReadOnlyProperty(osg::Matrixd, InverseMatrix);
I_ReadOnlyProperty(osgGA::KeySwitchMatrixManipulator::KeyManipMap &, KeyManipMap);
I_ReadOnlyProperty(osg::Matrixd, Matrix);
I_WriteOnlyProperty(float, MinimumDistance);
I_Property(osg::Node *, Node);
END_REFLECTOR
BEGIN_VALUE_REFLECTOR(osg::ref_ptr< osgGA::MatrixManipulator >)
I_Constructor0();
I_Constructor1(IN, osgGA::MatrixManipulator *, t);
I_Constructor1(IN, const osg::ref_ptr< osgGA::MatrixManipulator > &, rp);
I_Method0(bool, valid);
I_Method0(osgGA::MatrixManipulator *, get);
I_Method0(const osgGA::MatrixManipulator *, get);
I_Method0(osgGA::MatrixManipulator *, take);
I_Method0(osgGA::MatrixManipulator *, release);
I_ReadOnlyProperty(osgGA::MatrixManipulator *, );
END_REFLECTOR
STD_MAP_REFLECTOR(std::map< int COMMA osgGA::KeySwitchMatrixManipulator::NamedManipulator >);
STD_PAIR_REFLECTOR(std::pair< std::string COMMA osg::ref_ptr< osgGA::MatrixManipulator > >);