/usr/include/osgGA/EventVisitor is in libopenscenegraph-3.4-dev 3.4.1+dfsg1-3.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 | /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#ifndef OSGGA_EVENTVISITOR
#define OSGGA_EVENTVISITOR 1
#include <osg/NodeVisitor>
#include <osg/Node>
#include <osg/Geode>
#include <osg/Billboard>
#include <osg/LOD>
#include <osg/Switch>
#include <osg/LightSource>
#include <osg/Transform>
#include <osg/Projection>
#include <osg/OccluderNode>
#include <osg/ScriptEngine>
#include <osgGA/GUIEventAdapter>
#include <osgGA/GUIActionAdapter>
#include <osgGA/EventQueue>
namespace osgGA {
/**
* Basic EventVisitor implementation for animating a scene.
* This visitor traverses the scene graph, calling each nodes appCallback if
* it exists.
*/
class OSGGA_EXPORT EventVisitor : public osg::NodeVisitor
{
public:
EventVisitor();
virtual ~EventVisitor();
META_NodeVisitor(osgGA, EventVisitor)
void setActionAdapter(osgGA::GUIActionAdapter* actionAdapter) { _actionAdapter=actionAdapter; }
osgGA::GUIActionAdapter* getActionAdapter() { return _actionAdapter; }
const osgGA::GUIActionAdapter* getActionAdapter() const { return _actionAdapter; }
void addEvent(Event* event);
void removeEvent(Event* event);
void setEventHandled(bool handled) { _handled = handled; }
bool getEventHandled() const { return _handled; }
void setEvents(const EventQueue::Events& events) { _events = events; }
EventQueue::Events& getEvents() { return _events; }
const EventQueue::Events& getEvents() const { return _events; }
public:
virtual void reset();
/** During traversal each type of node calls its callbacks and its children traversed. */
virtual void apply(osg::Node& node) { handle_callbacks_and_traverse(node); }
virtual void apply(osg::Drawable& drawable)
{
osg::Callback* callback = drawable.getEventCallback();
if (callback)
{
osg::Drawable::EventCallback* drawable_callback = dynamic_cast<osg::Drawable::EventCallback*>(callback);
osg::NodeCallback* node_callback = dynamic_cast<osg::NodeCallback*>(callback);
osg::CallbackObject* callback_object = dynamic_cast<osg::CallbackObject*>(callback);
if (drawable_callback) drawable_callback->event(this,&drawable);
if (node_callback) (*node_callback)(&drawable, this);
if ((!drawable_callback && !node_callback) || callback_object) callback_object->run(&drawable, this);
}
handle_callbacks(drawable.getStateSet());
}
virtual void apply(osg::Geode& node) { handle_callbacks_and_traverse(node); }
virtual void apply(osg::Billboard& node) { handle_callbacks_and_traverse(node); }
virtual void apply(osg::LightSource& node) { handle_callbacks_and_traverse(node); }
virtual void apply(osg::Group& node) { handle_callbacks_and_traverse(node); }
virtual void apply(osg::Transform& node) { handle_callbacks_and_traverse(node); }
virtual void apply(osg::Projection& node) { handle_callbacks_and_traverse(node); }
virtual void apply(osg::Switch& node) { handle_callbacks_and_traverse(node); }
virtual void apply(osg::LOD& node) { handle_callbacks_and_traverse(node); }
virtual void apply(osg::OccluderNode& node) { handle_callbacks_and_traverse(node); }
protected:
/** Prevent unwanted copy operator.*/
EventVisitor& operator = (const EventVisitor&) { return *this; }
inline void handle_callbacks(osg::StateSet* stateset)
{
if (stateset && stateset->requiresEventTraversal())
{
stateset->runEventCallbacks(this);
}
}
inline void handle_callbacks_and_traverse(osg::Node& node)
{
handle_callbacks(node.getStateSet());
osg::Callback* callback = node.getEventCallback();
if (callback) callback->run(&node,this);
else if (node.getNumChildrenRequiringEventTraversal()>0) traverse(node);
}
osgGA::GUIActionAdapter* _actionAdapter;
osg::ref_ptr<GUIEventAdapter> _accumulateEventState;
bool _handled;
EventQueue::Events _events;
};
}
#endif
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