/**************************************************************************\ * * This file is part of the Coin 3D visualization library. * Copyright (C) 1998-2007 by Systems in Motion. All rights reserved. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * ("GPL") version 2 as published by the Free Software Foundation. * See the file LICENSE.GPL at the root directory of this source * distribution for additional information about the GNU GPL. * * For using Coin with software that can not be combined with the GNU * GPL, and for taking advantage of the additional benefits of our * support services, please contact Systems in Motion about acquiring * a Coin Professional Edition License. * * See http://www.coin3d.org/ for more information. * * Systems in Motion, Postboks 1283, Pirsenteret, 7462 Trondheim, NORWAY. * http://www.sim.no/ sales@sim.no coin-support@coin3d.org * \**************************************************************************/ /*! \class SoHandleEventAction SoHandleEventAction.h Inventor/actions/SoHandleEventAction.h \brief The SoHandleEventAction class distributes user events to the scene. \ingroup actions This is the action used by the GUI viewer classes to pass interaction events from the window system to the nodes in the scene graph. SoHandleEventAction also provides the functionality for tracking the object currently under the cursor, and functionality for "grabbing" the event focus. \sa SoEvent */ #include #include #include #include #include #include #include #include #include #include #include #include // ************************************************************************* // The private data for the SoHandleEventAction. class SoHandleEventActionP { public: SoHandleEventActionP(SoHandleEventAction * o) { this->owner = o; } // Hidden private methods. void doPick(SoRayPickAction * ra); SoRayPickAction * getPickAction(void); // Hidden private variables. SbViewportRegion viewport; const SoEvent * event; SoNode * grabber; SoNode * pickroot; SbBool pickvalid; SbBool didpickall; SoRayPickAction * pickaction; private: SoHandleEventAction * owner; }; #define THIS (this->pimpl) // ************************************************************************* SO_ACTION_SOURCE(SoHandleEventAction); // Overridden from parent class. void SoHandleEventAction::initClass(void) { SO_ACTION_INTERNAL_INIT_CLASS(SoHandleEventAction, SoAction); SO_ENABLE(SoHandleEventAction, SoSwitchElement); SO_ENABLE(SoHandleEventAction, SoViewVolumeElement); SO_ENABLE(SoHandleEventAction, SoViewportRegionElement); SO_ENABLE(SoHandleEventAction, SoWindowElement); } /*! Constructor. SoHandleEventAction needs a \a viewportregion to pass on to the raypick action instance it uses for being able to track objects under the mouse cursor. */ SoHandleEventAction::SoHandleEventAction(const SbViewportRegion & viewportregion) { THIS = new SoHandleEventActionP(this); THIS->viewport = viewportregion; THIS->event = NULL; THIS->grabber = NULL; THIS->pickroot = NULL; THIS->pickvalid = FALSE; THIS->didpickall = FALSE; THIS->pickaction = NULL; SO_ACTION_CONSTRUCTOR(SoHandleEventAction); } /*! Destructor. */ SoHandleEventAction::~SoHandleEventAction() { if (THIS->pickroot) THIS->pickroot->unref(); delete THIS->pickaction; delete THIS; } /*! Set a new viewport region, replacing the one passed in the constructor. */ void SoHandleEventAction::setViewportRegion(const SbViewportRegion & newregion) { THIS->viewport = newregion; if (THIS->pickaction) THIS->pickaction->setViewportRegion(newregion); } /*! Returns the viewport region this action instance is using. Advanced Usage: You can also get the viewport region by accessing it through its element on the traversal state. You do that the following way: \code #include SoState * state = action->getState(); SbViewportRegion vp = SoViewportRegionElement::get(state); \endcode The reason for explaining this is that you can use this generic technique when you need access to state information when you can't seem to find the accessor function you need in the action implementation. You can use it to for instance retrieve the view volume information, for which there are no accessor methods: \code #include SoState * state = action->getState(); SbViewVolume vv = SoViewVolumeElement::get(state); \endcode When you do this on arbitrary action instances, you need to make sure that the given element is enabled for the action before you try to use it. The relevant functions for this are SoState::isElementEnabled() and SoElement::getClassStackIndex(). */ const SbViewportRegion & SoHandleEventAction::getViewportRegion(void) const { return THIS->viewport; } /*! Set the event to distribute to the nodes of the scene. */ void SoHandleEventAction::setEvent(const SoEvent * ev) { THIS->event = ev; } /*! Returns the event this action is handling. */ const SoEvent * SoHandleEventAction::getEvent(void) const { return THIS->event; } /*! Marks the action instance as handled, hence terminates the action. The action is only marked as handled when a node in the graph "grabs" the event this action is carrying, so the handled flag will be \c FALSE after traversal if no nodes wanted the event. \sa isHandled() */ void SoHandleEventAction::setHandled(void) { this->setTerminated(TRUE); } /*! Returns whether or not the event has been handled by a node during scene graph traversal. \sa setHandled() */ SbBool SoHandleEventAction::isHandled(void) const { return this->hasTerminated(); } /*! Set a \a node pointer which will get all future events handled by this action until releaseGrabber() is called. Note that since later SoHandleEventAction invokations are just applied directly on the grabber node, using SoHandleEventAction methods like getCurPath() will return bogus data. */ void SoHandleEventAction::setGrabber(SoNode * node) { // Check for inequality before executing code is not only good for // performance, but is also necessary to remove the potential for // infinite recursion. See comment in releaseGrabber(). if (node != THIS->grabber) { this->releaseGrabber(); THIS->grabber = node; if (node) node->grabEventsSetup(); } } /*! Don't send the events to a "grabber" node anymore, use the default behavior of the action and pass them along to the scene graph again. \sa setGrabber() */ void SoHandleEventAction::releaseGrabber(void) { // Store old grabber node and set current node to NULL before // calling SoNode::grabEventsCleanup(), to avoid being vulnerable to // recursive calls from grabEventsCleanup() back to this method // (which happens from dragger classes). SoNode * old = THIS->grabber; THIS->grabber = NULL; if (old) old->grabEventsCleanup(); } /*! Returns the grabber node, or \c NULL if no grabber is active. */ SoNode * SoHandleEventAction::getGrabber(void) const { return THIS->grabber; } /*! Sets the root \a node that is used for the pick action tracking the cursor. */ void SoHandleEventAction::setPickRoot(SoNode * node) { if (THIS->pickroot != NULL) THIS->pickroot->unref(); THIS->pickroot = node; THIS->pickroot->ref(); THIS->pickvalid = FALSE; } /*! Returns the root node that is used by nodes that is tracking the cursor. */ SoNode * SoHandleEventAction::getPickRoot(void) const { return THIS->pickroot; } /*! Sets the pick radius for cursor tracking. */ void SoHandleEventAction::setPickRadius(const float radiusinpixels) { THIS->getPickAction()->setRadius(radiusinpixels); } /*! Returns the SoPickedPoint information for the intersection point below the cursor. */ const SoPickedPoint * SoHandleEventAction::getPickedPoint(void) { SoRayPickAction * ra = THIS->getPickAction(); if (!THIS->pickvalid || THIS->didpickall) { ra->setPickAll(FALSE); THIS->doPick(ra); } return ra->getPickedPoint(); } /*! Returns a list of all intersection points below the mouse cursor. */ const SoPickedPointList & SoHandleEventAction::getPickedPointList(void) { SoRayPickAction * ra = THIS->getPickAction(); if (!THIS->pickvalid || !THIS->didpickall) { ra->setPickAll(TRUE); THIS->doPick(ra); } return ra->getPickedPointList(); } // Documented in superclass. Overridden to initialize local data // members before executing the scene traversal. void SoHandleEventAction::beginTraversal(SoNode * node) { assert(THIS->event); this->setPickRoot(node); this->getState()->push(); SoViewportRegionElement::set(this->getState(), THIS->viewport); if (THIS->grabber) { this->traverse(THIS->grabber); } if (!this->isHandled()) { this->traverse(node); } this->getState()->pop(); // clear the picked point list THIS->getPickAction()->reset(); THIS->pickvalid = FALSE; } //////// Hidden private methods for ////////////////////////////////////// //////// SoHandleEventActionP (pimpl) //////////////////////////////////// // Singleton pattern for the pick action instance. SoRayPickAction * SoHandleEventActionP::getPickAction(void) { if (this->pickaction == NULL) { this->pickaction = new SoRayPickAction(this->viewport); } return this->pickaction; } void SoHandleEventActionP::doPick(SoRayPickAction * ra) { if (!this->event || !this->pickroot) return; SbBool didapply = FALSE; ra->setPoint(this->event->getPosition()); if (this->owner->getWhatAppliedTo() == SoAction::PATH) { const SoPath * path = this->owner->getPathAppliedTo(); if (path->getHead() == this->pickroot) { ra->apply((SoPath*)path); didapply = TRUE; } else { // make subpath if pickroot can be found in path int i, n = path->getLength(); for (i = 1; i < n; i++) { if (path->getNode(i) == this->pickroot) break; } if (i < n) { SoPath * tmppath = path->copy(i); tmppath->ref(); ra->apply(tmppath); tmppath->unref(); didapply = TRUE; } } } if (!didapply) ra->apply(this->pickroot); this->didpickall = ra->isPickAll(); this->pickvalid = TRUE; }