/**************************************************************************\ * * 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 SoSpaceballButtonEvent SoSpaceballButtonEvent.h Inventor/events/SoSpaceballButtonEvent.h \brief The SoSpaceballButtonEvent class contains information about spaceball button interaction. \ingroup events When the user presses any buttons on a spaceball device, these will be translated from a system specific event into a Coin event and sent to the scenegraph by using instances of this class. \sa SoEvent, SoButtonEvent, SoMouseButtonEvent, SoKeyboardEvent \sa SoEventCallback, SoHandleEventAction */ #include #include #include /*! \enum SoSpaceballButtonEvent::Button This enum contains all spaceball buttons detected by Coin. */ /*! \def SO_SPACEBALL_PRESS_EVENT(EVENT, BUTTON) This macro evaluates to \c TRUE iff the \c EVENT represents a press on the given \c BUTTON. */ /*! \def SO_SPACEBALL_RELEASE_EVENT(EVENT, BUTTON) This macro evaluates to \c TRUE iff the \c EVENT represents a release of the given \c BUTTON. */ SO_EVENT_SOURCE(SoSpaceballButtonEvent); /*! Initialize the type information data. */ void SoSpaceballButtonEvent::initClass(void) { SO_EVENT_INIT_CLASS(SoSpaceballButtonEvent, SoButtonEvent); } /*! Constructor. */ SoSpaceballButtonEvent::SoSpaceballButtonEvent(void) { this->button = SoSpaceballButtonEvent::ANY; } /*! Destructor. */ SoSpaceballButtonEvent::~SoSpaceballButtonEvent() { } /*! Set the value of the button which the user interacted with. This method is used from the window specific device classes when translating events to the generic Coin library. \sa getButton() */ void SoSpaceballButtonEvent::setButton(SoSpaceballButtonEvent::Button buttonarg) { this->button = buttonarg; } /*! Returns the value of the button which was pressed or released. \sa getState() \sa wasShiftDown(), wasCtrlDown(), wasAltDown(), getPosition(), getTime() */ SoSpaceballButtonEvent::Button SoSpaceballButtonEvent::getButton(void) const { return this->button; } /*! Convenience method for quickly checking if the given event is a press on the given button, \c whichButton. \sa isButtonReleaseEvent(), isOfType(), getButton(), getState() */ SbBool SoSpaceballButtonEvent::isButtonPressEvent(const SoEvent * e, SoSpaceballButtonEvent::Button whichButton) { return (e->isOfType(SoSpaceballButtonEvent::getClassTypeId()) && (whichButton == SoSpaceballButtonEvent::ANY || ((SoSpaceballButtonEvent *)e)->getButton() == whichButton) && ((SoButtonEvent *)e)->getState() == SoButtonEvent::DOWN); } /*! Convenience method for quickly checking if the given event is a release of the given button, \c whichButton. \sa isButtonPressEvent(), isOfType(), getButton(), getState() */ SbBool SoSpaceballButtonEvent::isButtonReleaseEvent(const SoEvent * e, SoSpaceballButtonEvent::Button whichButton) { return (e->isOfType(SoSpaceballButtonEvent::getClassTypeId()) && (whichButton == SoSpaceballButtonEvent::ANY || ((SoSpaceballButtonEvent *)e)->getButton() == whichButton) && ((SoButtonEvent *)e)->getState() == SoButtonEvent::UP); }