/**************************************************************************\ * * 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 SoCallback SoCallback.h Inventor/nodes/SoCallback.h \brief The SoCallback class is a node type which provides a means of setting callback hooks in the scene graph. \ingroup nodes By inserting SoCallback nodes in a scene graph, the application programmer can set up functions to be executed at certain points in the traversal. The callback function will be executed during traversal of \e any action, so check the type of the \a action argument of the callback function if you only want to run your code at specific actions. FILE FORMAT/DEFAULTS: \code Callback { } \endcode */ // ************************************************************************* #include #include #include // SoCallback uses all of them. #include #include #include #include // ************************************************************************* /*! \typedef void SoCallbackCB(void * userdata, SoAction * action) Signature that callback functions need to have. */ // ************************************************************************* SO_NODE_SOURCE(SoCallback); // ************************************************************************* /*! Constructor. */ SoCallback::SoCallback(void) { SO_NODE_INTERNAL_CONSTRUCTOR(SoCallback); this->cbfunc = NULL; } /*! Destructor. */ SoCallback::~SoCallback() { } // Doc from superclass. void SoCallback::initClass(void) { SO_NODE_INTERNAL_INIT_CLASS(SoCallback, SO_FROM_INVENTOR_1); } /*! Set up the \a function to call at traversal of this node. \a userdata will be passed back as the first argument of the callback \a function. If you want a callback only for a specific action, you must (in your callback function) remember to check which action invoked the callback, for instance like this: \code void mycallback(void * userdata, SoAction * action) { if (action->isOfType(SoGLRenderAction::getClassTypeId())) { // do stuff specific for GL rendering here. } } \endcode Please note that SoCallback nodes under a Separator might be included in a cache. Cached nodes are not traversed, and you'll not receive any callbacks. If you want to make sure that your callback is called every time the scene graph is rendered, you must invalidate the render cache in your callback: \code void mycallback(void * userdata, SoAction * action) { if (action->isOfType(SoGLRenderAction::getClassTypeId())) { SoCacheElement::invalidate(action->getState()); } } \endcode If you want to invalidate all caches (for instance also the bounding box cache), you can do this in your callback: \code void mycallback(void * userdata, SoAction * action) { SoState * state = action->getState(); if (state->isElementEnabled(SoCacheElement::getClassStackIndex())) { SoCacheElement::invalidate(state); } } \endcode */ void SoCallback::setCallback(SoCallbackCB * function, void * userdata) { this->cbfunc = function; this->cbdata = userdata; } // Doc from superclass. void SoCallback::doAction(SoAction * action) { if (this->cbfunc) this->cbfunc(this->cbdata, action); } // Doc from superclass. void SoCallback::callback(SoCallbackAction * action) { SoCallback::doAction(action); } // Doc from superclass. void SoCallback::GLRender(SoGLRenderAction * action) { // FIXME: we've had a user report which indicates that SGI Inventor // may also cache OpenGL calls made from within a callback into // renderlists. Investigate, and consider whether or not we should // follow suit. 20051110 mortene. SoCallback::doAction(action); } // Doc from superclass. void SoCallback::getBoundingBox(SoGetBoundingBoxAction * action) { SoCallback::doAction(action); } // Doc from superclass. void SoCallback::getMatrix(SoGetMatrixAction * action) { SoCallback::doAction(action); } // Doc from superclass. void SoCallback::handleEvent(SoHandleEventAction * action) { SoCallback::doAction(action); } // Doc from superclass. void SoCallback::pick(SoPickAction * action) { SoCallback::doAction(action); } // Doc from superclass. void SoCallback::search(SoSearchAction * action) { SoCallback::doAction(action); SoNode::search(action); } // Doc from superclass. void SoCallback::write(SoWriteAction * action) { SoCallback::doAction(action); SoNode::write(action); } // Doc from superclass. void SoCallback::getPrimitiveCount(SoGetPrimitiveCountAction * action) { SoCallback::doAction(action); } // Doc from superclass. Overridden from parent class to also copy the // callback function pointer and userdata. void SoCallback::copyContents(const SoFieldContainer * from, SbBool copyconnections) { inherited::copyContents(from, copyconnections); SoCallback * fromnode = (SoCallback *)from; this->cbfunc = fromnode->cbfunc; this->cbdata = fromnode->cbdata; }