Thomas McGuire schrieb
> You could use Config::handleEvent() to translate Equalizer events to OSG
> events and add them to the EventQueue I guess. I'm not sure how you can get
> the EventQueue of the viewer. The viewer has a window, which is a
> osgViewer::GraphicsWindow, where you can get the EventQueue from it seems. We
> use a GraphicsWindowEmbedded as the GraphicsWindow, so that OSG re-uses the
> context provided by Equalizer instead of creating its own window. Not sure if
> that already provides an EventQueue, maybe you need to derive from it.
With mViewer->getEventQueue()->keyPress('a'); you can directly "simulate" a
keypress of char 'a'.
But in the config class, where eqOSG currently handles the Equalizer events, we
don't have access to the viewer instance, which is a member of the pipe class.
What would be the smartest design-approach to pass the events to the viewer?
Currently I just save the pressed key in the FrameData as a char member and
raise the event in the Pipe::updateSceneGraph() method, which does more or less
what it should, but is still a big hack.
Any creative ideas out there?
jonas
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