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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