Hi Stephan,

It's good to see a multitouch support in osgGA, but I was wondering why do
you need an extra structure (TouchData and TouchPhase) ? Just adding a touch
ID to the event and using the classic events (PUSH, DRAG, RELEASE) can do
the job I think.

We're currently working with several touch displays in our company, and
that's what we do, we just add a UserData to the event with the touch ID,
and all the multitouch handle is done in the application side, it allows us
to stay compatible with classic mouse events with the same code (we juste
set the touch ID to -1) but we never worked on Apple hardware, mostly with
TUIO enabled hardware or Windows 7 compatible hardware.

Cheers,

On Mon, Nov 22, 2010 at 2:04 PM, Stephan Maximilian Huber <
[email protected]> wrote:

> Hi Robert,
>
> attached you'll find a proposal for handling multi-touch-events with
> osgGA. My approach is to bundle all touchpoints into one custom data
> structure which is attached to an GUIEventAdapter.
>
> The current approach simulates a moving mouse for the first touch-point,
> so basic manipulators do work, sort of.
>
> I created a MultiTouchTrackballManipulator-class, one touch-point does
> rotate the view, two touch-points pan and zoom the view as known from
> the iphone or other similar multi-touch-devices. A double-tap (similar
> to a double-click) resets the manipulator to its home-position.
>
> The multi-touch-trackball-implementation is not the best, see it as a
> first starting point. (there's a demo-video at http://vimeo.com/15017377 )
>
> I hope you'll find the submission useful. It's the first of a series of
> submissions to get ios support commited to trunk.
>
> cheers,
> Stephan
>
> _______________________________________________
> osg-submissions mailing list
> [email protected]
>
> http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
>
>


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