Hello,Robert.
Thanks for your reversion.I'm so happy that I can add a new window in
realtime.But there is a new problem :how to destroy the new window.I find that
stopThreading can't destroy the window.Thanks.
Waiting for you good news.
//
//
#include <osgDB/ReadFile>
#include <osgUtil/Optimizer>
#include <osgViewer/Viewer>
#include <osgGA/MatrixManipulator>
#include <osgGA/TrackballManipulator>
#include <osgGA/StateSetManipulator>
#include <iostream>
#include <osg/Node>
#include <osg/Geode>
#include <osg/Geometry>
#include <osgViewer/Viewer>
class MyWindowHandler:public osgGA::GUIEventHandler
{
public:
MyWindowHandler():
OneOrTwo(false)
{}
~MyWindowHandler(){}
bool handle(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& aa)
{
osgViewer::Viewer* viewer = dynamic_cast<osgViewer::Viewer*>(&aa) ;
switch(ea.getEventType())
{
case(osgGA::GUIEventAdapter::KEYDOWN):
{
if(ea.getKey()==osgGA::GUIEventAdapter::KEY_F1)
{
OneOrTwo = !OneOrTwo ;
viewer->stopThreading();
if(OneOrTwo)
{
int xoffset = 40;
int yoffset = 40;
viewer->stopThreading() ;
viewer->startThreading() ;
//{
// osg::ref_ptr<osg::GraphicsContext::Traits> traits = new
osg::GraphicsContext::Traits;
// traits->x = xoffset + 0;
// traits->y = yoffset + 0;
// traits->width = 600;
// traits->height = 480;
// traits->windowDecoration = true;
// traits->doubleBuffer = true;
// traits->sharedContext = 0;
// osg::ref_ptr<osg::GraphicsContext> gc =
osg::GraphicsContext::createGraphicsContext(traits.get());
// osg::ref_ptr<osg::Camera> camera = new osg::Camera;
// camera->setGraphicsContext(gc.get());
// camera->setViewport(new osg::Viewport(0,0, traits->width,
traits->height));
// GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
// camera->setDrawBuffer(buffer);
// camera->setReadBuffer(buffer);
// viewer->addSlave(camera.get(), osg::Matrixd::translate(1.0,0.0,0.0),
osg::Matrixd());
//}
{
osg::ref_ptr<osg::GraphicsContext::Traits> traits = new
osg::GraphicsContext::Traits;
traits->x = xoffset + 600;
traits->y = yoffset + 0;
traits->width = 600;
traits->height = 480;
traits->windowDecoration = true;
traits->doubleBuffer = true;
traits->sharedContext = 0;
osg::ref_ptr<osg::GraphicsContext> gc =
osg::GraphicsContext::createGraphicsContext(traits.get());
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setGraphicsContext(gc.get());
camera->setViewport(new osg::Viewport(0,0, traits->width,
traits->height));
GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
camera->setDrawBuffer(buffer);
camera->setReadBuffer(buffer);
viewer->addSlave(camera.get(), osg::Matrixd::translate(-1.0,0.0,0.0),
osg::Matrixd());
}
//viewer->setSceneData(osgDB::readNodeFile("cow.osg"));
viewer->realize() ;
}
return true ;
}
return false ;
}
break ;
default:
return false ;
}
}
public:
bool OneOrTwo ;
};
int main( int argc, char **argv )
{
osg::ArgumentParser arguments(&argc,argv);
osg::ref_ptr<osg::Node> loadedModel = osgDB::readNodeFiles(arguments);
if (!loadedModel) loadedModel = osgDB::readNodeFile("cow.osg");
if (!loadedModel)
{
std::cout << arguments.getApplicationName() <<": No data loaded" << std::endl;
return 1;
}
osgViewer::Viewer viewer;
int xoffset = 40;
int yoffset = 40;
//viewer.stopThreading() ;
//viewer.startThreading() ;
viewer.addEventHandler(new MyWindowHandler()) ;
{
osg::ref_ptr<osg::GraphicsContext::Traits> traits = new
osg::GraphicsContext::Traits;
traits->x = xoffset + 0;
traits->y = yoffset + 0;
traits->width = 600;
traits->height = 480;
traits->windowDecoration = true;
traits->doubleBuffer = true;
traits->sharedContext = 0;
osg::ref_ptr<osg::GraphicsContext> gc =
osg::GraphicsContext::createGraphicsContext(traits.get());
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setGraphicsContext(gc.get());
camera->setViewport(new osg::Viewport(0,0, traits->width, traits->height));
GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
camera->setDrawBuffer(buffer);
camera->setReadBuffer(buffer);
viewer.addSlave(camera.get(), osg::Matrixd::translate(1.0,0.0,0.0),
osg::Matrixd());
}
viewer.setSceneData(loadedModel.get());
viewer.realize();
//}
return viewer.run();
}
> Hi GuiYe,
>At present the addSlave doesn't automatically tell the viewer to
>realize windows, reset up threading and rendering support, which is
>why you code isn't working.
>What you need to do in you event handling is to call
>viewer.stopThreading() first, create you new window/associated
>view/camera then realize the new window and then call startTheading().
>Robert.
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