On Thu, 2011-07-28 at 18:53 +0200, Daniel Cámpora wrote:
> Hi :)
> 
> Well, the widget button will trigger an animation, and my whole application 
> should be aware of this. I think the best way to do this is triggering a 
> custom event on the start of the animation, so I'd need the GUIActionAdapter 
> for my purposes.
>
> Nevermind, I'll go for a custom EventHandler then. I only wanted to know if 
> this was the best solution I could go for, taking into account the amount of 
> effort you've already put into the widgets :)

If you want to inject "fake" events into the system, the WindowManager
already has an osgViewer::View* you can use to cal ->getEventQueue() on
from within your callback.

bool MyClass::mouseReleased(
        double x,
        double y,
        const osgWidget::WindowManager* wm
) {
        ...
        wm->getView()->getEventQueue()->addEvent(YourCustomEvent);
}

Would this work? I could still be misunderstanding something, or making
assumptions (wrongly) about what I remember of osgGA. :)

> Thanks a lot for answering my questions, Jeremy,
> 
> Cheers,
> 
> Daniel
> 
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=41717#41717
> 
> 
> 
> 
> 
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> 


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