Am 03.08.2015 um 16:57 schrieb Can Olcek:
Hi Sebastian,

I have almost completed the example. My original implementation is a little bit 
complex than this. Thanks to the couple of private replies and discussion, I 
will post it tomorrow.

But for keyboard inputs, I'm using an event filter.

Okay, I know how to use EventFilters etc.
The point is, that the qt4 implementation somehow passed the events to OSG, while the qt5 seems to fail to pass any keys.

Cheers
Sebastian

Something like this:


Code:


class QInputFilter : public QObject
{
   Q_OBJECT

protected:
   bool eventFilter(QObject *obj, QEvent *event);

   void onKeyPress(QKeyEvent *e);
   void onKeyRelease(QKeyEvent *e);
};

bool QInputFilter::eventFilter(QObject *obj, QEvent *event)
{
   switch(event->type())
   {
     case QEvent::KeyPress:
       onKeyPress(static_cast<QKeyEvent *>(event));
       break;
     case QEvent::KeyRelease:
       onKeyRelease(static_cast<QKeyEvent *>(event));
       break;
   }
return QObject::eventFilter(obj, event);
}
void QInputFilter::onKeyPress(QKeyEvent *e)
{
   if(e->isAutoRepeat())
   {
     e->ignore();
     return;
   }
unsigned int key = e->key();
   // add pressed keys and add changed keys for current frame
   // renderwidget will clear changed keys at the end of frame
   Input::PrivateAccess::pressedKeys().insert(key);
   Input::PrivateAccess::changedKeys().insert(key);
e->accept();
}
void QInputFilter::onKeyPress(QKeyEvent *e)
{
   if(e->isAutoRepeat())
   {
     e->ignore();
     return;
   }
unsigned int key = e->key();
   // remove released keys and add changed keys for current frame
   // renderwidget will clear changed keys at the end of frame
   Input::PrivateAccess::pressedKeys().erase(e->key());
   Input::PrivateAccess::changedKeys().insert(e->key());

   e->accept();
}





Add input listener to your Qt app:


Code:


sdt::Author::QInputFilter inputFilter;
app.installEventFilter(&inputFilter);





I have almost fully static Input class to access keys and mouse states during 
each frame (paintGL()) I've actually tried to implement Unity3D like approach 
so inside cull or update traversal I can use Input::getButton(), 
Input::getKey(), Input::isKeyUp(), etc. methods.

I can add full implemention of this to my full example.

Cheers,
Can

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=64591#64591





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