Hi Sebastian,
I use Qt 5 and OSG 3.2.1 with no problem passing the key events from Qt
to OSG.
In your Qt widget subclass you'll have a method which gets the key events:
void keyPressEvent(QKeyEvent* e)
{
const char *keyData = e->text().toLatin1().data();
gw->getEventQueue()->keyPress(osgGA::GUIEventAdapter::KeySymbol(*keyData));
}
provided that gw is your osgViewer::GraphicsWindow.
Note that for the meta keys (like ALT, CTRL, SHIFT), you'll have to
check something like:
switch(e->key())
{
case Qt::Key_Shift:
key = osgGA::GUIEventAdapter::KEY_Shift_L; //left key is chosen
in an arbitrary way since Qt doesn't differ left or right
break;
case Qt::Key_Control :
key = osgGA::GUIEventAdapter::KEY_Control_L;
break;
case Qt::Key_Alt :
key = osgGA::GUIEventAdapter::KEY_Alt_L;
break;
}
since there is no "value" in e->text().
And the same can be achieved for the keyReleaseEvent,
mousePress/ReleaseEvent, etc. by creating a new GUIEventAdapter from the
Qt event and then send it to the event queue.
Hope that helps.
Cheers
Pierre-Jean
Le 03/08/2015 17:01, Sebastian Messerschmidt a écrit :
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
------------------
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http://forum.openscenegraph.org/viewtopic.php?p=64591#64591
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