Hi Can,

Have you posted / published you full example yet? If so could you reply
with a link? Thanks in advance.

Best regards,
John

On Mon, Aug 3, 2015 at 4:57 PM, Can Olcek <can.ol...@gmail.com> wrote:

> 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.
>
> 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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