Hi,

I finally implemented CEGUI as a drawable, the problems that I was having when 
rendering were mostly caused by outdated data files with newer library 
versions.

I have one problem when it comes to event handling: I set up an 
osgGA::GUIEventHandler to inject the input into it, and I set it as a node 
callback.  Even if I "return true;" from this event handler, the key event 
gets past this event handler and so it reaches another event handler which 
happens to control the camera and player movement.  So the questions are:

1- Is this normal?  I guess that the correct behavior with event handlers 
should be to stop propagating the event when some of the handlers catches it.

2- Does this have to do with the fact that the event handler is set as 
callback of the drawable? (So the system doesn't consider it as a real event 
handler, and thus it propagates the event to the "real" event handlers 
anyway).

2.1- In this case, which is the right approach?  Should I create the event 
handler separately?  I got the idea from the osgcegui example that Robert 
provided a while ago.

3- Is there a way to control the priority of the event handlers?  I saw 
the "CompositeEventHandler" in the API reference, but it's only described 
with a phrase and there are no examples for it, not sure if this is what I 
need... or if it would circumvent the "node callback" problem.  The idea is 
that the interface should have the higher priority, and only pass the event 
down to the rest of the handlers when not catched (so when you press ArrowUp 
in a text area of the interface, your scene doesn't start to move).


Greetings.

-- 
Manuel A. Fernandez Montecelo <[EMAIL PROTECTED]>
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