Hi Manuel,

The osgGA::EventVisitor's probably doesn't propagate the flag to say that event has been taken, have a implementation and the osgProducer::Viewer dispatch of the event traversal. We probably just need to clean it up a bit further.

Robert.

On 8/23/06, Manuel A. Fernandez Montecelo <[EMAIL PROTECTED]> wrote:
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rendering were mostly caused by outdated data files with newer library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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