Errrrm, sorry but I can't understand what you're saying O:)

Do you mean that it's a kind of bug that needs to be fixed, or that it's OK 
but you need to explain the behavior clearly in the documentation, or what?  

(Btw, I'm still using 1.0.0).


Regards.

On Wednesday 23 August 2006 09:47, Robert Osfield wrote:
> 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 rendering were mostly caused by outdated data files with newer library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]>
> > _______________________________________________
> > osg-users mailing list
> > [email protected]
> > http://openscenegraph.net/mailman/listinfo/osg-users
> > http://www.openscenegraph.org/

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