#ifndef SG_SCENE_PICKCALLBACK_HXX
#define SG_SCENE_PICKCALLBACK_HXX
+#include <osg/Vec2d>
+
#include <simgear/structure/SGReferenced.hxx>
#include <simgear/structure/SGSharedPtr.hxx>
#include <simgear/math/SGMath.hxx>
+namespace osgGA { class GUIEventAdapter; }
+
// Used to implement scenery interaction.
// The interface is still under development
class SGPickCallback : public SGReferenced {
public:
+ enum Priority {
+ PriorityGUI = 0,
+ PriorityPanel = 1,
+ PriorityOther = 2,
+ PriorityScenery = 3
+ };
+
struct Info {
SGVec3d wgs84;
SGVec3d local;
+ SGVec2d uv;
};
+ SGPickCallback(Priority priority = PriorityOther) :
+ _priority(priority)
+ { }
+
virtual ~SGPickCallback() {}
- virtual bool buttonPressed(int button, const Info& info)
+
+ // TODO maybe better provide a single callback to handle all events
+ virtual bool buttonPressed( int button,
+ const osgGA::GUIEventAdapter& ea,
+ const Info& info )
{ return false; }
- virtual void update(double dt)
+
+ virtual void update(double dt, int keyModState)
+ { }
+
+ /**
+ * @param info Can be null if no info is available (eg. mouse not over 3d
+ * object anymore)
+ */
+ virtual void buttonReleased( int keyModState,
+ const osgGA::GUIEventAdapter& ea,
+ const Info* info )
{ }
- virtual void buttonReleased(void)
+
+ /**
+ * @param info Can be null if no info is available (eg. mouse not over 3d
+ * object anymore)
+ */
+ virtual void mouseMoved( const osgGA::GUIEventAdapter& ea,
+ const Info* info )
+ { }
+
+ /**
+ * The mouse is not hovering anymore over the element.
+ */
+ virtual void mouseLeave(const osg::Vec2d& windowPos)
{ }
+
+ virtual bool hover( const osg::Vec2d& windowPos,
+ const Info& info )
+ { return false; }
+
+ virtual Priority getPriority() const
+ { return _priority; }
+
+ /**
+ * retrieve the name of the cursor to user when hovering this pickable
+ * object. Mapping is undefined, since SimGear doesn't know about cursors.
+ */
+ virtual std::string getCursor() const
+ { return std::string(); }
+
+ /**
+ * Whether the uv coordinates of the picking action should be calculated upon
+ * an intersection.
+ */
+ virtual bool needsUV() const
+ { return false; }
+
+private:
+ Priority _priority;
};
struct SGSceneryPick {