Live cursor updating during pick-drags.
This gives nice cursors when hovering and dragging slider and knob-animations, and the cursor is set correctly on mouse-up after the drag too. Makes directional knobs/sliders much easier to understand.
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67a0acb64a
1 changed files with 54 additions and 29 deletions
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@ -192,13 +192,19 @@ public:
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{
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std::vector<SGSceneryPick> pickList;
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SGPickCallback::Priority priority = SGPickCallback::PriorityScenery;
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FGMouseCursor::Cursor cur = FGMouseCursor::CURSOR_ARROW;
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bool explicitCursor = false;
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if (globals->get_renderer()->pick(pickList, windowPos)) {
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std::vector<SGSceneryPick>::const_iterator i;
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for (i = pickList.begin(); i != pickList.end(); ++i) {
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if (i->callback->hover(windowPos, i->info)) {
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return;
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bool done = i->callback->hover(windowPos, i->info);
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std::string curName(i->callback->getCursor());
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if (!curName.empty()) {
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explicitCursor = true;
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cur = FGMouseCursor::cursorFromString(curName.c_str());
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}
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// if the callback is of higher prioirty (lower enum index),
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@ -206,19 +212,37 @@ public:
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if (i->callback->getPriority() < priority) {
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priority = i->callback->getPriority();
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}
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}
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} // of have valid pick
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if (priority == SGPickCallback::PriorityPanel) {
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FGMouseCursor::instance()->setCursor(FGMouseCursor::CURSOR_HAND);
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} else {
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// restore normal cursor
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FGMouseCursor::instance()->setCursor(FGMouseCursor::CURSOR_ARROW);
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if (done) {
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break;
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}
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} // of picks iteration
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} // of have valid pick
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if (!explicitCursor && (priority == SGPickCallback::PriorityPanel)) {
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cur = FGMouseCursor::CURSOR_HAND;
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}
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FGMouseCursor::instance()->setCursor(cur);
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updateHover();
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}
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void doMouseMoveWithCallbacks(const osgGA::GUIEventAdapter* ea)
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{
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FGMouseCursor::Cursor cur = FGMouseCursor::CURSOR_CLOSED_HAND;
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BOOST_FOREACH(SGPickCallback* cb, activePickCallbacks[0]) {
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cb->mouseMoved(ea);
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std::string curName(cb->getCursor());
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if (!curName.empty()) {
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cur = FGMouseCursor::cursorFromString(curName.c_str());
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}
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}
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FGMouseCursor::instance()->setCursor(cur);
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}
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void updateHover()
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{
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SGPropertyNode_ptr args(new SGPropertyNode);
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@ -475,15 +499,26 @@ void FGMouseInput::doMouseClick (int b, int updown, int x, int y, bool mainWindo
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if (mode.pass_through) {
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// remove once PUI uses standard picking mechanism
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if (0 <= x && 0 <= y && puMouse(b, updown, x, y))
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return;
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else {
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// pui didn't want the click event so compute a
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// scenegraph intersection point corresponding to the mouse click
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if (updown == MOUSE_BUTTON_DOWN) {
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d->activePickCallbacks.init( b, ea );
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return; // pui handled it
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// pui didn't want the click event so compute a
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// scenegraph intersection point corresponding to the mouse click
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if (updown == MOUSE_BUTTON_DOWN) {
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d->activePickCallbacks.init( b, ea );
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if (d->clickTriggersTooltip) {
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SGPropertyNode_ptr args(new SGPropertyNode);
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args->setStringValue("reason", "click");
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globals->get_commands()->execute("tooltip-timeout", args);
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d->tooltipTimeoutDone = true;
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}
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}
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}
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} else {
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// do a hover pick now, to fix up cursor
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osg::Vec2d windowPos;
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flightgear::eventToWindowCoords(ea, windowPos.x(), windowPos.y());
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d->doHoverPick(windowPos);
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} // mouse button was released
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} // of pass-through mode
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// OK, PUI and the panel didn't want the click
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if (b >= MAX_MOUSE_BUTTONS) {
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@ -492,23 +527,13 @@ void FGMouseInput::doMouseClick (int b, int updown, int x, int y, bool mainWindo
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return;
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}
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m.modes[m.current_mode].buttons[b].update( modifiers, 0 != updown, x, y);
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if (d->clickTriggersTooltip) {
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SGPropertyNode_ptr args(new SGPropertyNode);
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args->setStringValue("reason", "click");
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globals->get_commands()->execute("tooltip-timeout", args);
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d->tooltipTimeoutDone = true;
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}
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m.modes[m.current_mode].buttons[b].update( modifiers, 0 != updown, x, y);
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}
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void FGMouseInput::processMotion(int x, int y, const osgGA::GUIEventAdapter* ea)
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{
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if (!d->activePickCallbacks[0].empty()) {
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//SG_LOG(SG_GENERAL, SG_INFO, "mouse-motion, have active pick callback");
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BOOST_FOREACH(SGPickCallback* cb, d->activePickCallbacks[0]) {
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cb->mouseMoved(ea);
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}
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d->doMouseMoveWithCallbacks(ea);
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return;
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}
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