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/***************************************************************************
* Copyright (c) 2015 Victor Titov (DeepSOIC) <vv.titov@gmail.com> *
* *
* This file is part of the FreeCAD CAx development system. *
* *
* This library is free software; you can redistribute it and/or *
* modify it under the terms of the GNU Library General Public *
* License as published by the Free Software Foundation; either *
* version 2 of the License, or (at your option) any later version. *
* *
* This library is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU Library General Public License for more details. *
* *
* You should have received a copy of the GNU Library General Public *
* License along with this library; see the file COPYING.LIB. If not, *
* write to the Free Software Foundation, Inc., 59 Temple Place, *
* Suite 330, Boston, MA 02111-1307, USA *
* *
***************************************************************************
* *
* Minor modifications made by Pablo Gil (pablogil) in order to create *
* a Maya or Unity 3D mouse navigation style: *
* ALT + left mouse button = orbit *
* ALT + right mouse button = zoom *
* ALT + middle mouse button = pan *
* *
* Thanks Victor for your help! *
* *
***************************************************************************/
/*
*A few notes on this style. (by DeepSOIC)
*
* In this style, LMB serves dual purpose. It is selecting objects, as well as
* spinning the view. The trick that enables it is as follows: The mousedown
* event is consumed an saved, but otherwise remains unprocessed. If a drag is
* detected while the button is down, the event is finally consumed (the saved
* one is discarded), and spinning starts. If there is no drag detected before
* the button is released, the saved mousedown is propagated to inherited,
* followed by the mouseup. The same trick is used for RMB, so up to two
* mousedown can be postponed.
*
* This navigation style does not exactly follow the structure of other
* navigation styles, it does not fill many of the global variables defined in
* NavigationStyle.
*
* This mode does not support locking cursor position on screen when
* navigating, since with absolute pointing devices like pen and touch it makes
* no sense (this style was specifically crafted for such devices).
*
* In this style, setViewing is not used (because I could not figure out how to
* use it properly, and it seems to just work without it).
*
* This style wasn't tested with space during development (I don't have one).
*/
#include <QApplication>
#include <Base/Console.h>
#include "Navigation/NavigationStyle.h"
#include "SoTouchEvents.h"
#include "View3DInventorViewer.h"
using namespace Gui;
// ----------------------------------------------------------------------------------
/* TRANSLATOR Gui::MayaGestureNavigationStyle */
TYPESYSTEM_SOURCE(Gui::MayaGestureNavigationStyle, Gui::UserNavigationStyle)
MayaGestureNavigationStyle::MayaGestureNavigationStyle()
{
mouseMoveThreshold = QApplication::startDragDistance();
mouseMoveThresholdBroken = false;
mousedownConsumedCount = 0;
thisClickIsComplex = false;
inGesture = false;
}
MayaGestureNavigationStyle::~MayaGestureNavigationStyle() = default;
const char* MayaGestureNavigationStyle::mouseButtons(ViewerMode mode)
{
switch (mode) {
case NavigationStyle::SELECTION:
return QT_TR_NOOP("Tap OR click left mouse button.");
case NavigationStyle::PANNING:
return QT_TR_NOOP("Drag screen with two fingers OR press Alt + middle mouse button.");
case NavigationStyle::DRAGGING:
return QT_TR_NOOP(
"Drag screen with one finger OR press Alt + left mouse button. In Sketcher and "
"other edit modes, hold Alt in addition."
);
case NavigationStyle::ZOOMING:
return QT_TR_NOOP(
"Pinch (place two fingers on the screen and drag them apart from or towards each "
"other) OR scroll mouse wheel OR press Alt + right mouse button OR PgUp/PgDown on "
"keyboard."
);
default:
return "No description";
}
}
/*!
* \brief MayaGestureNavigationStyle::testMoveThreshold tests if the mouse has moved far enough to
* constder it a drag.
* \param currentPos current position of mouse cursor, in local pixel coordinates.
* \return true if the mouse was moved far enough. False if it's within the boundary. Ignores
* MayaGestureNavigationStyle::mouseMoveThresholdBroken flag.
*/
bool MayaGestureNavigationStyle::testMoveThreshold(const SbVec2s currentPos) const
{
SbVec2s movedBy = currentPos - this->mousedownPos;
return SbVec2f(movedBy).length() >= this->mouseMoveThreshold;
}
void MayaGestureNavigationStyle::zoomByCursor(const SbVec2f& thispos, const SbVec2f& prevpos)
{
const float dx = thispos[0] - prevpos[0];
const float dy = thispos[1] - prevpos[1];
// Compute zoom based on diagonal difference.
float value = (dx - dy) * 10.0f;
if (this->invertZoom) {
value = -value;
}
zoom(viewer->getSoRenderManager()->getCamera(), value);
}
SbBool MayaGestureNavigationStyle::processSoEvent(const SoEvent* const ev)
{
// Events when in "ready-to-seek" mode are ignored, except those
// which influence the seek mode itself -- these are handled further
// up the inheritance hierarchy.
if (this->isSeekMode()) {
return inherited::processSoEvent(ev);
}
// Switch off viewing mode (Bug #0000911)
if (!this->isSeekMode() && !this->isAnimating() && this->isViewing()) {
this->setViewing(false); // by default disable viewing mode to render the scene
}
// setViewing() is never used in this style, so the previous if is very unlikely to be hit.
const SoType type(ev->getTypeId());
// define some shortcuts...
bool evIsButton = type.isDerivedFrom(SoMouseButtonEvent::getClassTypeId());
bool evIsKeyboard = type.isDerivedFrom(SoKeyboardEvent::getClassTypeId());
bool evIsLoc2 = type.isDerivedFrom(SoLocation2Event::getClassTypeId()); // mouse movement
bool evIsLoc3 = type.isDerivedFrom(SoMotion3Event::getClassTypeId()); // spaceball/joystick movement
bool evIsGesture = type.isDerivedFrom(SoGestureEvent::getClassTypeId()); // touchscreen gesture
const SbVec2f prevnormalized = this->lastmouseposition;
const SbVec2s pos(ev->getPosition()); // not valid for gestures
const SbVec2f posn = this->normalizePixelPos(pos);
// pos: local coordinates of event, in pixels
// posn: normalized local coordinates of event ((0,0) = lower left corner, (1,1) = upper right
// corner)
float ratio = viewer->getSoRenderManager()->getViewportRegion().getViewportAspectRatio();
if (evIsButton || evIsLoc2) {
this->lastmouseposition = posn;
}
const ViewerMode curmode = this->currentmode;
// ViewerMode newmode = curmode;
// make a unified mouse+modifiers state value (combo)
enum
{
BUTTON1DOWN = 1 << 0,
BUTTON2DOWN = 1 << 1,
BUTTON3DOWN = 1 << 2,
CTRLDOWN = 1 << 3,
SHIFTDOWN = 1 << 4,
ALTDOWN = 1 << 5,
MASKBUTTONS = BUTTON1DOWN | BUTTON2DOWN | BUTTON3DOWN,
MASKMODIFIERS = CTRLDOWN | SHIFTDOWN | ALTDOWN
};
unsigned int comboBefore = // before = state before this event
(this->button1down ? BUTTON1DOWN : 0) | (this->button2down ? BUTTON2DOWN : 0)
| (this->button3down ? BUTTON3DOWN : 0) | (this->ctrldown ? CTRLDOWN : 0)
| (this->shiftdown ? SHIFTDOWN : 0) | (this->altdown ? ALTDOWN : 0);
// test for complex clicks
int cntMBBefore = (comboBefore & BUTTON1DOWN ? 1 : 0) // cntMBBefore = how many buttons were
// down when this event arrived?
+ (comboBefore & BUTTON2DOWN ? 1 : 0) + (comboBefore & BUTTON3DOWN ? 1 : 0);
if (cntMBBefore >= 2) {
this->thisClickIsComplex = true;
}
if (cntMBBefore == 0) { // a good chance to reset some click-related stuff
this->thisClickIsComplex = false;
this->mousedownConsumedCount = 0; // shouldn't be necessary, just a fail-safe.
}
// Mismatches in state of the modifier keys happens if the user
// presses or releases them outside the viewer window.
syncModifierKeys(ev);
// before this block, mouse button states in NavigationStyle::buttonXdown reflected those before
// current event arrived. track mouse button states
if (evIsButton) {
auto const event = (const SoMouseButtonEvent*)ev;
const int button = event->getButton();
const SbBool press // the button was pressed (if false -> released)
= event->getState() == SoButtonEvent::DOWN ? true : false;
switch (button) {
case SoMouseButtonEvent::BUTTON1:
this->button1down = press;
break;
case SoMouseButtonEvent::BUTTON2:
this->button2down = press;
break;
case SoMouseButtonEvent::BUTTON3:
this->button3down = press;
break;
// whatever else, we don't track
}
}
// after this block, the new states of the buttons are already in.
unsigned int comboAfter = // after = state after this event (current, essentially)
(this->button1down ? BUTTON1DOWN : 0) | (this->button2down ? BUTTON2DOWN : 0)
| (this->button3down ? BUTTON3DOWN : 0) | (this->ctrldown ? CTRLDOWN : 0)
| (this->shiftdown ? SHIFTDOWN : 0) | (this->altdown ? ALTDOWN : 0);
// test for complex clicks (again)
int cntMBAfter = (comboAfter & BUTTON1DOWN ? 1 : 0) // cntMBAfter = how many buttons were down
// when this event arrived?
+ (comboAfter & BUTTON2DOWN ? 1 : 0) + (comboAfter & BUTTON3DOWN ? 1 : 0);
if (cntMBAfter >= 2) {
this->thisClickIsComplex = true;
}
// if (cntMBAfter==0) this->thisClickIsComplex = false;//don't reset the flag now, we need to
// know that this mouseUp was an end of a click that was complex. The flag will reset by the
// before-check in the next event.
// test for move detection
if (evIsLoc2 || evIsButton) {
this->mouseMoveThresholdBroken |= this->testMoveThreshold(pos);
}
// track gestures
if (evIsGesture) {
auto gesture = static_cast<const SoGestureEvent*>(ev);
switch (gesture->state) {
case SoGestureEvent::SbGSStart:
// assert(!inGesture);//start of another gesture before the first finished? Happens
// all the time for Pan gesture... No idea why! --DeepSOIC
inGesture = true;
break;
case SoGestureEvent::SbGSUpdate:
assert(inGesture); // gesture update without start?
inGesture = true;
break;
case SoGestureEvent::SbGSEnd:
assert(inGesture); // gesture ended without starting?
inGesture = false;
break;
case SoGestureEvent::SbGsCanceled:
assert(inGesture); // gesture canceled without starting?
inGesture = false;
break;
default:
assert(0); // shouldn't happen
inGesture = false;
}
}
if (evIsButton) {
if (inGesture) {
inGesture = false; // reset the flag when mouse clicks are received, to ensure enabling
// mouse navigation back.
setViewingMode(NavigationStyle::SELECTION); // exit navigation asap, to proceed with
// regular processing of the click
}
}
bool suppressLMBDrag = false;
if (viewer->isEditing()) {
// in edit mode, disable lmb dragging (spinning). Holding Alt enables it.
suppressLMBDrag = !(comboAfter & ALTDOWN);
}
//----------all this were preparations. Now comes the event handling! ----------
SbBool processed = false; // a return value for the BlahblahblahNavigationStyle::processSoEvent
bool propagated = false; // an internal flag indicating that the event has been already passed
// to inherited, to suppress the automatic doing of this at the end.
// goto finalize = return processed. Might be important to do something before done (none now).
// give the nodes in the foreground root the chance to handle events (e.g color bar)
if (!viewer->isEditing()) {
processed = handleEventInForeground(ev);
}
if (processed) {
goto finalize;
}
// Mode-independent keyboard handling
if (evIsKeyboard) {
auto const event = (const SoKeyboardEvent*)ev;
const SbBool press = event->getState() == SoButtonEvent::DOWN ? true : false;
switch (event->getKey()) {
case SoKeyboardEvent::H:
// Disable H key in editing mode because of conflict with sketcher
if (!viewer->isEditing()) {
processed = true;
if (!press) {
setupPanningPlane(viewer->getCamera());
lookAtPoint(event->getPosition());
}
}
break;
default:
break;
}
}
if (processed) {
goto finalize;
}
// mode-independent spaceball/joystick handling
if (evIsLoc3) {
auto const event = static_cast<const SoMotion3Event*>(ev);
if (event) {
this->processMotionEvent(event);
}
processed = true;
}
if (processed) {
goto finalize;
}
// all mode-dependent stuff is within this switch.
switch (curmode) {
case NavigationStyle::SELECTION:
// Prevent interrupting rubber-band selection in sketcher
if (viewer->isEditing()) {
if (evIsButton) {
auto const event = (const SoMouseButtonEvent*)ev;
const SbBool press = event->getState() == SoButtonEvent::DOWN;
const int button = event->getButton();
if (!press && button == SoMouseButtonEvent::BUTTON1) {
setViewingMode(NavigationStyle::IDLE);
break;
}
}
if (this->button1down) {
break;
}
}
[[fallthrough]];
case NavigationStyle::IDLE:
// Prevent interrupting rubber-band selection in sketcher
if (viewer->isEditing()) {
if (evIsButton) {
auto const event = (const SoMouseButtonEvent*)ev;
const SbBool press = event->getState() == SoButtonEvent::DOWN;
const int button = event->getButton();
if (press && button == SoMouseButtonEvent::BUTTON1 && !this->altdown) {
setViewingMode(NavigationStyle::SELECTION);
break;
}
}
}
[[fallthrough]];
case NavigationStyle::INTERACT: {
// idle and interaction
// keyboard
if (evIsKeyboard) {
auto const event = (const SoKeyboardEvent*)ev;
const SbBool press = event->getState() == SoButtonEvent::DOWN ? true : false;
switch (event->getKey()) {
case SoKeyboardEvent::S:
case SoKeyboardEvent::HOME:
case SoKeyboardEvent::LEFT_ARROW:
case SoKeyboardEvent::UP_ARROW:
case SoKeyboardEvent::RIGHT_ARROW:
case SoKeyboardEvent::DOWN_ARROW:
processed = inherited::processSoEvent(ev);
propagated = true;
break;
case SoKeyboardEvent::PAGE_UP:
if (press) {
doZoom(viewer->getSoRenderManager()->getCamera(), getDelta(), posn);
}
processed = true;
break;
case SoKeyboardEvent::PAGE_DOWN:
if (press) {
doZoom(viewer->getSoRenderManager()->getCamera(), -getDelta(), posn);
}
processed = true;
break;
default:
break;
} // switch key
}
if (processed) {
goto finalize;
}
// Mouse Button / Spaceball Button handling
if (evIsButton) {
auto const event = (const SoMouseButtonEvent*)ev;
const int button = event->getButton();
const SbBool press // the button was pressed (if false -> released)
= event->getState() == SoButtonEvent::DOWN ? true : false;
switch (button) {
case SoMouseButtonEvent::BUTTON1:
case SoMouseButtonEvent::BUTTON2:
if (press) {
if (this->thisClickIsComplex && this->mouseMoveThresholdBroken) {
// this should prevent re-attempts to enter navigation when doing
// more clicks after a move.
}
else {
// on LMB-down or RMB-down, we don't know yet if we should propagate
// it or process it. Save the event to be refired later, when it
// becomes clear. reset/start move detection machine
this->mousedownPos = pos;
this->mouseMoveThresholdBroken = false;
setupPanningPlane(
viewer->getSoRenderManager()->getCamera()
); // set up panningplane
int& cnt = this->mousedownConsumedCount;
this->mousedownConsumedEvents[cnt]
= *event; // hopefully, a shallow copy is enough. There are no
// pointers stored in events, apparently. Will lose a
// subclass, though.
cnt++;
assert(cnt <= 2);
if (cnt > static_cast<int>(sizeof(mousedownConsumedEvents))) {
cnt = sizeof(mousedownConsumedEvents); // we are in trouble
}
processed = true; // just consume this event, and wait for the move
// threshold to be broken to start dragging/panning
}
}
else { // release
if (button == SoMouseButtonEvent::BUTTON2 && !this->thisClickIsComplex) {
if (!viewer->isEditing() && this->isPopupMenuEnabled()) {
processed = true;
this->openPopupMenu(event->getPosition());
}
}
if (!processed) {
// re-synthesize all previously-consumed mouseDowns, if any. They
// might have been re-synthesized already when threshold was broken.
for (int i = 0; i < this->mousedownConsumedCount; i++) {
inherited::processSoEvent(
&(this->mousedownConsumedEvents[i])
); // simulate the previously-comsumed mousedown.
}
this->mousedownConsumedCount = 0;
processed = inherited::processSoEvent(
ev
); // explicitly, just for clarity that we are sending a full click
// sequence.
propagated = true;
}
}
break;
case SoMouseButtonEvent::BUTTON3: // press the wheel
// starts PANNING mode
if (press & this->altdown) {
setViewingMode(NavigationStyle::PANNING);
}
else if (press) {
// if not PANNING then look at point
setupPanningPlane(viewer->getCamera());
lookAtPoint(event->getPosition());
}
processed = true;
break;
}
}
// mouse moves - test for move threshold breaking
if (evIsLoc2) {
if (this->mouseMoveThresholdBroken && (this->button1down || this->button2down)
&& mousedownConsumedCount > 0) {
// mousemovethreshold has JUST been broken
// test if we should enter navigation
if ((this->button1down && !suppressLMBDrag && this->altdown)
|| (this->button2down && this->altdown)) {
// yes, we are entering navigation.
// throw away consumed mousedowns.
this->mousedownConsumedCount = 0;
// start DRAGGING mode (orbit)
// if not pressing left mouse button then it assumes is right mouse button
// and starts ZOOMING mode
saveCursorPosition(ev);
setViewingMode(
this->button1down ? NavigationStyle::DRAGGING : NavigationStyle::ZOOMING
);
processed = true;
}
else {
// no, we are not entering navigation.
// re-synthesize all previously-consumed mouseDowns, if any, and propagate
// this mousemove.
for (int i = 0; i < this->mousedownConsumedCount; i++) {
inherited::processSoEvent(
&(this->mousedownConsumedEvents[i])
); // simulate the previously-comsumed mousedown.
}
this->mousedownConsumedCount = 0;
processed = inherited::processSoEvent(ev); // explicitly, just for clarity
// that we are sending a full
// click sequence.
propagated = true;
}
}
if (mousedownConsumedCount > 0) {
processed = true; // if we are still deciding if it's a drag or not, consume
// mouseMoves.
}
}
// gesture start
if (evIsGesture
&& /*!this->button1down &&*/ !this->button2down) { // ignore gestures when mouse
// buttons are down. Button1down
// check was disabled because of
// wrong state after doubleclick
// on sketcher constraint to
// edit datum
auto gesture = static_cast<const SoGestureEvent*>(ev);
if (gesture->state == SoGestureEvent::SbGSStart
|| gesture->state == SoGestureEvent::SbGSUpdate) { // even if we didn't get a
// start, assume the first
// update is a start
// (sort-of fail-safe).
if (type.isDerivedFrom(SoGesturePanEvent::getClassTypeId())) {
setupPanningPlane(viewer->getSoRenderManager()->getCamera()); // set up
// panning
// plane
setViewingMode(NavigationStyle::PANNING);
processed = true;
}
else if (type.isDerivedFrom(SoGesturePinchEvent::getClassTypeId())) {
setupPanningPlane(viewer->getSoRenderManager()->getCamera()); // set up
// panning
// plane
saveCursorPosition(ev);
setViewingMode(NavigationStyle::DRAGGING);
processed = true;
} // all other gestures - ignore!
}
}
// loc2 (mousemove) - ignore.
} break; // end of idle and interaction
case NavigationStyle::DRAGGING:
case NavigationStyle::ZOOMING:
case NavigationStyle::PANNING: {
// actual navigation
// no keyboard.
// Mouse Button / Spaceball Button handling
if (evIsButton) {
auto const event = (const SoMouseButtonEvent*)ev;
const int button = event->getButton();
switch (button) {
case SoMouseButtonEvent::BUTTON1:
case SoMouseButtonEvent::BUTTON2:
case SoMouseButtonEvent::BUTTON3: // allows one to release button3 into
// SELECTION mode
if (comboAfter & BUTTON1DOWN || comboAfter & BUTTON2DOWN) {
// don't leave navigation till all buttons have been released
if (comboAfter & BUTTON1DOWN && comboAfter & BUTTON2DOWN) {
setRotationCenter(getFocalPoint());
}
else {
saveCursorPosition(ev);
}
setViewingMode(
(comboAfter & BUTTON1DOWN) ? NavigationStyle::DRAGGING
: NavigationStyle::PANNING
);
processed = true;
}
else { // all buttons are released
// end of dragging/panning/whatever
setViewingMode(NavigationStyle::IDLE);
processed = true;
} // end of else (some buttons down)
break;
} // switch(button)
} // if(evIsButton)
// the essence part 1!
// mouse movement into camera motion. Suppress if in gesture. Ignore until threshold is
// surpassed.
if (evIsLoc2 && !this->inGesture && this->mouseMoveThresholdBroken) {
if (curmode == NavigationStyle::ZOOMING) { // doesn't happen
this->zoomByCursor(posn, prevnormalized);
processed = true;
}
else if (curmode == NavigationStyle::PANNING) {
panCamera(
viewer->getSoRenderManager()->getCamera(),
ratio,
this->panningplane,
posn,
prevnormalized
);
processed = true;
}
else if (curmode == NavigationStyle::DRAGGING) {
if (comboAfter & BUTTON1DOWN && comboAfter & BUTTON2DOWN) {
// two mouse buttons down - tilting!
NavigationStyle::doRotate(
viewer->getSoRenderManager()->getCamera(),
(posn - prevnormalized)[0] * (-2),
SbVec2f(0.5, 0.5)
);
processed = true;
}
else { // one mouse button - normal spinning
// this will also handle the single-finger drag (there's no gesture used,
// pseudomouse is enough) this->addToLog(event->getPosition(), event->getTime());
this->spin_simplified(posn, prevnormalized);
processed = true;
}
}
}
// the essence part 2!
// gesture into camera motion
if (evIsGesture) {
auto gesture = static_cast<const SoGestureEvent*>(ev);
assert(gesture);
if (gesture->state == SoGestureEvent::SbGSEnd) {
setViewingMode(NavigationStyle::SELECTION);
processed = true;
}
else if (gesture->state == SoGestureEvent::SbGSUpdate) {
if (type.isDerivedFrom(SoGesturePinchEvent::getClassTypeId())) {
auto const event = static_cast<const SoGesturePinchEvent*>(ev);
if (this->zoomAtCursor) {
// this is just dealing with the pan part of pinch gesture. Taking care
// of zooming to pos is done in doZoom.
SbVec2f panDist = this->normalizePixelPos(event->deltaCenter.getValue());
NavigationStyle::panCamera(
viewer->getSoRenderManager()->getCamera(),
ratio,
this->panningplane,
panDist,
SbVec2f(0, 0)
);
}
NavigationStyle::doZoom(
viewer->getSoRenderManager()->getCamera(),
-logf(event->deltaZoom),
this->normalizePixelPos(event->curCenter)
);
if (event->deltaAngle != 0) {
NavigationStyle::doRotate(
viewer->getSoRenderManager()->getCamera(),
event->deltaAngle,
this->normalizePixelPos(event->curCenter)
);
}
processed = true;
}
if (type.isDerivedFrom(SoGesturePanEvent::getClassTypeId())) {
auto const event = static_cast<const SoGesturePanEvent*>(ev);
// this is just dealing with the pan part of pinch gesture. Taking care of
// zooming to pos is done in doZoom.
SbVec2f panDist = this->normalizePixelPos(event->deltaOffset);
NavigationStyle::panCamera(
viewer->getSoRenderManager()->getCamera(),
ratio,
this->panningplane,
panDist,
SbVec2f(0, 0)
);
processed = true;
}
}
else {
// shouldn't happen. Gestures are not expected to start in the middle of
// navigation. we'll consume it, without reacting.
processed = true;
}
}
} break; // end of actual navigation
case NavigationStyle::SEEK_WAIT_MODE: {
if (evIsButton) {
auto const event = (const SoMouseButtonEvent*)ev;
const int button = event->getButton();
const SbBool press = event->getState() == SoButtonEvent::DOWN ? true : false;
if (button == SoMouseButtonEvent::BUTTON1 && press) {
this->seekToPoint(pos); // implicitly calls interactiveCountInc()
this->setViewingMode(NavigationStyle::SEEK_MODE);
processed = true;
}
}
}; // not end of SEEK_WAIT_MODE. Fall through by design!!!
/* FALLTHRU */
case NavigationStyle::SPINNING:
case NavigationStyle::SEEK_MODE: {
// animation modes
if (!processed) {
if (evIsButton || evIsGesture || evIsKeyboard || evIsLoc3) {
setViewingMode(NavigationStyle::SELECTION);
}
}
} break; // end of animation modes
case NavigationStyle::BOXZOOM:
default:
// all the rest - will be pass on to inherited, later.
break;
}
if (!processed && !propagated) {
processed = inherited::processSoEvent(ev);
propagated = true;
}
//-----------------------end of event handling---------------------
finalize:
return processed;
}
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