NAME
SoEventCallback -
The SoEventCallback class provides functionality for catching events.
Use SoEventCallback nodes in the scenegraph for catching user
interaction events with the scenegraph’s render canvas.
SYNOPSIS
#include <Inventor/nodes/SoEventCallback.h>
Inherits SoNode.
Public Member Functions
SoEventCallback (void)
void setPath (SoPath *path)
const SoPath * getPath (void)
void addEventCallback (SoType eventtype, SoEventCallbackCB *f, void
*userdata=NULL)
void removeEventCallback (SoType eventtype, SoEventCallbackCB *f, void
*userdata=NULL)
SoHandleEventAction * getAction (void) const
const SoEvent * getEvent (void) const
const SoPickedPoint * getPickedPoint (void) const
void setHandled (void)
SbBool isHandled (void) const
void grabEvents (void)
void releaseEvents (void)
Static Public Member Functions
static void initClass (void)
Protected Member Functions
virtual ~SoEventCallback ()
virtual void handleEvent (SoHandleEventAction *action)
Detailed Description
The SoEventCallback class provides functionality for catching events.
Use SoEventCallback nodes in the scenegraph for catching user
interaction events with the scenegraph’s render canvas.
This is how event handling works in Coin: when the user interacts with
the render canvas, for instance by using the mouse pointer or by
hitting the keyboard, the GUI interface toolkit (ie SoQt, SoWin, SoXt,
Sc21 ...) will catch the event and translate it from a windowsystem-
specific event to a generic Coin event. (For the types of generic Coin
events, see the classes derived from SoEvent.) This event will then be
wrapped inside a SoHandleEventAction and applied to the scenegraph. All
this happens within the So[Qt|Xt|Win|...] toolkit.
The SoHandleEventAction then traverses the scenegraph, delivering the
event to any node type which ’is interested’ in it. The SoEventCallback
nodetype catches the action and forwards the event to a callback
function set up by the application programmer.
Be careful about which position in the scenegraph you insert
SoEventCallback nodes if you are also using any of the built-in Coin
library elements which are interested in user interaction events (like
for instance the dragger and manipulator classes and the SoSelection
nodes). These Coin elements might catch the event for themselves,
short-circuiting the SoHandleEventAction traversal so the event will
never reach the SoEventCallback node(s) you insert.
FILE FORMAT/DEFAULTS:
EventCallback {
}
Constructor & Destructor Documentation
SoEventCallback::SoEventCallback (void) Constructor.
SoEventCallback::~SoEventCallback () [protected, virtual] Destructor.
Member Function Documentation
void SoEventCallback::initClass (void) [static] Sets up initialization for
data common to all instances of this class, like submitting necessary
information to the Coin type system.
Reimplemented from SoNode.
void SoEventCallback::setPath (SoPath * pathptr) Sets the path that must be
picked before the registered callbacks are invoked. If NULL, callbacks
will be invoked for every event that matches the callback event type.
See also:
getPath()
const SoPath * SoEventCallback::getPath (void) Returns the path that must
be picked before callbacks are invoked.
See also:
setPath()
void SoEventCallback::addEventCallback (SoType eventtype, SoEventCallbackCB
* f, void * userdata = NULL) Set up a callback function f which will be
invoked for the given eventtype. userdata will be given as the first
argument to the function.
void SoEventCallback::removeEventCallback (SoType eventtype,
SoEventCallbackCB * f, void * userdata = NULL) Unregister the given
callback function f.
SoHandleEventAction * SoEventCallback::getAction (void) const Returns the
SoHandleEventAction instance currently traversing the scene graph with
the SoEvent-derived event object.
const SoEvent * SoEventCallback::getEvent (void) const Returns a pointer to
the event object which is currently being sent through the scenegraph.
If your application code handles the event, you probably want to call
SoEventCallback::setHandled() to notify the SoHandleEventAction that it
should stop traversing the scenegraph with the event.
const SoPickedPoint * SoEventCallback::getPickedPoint (void) const Returns
the picked point for the current handle event traversal.
This is obviously only related to events which can be considered ’pick-
style’ events, like mousebutton presses.
void SoEventCallback::setHandled (void) Use this method from a callback
function to notify the node that the event has been handled.
The rest of the callbacks registered with the node will still be
called, but further SoEventCallback nodes in the scene will not be
notified about the event, neither will any other Coin elements in the
scenegraph (like for instance SoDragger objects, SoSelection nodes or
manipulators).
Since callbacks registered within the same SoEventCallback node will
still be invoked after the event has been handled, it is likely that
you should use SoEventCallback::isHandled() to check for this condition
from your callback functions.
SbBool SoEventCallback::isHandled (void) const Check whether or not the
event from the SoHandleEventAction has been handled.
void SoEventCallback::grabEvents (void) Set up the node so all future
events (until releaseEvents() is called) in Coin will be directly
forwarded to this node.
void SoEventCallback::releaseEvents (void) Do not grab event handling any
more.
See also:
grabEvents()
void SoEventCallback::handleEvent (SoHandleEventAction * action)
[protected, virtual] Invokes the registered callback functions.
Reimplemented from SoNode.
Author
Generated automatically by Doxygen for Coin from the source code.