keyboard events OSG (open scene graph) - openscenegraph

I would like to know how I can enter keyboard events to control a sphere?I would want a sphere and move it around the screen with keyboard events

OSG uses event handlers. Just create one like this:
// KeyboardEventHandler.h
#pragma once
#include <osgGA/GUIEventHandler>
class KeyHandler : public osgGA::GUIEventHandler
{
public:
KeyHandler()
{}
public:
virtual bool handle(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter&)
{
switch(ea.getEventType())
{
case(osgGA::GUIEventAdapter::KEYDOWN):
{
// Place your code here...
}
default:
return false;
}
}
virtual void accept(osgGA::GUIEventHandlerVisitor& v)
{
v.visit(*this);
}
};
Now connect it to your view:
m_osgViewer->addEventHandler(new KeyHandler());
You can pass "this"-pointer to KeyboardHandler and call viewer's methods from inside.

Related

C++ CLI Invoke issues

I have a MainForm class (as you'd expect, it is a form) that has a text box on it. I also have another class called 'Application_Server' That does a load of other stuff (not just form-background related, quite a lot of network based stuff etc.).
The Application_Server class runs in it's own thread, but needs to be able to update the controls on the form, for this question, we will stick with just the textbox.
The problem is that even though I am executing the command to set the text of the textBox control via 'Invoke' I am still getting the following exception during runtime:
Additional information: Cross-thread operation not valid: Control
'DebugTextBox' accessed from a thread other than the thread it was
created on.
What could be causing this? I am definitely invoking a delegate within MainForm.
Here are the relevant code segments (cut down for readability):
MainForm.h:
public ref class MainForm : public System::Windows::Forms::Form {
delegate void del_updateDebugText(String^ msg);
del_updateDebugText^ updateDebugText = gcnew del_updateDebugText(this, &MainForm::postDebugMessage);
private: void postDebugMessage(String^ message);
};
MainForm.cpp:
void EagleEye_Server::MainForm::postDebugMessage(String^ message)
{
Monitor::Enter(DebugTextBox);
if (this->DebugTextBox->InvokeRequired)
{
this->Invoke(updateDebugText, gcnew array<Object^> { message });
}
else
{
this->DebugTextBox->AppendText(message);
}
Monitor::Exit(DebugTextBox);
}
And finally, the code calling it:
void ServerAppManager::postDebugMessage(System::String^ message)
{
mainFormHandle->updateDebugText(message);
}
void ServerAppManager::applicationStep()
{
postDebugMessage("Starting\n");
// This is Run in seperate thread in MainForm.cpp
while (s_appState == ApplicationState::RUN)
{
postDebugMessage("Testing\n");
}
}
Thanks!
From background worker called bwSearch we do the call as following from the DoWork event handler:
private: System::Void bwSearch_DoWork(System::Object^ sender, System::ComponentModel::DoWorkEventArgs^ e) {
//... logic
UpdateTxtOutput("Some message");
//... more logic
}
I have a RitchTextBox called txtOutput, also the windows form control containing this code is called frmMain, the UpdateTxtOutput is defined in three parts as follows:
delegate void UpdateTxtOutputDelegate(String^ text);
void UpdateTxtOutput(String^ text)
{
UpdateTxtOutputDelegate^ action = gcnew UpdateTxtOutputDelegate(this, &frmMain::Worker);
this->BeginInvoke(action, text);
}
void Worker(String^ text)
{
txtOutput->AppendText("\t" + text + "\n");
}
I managed to get it working by simplifying the method within the 'MainForm' class to:
void EagleEye_Server::MainForm::postDebugMessage(String^ message)
{
Monitor::Enter(DebugTextBox);
DebugTextBox->AppendText(message);
Monitor::Exit(DebugTextBox);
}
And then moving the 'Invoke' call to the method calling the delegate, not pretty but it works for now. I think the issue may have been caused by the form getting stuck inside an Invoke loop. I say this as I noticed that the form would lock up and stop responding after it hit the recursive Invoke statement.

Unity3D - How to make a texture changing mute button/toggle?

I'm trying to make a mute button for in my android game menu, so when I press the button, the texture changes from a playing speaker symbol to a muted speaker symbol (which I've already made in Photoshop).
So when the audio is playing it will have a 'speaker' symbol, but when I press it, it will change to a 'muted speaker' symbol (a speaker with a cross).
Thanks in advance, any help is appreciated!
first we make a maintexture as the texture that is always used and on awake we put our texture1(speaker) assign to it and if button is pressed we change it to texture2(mute)
public Texture2D Texture1;
public Texutre2D Texture2;
public bool textureBool;
void Awake() {
textureBool=true;
void OnGUI(){
if( GUI.Button( rect , textureBool ? texture1:texture2 ) )
{
textureBool = !textureBool;
}
}
You can also use UI button in this way:
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class ChangeSprite : MonoBehaviour {
public Image image;
public bool isPress = false;
public Button button;
public Sprite Fsprite;
public Sprite Ssprite;
// Use this for initialization
void Start () {
image = button.GetComponent <Image>();
}
// Update is called once per frame
public void ChangeSprites () {
isPress = !isPress;
if ( isPress == true )
{
image.sprite = Ssprite;
}
else
{
image.sprite = Fsprite;
}
}
}

Crashing while executing GetParent(). Closing of a modeless dialog box

I am creating a modeless dialog box. The dialog box is called from the menu item of main frame window.
MainFrm.h
CModeless* modeless;
bool modelessDlgOpen;
MainFrm.cpp
void CMainFrame::OnDatabaseMLdlg()
{
// TODO: Add your command handler code here
if (modelessDlgOpen == TRUE)
return;
modelessDlgOpen = TRUE;
modeless = new CModeless(this);
//modeless->Create(IDD_MLDLG, GetDesktopWindow());
modeless->Create(IDD_MLDLG, this);
mbPoll->ShowWindow(SW_SHOW);
}
When menu item is clicked, OnDatabaseMLdlg() function is called and a modeless dialog box with resource ID IDD_MLDLG appears.
The issue is while closing the modeless dialog box.
I am not able to find out the correct method to have a clean closure / destroy of this modeless dialog box. Upon clicking the cross button in right-top corner, which message gets
generated?
My current code which I have tried is as follows. (producing code related only to the closure of the dialog box)
MLDLG.h
#pragma once
#define WM_MLDLG_CLOSED (WM_USER + 555)
// CModeless dialog
class CModeless : public CDialog
{
DECLARE_DYNAMIC(CModeless)
public:
CModeless(CWnd* pParent = NULL); // standard constructor
virtual ~CModeless();
// Dialog Data
enum { IDD = IDD_MLDLG };
protected:
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
DECLARE_MESSAGE_MAP()
public:
virtual BOOL Create(UINT nIDTemplate, CWnd* pParentWnd = NULL);
afx_msg void OnNcDestroy();
virtual void PostNcDestroy();
CWnd* mParent;
afx_msg void OnBnClickedCancel();
};
MLDLG.cpp
void CModeless::OnNcDestroy()
{
CDialog::OnNcDestroy();
// TODO: Add your message handler code here
}
void CModeless::PostNcDestroy()
{
CDialog::PostNcDestroy();
GetParent()->PostMessage(WM_MLDLG_CLOSED,0,0); // **CRASHES HERE**
delete this;
}
void CModeless::OnBnClickedCancel()
{
// TODO: Add your control notification handler code here
//CDialog::OnCancel();
DestroyWindow();
}
Not able to understand what am I doing wrong or what am I missing?
I can provide additional details in case required.
Thanks in advance.
EDIT-20130612: Additional information:
My constructor is as follows:
CModeless::CModeless(CWnd* pParent /*=NULL*/)
: CDialog(CModeless::IDD, pParent)
{
mParent = pParent;
if (mParent == NULL)
{
MessageBox(L"mParent is NULL");
}
else
{
MessageBox(L"mParent is not NULL");
}
}
Here, I have verified that mParent is not NULL.
PostNCDestroy() is called VERY late and most of the useful state of the MFC window is not valid at that point. GetParent() is probably returning NULL, which will cause a crash the way you are using it.
Try moving the PostMessage call to OnDestroy() before calling the base class implementation there.
Another option is to cache the parent's hWnd and call ::PostMessage() on that hWnd;

Image not getting displayed/update in QLabel using SIGNAL-SLOT in ROS node

I am implementing the Qt code in ROS node. I have a header file in which i have defined all the members, Q_SIGNAL and Q_SLOTS. In my .cpp file i want to display an image when i press a button(assignButton). But when i press the button, nothing shows up.
To test whether the connect function is working properly or not, i tried to display an image in the imageLabel which is stored in my laptop..and it worked.
PROBLEM:- I am taking the images from simulator in ROS through the
void SelectionInterface::imageCallback(const sensor_msgs::ImageConstPtr& msg) and i want to display those images in imageLabel by SIGNAL-SLOT..but its not getting displayed..no error
My code is following:-
1. Header file-- SelectionInterface.h
class SelectionInterface : public QMainWindow
{
Q_OBJECT
public:
SelectionInterface(ros::NodeHandle *nh, RosThread *rt, QMainWindow *parent = 0);
~SelectionInterface();
private:
RosThread *rosThread;
ros::NodeHandle *nodeHandle;
// ROS Subscribers
image_transport::Subscriber image_sub;
void imageCallback(const sensor_msgs::ImageConstPtr& msg);
// More Memberfunctions and Variables
QWidget *newCentralWidget;
QPushButton *quitButton;
QPushButton *assignButton;
QVBoxLayout *layout;
QLabel *imageLabel;
QImage image;
// ...
protected:
void closeEvent(QCloseEvent *event);
Q_SIGNALS:
void windowClosedSignal();
private Q_SLOTS:
void quitInterface();
void assignImage();//QImage
};
2. .cpp file
#include "SelectionInterface.h"
#include <iostream>
SelectionInterface::SelectionInterface(ros::NodeHandle *nh, RosThread *rt, QMainWindow *parent): QMainWindow (parent)
{
rosThread = rt;
nodeHandle = nh;
// Subscribing and Publishing
image_transport::ImageTransport it(*nh);
// Setup user interface here
newCentralWidget = new QWidget;
quitButton = new QPushButton("Quit");
assignButton = new QPushButton("Assign Image");
layout = new QVBoxLayout;
imageLabel = new QLabel;
imageLabel->setSizePolicy(QSizePolicy::Expanding, QSizePolicy::Expanding);
layout->addWidget(imageLabel);
layout->addWidget(quitButton);
layout->addWidget(assignButton);
newCentralWidget->setLayout(layout);
this->setCentralWidget(newCentralWidget);
// Signal-Slot Connections
connect(this, SIGNAL(windowClosedSignal()), this, SLOT(quitInterface()));
connect(quitButton, SIGNAL(clicked()), this, SLOT(close()));
connect(assignButton, SIGNAL(clicked()), this, SLOT(assignImage()));
// ...
}
void SelectionInterface::imageCallback(const sensor_msgs::ImageConstPtr& msg)
{
QImage image(&(msg->data[0]), msg->width, msg->height, QImage::Format_RGB888);
}
SelectionInterface::~SelectionInterface()
{
//destructer (leave empty)
}
void SelectionInterface::closeEvent(QCloseEvent *event)
{
Q_EMIT windowClosedSignal();
}
void SelectionInterface::quitInterface()
{
rosThread->stop();
rosThread->wait();
std::cout << "Good bye.\n";
}
void SelectionInterface::assignImage()
{
imageLabel->setPixmap(QPixmap::fromImage(image));
}
I doubt QImage can replace ~ to your home path. Try to specify full path e.g. '/home/user/Pictures/wallpapers/buddha.jpg'.

Display a new view from within a custom control

I have a custom button which inherits from UIButton. I'm handling the TouchUpInside event and want to display a view on top of the current View. Is there such a thing as Dialogs like in Windows development? Or should I do this in another way?
[MonoTouch.Foundation.Register("HRPicker")]
public class HRPicker : UIButton
{
public HRPicker () : base()
{
SetUp();
}
public HRPicker(NSCoder coder) : base(coder)
{
SetUp();
}
public HRPicker(NSObjectFlag t) : base(t)
{
SetUp();
}
public HRPicker(IntPtr handle) : base(handle)
{
SetUp();
}
public HRPicker(RectangleF frame) : base(frame)
{
SetUp();
}
public void SetUp()
{
TouchUpInside += HandleTouchUpInside;
}
void HandleTouchUpInside (object sender, EventArgs e)
{
//I want to display a View here on top of the current one.
}
}
Thanks,
Yes, you have a couple options:
ModalViewController - is called from any UIViewController and overlays a ViewController in the foreground.
UIPopoverController - is a native control that takes a UIViewController and has hooks for presentation and dismissal
WEPopoverController - is a re-implementation of UIPopoverController and allows you to customize the layout, size, and color of the Popover container.
ModalViewController: http://developer.apple.com/library/ios/#documentation/uikit/reference/UIViewController_Class/Reference/Reference.html
UIPopoverController: http://developer.apple.com/library/ios/#documentation/uikit/reference/UIPopoverController_class/Reference/Reference.html
WEPopoverController: https://github.com/mono/monotouch-bindings/tree/master/WEPopover
Update: Regardless of which option you use you must call the presentation of the Popover / Modal view from the main thread:
using(var pool = new NSAutoReleasePool()) {
pool.BeginInvokeOnMainThread(()=>{
// Run your awesome code on the
// main thread here, dawg.
});
}
The equivalent of dialog in Cocoa is UIAlertView: http://developer.apple.com/library/ios/#documentation/uikit/reference/UIAlertView_Class/UIAlertView/UIAlertView.html
Check out this question for an example of how to use it: Showing an alert with Cocoa
The code should be pretty easy to translate to c# and MonoTouch. But here is a simple example: http://monotouchexamples.com/#19

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