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create/src/Gui/Navigation/MayaGestureNavigationStyle.cpp
Markus Reitböck 6ef07bb358 Gui: use CMake to generate precompiled headers on all platforms
"Professional CMake" book suggest the following:

"Targets should build successfully with or without compiler support for precompiled headers. It
should be considered an optimization, not a requirement. In particular, do not explicitly include a
precompile header (e.g. stdafx.h) in the source code, let CMake force-include an automatically
generated precompile header on the compiler command line instead. This is more portable across
the major compilers and is likely to be easier to maintain. It will also avoid warnings being
generated from certain code checking tools like iwyu (include what you use)."

Therefore, removed the "#include <PreCompiled.h>" from sources, also
there is no need for the "#ifdef _PreComp_" anymore
2025-09-14 09:47:03 +02:00

636 lines
30 KiB
C++

/***************************************************************************
* 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 Alr + 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;
}