In case anyone comes across this, I ended up solving the problem by subclassing
the InteractiveImageHandler, QWidgetImage, and QGraphicsViewAdapter.
I had to get the InteractiveImageHandler to do the right coordinate projection
for the the clicks, and I had to get the QWidgetImage and QGraphicsV
I've managed to get the HUD to process events. The problem is that it is now
capturing all events, and I cannot use the camera manipulators underneath the
HUD.
It seems to be the case that the InteractiveWidgetHandler is always returning
true, because the widget is full-screen and thus always g
I found that I was using the wrong constructor for the Interactive Image
Handler, I think; It seems that the IIH expects the image to either be part of
the scene OR be a full screen HUD, not the sort of half-and-half that I have.
Using the other constructor for the IIH, one of my widgetImages ge
I have tried adding the InteractiveImageHandler to the view that I want to
handle them, but they still do not get any events.
Any other suggestions?
Cheers,
Nick
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=59038#59038
I have a Composite Viewer setup with multiple views/cameras, and a 2D Ortho HUD
camera that I add to the root node of my scene to render HUD elements.
One of these elements is a textured quad with a QWidgetImage. I set up the
InteractiveImageHandler and gave it to the drawable as event and cull
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