Author: [email protected]
State:
- GLX implemented in 0.2
- WGL implemented in 0.3
- AGL implemented in 0.4
- Message pump configuration and removal of (glX) event thread in 0.5
- AGL event dispatch to pipe threads in 0.9
Equalizer implements a basic event handling mechanism, simplifying the development of small-sized to medium-sized applications. Complex applications are expected to implement their own event handling, and disable the event handling in Equalizer.
Equalizer normally receives and processes the events from the pipe thread the window belongs to. The exception is the AGL window system, which dispatches all events from the main thread.
When the event handler receives an event from the window system, it finds the
associated eq::Window
and creates a
generic WindowEvent
from the system-specific event. The generic
event contains the system-specific event, i.e., the X11 Event, and is passed
to Window::processEvent
. The default implementation
of Window::processEvent
transform the window event into
a ConfigEvent
, which is sent to the application thread
using Config::sendEvent
. Since the config event is potentially
transferred to another node, it no longer contains the system-specific event.
At the end of the frame, Config::endFrame
calls Config::processEvent
on each queued event. The default
implementation is empty, the eqPly
example implements some basic
mouse and keyboard interaction.
The event dispatch is implemented by subclassing co::CommandQueue into a eq::CommandQueue which 'pumps' events on every pop operation. The CommandQueue is used between the receiver and the rendering threads to dispatch the received commands. Consequently, events are only processed in between task commands. The WGL implementation pumps events in each node and pipe thread.
External Message Pump
Equalizer dispatches the window system events automatically between the execution of two task methods. External toolkits, e.g., QT, might implement a message pump themselves. It is therefore desirable to disable the message pump for application and/or pipe threads to avoid side effect of event dispatch at an unexpected time for the external toolkit.
The virtual method useMessagePump
is called by Equalizer during
application and pipe thread initialization (before configInit!) to determine
if the pipe thread shall automatically dispatch OS events. Messages are always
dispatched to the window's pipe thread. If useMessagePump returns false, the
application has to dispatch events itself.
Customized Event Handling
The application can provide its own event handler implementation
in Pipe::initEventHandler
and Window::initEventHandler
. Typically these methods are
overwritten to disable Equalizer's event handling by providing an empty
implementation.
API
virtual bool Window::processEvent( const WindowEvent& event ); void Config::sendEvent( ConfigEvent& event ); const ConfigEvent* Config::nextEvent(); bool Config::checkEvent() const; virtual void Config::handleEvents(); virtual bool Config::handleEvent( const ConfigEvent* event ); class WindowEvent; struct ConfigEvent; virtual bool Pipe::useMessagePump() { return true; } virtual void Pipe::initEventHandler(); virtual void Pipe::exitEventHandler(); virtual void Window::initEventHandler(); virtual void Window::exitEventHandler();
Open Issues
None