SoHandleEventAction(3IV)

SoHandleEventAction - allows nodes in a graph to receive input events

As shipped in IRIX 6.5.22. Added in IRIX 6.5.22.

NAME
     SoHandleEventAction - allows nodes in a graph to receive input events

INHERITS FROM
     SoAction > SoHandleEventAction

SYNOPSIS
     #include <Inventor/actions/SoHandleEventAction.h>

          Methods from class SoHandleEventAction:

                                SoHandleEventAction(const SbViewportRegion
                                     &viewportRegion)
     void                       setViewportRegion(const SbViewportRegion
                                     &newRegion)
     const SbViewportRegion &   getViewportRegion() const
     void                       setEvent(const SoEvent *ev)
     const SoEvent *            getEvent() const
     void                       setHandled()
     SbBool                     isHandled() const
     void                       setGrabber(SoNode *node)
     void                       releaseGrabber()
     SoNode *                   getGrabber() const
     void                       setPickRoot(SoNode *node)
     SoNode *                   getPickRoot() const
     void                       setPickRadius(float radiusInPixels)
     const SoPickedPoint *      getPickedPoint()
     const SoPickedPointList &  getPickedPointList()

          Methods from class SoAction:

     virtual void        apply(SoNode *node)
     virtual void        apply(SoPath *path)
     virtual void        apply(const SoPathList &pathList, SbBool obeysRules =
                              FALSE)
     static SoType       getClassTypeId()
     virtual SoType      getTypeId()
     virtual SbBool      isOfType(SoType type)
     virtual void        invalidateState()


DESCRIPTION
     This class is used to allow nodes in a scene graph to handle input
     events. It is usually invoked from a component derived from
     SoXtRenderArea when the component receives a window system event.

     Manipulator, dragger and selection nodes respond to and process events.
     Most other group nodes just pass the event to their children, while most
     other nodes simply ignore the action entirely. Once a node has indicated
     to the action that it has handled the event, traversal stops.

     A node that handles an event can also grab future events. Once it has
     done so, all events will be sent directly to that node, with no traversal
     taking place, until the node releases the grab.

METHODS
                                SoHandleEventAction(const SbViewportRegion
                                     &viewportRegion)
          Constructor takes viewport region to use; this is needed to perform
          a pick operation when requested.

     void                       setViewportRegion(const SbViewportRegion
                                     &newRegion)
     const SbViewportRegion &   getViewportRegion() const
          Sets/returns current viewport region to use for action.

     void                       setEvent(const SoEvent *ev)
     const SoEvent *            getEvent() const
          Sets/returns the event being handled.

     void                       setHandled()
     SbBool                     isHandled() const
          Sets/returns whether any node has yet handled the event.

     void                       setGrabber(SoNode *node)
          Initiates grabbing of future events. All events will be sent to the
          given node until the grab is released.

     void                       releaseGrabber()
          Releases the grab.

     SoNode *                   getGrabber() const
          Returns the node that is currently grabbing events, or NULL if there
          is none.

     void                       setPickRoot(SoNode *node)
     SoNode *                   getPickRoot() const
          Sets/returns the root node used for initiating a pick action for
          those nodes that want to know what is under the cursor.

     void                       setPickRadius(float radiusInPixels)
          Set the radius (in pixels) around the viewport-space point through
          which the ray passes when doing ray picking. Ray picking is
          performed when getPickedPoint()  is called. The pick radius set here
          is used when testing the ray against lines and points.

     const SoPickedPoint *      getPickedPoint()
          Returns the frontmost object hit (as an SoPickedPoint) by performing
          a pick based on the mouse location specified in the event for which
          the action is being applied. The first time this is called for a
          particular event, a SoRayPickAction is applied to find this object;
          subsequent calls for the same event return the same information. The
          storage for the picked point remains valid as long as the action is
          not re-applied or deleted.
     const SoPickedPointList &  getPickedPointList()
          Returns a list of objects intersected by a picking operation, sorted
          from nearest to farthest.


SEE ALSO
     SoEvent, SoPickedPoint, SoRayPickAction