Removed workaround for OSG input handling in RenderWidget.

openmw-39
Aesylwinn 9 years ago
parent 48047beb9a
commit 38059593a7

@ -100,26 +100,6 @@ void RenderWidget::setVisibilityMask(int mask)
mView->getCamera()->setCullMask(mask | Mask_ParticleSystem | Mask_Lighting);
}
bool RenderWidget::eventFilter(QObject* obj, QEvent* event)
{
// handle event in this widget, is there a better way to do this?
if (event->type() == QEvent::MouseButtonPress)
mousePressEvent(static_cast<QMouseEvent*>(event));
if (event->type() == QEvent::MouseButtonRelease)
mouseReleaseEvent(static_cast<QMouseEvent*>(event));
if (event->type() == QEvent::MouseMove)
mouseMoveEvent(static_cast<QMouseEvent*>(event));
if (event->type() == QEvent::KeyPress)
keyPressEvent(static_cast<QKeyEvent*>(event));
if (event->type() == QEvent::KeyRelease)
keyReleaseEvent(static_cast<QKeyEvent*>(event));
if (event->type() == QEvent::Wheel)
wheelEvent(static_cast<QWheelEvent *>(event));
// Always pass the event on to GLWidget, i.e. to OSG event queue
return QObject::eventFilter(obj, event);
}
osg::Camera *RenderWidget::getCamera()
{
return mView->getCamera();

@ -46,8 +46,6 @@ namespace CSVRender
void setVisibilityMask(int mask);
bool eventFilter(QObject *, QEvent *);
osg::Camera *getCamera();
protected:

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