<div dir="ltr"><div><div>Hi Antiro,<br><br></div>All you need to do is create a GUIEventAdapter on the heap using new, the set the values as required. <br></div><div><br></div><div>FYI, GUIEventAdapter does not have any proptected constructors, they are all public. It does, however, have a protected destructor, this is done to create a compile error when developers attempt to create a GUIEventAdapter on the stack, this is something that is important for avoiding dangling pointers when sharing objects using ref counting as is done with GUIEventAdapter and the most of the rest of the OSG classes (have a look at the source.)<br></div><div><br></div>Robert.<br></div><div class="gmail_extra"><br><div class="gmail_quote">On 16 September 2017 at 12:26, antiro black <span dir="ltr"><<a href="mailto:antiro42@gmail.com" target="_blank">antiro42@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div dir="ltr">Hi,<br><br>I am trying to incorporate OSG into a system that has its own input handling and abstraction layers. Most of the input is handled by the different components of the system, but I want OSG to handle the camera input. <br>As such I need forward a part of my input to the OSG viewer (or perhaps directly to its camera?).<br><br>I couldn't find any information about this online so I started browsing through the code and I think that I need to create a class that inherits from osgGA::Device which would then be able to add events to its queue to be handled by whatever its attached to.<br>I do not know how to create such events however, I looked at the osgGA::GUIEventAdaptor, but that has a protected constructor so I guess its not meant to be used directly.<br><br>Any advice would be most welcome!<br><br>Thank you!<br><br>Cheers,<br>antiro<br></div>
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