コード例 #1
0
ファイル: osgfpdepth.cpp プロジェクト: AndreyIstomin/osg
 void getUsage(ApplicationUsage& usage) const
 {
     usage.addKeyboardMouseBinding("d", "display depth texture");
     usage.addKeyboardMouseBinding("right arrow",
                                   "next frame buffer configuration");
     usage.addKeyboardMouseBinding("left arrow",
                                   "previous frame buffer configuration");
 }
コード例 #2
0
ファイル: osgfpdepth.cpp プロジェクト: AndreyIstomin/osg
 void getUsage(ApplicationUsage& usage) const
 {
     usage.addKeyboardMouseBinding("i", "invert depth buffer range");
     usage.addKeyboardMouseBinding("up arrow",
                                   "double near plane distance");
     usage.addKeyboardMouseBinding("down arrow",
                                   "half near plane distance");
 }
コード例 #3
0
ファイル: StandardManipulator.cpp プロジェクト: aalex/osg
/** Get the keyboard and mouse usage of the manipulator.*/
void StandardManipulator::getUsage( ApplicationUsage& usage ) const
{
    usage.addKeyboardMouseBinding( getManipulatorName() + ": Space", "Reset the viewing position to home" );
}
コード例 #4
0
ファイル: FlightManipulator.cpp プロジェクト: yueying/osg
void FlightManipulator::getUsage( ApplicationUsage& usage ) const
{
    inherited::getUsage( usage );
    usage.addKeyboardMouseBinding( getManipulatorName() + ": q", "Automatically yaw when banked (default)" );
    usage.addKeyboardMouseBinding( getManipulatorName() + ": a", "No yaw when banked" );
}
void SceneGraphManipulator::getUsage(ApplicationUsage& usage) const
{
    usage.addKeyboardMouseBinding("Trackball: Space","Reset the viewing position to home");
}