14 #ifndef OSGGA_EVENTVISITOR 
   15 #define OSGGA_EVENTVISITOR 1 
   17 #include <osg/NodeVisitor> 
   20 #include <osg/Billboard> 
   23 #include <osg/LightSource> 
   24 #include <osg/Transform> 
   25 #include <osg/Projection> 
   26 #include <osg/OccluderNode> 
   27 #include <osg/ScriptEngine> 
   29 #include <osgGA/GUIEventAdapter> 
   30 #include <osgGA/GUIActionAdapter> 
   31 #include <osgGA/EventQueue> 
   55         void addEvent(
Event* event);
 
   56         void removeEvent(
Event* event);
 
   82                 if (drawable_callback) drawable_callback->
event(
this,&drawable);
 
   83                 if (node_callback) (*node_callback)(&drawable, 
this);
 
   85                 if ((!drawable_callback && !node_callback) || callback_object)  callback_object->
run(&drawable, 
this);
 
  122             if (callback) callback->
run(&node,
this);
 
void setEvents(const EventQueue::Events &events)
 
const osgGA::GUIActionAdapter * getActionAdapter() const 
 
virtual void apply(osg::Geode &node)
 
virtual void apply(osg::Drawable &drawable)
 
EventQueue::Events _events
 
Callback * getEventCallback()
 
virtual void apply(osg::Transform &node)
 
virtual void apply(osg::Node &node)
 
void handle_callbacks(osg::StateSet *stateset)
 
virtual void event(osg::NodeVisitor *, osg::Drawable *)
 
bool run(osg::Object *object, osg::Object *data)
 
virtual void apply(osg::Switch &node)
 
META_NodeVisitor(osgGA, EventVisitor) void setActionAdapter(osgGA
 
bool requiresEventTraversal() const 
 
virtual void apply(osg::LOD &node)
 
virtual void apply(osg::Billboard &node)
 
std::list< osg::ref_ptr< Event > > Events
 
virtual bool run(osg::Object *object, osg::Object *data)
 
void handle_callbacks_and_traverse(osg::Node &node)
 
unsigned int getNumChildrenRequiringEventTraversal() const 
 
typedef void(GL_APIENTRY *GLTexImage3DProc)(GLenum target
 
virtual void apply(osg::LightSource &node)
 
bool getEventHandled() const 
 
virtual void apply(osg::Group &node)
 
osgGA::GUIActionAdapter * getActionAdapter()
 
void setEventHandled(bool handled)
 
virtual void apply(osg::OccluderNode &node)
 
EventQueue::Events & getEvents()
 
const EventQueue::Events & getEvents() const 
 
void runEventCallbacks(osg::NodeVisitor *nv)
 
virtual void apply(osg::Projection &node)
 
osgGA::GUIActionAdapter * _actionAdapter
 
osg::StateSet * getStateSet()
 
osg::ref_ptr< GUIEventAdapter > _accumulateEventState