Your application must remove and process information from the event queue. The most common way is with an event loop, which is a loop that waits for events from the event queue and processes them one at a time. Figure 4.1.a reviews the control flow of a typical graphics application:
This cycle repeats until the user terminates the application.
HOOPS/3dGS can handle the event loop itself, but developers usually want their GUI toolkit to handle the event loop. It is typically driven by your user interface, and is encapsulated in the HOOPS/GUI component of the HOOPS 3D Application Framework.
When allowing the GUI to handle the event loop, you must set the 'disable input' Driver_Option. This instructs HOOPS to disable its built-in input handling, and ensures that any events will be accessible in the GUI toolkit's event loop.
Depending on the event, the subsequent action may rely heavily on HOOPS/3dGS functions or on core application logic. For example, if the user pressed an 'orbit' button in the GUI, the action would primarily involve making HOOPS/3dGS calls to orbit the camera. However, if the user pressed a button titled 'calculated fluid flow', most of the work would take in place in core application logic which would perform postprocessing on the dataset.
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