SceneSelection.h 3.2 KB

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  1. //
  2. // Copyright (c) 2014-2016 THUNDERBEAST GAMES LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #pragma once
  23. #include <Atomic/Core/Object.h>
  24. using namespace Atomic;
  25. namespace Atomic
  26. {
  27. class Node;
  28. class Scene;
  29. }
  30. namespace AtomicEditor
  31. {
  32. class SceneEditor3D;
  33. class SceneSelection: public Object
  34. {
  35. ATOMIC_OBJECT(SceneSelection, Object);
  36. public:
  37. SceneSelection(Context* context, SceneEditor3D* sceneEditor);
  38. virtual ~SceneSelection();
  39. Vector<SharedPtr<Node>>& GetNodes() { return nodes_; }
  40. void Cut();
  41. void Copy();
  42. void Paste();
  43. void Delete();
  44. /// Add a node to the selection, if clear specified removes current nodes first
  45. void AddNode(Node* node, bool clear = false);
  46. void RemoveNode(Node* node, bool quiet = false);
  47. void GetBounds(BoundingBox& bbox);
  48. bool Contains(Node* node);
  49. Node* GetSelectedNode(unsigned index) const;
  50. unsigned GetSelectedNodeCount() const { return nodes_.Size(); }
  51. void Clear();
  52. private:
  53. void DrawNodeDebug(Node* node, DebugRenderer* debug, bool drawNode = true);
  54. void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData);
  55. void HandleNodeRemoved(StringHash eventType, VariantMap& eventData);
  56. void HandleSceneEditPrefabSave(StringHash eventType, VariantMap& eventData);
  57. void HandleSceneEditPrefabRevert(StringHash eventType, VariantMap& eventData);
  58. void HandleSceneEditPrefabBreak(StringHash eventType, VariantMap& eventData);
  59. void HandleSceneEditPrefabCopy(StringHash eventType, VariantMap& eventData);
  60. void HandleSceneEditPrefabPaste(StringHash eventType, VariantMap& eventData);
  61. void HandleSceneEditComponentCopy(StringHash eventType, VariantMap& eventData);
  62. void HandleSceneEditComponentPaste(StringHash eventType, VariantMap& eventData);
  63. WeakPtr<SceneEditor3D> sceneEditor3D_;
  64. WeakPtr<Scene> scene_;
  65. Vector<SharedPtr<Node>> clipBoardNodes_;
  66. Vector<SharedPtr<Node>> nodes_;
  67. Component* copiedComponent_;
  68. Vector3 nodePosition_;
  69. Quaternion nodeRotation_;
  70. Vector3 nodeScale_;
  71. Vector<String> componentAttributeNames_;
  72. Vector<Variant> componentAttributeValues_;
  73. bool hasCopied_;
  74. };
  75. }