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Added serialization for SceneObject transform
VirtualInput can now have multiple virtual buttons registered to a single physical button
Fixed an issue where moving in scene view was not possible to due a move tool shortcut eating up the button press
Fixed a crash when canceling a level save
Added license text I missed in a previous commit

Marko Pintera 10 lat temu
rodzic
commit
24bfe213ef

+ 1 - 1
BansheeCore/Include/BsFont.h

@@ -28,7 +28,7 @@ namespace BansheeEngine
 	public:
 	public:
 		friend class FontDataRTTI;
 		friend class FontDataRTTI;
 		static RTTITypeBase* getRTTIStatic();
 		static RTTITypeBase* getRTTIStatic();
-		virtual RTTITypeBase* getRTTI() const;
+		virtual RTTITypeBase* getRTTI() const override;
 	};
 	};
 
 
 	// TODO - When saved on disk font currently stores a copy of the texture pages. This should be acceptable
 	// TODO - When saved on disk font currently stores a copy of the texture pages. This should be acceptable

+ 16 - 0
BansheeCore/Include/BsSceneObjectRTTI.h

@@ -21,6 +21,18 @@ namespace BansheeEngine
 			bool isDeserializationParent;
 			bool isDeserializationParent;
 		};
 		};
 
 
+		Vector3& getPosition(SceneObject* obj) { return obj->mPosition; }
+		void setPosition(SceneObject* obj, Vector3& value) { obj->mPosition = value; }
+
+		Quaternion& getRotation(SceneObject* obj) { return obj->mRotation; }
+		void setRotation(SceneObject* obj, Quaternion& value) { obj->mRotation = value; }
+
+		Vector3& getScale(SceneObject* obj) { return obj->mScale; }
+		void setScale(SceneObject* obj, Vector3& value) { obj->mScale = value; }
+
+		bool& getActive(SceneObject* obj) { return obj->mActiveSelf; }
+		void setActive(SceneObject* obj, bool& value) { obj->mActiveSelf = value; }
+
 		// NOTE - These can only be set sequentially, specific array index is ignored
 		// NOTE - These can only be set sequentially, specific array index is ignored
 		std::shared_ptr<SceneObject> getChild(SceneObject* obj, UINT32 idx) { return obj->mChildren[idx].getInternalPtr(); }
 		std::shared_ptr<SceneObject> getChild(SceneObject* obj, UINT32 idx) { return obj->mChildren[idx].getInternalPtr(); }
 		void setChild(SceneObject* obj, UINT32 idx, std::shared_ptr<SceneObject> param) { param->setParent(obj->mThisHandle); } // NOTE: Can only be used for sequentially adding elements
 		void setChild(SceneObject* obj, UINT32 idx, std::shared_ptr<SceneObject> param) { param->setParent(obj->mThisHandle); } // NOTE: Can only be used for sequentially adding elements
@@ -55,6 +67,10 @@ namespace BansheeEngine
 			addPlainField("mFlags", 3, &SceneObjectRTTI::getFlags, &SceneObjectRTTI::setFlags);
 			addPlainField("mFlags", 3, &SceneObjectRTTI::getFlags, &SceneObjectRTTI::setFlags);
 			addReflectablePtrField("mPrefabDiff", 4, &SceneObjectRTTI::getPrefabDiff, &SceneObjectRTTI::setPrefabDiff);
 			addReflectablePtrField("mPrefabDiff", 4, &SceneObjectRTTI::getPrefabDiff, &SceneObjectRTTI::setPrefabDiff);
 			addPlainField("mPrefabHash", 5, &SceneObjectRTTI::getPrefabHash, &SceneObjectRTTI::setPrefabHash);
 			addPlainField("mPrefabHash", 5, &SceneObjectRTTI::getPrefabHash, &SceneObjectRTTI::setPrefabHash);
+			addPlainField("mPosition", 6, &SceneObjectRTTI::getPosition, &SceneObjectRTTI::setPosition);
+			addPlainField("mRotation", 7, &SceneObjectRTTI::getRotation, &SceneObjectRTTI::setRotation);
+			addPlainField("mScale", 8, &SceneObjectRTTI::getScale, &SceneObjectRTTI::setScale);
+			addPlainField("mActiveSelf", 9, &SceneObjectRTTI::getActive, &SceneObjectRTTI::setActive);
 		}
 		}
 
 
 		virtual void onDeserializationStarted(IReflectable* obj) override
 		virtual void onDeserializationStarted(IReflectable* obj) override

+ 3 - 2
BansheeEngine/Include/BsInputConfiguration.h

@@ -189,9 +189,10 @@ namespace BansheeEngine
 		UINT64 getRepeatInterval() const { return mRepeatInterval; }
 		UINT64 getRepeatInterval() const { return mRepeatInterval; }
 
 
 		/**
 		/**
-		 * @brief	Returns data about a virtual button from a physical button code and modifier flags.
+		 * @brief	Returns data about virtual buttons that are triggered 
+		 *			by the specified physical button code and modifier flags.
 		 */
 		 */
-		bool _getButton(ButtonCode code, UINT32 modifiers, VirtualButton& btn, VIRTUAL_BUTTON_DESC& btnDesc) const;
+		bool _getButtons(ButtonCode code, UINT32 modifiers, Vector<VirtualButton>& btns, Vector<VIRTUAL_BUTTON_DESC>& btnDescs) const;
 
 
 		/**
 		/**
 		 * @brief	Retrieves virtual axis descriptor for the provided axis.
 		 * @brief	Retrieves virtual axis descriptor for the provided axis.

+ 4 - 0
BansheeEngine/Include/BsVirtualInput.h

@@ -147,6 +147,10 @@ namespace BansheeEngine
 		Vector<DeviceData> mDevices;
 		Vector<DeviceData> mDevices;
 		Queue<VirtualButtonEvent> mEvents;
 		Queue<VirtualButtonEvent> mEvents;
 		UINT32 mActiveModifiers;
 		UINT32 mActiveModifiers;
+
+		// Transient
+		Vector<VirtualButton> tempButtons;
+		Vector<VIRTUAL_BUTTON_DESC> tempBtnDescs;
 	};
 	};
 
 
 	/**
 	/**

+ 7 - 6
BansheeEngine/Source/BsInputConfiguration.cpp

@@ -69,7 +69,7 @@ namespace BansheeEngine
 		INT32 idx = -1;
 		INT32 idx = -1;
 		for(UINT32 i = 0; i < (UINT32)btnData.size(); i++)
 		for(UINT32 i = 0; i < (UINT32)btnData.size(); i++)
 		{
 		{
-			if(btnData[i].desc.modifiers == modifiers)
+			if (btnData[i].name == name)
 			{
 			{
 				idx = (INT32)i;
 				idx = (INT32)i;
 				break;
 				break;
@@ -136,21 +136,22 @@ namespace BansheeEngine
 		}
 		}
 	}
 	}
 
 
-	bool InputConfiguration::_getButton(ButtonCode code, UINT32 modifiers, VirtualButton& btn, VIRTUAL_BUTTON_DESC& btnDesc) const
+	bool InputConfiguration::_getButtons(ButtonCode code, UINT32 modifiers, Vector<VirtualButton>& btns, Vector<VIRTUAL_BUTTON_DESC>& btnDesc) const
 	{
 	{
 		const Vector<VirtualButtonData>& btnData = mButtons[code & 0x0000FFFF];
 		const Vector<VirtualButtonData>& btnData = mButtons[code & 0x0000FFFF];
 
 
+		bool foundAny = false;
 		for(UINT32 i = 0; i < (UINT32)btnData.size(); i++)
 		for(UINT32 i = 0; i < (UINT32)btnData.size(); i++)
 		{
 		{
 			if((((UINT32)btnData[i].desc.modifiers) & modifiers) == ((UINT32)btnData[i].desc.modifiers))
 			if((((UINT32)btnData[i].desc.modifiers) & modifiers) == ((UINT32)btnData[i].desc.modifiers))
 			{
 			{
-				btn = btnData[i].button;
-				btnDesc = btnData[i].desc;
-				return true;
+				btns.push_back(btnData[i].button);
+				btnDesc.push_back(btnData[i].desc);
+				foundAny = true;
 			}
 			}
 		}
 		}
 
 
-		return false;
+		return foundAny;
 	}
 	}
 
 
 	bool InputConfiguration::_getAxis(const VirtualAxis& axis, VIRTUAL_AXIS_DESC& axisDesc) const
 	bool InputConfiguration::_getAxis(const VirtualAxis& axis, VIRTUAL_AXIS_DESC& axisDesc) const

+ 46 - 28
BansheeEngine/Source/BsVirtualInput.cpp

@@ -186,28 +186,37 @@ namespace BansheeEngine
 			mActiveModifiers |= (UINT32)ButtonModifier::Alt;
 			mActiveModifiers |= (UINT32)ButtonModifier::Alt;
 		else
 		else
 		{
 		{
-			VirtualButton btn;
-			VIRTUAL_BUTTON_DESC btnDesc;
-			if(mInputConfiguration->_getButton(event.buttonCode, mActiveModifiers, btn, btnDesc))
+			tempButtons.clear();
+			tempBtnDescs.clear();
+
+			if (mInputConfiguration->_getButtons(event.buttonCode, mActiveModifiers, tempButtons, tempBtnDescs))
 			{
 			{
 				while (event.deviceIdx >= (UINT32)mDevices.size())
 				while (event.deviceIdx >= (UINT32)mDevices.size())
 					mDevices.push_back(DeviceData());
 					mDevices.push_back(DeviceData());
 
 
 				Map<UINT32, ButtonData>& cachedStates = mDevices[event.deviceIdx].cachedStates;
 				Map<UINT32, ButtonData>& cachedStates = mDevices[event.deviceIdx].cachedStates;
-				ButtonData& data = cachedStates[btn.buttonIdentifier];
 
 
-				data.button = btn;
-				data.state = ButtonState::ToggledOn;
-				data.timestamp = event.timestamp;
-				data.updateFrameIdx = gTime().getFrameIdx();
-				data.allowRepeat = btnDesc.repeatable;
+				UINT32 numButtons = (UINT32)tempButtons.size();
+				for (UINT32 i = 0; i < numButtons; i++)
+				{
+					const VirtualButton& btn = tempButtons[i];
+					const VIRTUAL_BUTTON_DESC& btnDesc = tempBtnDescs[i];
+
+					ButtonData& data = cachedStates[btn.buttonIdentifier];
 
 
-				VirtualButtonEvent virtualEvent;
-				virtualEvent.button = btn;
-				virtualEvent.state = ButtonState::On;
-				virtualEvent.deviceIdx = event.deviceIdx;
+					data.button = btn;
+					data.state = ButtonState::ToggledOn;
+					data.timestamp = event.timestamp;
+					data.updateFrameIdx = gTime().getFrameIdx();
+					data.allowRepeat = btnDesc.repeatable;
 
 
-				mEvents.push(virtualEvent);
+					VirtualButtonEvent virtualEvent;
+					virtualEvent.button = btn;
+					virtualEvent.state = ButtonState::On;
+					virtualEvent.deviceIdx = event.deviceIdx;
+
+					mEvents.push(virtualEvent);
+				}
 			}
 			}
 		}
 		}
 	}
 	}
@@ -222,28 +231,37 @@ namespace BansheeEngine
 			mActiveModifiers &= ~(UINT32)ButtonModifier::Alt;
 			mActiveModifiers &= ~(UINT32)ButtonModifier::Alt;
 		else
 		else
 		{
 		{
-			VirtualButton btn;
-			VIRTUAL_BUTTON_DESC btnDesc;
-			if(mInputConfiguration->_getButton(event.buttonCode, mActiveModifiers, btn, btnDesc))
+			tempButtons.clear();
+			tempBtnDescs.clear();
+
+			if (mInputConfiguration->_getButtons(event.buttonCode, mActiveModifiers, tempButtons, tempBtnDescs))
 			{
 			{
 				while (event.deviceIdx >= (UINT32)mDevices.size())
 				while (event.deviceIdx >= (UINT32)mDevices.size())
 					mDevices.push_back(DeviceData());
 					mDevices.push_back(DeviceData());
 
 
 				Map<UINT32, ButtonData>& cachedStates = mDevices[event.deviceIdx].cachedStates;
 				Map<UINT32, ButtonData>& cachedStates = mDevices[event.deviceIdx].cachedStates;
-				ButtonData& data = cachedStates[btn.buttonIdentifier];
 
 
-				data.button = btn;
-				data.state = ButtonState::ToggledOff;
-				data.timestamp = event.timestamp;
-				data.updateFrameIdx = gTime().getFrameIdx();
-				data.allowRepeat = btnDesc.repeatable;
+				UINT32 numButtons = (UINT32)tempButtons.size();
+				for (UINT32 i = 0; i < numButtons; i++)
+				{
+					const VirtualButton& btn = tempButtons[i];
+					const VIRTUAL_BUTTON_DESC& btnDesc = tempBtnDescs[i];
+
+					ButtonData& data = cachedStates[btn.buttonIdentifier];
 
 
-				VirtualButtonEvent virtualEvent;
-				virtualEvent.button = btn;
-				virtualEvent.state = ButtonState::Off;
-				virtualEvent.deviceIdx = event.deviceIdx;
+					data.button = btn;
+					data.state = ButtonState::ToggledOff;
+					data.timestamp = event.timestamp;
+					data.updateFrameIdx = gTime().getFrameIdx();
+					data.allowRepeat = btnDesc.repeatable;
 
 
-				mEvents.push(virtualEvent);
+					VirtualButtonEvent virtualEvent;
+					virtualEvent.button = btn;
+					virtualEvent.state = ButtonState::Off;
+					virtualEvent.deviceIdx = event.deviceIdx;
+
+					mEvents.push(virtualEvent);
+				}
 			}
 			}
 		}
 		}
 	}
 	}

+ 634 - 0
License/BansheeLicense.txt

@@ -0,0 +1,634 @@
+						Banshee Engine
+			A modern fully featured game development toolkit
+				Copyright (C) 2015 Marko Pintera
+
+    This program is free software: you can redistribute it and/or modify
+    it under the terms of the GNU General Public License as published by
+    the Free Software Foundation, either version 3 of the License, or
+    (at your option) any later version.
+
+    This program is distributed in the hope that it will be useful,
+    but WITHOUT ANY WARRANTY; without even the implied warranty of
+    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+    GNU General Public License for more details.
+	
+                    GNU GENERAL PUBLIC LICENSE
+                       Version 3, 29 June 2007
+
+ Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
+ Everyone is permitted to copy and distribute verbatim copies
+ of this license document, but changing it is not allowed.
+
+                            Preamble
+
+  The GNU General Public License is a free, copyleft license for
+software and other kinds of works.
+
+  The licenses for most software and other practical works are designed
+to take away your freedom to share and change the works.  By contrast,
+the GNU General Public License is intended to guarantee your freedom to
+share and change all versions of a program--to make sure it remains free
+software for all its users.  We, the Free Software Foundation, use the
+GNU General Public License for most of our software; it applies also to
+any other work released this way by its authors.  You can apply it to
+your programs, too.
+
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+price.  Our General Public Licenses are designed to make sure that you
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+
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+
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+section 13, concerning interaction through a network will apply to the
+combination as such.
+
+  14. Revised Versions of this License.
+
+  The Free Software Foundation may publish revised and/or new versions of
+the GNU General Public License from time to time.  Such new versions will
+be similar in spirit to the present version, but may differ in detail to
+address new problems or concerns.
+
+  Each version is given a distinguishing version number.  If the
+Program specifies that a certain numbered version of the GNU General
+Public License "or any later version" applies to it, you have the
+option of following the terms and conditions either of that numbered
+version or of any later version published by the Free Software
+Foundation.  If the Program does not specify a version number of the
+GNU General Public License, you may choose any version ever published
+by the Free Software Foundation.
+
+  If the Program specifies that a proxy can decide which future
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+permissions.  However, no additional obligations are imposed on any
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+later version.
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+  15. Disclaimer of Warranty.
+
+  THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
+APPLICABLE LAW.  EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
+HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
+OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
+THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+PURPOSE.  THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
+IS WITH YOU.  SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
+ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
+
+  16. Limitation of Liability.
+
+  IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
+WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
+THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
+GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
+USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
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+PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
+EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
+SUCH DAMAGES.
+
+  17. Interpretation of Sections 15 and 16.
+
+  If the disclaimer of warranty and limitation of liability provided
+above cannot be given local legal effect according to their terms,
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+an absolute waiver of all civil liability in connection with the
+Program, unless a warranty or assumption of liability accompanies a
+copy of the Program in return for a fee.
+

+ 15 - 12
MBansheeEditor/EditorApplication.cs

@@ -135,16 +135,18 @@ namespace BansheeEditor
         private static void SavePrefabAs()
         private static void SavePrefabAs()
         {
         {
             string scenePath = "";
             string scenePath = "";
-            BrowseDialog.SaveFile(ProjectLibrary.ResourceFolder, "*.prefab", out scenePath);
-
-            if (!PathEx.IsPartOf(scenePath, ProjectLibrary.ResourceFolder))
-                DialogBox.Open("Error", "The location must be inside the Resources folder of the project.", DialogBox.Type.OK);
-            else
+            if (BrowseDialog.SaveFile(ProjectLibrary.ResourceFolder, "*.prefab", out scenePath))
             {
             {
-                // TODO - If path points to an existing non-scene asset or folder I should delete it otherwise
-                //        Internal_SaveScene will silently fail.
+                if (!PathEx.IsPartOf(scenePath, ProjectLibrary.ResourceFolder))
+                    DialogBox.Open("Error", "The location must be inside the Resources folder of the project.",
+                        DialogBox.Type.OK);
+                else
+                {
+                    // TODO - If path points to an existing non-scene asset or folder I should delete it otherwise
+                    //        Internal_SaveScene will silently fail.
 
 
-                Scene.ActiveSceneUUID = Internal_SaveScene(scenePath + ".prefab");
+                    Scene.ActiveSceneUUID = Internal_SaveScene(scenePath + ".prefab");
+                }
             }
             }
         }
         }
 
 
@@ -155,10 +157,11 @@ namespace BansheeEditor
                 () =>
                 () =>
                 {
                 {
                     string[] scenePaths;
                     string[] scenePaths;
-                    BrowseDialog.OpenFile(ProjectLibrary.ResourceFolder, "", false, out scenePaths);
-
-                    if(scenePaths.Length > 0)
-                        Scene.Load(scenePaths[0]);
+                    if (BrowseDialog.OpenFile(ProjectLibrary.ResourceFolder, "", false, out scenePaths))
+                    {
+                        if (scenePaths.Length > 0)
+                            Scene.Load(scenePaths[0]);
+                    }
                 };
                 };
 
 
             Action<DialogBox.ResultType> dialogCallback =
             Action<DialogBox.ResultType> dialogCallback =

+ 34 - 34
MBansheeEditor/Scene/SceneCamera.cs

@@ -29,7 +29,7 @@ namespace BansheeEditor
         private VirtualButton moveRightBtn;
         private VirtualButton moveRightBtn;
         private VirtualButton moveBackwardBtn;
         private VirtualButton moveBackwardBtn;
         private VirtualButton fastMoveBtn;
         private VirtualButton fastMoveBtn;
-        private VirtualButton rotateBtn;
+        private VirtualButton activeBtn;
         private VirtualAxis horizontalAxis;
         private VirtualAxis horizontalAxis;
         private VirtualAxis verticalAxis;
         private VirtualAxis verticalAxis;
 
 
@@ -45,14 +45,14 @@ namespace BansheeEditor
             moveRightBtn = new VirtualButton(MoveRightBinding);
             moveRightBtn = new VirtualButton(MoveRightBinding);
             moveBackwardBtn = new VirtualButton(MoveBackBinding);
             moveBackwardBtn = new VirtualButton(MoveBackBinding);
             fastMoveBtn = new VirtualButton(FastMoveBinding);
             fastMoveBtn = new VirtualButton(FastMoveBinding);
-            rotateBtn = new VirtualButton(RotateBinding);
+            activeBtn = new VirtualButton(RotateBinding);
             horizontalAxis = new VirtualAxis(HorizontalAxisBinding);
             horizontalAxis = new VirtualAxis(HorizontalAxisBinding);
             verticalAxis = new VirtualAxis(VerticalAxisBinding);
             verticalAxis = new VirtualAxis(VerticalAxisBinding);
         }
         }
 
 
         private void OnDisable()
         private void OnDisable()
         {
         {
-            if (VirtualInput.IsButtonHeld(rotateBtn))
+            if (VirtualInput.IsButtonHeld(activeBtn))
                 Cursor.Show();
                 Cursor.Show();
         }
         }
 
 
@@ -63,20 +63,20 @@ namespace BansheeEditor
 		    bool goingLeft = VirtualInput.IsButtonHeld(moveLeftBtn);
 		    bool goingLeft = VirtualInput.IsButtonHeld(moveLeftBtn);
 		    bool goingRight = VirtualInput.IsButtonHeld(moveRightBtn);
 		    bool goingRight = VirtualInput.IsButtonHeld(moveRightBtn);
 		    bool fastMove = VirtualInput.IsButtonHeld(fastMoveBtn);
 		    bool fastMove = VirtualInput.IsButtonHeld(fastMoveBtn);
-		    bool camRotating = VirtualInput.IsButtonHeld(rotateBtn);
+		    bool camActive = VirtualInput.IsButtonHeld(activeBtn);
 
 
-            if (camRotating != lastButtonState)
+            if (camActive != lastButtonState)
             {
             {
-                if (camRotating)
+                if (camActive)
                     Cursor.Hide();
                     Cursor.Hide();
                 else
                 else
                     Cursor.Show();
                     Cursor.Show();
 
 
-                lastButtonState = camRotating;
+                lastButtonState = camActive;
             }
             }
 
 
 		    float frameDelta = Time.FrameDelta;
 		    float frameDelta = Time.FrameDelta;
-		    if (camRotating)
+		    if (camActive)
 		    {
 		    {
 		        float horzValue = VirtualInput.GetAxisValue(horizontalAxis);
 		        float horzValue = VirtualInput.GetAxisValue(horizontalAxis);
                 float vertValue = VirtualInput.GetAxisValue(verticalAxis);
                 float vertValue = VirtualInput.GetAxisValue(verticalAxis);
@@ -94,36 +94,36 @@ namespace BansheeEditor
                 camRot.Normalize();
                 camRot.Normalize();
 
 
                 SceneObject.Rotation = camRot;
                 SceneObject.Rotation = camRot;
-		    }
-
-            Vector3 direction = Vector3.zero;
-            if (goingForward) direction += SceneObject.Forward;
-            if (goingBack) direction -= SceneObject.Forward;
-            if (goingRight) direction += SceneObject.Right;
-            if (goingLeft) direction -= SceneObject.Right;
 
 
-            if (direction.SqrdMagnitude != 0)
-            {
-                direction.Normalize();
+                Vector3 direction = Vector3.zero;
+                if (goingForward) direction += SceneObject.Forward;
+                if (goingBack) direction -= SceneObject.Forward;
+                if (goingRight) direction += SceneObject.Right;
+                if (goingLeft) direction -= SceneObject.Right;
 
 
-                float multiplier = 1.0f;
-                if (fastMove)
-                    multiplier = FastModeMultiplier;
+                if (direction.SqrdMagnitude != 0)
+                {
+                    direction.Normalize();
 
 
-                currentSpeed = MathEx.Clamp(currentSpeed + Acceleration * frameDelta, StartSpeed, TopSpeed);
-                currentSpeed *= multiplier;
-            }
-            else
-            {
-                currentSpeed = 0.0f;
-            }
+                    float multiplier = 1.0f;
+                    if (fastMove)
+                        multiplier = FastModeMultiplier;
 
 
-            const float tooSmall = 0.0001f;
-            if (currentSpeed > tooSmall)
-            {
-                Vector3 velocity = direction * currentSpeed;
-                SceneObject.Move(velocity * frameDelta);
-            }
+                    currentSpeed = MathEx.Clamp(currentSpeed + Acceleration * frameDelta, StartSpeed, TopSpeed);
+                    currentSpeed *= multiplier;
+                }
+                else
+                {
+                    currentSpeed = 0.0f;
+                }
+
+                const float tooSmall = 0.0001f;
+                if (currentSpeed > tooSmall)
+                {
+                    Vector3 velocity = direction * currentSpeed;
+                    SceneObject.Move(velocity * frameDelta);
+                }
+		    }
         }
         }
     }
     }
 }
 }

+ 25 - 22
MBansheeEditor/Scene/SceneWindow.cs

@@ -186,35 +186,38 @@ namespace BansheeEditor
         {
         {
             if (HasFocus)
             if (HasFocus)
             {
             {
-                if (VirtualInput.IsButtonUp(toggleProfilerOverlayKey))
-                    EditorSettings.SetBool(ProfilerOverlayActiveKey, !EditorSettings.GetBool(ProfilerOverlayActiveKey));
-
-                if(VirtualInput.IsButtonUp(viewToolKey))
-                    EditorApplication.ActiveSceneTool = SceneViewTool.View;
+                if (!Input.IsPointerButtonHeld(PointerButton.Right))
+                {
+                    if (VirtualInput.IsButtonUp(toggleProfilerOverlayKey))
+                        EditorSettings.SetBool(ProfilerOverlayActiveKey, !EditorSettings.GetBool(ProfilerOverlayActiveKey));
 
 
-                if (VirtualInput.IsButtonUp(moveToolKey))
-                    EditorApplication.ActiveSceneTool = SceneViewTool.Move;
+                    if (VirtualInput.IsButtonUp(viewToolKey))
+                        EditorApplication.ActiveSceneTool = SceneViewTool.View;
 
 
-                if(VirtualInput.IsButtonUp(rotateToolKey))
-                    EditorApplication.ActiveSceneTool = SceneViewTool.Rotate;
+                    if (VirtualInput.IsButtonUp(moveToolKey))
+                        EditorApplication.ActiveSceneTool = SceneViewTool.Move;
 
 
-                if (VirtualInput.IsButtonUp(scaleToolKey))
-                    EditorApplication.ActiveSceneTool = SceneViewTool.Scale;
+                    if (VirtualInput.IsButtonUp(rotateToolKey))
+                        EditorApplication.ActiveSceneTool = SceneViewTool.Rotate;
 
 
-                if (VirtualInput.IsButtonUp(duplicateKey))
-                {
-                    SceneObject[] selectedObjects = Selection.sceneObjects;
-                    CleanDuplicates(ref selectedObjects);
+                    if (VirtualInput.IsButtonUp(scaleToolKey))
+                        EditorApplication.ActiveSceneTool = SceneViewTool.Scale;
 
 
-                    if (selectedObjects.Length > 0)
+                    if (VirtualInput.IsButtonUp(duplicateKey))
                     {
                     {
-                        String message;
-		                if (selectedObjects.Length == 1)
-			                message = "Duplicated " + selectedObjects[0].Name;
-		                else
-			                message = "Duplicated " + selectedObjects.Length + " elements";
+                        SceneObject[] selectedObjects = Selection.sceneObjects;
+                        CleanDuplicates(ref selectedObjects);
 
 
-                        UndoRedo.CloneSO(selectedObjects, message);
+                        if (selectedObjects.Length > 0)
+                        {
+                            String message;
+                            if (selectedObjects.Length == 1)
+                                message = "Duplicated " + selectedObjects[0].Name;
+                            else
+                                message = "Duplicated " + selectedObjects.Length + " elements";
+
+                            UndoRedo.CloneSO(selectedObjects, message);
+                        }
                     }
                     }
                 }
                 }
             }
             }

+ 0 - 1
TODO.txt

@@ -106,7 +106,6 @@ Other polish:
 
 
 Stage 2 polish:
 Stage 2 polish:
  - Inject an icon into an .exe (Win32 specific)
  - Inject an icon into an .exe (Win32 specific)
- - Implement C# Resources system (described below)
  - Prefabs
  - Prefabs
  - Game window
  - Game window
  - Game play/pause/step (+ save/restore objects on play/pause switch)
  - Game play/pause/step (+ save/restore objects on play/pause switch)