using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using BansheeEngine;
namespace BansheeEditor
{
///
/// Displays the scene view camera and various scene controls.
///
internal sealed class SceneWindow : EditorWindow
{
internal const string ToggleProfilerOverlayBinding = "ToggleProfilerOverlay";
internal const string ViewToolBinding = "EdViewTool";
internal const string MoveToolBinding = "EdMoveTool";
internal const string RotateToolBinding = "EdRotateTool";
internal const string ScaleToolBinding = "EdScaleTool";
internal const string DuplicateBinding = "EdDuplicate";
private const int HeaderHeight = 20;
private const float DefaultPlacementDepth = 5.0f;
private static readonly Color ClearColor = new Color(83.0f/255.0f, 83.0f/255.0f, 83.0f/255.0f);
private const string ProfilerOverlayActiveKey = "_Internal_ProfilerOverlayActive";
private Camera camera;
private SceneCamera cameraController;
private RenderTexture2D renderTexture;
private GUILayoutY mainLayout;
private GUIRenderTexture renderTextureGUI;
private SceneViewHandler sceneViewHandler;
private GUIToggle viewButton;
private GUIToggle moveButton;
private GUIToggle rotateButton;
private GUIToggle scaleButton;
private GUIToggle localCoordButton;
private GUIToggle worldCoordButton;
private GUIToggle pivotButton;
private GUIToggle centerButton;
private GUIToggle moveSnapButton;
private GUIFloatField moveSnapInput;
private GUIToggle rotateSnapButton;
private GUIFloatField rotateSnapInput;
private int editorSettingsHash = int.MaxValue;
private VirtualButton duplicateKey;
// Tool shortcuts
private VirtualButton viewToolKey;
private VirtualButton moveToolKey;
private VirtualButton rotateToolKey;
private VirtualButton scaleToolKey;
// Profiler overlay
private ProfilerOverlay activeProfilerOverlay;
private Camera profilerCamera;
private VirtualButton toggleProfilerOverlayKey;
// Drag & drop
private bool dragActive;
private SceneObject draggedSO;
///
/// Returns the scene camera.
///
public Camera Camera
{
get { return camera; }
}
///
/// Constructs a new scene window.
///
internal SceneWindow()
{ }
///
/// Opens a scene window if its not open already.
///
[MenuItem("Windows/Scene", ButtonModifier.CtrlAlt, ButtonCode.S, 6000)]
private static void OpenSceneWindow()
{
OpenWindow();
}
///
protected override LocString GetDisplayName()
{
return new LocEdString("Scene");
}
private void OnInitialize()
{
mainLayout = GUI.AddLayoutY();
GUIContent viewIcon = new GUIContent(EditorBuiltin.GetSceneWindowIcon(SceneWindowIcon.View));
GUIContent moveIcon = new GUIContent(EditorBuiltin.GetSceneWindowIcon(SceneWindowIcon.Move));
GUIContent rotateIcon = new GUIContent(EditorBuiltin.GetSceneWindowIcon(SceneWindowIcon.Rotate));
GUIContent scaleIcon = new GUIContent(EditorBuiltin.GetSceneWindowIcon(SceneWindowIcon.Scale));
GUIContent localIcon = new GUIContent(EditorBuiltin.GetSceneWindowIcon(SceneWindowIcon.Local));
GUIContent worldIcon = new GUIContent(EditorBuiltin.GetSceneWindowIcon(SceneWindowIcon.World));
GUIContent pivotIcon = new GUIContent(EditorBuiltin.GetSceneWindowIcon(SceneWindowIcon.Pivot));
GUIContent centerIcon = new GUIContent(EditorBuiltin.GetSceneWindowIcon(SceneWindowIcon.Center));
GUIContent moveSnapIcon = new GUIContent(EditorBuiltin.GetSceneWindowIcon(SceneWindowIcon.MoveSnap));
GUIContent rotateSnapIcon = new GUIContent(EditorBuiltin.GetSceneWindowIcon(SceneWindowIcon.RotateSnap));
GUIToggleGroup handlesTG = new GUIToggleGroup();
viewButton = new GUIToggle(viewIcon, handlesTG, EditorStyles.Button);
moveButton = new GUIToggle(moveIcon, handlesTG, EditorStyles.Button);
rotateButton = new GUIToggle(rotateIcon, handlesTG, EditorStyles.Button);
scaleButton = new GUIToggle(scaleIcon, handlesTG, EditorStyles.Button);
GUIToggleGroup coordModeTG = new GUIToggleGroup();
localCoordButton = new GUIToggle(localIcon, coordModeTG, EditorStyles.Button);
worldCoordButton = new GUIToggle(worldIcon, coordModeTG, EditorStyles.Button);
GUIToggleGroup pivotModeTG = new GUIToggleGroup();
pivotButton = new GUIToggle(pivotIcon, pivotModeTG, EditorStyles.Button);
centerButton = new GUIToggle(centerIcon, pivotModeTG, EditorStyles.Button);
moveSnapButton = new GUIToggle(moveSnapIcon, EditorStyles.Button);
moveSnapInput = new GUIFloatField();
rotateSnapButton = new GUIToggle(rotateSnapIcon, EditorStyles.Button);
rotateSnapInput = new GUIFloatField();
viewButton.OnClick += () => OnSceneToolButtonClicked(SceneViewTool.View);
moveButton.OnClick += () => OnSceneToolButtonClicked(SceneViewTool.Move);
rotateButton.OnClick += () => OnSceneToolButtonClicked(SceneViewTool.Rotate);
scaleButton.OnClick += () => OnSceneToolButtonClicked(SceneViewTool.Scale);
localCoordButton.OnClick += () => OnCoordinateModeButtonClicked(HandleCoordinateMode.Local);
worldCoordButton.OnClick += () => OnCoordinateModeButtonClicked(HandleCoordinateMode.World);
pivotButton.OnClick += () => OnPivotModeButtonClicked(HandlePivotMode.Pivot);
centerButton.OnClick += () => OnPivotModeButtonClicked(HandlePivotMode.Center);
moveSnapButton.OnToggled += (bool active) => OnMoveSnapToggled(active);
moveSnapInput.OnChanged += (float value) => OnMoveSnapValueChanged(value);
rotateSnapButton.OnToggled += (bool active) => OnRotateSnapToggled(active);
rotateSnapInput.OnChanged += (float value) => OnRotateSnapValueChanged(value);
GUILayout handlesLayout = mainLayout.AddLayoutX();
handlesLayout.AddElement(viewButton);
handlesLayout.AddElement(moveButton);
handlesLayout.AddElement(rotateButton);
handlesLayout.AddElement(scaleButton);
handlesLayout.AddSpace(10);
handlesLayout.AddElement(localCoordButton);
handlesLayout.AddElement(worldCoordButton);
handlesLayout.AddSpace(10);
handlesLayout.AddElement(pivotButton);
handlesLayout.AddElement(centerButton);
handlesLayout.AddFlexibleSpace();
handlesLayout.AddElement(moveSnapButton);
handlesLayout.AddElement(moveSnapInput);
handlesLayout.AddSpace(10);
handlesLayout.AddElement(rotateSnapButton);
handlesLayout.AddElement(rotateSnapInput);
toggleProfilerOverlayKey = new VirtualButton(ToggleProfilerOverlayBinding);
viewToolKey = new VirtualButton(ViewToolBinding);
moveToolKey = new VirtualButton(MoveToolBinding);
rotateToolKey = new VirtualButton(RotateToolBinding);
scaleToolKey = new VirtualButton(ScaleToolBinding);
duplicateKey = new VirtualButton(DuplicateBinding);
UpdateRenderTexture(Width, Height - HeaderHeight);
UpdateProfilerOverlay();
}
private void OnDestroy()
{
if (camera != null)
{
camera.SceneObject.Destroy();
camera = null;
}
}
///
/// Converts screen coordinates into coordinates relative to the scene view render texture.
///
/// Coordinates relative to the screen.
/// Output coordinates relative to the scene view texture.
/// True if the coordinates are within the scene view texture, false otherwise.
private bool ScreenToScenePos(Vector2I screenPos, out Vector2I scenePos)
{
scenePos = screenPos;
Vector2I windowPos = ScreenToWindowPos(screenPos);
Rect2I bounds = GUILayoutUtility.CalculateBounds(renderTextureGUI);
if (bounds.Contains(windowPos))
{
scenePos.x = windowPos.x - bounds.x;
scenePos.y = windowPos.y - bounds.y;
return true;
}
return false;
}
private void OnEditorUpdate()
{
if (HasFocus)
{
if (!Input.IsPointerButtonHeld(PointerButton.Right))
{
if (VirtualInput.IsButtonUp(toggleProfilerOverlayKey))
EditorSettings.SetBool(ProfilerOverlayActiveKey, !EditorSettings.GetBool(ProfilerOverlayActiveKey));
if (VirtualInput.IsButtonUp(viewToolKey))
EditorApplication.ActiveSceneTool = SceneViewTool.View;
if (VirtualInput.IsButtonUp(moveToolKey))
EditorApplication.ActiveSceneTool = SceneViewTool.Move;
if (VirtualInput.IsButtonUp(rotateToolKey))
EditorApplication.ActiveSceneTool = SceneViewTool.Rotate;
if (VirtualInput.IsButtonUp(scaleToolKey))
EditorApplication.ActiveSceneTool = SceneViewTool.Scale;
if (VirtualInput.IsButtonUp(duplicateKey))
{
SceneObject[] selectedObjects = Selection.SceneObjects;
CleanDuplicates(ref selectedObjects);
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);
}
}
}
}
// Refresh GUI buttons if needed (in case someones changes the values from script)
if (editorSettingsHash != EditorSettings.Hash)
{
UpdateButtonStates();
UpdateProfilerOverlay();
editorSettingsHash = EditorSettings.Hash;
}
// Update scene view handles and selection
sceneViewHandler.Update();
bool handleActive = false;
if (Input.IsPointerButtonUp(PointerButton.Left))
{
if (sceneViewHandler.IsHandleActive())
{
sceneViewHandler.ClearHandleSelection();
handleActive = true;
}
}
Vector2I scenePos;
bool inBounds = ScreenToScenePos(Input.PointerPosition, out scenePos);
bool draggedOver = DragDrop.DragInProgress || DragDrop.DropInProgress;
draggedOver &= inBounds && DragDrop.Type == DragDropType.Resource;
if (draggedOver)
{
if (DragDrop.DropInProgress)
{
dragActive = false;
draggedSO = null;
}
else
{
if (!dragActive)
{
dragActive = true;
ResourceDragDropData dragData = (ResourceDragDropData)DragDrop.Data;
string draggedMeshPath = "";
string[] draggedPaths = dragData.Paths;
for (int i = 0; i < draggedPaths.Length; i++)
{
LibraryEntry entry = ProjectLibrary.GetEntry(draggedPaths[i]);
if (entry != null && entry.Type == LibraryEntryType.File)
{
FileEntry fileEntry = (FileEntry) entry;
if (fileEntry.ResType == ResourceType.Mesh)
{
draggedMeshPath = draggedPaths[i];
break;
}
}
}
if (!string.IsNullOrEmpty(draggedMeshPath))
{
string meshName = Path.GetFileName(draggedMeshPath);
draggedSO = new SceneObject(meshName);
Mesh mesh = ProjectLibrary.Load(draggedMeshPath);
Material material = new Material(Builtin.DiffuseShader);
Renderable renderable = draggedSO.AddComponent();
renderable.Mesh = mesh;
renderable.SetMaterial(material);
}
}
if (draggedSO != null)
{
Ray worldRay = camera.ScreenToWorldRay(scenePos);
draggedSO.Position = worldRay*DefaultPlacementDepth;
}
}
return;
}
else
{
if (dragActive)
{
dragActive = false;
if (draggedSO != null)
{
draggedSO.Destroy();
draggedSO = null;
}
}
}
if (HasFocus)
{
cameraController.SceneObject.Active = true;
if (inBounds)
{
if (Input.IsPointerButtonDown(PointerButton.Left))
{
sceneViewHandler.TrySelectHandle(scenePos);
}
else if (Input.IsPointerButtonUp(PointerButton.Left))
{
if (!handleActive)
{
bool ctrlHeld = Input.IsButtonHeld(ButtonCode.LeftControl) ||
Input.IsButtonHeld(ButtonCode.RightControl);
sceneViewHandler.PickObject(scenePos, ctrlHeld);
}
}
}
}
else
cameraController.SceneObject.Active = false;
sceneViewHandler.UpdateHandle(scenePos, Input.PointerDelta);
sceneViewHandler.UpdateSelection();
}
///
protected override void WindowResized(int width, int height)
{
UpdateRenderTexture(width, height - HeaderHeight);
base.WindowResized(width, height);
}
///
protected override void FocusChanged(bool inFocus)
{
if (!inFocus)
{
sceneViewHandler.ClearHandleSelection();
}
}
///
/// Triggered when one of the scene tool buttons is clicked, changing the active scene handle.
///
/// Clicked scene tool to activate.
private void OnSceneToolButtonClicked(SceneViewTool tool)
{
EditorApplication.ActiveSceneTool = tool;
editorSettingsHash = EditorSettings.Hash;
}
///
/// Triggered when one of the coordinate mode buttons is clicked, changing the active coordinate mode.
///
/// Clicked coordinate mode to activate.
private void OnCoordinateModeButtonClicked(HandleCoordinateMode mode)
{
EditorApplication.ActiveCoordinateMode = mode;
editorSettingsHash = EditorSettings.Hash;
}
///
/// Triggered when one of the pivot buttons is clicked, changing the active pivot mode.
///
/// Clicked pivot mode to activate.
private void OnPivotModeButtonClicked(HandlePivotMode mode)
{
EditorApplication.ActivePivotMode = mode;
editorSettingsHash = EditorSettings.Hash;
}
///
/// Triggered when the move snap button is toggled.
///
/// Determins should be move snap be activated or deactivated.
private void OnMoveSnapToggled(bool active)
{
Handles.MoveHandleSnapActive = active;
editorSettingsHash = EditorSettings.Hash;
}
///
/// Triggered when the move snap increment value changes.
///
/// Value that determines in what increments to perform move snapping.
private void OnMoveSnapValueChanged(float value)
{
Handles.MoveSnapAmount = MathEx.Clamp(value, 0.01f, 1000.0f);
editorSettingsHash = EditorSettings.Hash;
}
///
/// Triggered when the rotate snap button is toggled.
///
/// Determins should be rotate snap be activated or deactivated.
private void OnRotateSnapToggled(bool active)
{
Handles.RotateHandleSnapActive = active;
editorSettingsHash = EditorSettings.Hash;
}
///
/// Triggered when the rotate snap increment value changes.
///
/// Value that determines in what increments to perform rotate snapping.
private void OnRotateSnapValueChanged(float value)
{
Handles.RotateSnapAmount = MathEx.Clamp(value, 0.01f, 360.0f);
editorSettingsHash = EditorSettings.Hash;
}
///
/// Updates toggle button states according to current editor options. This is useful if tools, coordinate mode,
/// pivot or other scene view options have been modified externally.
///
private void UpdateButtonStates()
{
switch (EditorApplication.ActiveSceneTool)
{
case SceneViewTool.View:
viewButton.Value = true;
break;
case SceneViewTool.Move:
moveButton.Value = true;
break;
case SceneViewTool.Rotate:
rotateButton.Value = true;
break;
case SceneViewTool.Scale:
scaleButton.Value = true;
break;
}
switch (EditorApplication.ActiveCoordinateMode)
{
case HandleCoordinateMode.Local:
localCoordButton.Value = true;
break;
case HandleCoordinateMode.World:
worldCoordButton.Value = true;
break;
}
switch (EditorApplication.ActivePivotMode)
{
case HandlePivotMode.Center:
centerButton.Value = true;
break;
case HandlePivotMode.Pivot:
pivotButton.Value = true;
break;
}
if (Handles.MoveHandleSnapActive)
moveSnapButton.Value = true;
else
moveSnapButton.Value = false;
moveSnapInput.Value = Handles.MoveSnapAmount;
if (Handles.RotateHandleSnapActive)
rotateSnapButton.Value = true;
else
rotateSnapButton.Value = false;
moveSnapInput.Value = Handles.RotateSnapAmount.Degrees;
}
///
/// Activates or deactivates the profiler overlay according to current editor settings.
///
private void UpdateProfilerOverlay()
{
if (EditorSettings.GetBool(ProfilerOverlayActiveKey))
{
if (activeProfilerOverlay == null)
{
SceneObject profilerSO = new SceneObject("EditorProfilerOverlay");
profilerCamera = profilerSO.AddComponent();
profilerCamera.Target = renderTexture;
profilerCamera.ClearFlags = ClearFlags.None;
profilerCamera.Priority = 1;
profilerCamera.Layers = 0;
activeProfilerOverlay = profilerSO.AddComponent();
}
}
else
{
if (activeProfilerOverlay != null)
{
activeProfilerOverlay.SceneObject.Destroy();
activeProfilerOverlay = null;
profilerCamera = null;
}
}
}
///
/// Creates the scene camera and updates the render texture. Should be called at least once before using the
/// scene view. Should be called whenver the window is resized.
///
/// Width of the scene render target, in pixels.
/// Height of the scene render target, in pixels.
private void UpdateRenderTexture(int width, int height)
{
width = MathEx.Max(20, width);
height = MathEx.Max(20, height);
renderTexture = new RenderTexture2D(PixelFormat.R8G8B8A8, width, height);
renderTexture.Priority = 1;
if (camera == null)
{
SceneObject sceneCameraSO = new SceneObject("SceneCamera", true);
camera = sceneCameraSO.AddComponent();
camera.Target = renderTexture;
camera.ViewportRect = new Rect2(0.0f, 0.0f, 1.0f, 1.0f);
sceneCameraSO.Position = new Vector3(0, 0.5f, 1);
sceneCameraSO.LookAt(new Vector3(0, 0, 0));
camera.Priority = 2;
camera.NearClipPlane = 0.005f;
camera.FarClipPlane = 1000.0f;
camera.ClearColor = ClearColor;
cameraController = sceneCameraSO.AddComponent();
renderTextureGUI = new GUIRenderTexture(renderTexture);
mainLayout.AddElement(renderTextureGUI);
sceneViewHandler = new SceneViewHandler(this, camera);
}
else
{
camera.Target = renderTexture;
renderTextureGUI.RenderTexture = renderTexture;
}
// TODO - Consider only doing the resize once user stops resizing the widget in order to reduce constant
// render target destroy/create cycle for every single pixel.
camera.AspectRatio = width / (float)height;
if (profilerCamera != null)
profilerCamera.Target = renderTexture;
}
///
/// Parses an array of scene objects and removes elements that are children of elements that are also in the array.
///
/// Array containing duplicate objects as input, and array without duplicate objects as
/// output.
private void CleanDuplicates(ref SceneObject[] objects)
{
List cleanList = new List();
for (int i = 0; i < objects.Length; i++)
{
bool foundParent = false;
for (int j = 0; j < objects.Length; j++)
{
SceneObject elem = objects[i];
while (elem != null && elem != objects[j])
elem = objects[i].Parent;
bool isChildOf = elem == objects[j];
if (i != j && isChildOf)
{
foundParent = true;
break;
}
}
if (!foundParent)
cleanList.Add(objects[i]);
}
objects = cleanList.ToArray();
}
}
}