#pragma once #include "BsEditorPrerequisites.h" #include "BsHandleSlider.h" #include "BsCapsule.h" #include "BsSphere.h" namespace BansheeEngine { /** * @brief Handle slider that returns a delta value as you drag the pointer * along a line. For intersection purposes the line is internally * by a capsule and a sphere at its cap (assuming this will be used * for arrow-like handles). */ class BS_ED_EXPORT HandleSliderLine : public HandleSlider { public: /** * @brief Constructs a new line slider. * * @param direction Direction of the line. * @param length Length of the slider (i.e. the line). * @param fixedScale If true the handle slider will always try to maintain the same visible * area in the viewport regardless of distance from camera. * @param layer Layer that allows filtering of which sliders are interacted with from a specific camera. */ HandleSliderLine(const Vector3& direction, float length, bool fixedScale, UINT64 layer); ~HandleSliderLine(); /** * @copydoc HandleSlider::intersects */ bool intersects(const Ray& ray, float& t) const override; /** * @copydoc HandleSlider::handleInput */ void handleInput(const CameraPtr& camera, const Vector2I& inputDelta) override; /** * @brief Returns a delta value that is the result of dragging/sliding the pointer * along the line. This changes every frame and will be zero unless the slider is active. */ float getDelta() const { return mDelta; } protected: /** * @copydoc HandleSlider::activate */ void activate(const CameraPtr& camera, const Vector2I& pointerPos) override { mStartPosition = getPosition(); } /** * @copydoc HandleSlider::reset */ void reset() override { mDelta = 0.0f; } static const float CAPSULE_RADIUS; static const float SPHERE_RADIUS; Vector3 mDirection; float mLength; float mDelta; Vector3 mStartPosition; Capsule mCapsuleCollider; Sphere mSphereCollider; }; }