//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #pragma once #include "BsScriptEditorPrerequisites.h" #include "BsScriptObject.h" #include "Math/BsVector2I.h" namespace bs { class ScriptCCamera; /** @addtogroup ScriptInteropEditor * @{ */ /** Interop class between C++ & CLR for SceneHandles. */ class BS_SCR_BED_EXPORT ScriptSceneHandles : public ScriptObject { public: SCRIPT_OBJ(EDITOR_ASSEMBLY, EDITOR_NS, "SceneHandles") private: ScriptSceneHandles(MonoObject* object, EditorWidgetBase* parentWidget, const HCamera& camera); ~ScriptSceneHandles(); /** * Checks is the pointer currently within the provided window, and if it is not the cursor is wrapped in such a way * so that it is returned to within the window bounds. * * @return How far was the cursor moved due to wrapping. This will be (0, 0) if the cursor is within window bounds * initially. */ Vector2I wrapCursorToWindow() const; EditorWidgetBase* mParentWidget; HCamera mCamera; Vector2I mMouseDeltaCompensate; /************************************************************************/ /* CLR HOOKS */ /************************************************************************/ static void internal_Create(MonoObject* managedInstance, ScriptEditorWindow* parentWindow, ScriptCCamera* camera); static void internal_Draw(ScriptSceneHandles* thisPtr); static void internal_BeginInput(); static void internal_EndInput(); static void internal_UpdateInput(ScriptSceneHandles* thisPtr, Vector2I* inputPos, Vector2I* inputDelta); static void internal_TrySelect(ScriptSceneHandles* thisPtr, Vector2I* inputPos); static bool internal_IsActive(ScriptSceneHandles* thisPtr); static void internal_ClearSelection(ScriptSceneHandles* thisPtr); }; /** @} */ }