#include "BsHandleSliderManager.h" #include "BsDrawHelper.h" #include "BsMaterial.h" #include "BsBuiltinEditorResources.h" #include "BsCoreThread.h" #include "BsRendererManager.h" #include "BsRenderer.h" #include "BsTransientMesh.h" #include "BsCamera.h" using namespace std::placeholders; namespace BansheeEngine { HandleSliderManager::HandleSliderManager() { } HandleSliderManager::~HandleSliderManager() { } void HandleSliderManager::update(const Vector2I& inputPos, const Ray& inputRay, const Matrix4& viewMatrix, bool pressed) { // TODO - Handle mouse input // - Detect active and hover sliders } bool HandleSliderManager::isSliderActive() const { // TODO - Return true if we are dragging any slider } void HandleSliderManager::_registerCapsuleCollider(const Capsule& collider, HandleSlider* slider) { if (mSliders.find(slider) == mSliders.end()) mSliders.insert(slider); mCapsuleColliders[slider] = collider; } void HandleSliderManager::_registerSphereCollider(const Sphere& collider, HandleSlider* slider) { if (mSliders.find(slider) == mSliders.end()) mSliders.insert(slider); mSphereColliders[slider] = collider; } void HandleSliderManager::_registerRectCollider(const Rect3& collider, HandleSlider* slider) { if (mSliders.find(slider) == mSliders.end()) mSliders.insert(slider); mRectColliders[slider] = collider; } void HandleSliderManager::_registerTorusCollider(const Torus& collider, HandleSlider* slider) { if (mSliders.find(slider) == mSliders.end()) mSliders.insert(slider); mTorusColliders[slider] = collider; } void HandleSliderManager::_unregisterSlider(HandleSlider* slider) { mCapsuleColliders.erase(slider); mSphereColliders.erase(slider); mRectColliders.erase(slider); mTorusColliders.erase(slider); mSliders.erase(slider); } }