BsSceneViewHandler.cpp 3.6 KB

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  1. #include "BsSceneViewHandler.h"
  2. #include "BsRendererManager.h"
  3. #include "BsRenderer.h"
  4. #include "BsGizmoManager.h"
  5. #include "BsHandleManager.h"
  6. #include "BsSceneGrid.h"
  7. #include "BsSelection.h"
  8. #include "BsScenePicking.h"
  9. #include "BsCameraHandler.h"
  10. #include "BsEditorApplication.h"
  11. #include "BsEditorWidget.h"
  12. #include "BsEditorWindowBase.h"
  13. #include "BsRenderWindow.h"
  14. #include "BsCursor.h"
  15. using namespace std::placeholders;
  16. namespace BansheeEngine
  17. {
  18. SceneViewHandler::SceneViewHandler(EditorWidgetBase* parentWidget, const SPtr<CameraHandler>& camera)
  19. :mCamera(camera), mSceneGrid(nullptr), mParentWidget(parentWidget)
  20. {
  21. mRenderCallback = RendererManager::instance().getActive()->onRenderViewport.connect(std::bind(&SceneViewHandler::render, this, _1, _2));
  22. mSceneGrid = bs_new<SceneGrid>();
  23. mSceneGrid->setSettings(gEditorApplication().getEditorSettings());
  24. HandleManager::instance().setSettings(gEditorApplication().getEditorSettings());
  25. }
  26. SceneViewHandler::~SceneViewHandler()
  27. {
  28. bs_delete(mSceneGrid);
  29. mRenderCallback.disconnect();
  30. if (GizmoManager::isStarted()) // If not active, we don't care
  31. GizmoManager::instance().clearRenderData();
  32. }
  33. void SceneViewHandler::update(const Vector2I& position, const Vector2I& delta)
  34. {
  35. if (HandleManager::instance().isHandleActive())
  36. wrapCursorToWindow();
  37. GizmoManager::instance().update(mCamera);
  38. HandleManager::instance().update(mCamera, position, delta);
  39. mSceneGrid->update();
  40. }
  41. void SceneViewHandler::trySelectHandle(const Vector2I& position)
  42. {
  43. HandleManager::instance().trySelect(mCamera, position);
  44. }
  45. bool SceneViewHandler::isHandleActive() const
  46. {
  47. return HandleManager::instance().isHandleActive();
  48. }
  49. void SceneViewHandler::clearHandleSelection()
  50. {
  51. HandleManager::instance().clearSelection();
  52. }
  53. void SceneViewHandler::pickObject(const Vector2I& position, bool additive)
  54. {
  55. // TODO - Handle multi-selection (i.e. selection rectangle when dragging)
  56. HSceneObject pickedObject = ScenePicking::instance().pickClosestObject(mCamera, position, Vector2I(1, 1));
  57. if (pickedObject)
  58. {
  59. if (additive) // Append to existing selection
  60. {
  61. Vector<HSceneObject> selectedSOs = Selection::instance().getSceneObjects();
  62. auto iterFind = std::find_if(selectedSOs.begin(), selectedSOs.end(),
  63. [&](const HSceneObject& obj) { return obj == pickedObject; }
  64. );
  65. if (iterFind != selectedSOs.end())
  66. selectedSOs.push_back(pickedObject);
  67. Selection::instance().setSceneObjects(selectedSOs);
  68. }
  69. else
  70. {
  71. Vector<HSceneObject> selectedSOs = { pickedObject };
  72. Selection::instance().setSceneObjects(selectedSOs);
  73. }
  74. }
  75. else
  76. Selection::instance().clearSceneSelection();
  77. }
  78. void SceneViewHandler::render(const Viewport* viewport, DrawList& drawList)
  79. {
  80. if (mCamera == nullptr)
  81. return;
  82. if (mCamera->getViewport().get() != viewport)
  83. return;
  84. mSceneGrid->render(mCamera, drawList);
  85. }
  86. void SceneViewHandler::wrapCursorToWindow()
  87. {
  88. RenderWindowPtr parentWindow = mParentWidget->getParentWindow()->_getRenderWindow();
  89. Vector2I windowPos = parentWindow->screenToWindowPos(Cursor::instance().getScreenPosition());
  90. const RenderWindowProperties& rwProps = parentWindow->getProperties();
  91. if (windowPos.x < 0)
  92. windowPos.x += rwProps.getWidth();
  93. else if (windowPos.x >= (INT32)rwProps.getWidth())
  94. windowPos.x -= rwProps.getWidth();
  95. if (windowPos.y < 0)
  96. windowPos.y += rwProps.getHeight();
  97. else if (windowPos.y >= (INT32)rwProps.getHeight())
  98. windowPos.y -= rwProps.getHeight();
  99. Vector2I wrappedScreenPos = parentWindow->windowToScreenPos(windowPos);
  100. Cursor::instance().setScreenPosition(wrappedScreenPos);
  101. }
  102. }