BsScriptSceneHandles.cpp 4.4 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "Wrappers/BsScriptSceneHandles.h"
  4. #include "Wrappers/BsScriptCamera.h"
  5. #include "Wrappers/BsScriptEditorWindow.h"
  6. #include "Platform/BsCursor.h"
  7. #include "RenderAPI/BsRenderWindow.h"
  8. #include "EditorWindow/BsEditorWidget.h"
  9. #include "EditorWindow/BsEditorWindow.h"
  10. #include "Handles/BsHandleManager.h"
  11. #include "BsEditorApplication.h"
  12. namespace bs
  13. {
  14. ScriptSceneHandles::ScriptSceneHandles(MonoObject* object, EditorWidgetBase* parentWidget, const SPtr<Camera>& camera)
  15. :ScriptObject(object), mParentWidget(parentWidget), mCamera(camera)
  16. {
  17. HandleManager::instance().setSettings(gEditorApplication().getEditorSettings());
  18. }
  19. ScriptSceneHandles::~ScriptSceneHandles()
  20. {
  21. }
  22. void ScriptSceneHandles::initRuntimeData()
  23. {
  24. metaData.scriptClass->addInternalCall("Internal_Create", &ScriptSceneHandles::internal_Create);
  25. metaData.scriptClass->addInternalCall("Internal_Draw", &ScriptSceneHandles::internal_Draw);
  26. metaData.scriptClass->addInternalCall("Internal_BeginInput", &ScriptSceneHandles::internal_BeginInput);
  27. metaData.scriptClass->addInternalCall("Internal_EndInput", &ScriptSceneHandles::internal_EndInput);
  28. metaData.scriptClass->addInternalCall("Internal_UpdateInput", &ScriptSceneHandles::internal_UpdateInput);
  29. metaData.scriptClass->addInternalCall("Internal_TrySelect", &ScriptSceneHandles::internal_TrySelect);
  30. metaData.scriptClass->addInternalCall("Internal_IsActive", &ScriptSceneHandles::internal_IsActive);
  31. metaData.scriptClass->addInternalCall("Internal_ClearSelection", &ScriptSceneHandles::internal_ClearSelection);
  32. }
  33. Vector2I ScriptSceneHandles::wrapCursorToWindow() const
  34. {
  35. if (mParentWidget == nullptr)
  36. return Vector2I();
  37. SPtr<RenderWindow> parentWindow = mParentWidget->getParentWindow()->getRenderWindow();
  38. Vector2I windowPos = parentWindow->screenToWindowPos(Cursor::instance().getScreenPosition());
  39. const RenderWindowProperties& rwProps = parentWindow->getProperties();
  40. INT32 maxWidth = std::max(0, (INT32)rwProps.getWidth() - 1);
  41. INT32 maxHeight = std::max(0, (INT32)rwProps.getHeight() - 1);
  42. Vector2I offset;
  43. if (windowPos.x <= 0)
  44. offset.x = maxWidth;
  45. else if (windowPos.x >= maxWidth)
  46. offset.x = -maxWidth;
  47. if (windowPos.y <= 0)
  48. offset.y = maxHeight;
  49. else if (windowPos.y >= maxHeight)
  50. offset.y = -maxHeight;
  51. windowPos += offset;
  52. Vector2I wrappedScreenPos = parentWindow->windowToScreenPos(windowPos);
  53. Cursor::instance().setScreenPosition(wrappedScreenPos);
  54. return offset;
  55. }
  56. void ScriptSceneHandles::internal_Create(MonoObject* managedInstance, ScriptEditorWindow* parentWindow, ScriptCamera* camera)
  57. {
  58. EditorWidgetBase* widget = nullptr;
  59. if (parentWindow != nullptr && !parentWindow->isDestroyed())
  60. widget = parentWindow->getEditorWidget();
  61. new (bs_alloc<ScriptSceneHandles>()) ScriptSceneHandles(managedInstance, widget, camera->getInternal());
  62. }
  63. void ScriptSceneHandles::internal_Draw(ScriptSceneHandles* thisPtr)
  64. {
  65. HandleManager::instance().draw(thisPtr->mCamera);
  66. }
  67. void ScriptSceneHandles::internal_BeginInput()
  68. {
  69. HandleManager::instance().beginInput();
  70. }
  71. void ScriptSceneHandles::internal_EndInput()
  72. {
  73. HandleManager::instance().endInput();
  74. }
  75. void ScriptSceneHandles::internal_UpdateInput(ScriptSceneHandles* thisPtr, Vector2I* inputPos, Vector2I* inputDelta)
  76. {
  77. // If mouse wrapped around last frame then we need to compensate for the jump amount
  78. Vector2I realDelta = *inputDelta - thisPtr->mMouseDeltaCompensate;
  79. thisPtr->mMouseDeltaCompensate = Vector2I::ZERO;
  80. if (HandleManager::instance().isHandleActive(thisPtr->mCamera))
  81. thisPtr->mMouseDeltaCompensate = thisPtr->wrapCursorToWindow();
  82. HandleManager::instance().updateInput(thisPtr->mCamera, *inputPos, realDelta);
  83. }
  84. void ScriptSceneHandles::internal_TrySelect(ScriptSceneHandles* thisPtr, Vector2I* inputPos)
  85. {
  86. HandleManager::instance().trySelect(thisPtr->mCamera, *inputPos);
  87. }
  88. bool ScriptSceneHandles::internal_IsActive(ScriptSceneHandles* thisPtr)
  89. {
  90. return HandleManager::instance().isHandleActive(thisPtr->mCamera);
  91. }
  92. void ScriptSceneHandles::internal_ClearSelection(ScriptSceneHandles* thisPtr)
  93. {
  94. HandleManager::instance().clearSelection(thisPtr->mCamera);
  95. }
  96. }