BsSceneViewHandler.cpp 4.2 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. #include "BsSelectionRenderer.h"
  16. #include "BsDebug.h"
  17. using namespace std::placeholders;
  18. namespace BansheeEngine
  19. {
  20. SceneViewHandler::SceneViewHandler(EditorWidgetBase* parentWidget, const SPtr<CameraHandler>& camera)
  21. :mCamera(camera), mSceneGrid(nullptr), mParentWidget(parentWidget)
  22. {
  23. mRenderCallback = RendererManager::instance().getActive()->onRenderViewport.connect(std::bind(&SceneViewHandler::render, this, _1, _2));
  24. mSelectionRenderer = bs_new<SelectionRenderer>();
  25. mSceneGrid = bs_new<SceneGrid>();
  26. mSceneGrid->setSettings(gEditorApplication().getEditorSettings());
  27. HandleManager::instance().setSettings(gEditorApplication().getEditorSettings());
  28. }
  29. SceneViewHandler::~SceneViewHandler()
  30. {
  31. bs_delete(mSceneGrid);
  32. bs_delete(mSelectionRenderer);
  33. mRenderCallback.disconnect();
  34. if (GizmoManager::isStarted()) // If not active, we don't care
  35. GizmoManager::instance().clearRenderData();
  36. }
  37. void SceneViewHandler::update()
  38. {
  39. GizmoManager::instance().update(mCamera);
  40. mSceneGrid->update();
  41. }
  42. void SceneViewHandler::updateHandle(const Vector2I& position, const Vector2I& delta)
  43. {
  44. // If mouse wrapped around last frame then we need to compensate for the jump amount
  45. Vector2I realDelta = delta - mMouseDeltaCompensate;
  46. mMouseDeltaCompensate = Vector2I::ZERO;
  47. if (HandleManager::instance().isHandleActive())
  48. mMouseDeltaCompensate = wrapCursorToWindow();
  49. HandleManager::instance().update(mCamera, position, realDelta);
  50. // Update selection here since this is triggered after user potentially selects a new object
  51. mSelectionRenderer->update(mCamera);
  52. }
  53. void SceneViewHandler::trySelectHandle(const Vector2I& position)
  54. {
  55. HandleManager::instance().trySelect(mCamera, position);
  56. }
  57. bool SceneViewHandler::isHandleActive() const
  58. {
  59. return HandleManager::instance().isHandleActive();
  60. }
  61. void SceneViewHandler::clearHandleSelection()
  62. {
  63. HandleManager::instance().clearSelection();
  64. }
  65. void SceneViewHandler::pickObject(const Vector2I& position, bool additive)
  66. {
  67. // TODO - Handle multi-selection (i.e. selection rectangle when dragging)
  68. HSceneObject pickedObject = ScenePicking::instance().pickClosestObject(mCamera, position, Vector2I(1, 1));
  69. if (pickedObject)
  70. {
  71. if (additive) // Append to existing selection
  72. {
  73. Vector<HSceneObject> selectedSOs = Selection::instance().getSceneObjects();
  74. auto iterFind = std::find_if(selectedSOs.begin(), selectedSOs.end(),
  75. [&](const HSceneObject& obj) { return obj == pickedObject; }
  76. );
  77. if (iterFind != selectedSOs.end())
  78. selectedSOs.push_back(pickedObject);
  79. Selection::instance().setSceneObjects(selectedSOs);
  80. }
  81. else
  82. {
  83. Vector<HSceneObject> selectedSOs = { pickedObject };
  84. Selection::instance().setSceneObjects(selectedSOs);
  85. }
  86. }
  87. else
  88. Selection::instance().clearSceneSelection();
  89. }
  90. void SceneViewHandler::render(const Viewport* viewport, DrawList& drawList)
  91. {
  92. if (mCamera == nullptr)
  93. return;
  94. if (mCamera->getViewport().get() != viewport)
  95. return;
  96. mSceneGrid->render(mCamera, drawList);
  97. }
  98. Vector2I SceneViewHandler::wrapCursorToWindow()
  99. {
  100. RenderWindowPtr parentWindow = mParentWidget->getParentWindow()->getRenderWindow();
  101. Vector2I windowPos = parentWindow->screenToWindowPos(Cursor::instance().getScreenPosition());
  102. const RenderWindowProperties& rwProps = parentWindow->getProperties();
  103. INT32 maxWidth = std::max(0, (INT32)rwProps.getWidth() - 1);
  104. INT32 maxHeight = std::max(0, (INT32)rwProps.getHeight() - 1);
  105. Vector2I offset;
  106. if (windowPos.x <= 0)
  107. offset.x = maxWidth;
  108. else if (windowPos.x >= maxWidth)
  109. offset.x = -maxWidth;
  110. if (windowPos.y <= 0)
  111. offset.y = maxHeight;
  112. else if (windowPos.y >= maxHeight)
  113. offset.y = -maxHeight;
  114. windowPos += offset;
  115. Vector2I wrappedScreenPos = parentWindow->windowToScreenPos(windowPos);
  116. Cursor::instance().setScreenPosition(wrappedScreenPos);
  117. return offset;
  118. }
  119. }