BsHandleSliderManager.cpp 2.5 KB

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  1. #include "BsHandleSliderManager.h"
  2. #include "BsDrawHelper.h"
  3. #include "BsMaterial.h"
  4. #include "BsBuiltinEditorResources.h"
  5. #include "BsCoreThread.h"
  6. #include "BsRendererManager.h"
  7. #include "BsCoreRenderer.h"
  8. #include "BsTransientMesh.h"
  9. #include "BsCamera.h"
  10. #include "BsHandleSlider.h"
  11. using namespace std::placeholders;
  12. namespace BansheeEngine
  13. {
  14. HandleSliderManager::HandleSliderManager()
  15. :mActiveSlider(nullptr), mHoverSlider(nullptr)
  16. {
  17. }
  18. HandleSliderManager::~HandleSliderManager()
  19. {
  20. }
  21. void HandleSliderManager::update(const CameraHandlerPtr& camera, const Vector2I& inputPos)
  22. {
  23. for (auto& slider : mSliders)
  24. slider->update(camera);
  25. if (mActiveSlider != nullptr)
  26. {
  27. Ray inputRay = camera->screenPointToRay(inputPos);
  28. mActiveSlider->handleInput(camera, inputPos, inputRay);
  29. }
  30. else
  31. {
  32. HandleSlider* newHoverSlider = findUnderCursor(camera, inputPos);
  33. if (newHoverSlider != mHoverSlider)
  34. {
  35. if (mHoverSlider != nullptr)
  36. {
  37. mHoverSlider->setInactive();
  38. mHoverSlider = nullptr;
  39. }
  40. if (newHoverSlider != nullptr)
  41. {
  42. mHoverSlider = newHoverSlider;
  43. mHoverSlider->setHover();
  44. }
  45. }
  46. }
  47. }
  48. void HandleSliderManager::trySelect(const CameraHandlerPtr& camera, const Vector2I& inputPos)
  49. {
  50. HandleSlider* newActiveSlider = findUnderCursor(camera, inputPos);
  51. if (mHoverSlider != nullptr)
  52. {
  53. mHoverSlider->setInactive();
  54. mHoverSlider = nullptr;
  55. }
  56. if (newActiveSlider != mActiveSlider)
  57. {
  58. if (mActiveSlider != nullptr)
  59. {
  60. mActiveSlider->setInactive();
  61. mActiveSlider = nullptr;
  62. }
  63. if (newActiveSlider != nullptr)
  64. {
  65. mActiveSlider = newActiveSlider;
  66. mActiveSlider->setActive(inputPos);
  67. }
  68. }
  69. }
  70. void HandleSliderManager::clearSelection()
  71. {
  72. if (mActiveSlider != nullptr)
  73. {
  74. mActiveSlider->setInactive();
  75. mActiveSlider = nullptr;
  76. }
  77. }
  78. HandleSlider* HandleSliderManager::findUnderCursor(const CameraHandlerPtr& camera, const Vector2I& inputPos) const
  79. {
  80. Ray inputRay = camera->screenPointToRay(inputPos);
  81. float nearestT = std::numeric_limits<float>::max();
  82. HandleSlider* overSlider = nullptr;
  83. for (auto& slider : mSliders)
  84. {
  85. float t;
  86. if (slider->intersects(inputRay, t))
  87. {
  88. if (t < nearestT)
  89. {
  90. overSlider = slider;
  91. nearestT = t;
  92. }
  93. }
  94. }
  95. return overSlider;
  96. }
  97. void HandleSliderManager::_registerSlider(HandleSlider* slider)
  98. {
  99. mSliders.insert(slider);
  100. }
  101. void HandleSliderManager::_unregisterSlider(HandleSlider* slider)
  102. {
  103. mSliders.erase(slider);
  104. if (mActiveSlider == slider)
  105. mActiveSlider = nullptr;
  106. }
  107. }