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- #include "BsScriptSceneViewHandler.h"
- #include "BsScriptMeta.h"
- #include "BsMonoClass.h"
- #include "BsMonoUtil.h"
- #include "BsSceneViewHandler.h"
- #include "BsScriptCamera.h"
- namespace BansheeEngine
- {
- ScriptSceneViewHandler::ScriptSceneViewHandler(MonoObject* object, const SPtr<CameraHandler>& camera)
- :ScriptObject(object), mHandler(nullptr)
- {
- mHandler = bs_new<SceneViewHandler>(camera);
- }
- ScriptSceneViewHandler::~ScriptSceneViewHandler()
- {
- bs_delete(mHandler);
- }
- void ScriptSceneViewHandler::initRuntimeData()
- {
- metaData.scriptClass->addInternalCall("Internal_Create", &ScriptSceneViewHandler::internal_Create);
- metaData.scriptClass->addInternalCall("Internal_Update", &ScriptSceneViewHandler::internal_Update);
- metaData.scriptClass->addInternalCall("Internal_PointerPressed", &ScriptSceneViewHandler::internal_PointerPressed);
- metaData.scriptClass->addInternalCall("Internal_PointerReleased", &ScriptSceneViewHandler::internal_PointerReleased);
- }
- void ScriptSceneViewHandler::internal_Create(MonoObject* managedInstance, ScriptCamera* camera)
- {
- new (bs_alloc<ScriptSceneViewHandler>()) ScriptSceneViewHandler(managedInstance, camera->getHandler());
- }
- void ScriptSceneViewHandler::internal_Update(ScriptSceneViewHandler* thisPtr, Vector2I inputPos)
- {
- thisPtr->mHandler->update(inputPos);
- }
- void ScriptSceneViewHandler::internal_PointerPressed(ScriptSceneViewHandler* thisPtr, Vector2I inputPos)
- {
- thisPtr->mHandler->pointerPressed(inputPos);
- }
- void ScriptSceneViewHandler::internal_PointerReleased(ScriptSceneViewHandler* thisPtr, Vector2I inputPos, bool controlPressed)
- {
- thisPtr->mHandler->pointerReleased(inputPos, controlPressed);
- }
- }
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