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- #pragma once
- #include "BsEditorPrerequisites.h"
- #include "BsVector2I.h"
- #include "BsMatrix4.h"
- #include "BsQuaternion.h"
- namespace BansheeEngine
- {
- /**
- * @brief Base class for all handle sliders. A handle slider is geometry that the user
- * can interact with by selecting or dragging (i.e. sliding) it. Sliders generally
- * output a one- or multi-dimensional delta value that signals the drag amount
- * (and/or direction).
- */
- class BS_ED_EXPORT HandleSlider
- {
- public:
- /**
- * @brief Possible states the slider can be in.
- */
- enum class State
- {
- Inactive, /**< Slider is not being interacted with. */
- Active, /**< Slider is clicked on and being dragged. */
- Hover /**< Slider is being hovered over but isn't clicked on. */
- };
- /**
- * @brief Constructs a new handle slider.
- *
- * @param fixedScale If true the handle slider will always try to maintain the same visible
- * area in the viewport regardless of distance from camera.
- */
- HandleSlider(bool fixedScale);
- virtual ~HandleSlider() { }
- /**
- * @brief Attempts to find an intersection between the provided ray and the slider geometry.
- *
- * @param ray Ray in world space to try to interect with geometry.
- * @param t Position of the intersection along the ray. Only if intersection happened.
- *
- * @return Whether an intersection was detected.
- */
- virtual bool intersects(const Ray& ray, float& t) const = 0;
- /**
- * @brief Updates a slider that is currently active (being dragged).
- *
- * @param camera Camera through which we're interacting with the slider.
- * @param inputDelta Pointer movement since the last time this method was called.
- */
- virtual void handleInput(const CameraPtr& camera, const Vector2I& inputDelta) = 0;
- /**
- * @brief Updates the state of the slider. Must be called every frame.
- *
- * @param camera Camera through which we're interacting with the slider.
- */
- void update(const CameraPtr& camera);
- /**
- * @brief Returns the state the slider is currently in.
- */
- State getState() const { return mState; }
-
- /**
- * @brief Returns if fixed scale is enabled. If enabled the handle slider will
- * always try to maintain the same visible area in the viewport regardless
- * of distance from camera.
- */
- bool getFixedScale() const { return mFixedScale; }
- /**
- * @brief Sets the world position of the slider.
- */
- void setPosition(const Vector3& position);
- /**
- * @brief Sets the world rotation of the slider.
- */
- void setRotation(const Quaternion& rotation);
- /**
- * @brief Sets the scale of the slider.
- */
- void setScale(const Vector3& scale);
- /**
- * @brief Gets the world position of the slider.
- */
- const Vector3& getPosition() const { return mPosition; }
- /**
- * @brief Gets the world rotation of the slider.
- */
- const Quaternion& getRotation() const { return mRotation; }
- /**
- * @brief Gets the scale of the slider.
- */
- const Vector3& getScale() const { return mScale; }
- protected:
- friend class HandleSliderManager;
- /**
- * @brief Toggles the slider state to inactive.
- */
- void setInactive();
- /**
- * @brief Toggles the slider state to active.
- *
- * @param camera Camera through which the slider was activated.
- * @param pointerPos Position of the pointer when the slider was activated.
- */
- void setActive(const CameraPtr& camera, const Vector2I& pointerPos);
- /**
- * @brief Toggles the slider state to hovered.
- */
- void setHover();
- /**
- * @brief Gets the slider transform depending on set position, rotation and scale values.
- */
- const Matrix4& getTransform() const;
- /**
- * @brief Gets the inverse of the slider transform depending on
- * set position, rotation and scale values.
- */
- const Matrix4& getTransformInv() const;
- /**
- * @brief Triggered when the slider state is changed to active.
- */
- virtual void activate(const CameraPtr& camera, const Vector2I& pointerPos) { }
- /**
- * @brief Triggered when the slider state is changed from active to some other state.
- */
- virtual void reset() { }
- /**
- * @brief Updates the internal transform from the stored position, rotation and scale values.
- */
- void updateCachedTransform() const;
- /**
- * @brief Calculates amount of movement along the provided ray depending on pointer movement.
- *
- * @param camera Camera on which the pointer movement is occurring.
- * @param position Position of the ray to calculate movement on.
- * @param direction Direction of the ray to calculate movement on. Must be normalized.
- * @param pointerStart Starting position of the pointer when movement started, in pixels relative to provided camera.
- * @param pointerEnd Current position of the pointer, in pixels relative to provided camera.
- */
- float calcDelta(const CameraPtr& camera, const Vector3& position, const Vector3& direction,
- const Vector2I& pointerStart, const Vector2I& pointerEnd);
- bool mFixedScale;
- Vector3 mPosition;
- Quaternion mRotation;
- Vector3 mScale;
- float mDistanceScale;
- Vector2I mStartPointerPos;
- Vector2I mCurrentPointerPos;
- State mState;
- mutable bool mTransformDirty;
- mutable Matrix4 mTransform;
- mutable Matrix4 mTransformInv;
- };
- }
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