SceneHandles.cs 4.6 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. using System;
  4. using System.Runtime.CompilerServices;
  5. using bs;
  6. namespace bs.Editor
  7. {
  8. /** @addtogroup Scene-Editor
  9. * @{
  10. */
  11. /// <summary>
  12. /// Handles rendering and interaction with scene handles for the specified camera.
  13. /// </summary>
  14. internal sealed class SceneHandles : ScriptObject
  15. {
  16. /// <summary>
  17. /// Creates a new scene handle manager.
  18. /// </summary>
  19. /// <param name="parent">Editor window in which the scene handles are displayed.</param>
  20. /// <param name="sceneCamera">Camera through which the scene handles are displayed.</param>
  21. internal SceneHandles(EditorWindow parent, Camera sceneCamera)
  22. {
  23. Internal_Create(this, parent.GetCachedPtr(), sceneCamera.GetCachedPtr());
  24. }
  25. /// <summary>
  26. /// Triggers handle pre-input callbacks. Must be called before all <see cref="UpdateInput"/> calls and followed by
  27. /// <see cref="EndInput"/>. This should be called only once per frame.
  28. /// </summary>
  29. internal static void BeginInput()
  30. {
  31. Internal_BeginInput();
  32. }
  33. /// <summary>
  34. /// Triggers handle post-input callbacks. Must be called after all <see cref="UpdateInput"/> calls and after
  35. /// <see cref="BeginInput"/>. This should be called only once per frame.
  36. /// </summary>
  37. internal static void EndInput()
  38. {
  39. Internal_EndInput();
  40. }
  41. /// <summary>
  42. /// Updates active handles by moving them as a result of any input. Make sure to call <see cref="BeginInput"/> before
  43. /// this method, followed by <see cref="EndInput"/> when done.
  44. /// </summary>
  45. /// <param name="pointerPos">Position of the pointer relative to the scene camera viewport.</param>
  46. /// <param name="inputDelta">Movement of the pointer since last frame.</param>
  47. /// <returns>True if the state of any handle sliders changed, false otherwise.</returns>
  48. internal bool UpdateInput(Vector2I pointerPos, Vector2I inputDelta)
  49. {
  50. return Internal_UpdateInput(mCachedPtr, ref pointerPos, ref inputDelta);
  51. }
  52. /// <summary>
  53. /// Draws the handles onto the target camera.
  54. /// </summary>
  55. internal void Draw()
  56. {
  57. Internal_Draw(mCachedPtr);
  58. }
  59. /// <summary>
  60. /// Selects a handle under the pointer position.
  61. /// </summary>
  62. /// <param name="pointerPos">Position of the pointer relative to the target camera's viewport.</param>
  63. /// <returns>True if the state of any handle sliders changed, false otherwise.</returns>
  64. internal bool TrySelect(Vector2I pointerPos)
  65. {
  66. return Internal_TrySelect(mCachedPtr, ref pointerPos);
  67. }
  68. /// <summary>
  69. /// Checks is any handle currently active.
  70. /// </summary>
  71. /// <returns>True if a handle is active.</returns>
  72. internal bool IsActive()
  73. {
  74. return Internal_IsActive(mCachedPtr);
  75. }
  76. /// <summary>
  77. /// Deselects any currently active handles.
  78. /// </summary>
  79. internal void ClearSelection()
  80. {
  81. Internal_ClearSelection(mCachedPtr);
  82. }
  83. [MethodImpl(MethodImplOptions.InternalCall)]
  84. private static extern void Internal_Create(SceneHandles managedInstance, IntPtr parentWindow, IntPtr camera);
  85. [MethodImpl(MethodImplOptions.InternalCall)]
  86. private static extern void Internal_BeginInput();
  87. [MethodImpl(MethodImplOptions.InternalCall)]
  88. private static extern void Internal_EndInput();
  89. [MethodImpl(MethodImplOptions.InternalCall)]
  90. private static extern bool Internal_UpdateInput(IntPtr thisPtr, ref Vector2I pointerPos, ref Vector2I inputDelta);
  91. [MethodImpl(MethodImplOptions.InternalCall)]
  92. private static extern void Internal_Draw(IntPtr thisPtr);
  93. [MethodImpl(MethodImplOptions.InternalCall)]
  94. private static extern bool Internal_TrySelect(IntPtr thisPtr, ref Vector2I pointerPos);
  95. [MethodImpl(MethodImplOptions.InternalCall)]
  96. private static extern bool Internal_IsActive(IntPtr thisPtr);
  97. [MethodImpl(MethodImplOptions.InternalCall)]
  98. private static extern void Internal_ClearSelection(IntPtr thisPtr);
  99. }
  100. /** @} */
  101. }