BsScriptSceneHandles.cpp 4.9 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "Wrappers/BsScriptSceneHandles.h"
  4. #include "Wrappers/BsScriptEditorWindow.h"
  5. #include "Platform/BsCursor.h"
  6. #include "RenderAPI/BsRenderWindow.h"
  7. #include "EditorWindow/BsEditorWidget.h"
  8. #include "EditorWindow/BsEditorWindow.h"
  9. #include "Handles/BsHandleManager.h"
  10. #include "BsEditorApplication.h"
  11. #include "Components/BsCCamera.h"
  12. #include "Generated/BsScriptCCamera.generated.h"
  13. namespace bs
  14. {
  15. ScriptSceneHandles::ScriptSceneHandles(MonoObject* object, EditorWidgetBase* parentWidget, const HCamera& camera)
  16. :ScriptObject(object), mParentWidget(parentWidget), mCamera(camera)
  17. {
  18. HandleManager::instance().setSettings(gEditorApplication().getEditorSettings());
  19. }
  20. ScriptSceneHandles::~ScriptSceneHandles()
  21. {
  22. }
  23. void ScriptSceneHandles::initRuntimeData()
  24. {
  25. metaData.scriptClass->addInternalCall("Internal_Create", (void*)&ScriptSceneHandles::internal_Create);
  26. metaData.scriptClass->addInternalCall("Internal_Draw", (void*)&ScriptSceneHandles::internal_Draw);
  27. metaData.scriptClass->addInternalCall("Internal_BeginInput", (void*)&ScriptSceneHandles::internal_BeginInput);
  28. metaData.scriptClass->addInternalCall("Internal_EndInput", (void*)&ScriptSceneHandles::internal_EndInput);
  29. metaData.scriptClass->addInternalCall("Internal_UpdateInput", (void*)&ScriptSceneHandles::internal_UpdateInput);
  30. metaData.scriptClass->addInternalCall("Internal_TrySelect", (void*)&ScriptSceneHandles::internal_TrySelect);
  31. metaData.scriptClass->addInternalCall("Internal_IsActive", (void*)&ScriptSceneHandles::internal_IsActive);
  32. metaData.scriptClass->addInternalCall("Internal_ClearSelection", (void*)&ScriptSceneHandles::internal_ClearSelection);
  33. }
  34. Vector2I ScriptSceneHandles::wrapCursorToWindow() const
  35. {
  36. if (mParentWidget == nullptr)
  37. return Vector2I();
  38. SPtr<RenderWindow> parentWindow = mParentWidget->getParentWindow()->getRenderWindow();
  39. Vector2I screenPos = Cursor::instance().getScreenPosition();
  40. Vector2I windowPos = parentWindow->screenToWindowPos(screenPos);
  41. const RenderWindowProperties& rwProps = parentWindow->getProperties();
  42. INT32 maxWidth = std::max(0, (INT32)rwProps.width - 1);
  43. INT32 maxHeight = std::max(0, (INT32)rwProps.height - 1);
  44. Vector2I offset;
  45. if (windowPos.x <= 0)
  46. offset.x = maxWidth;
  47. else if (windowPos.x >= maxWidth)
  48. offset.x = -maxWidth;
  49. if (windowPos.y <= 0)
  50. offset.y = maxHeight;
  51. else if (windowPos.y >= maxHeight)
  52. offset.y = -maxHeight;
  53. windowPos += offset;
  54. Vector2I wrappedScreenPos = parentWindow->windowToScreenPos(windowPos);
  55. // This check is important for macOS, where continuously setting the position will freeze the cursor in place
  56. if(wrappedScreenPos != screenPos)
  57. Cursor::instance().setScreenPosition(wrappedScreenPos);
  58. return offset;
  59. }
  60. void ScriptSceneHandles::internal_Create(MonoObject* managedInstance, ScriptEditorWindow* parentWindow, ScriptCCamera* camera)
  61. {
  62. EditorWidgetBase* widget = nullptr;
  63. if (parentWindow != nullptr && !parentWindow->isDestroyed())
  64. widget = parentWindow->getEditorWidget();
  65. new (bs_alloc<ScriptSceneHandles>()) ScriptSceneHandles(managedInstance, widget, camera->getHandle());
  66. }
  67. void ScriptSceneHandles::internal_Draw(ScriptSceneHandles* thisPtr)
  68. {
  69. // Make sure camera's transform is up-to-date
  70. const SPtr<Camera>& cameraPtr = thisPtr->mCamera->_getCamera();
  71. cameraPtr->_updateState(*thisPtr->mCamera->SO());
  72. HandleManager::instance().draw(cameraPtr);
  73. }
  74. void ScriptSceneHandles::internal_BeginInput()
  75. {
  76. HandleManager::instance().beginInput();
  77. }
  78. void ScriptSceneHandles::internal_EndInput()
  79. {
  80. HandleManager::instance().endInput();
  81. }
  82. bool ScriptSceneHandles::internal_UpdateInput(ScriptSceneHandles* thisPtr, Vector2I* inputPos, Vector2I* inputDelta)
  83. {
  84. // If mouse wrapped around last frame then we need to compensate for the jump amount
  85. Vector2I realDelta = *inputDelta - thisPtr->mMouseDeltaCompensate;
  86. thisPtr->mMouseDeltaCompensate = Vector2I::ZERO;
  87. if (HandleManager::instance().isHandleActive(thisPtr->mCamera->_getCamera()))
  88. thisPtr->mMouseDeltaCompensate = thisPtr->wrapCursorToWindow();
  89. return HandleManager::instance().updateInput(thisPtr->mCamera->_getCamera(), *inputPos, realDelta);
  90. }
  91. bool ScriptSceneHandles::internal_TrySelect(ScriptSceneHandles* thisPtr, Vector2I* inputPos)
  92. {
  93. return HandleManager::instance().trySelect(thisPtr->mCamera->_getCamera(), *inputPos);
  94. }
  95. bool ScriptSceneHandles::internal_IsActive(ScriptSceneHandles* thisPtr)
  96. {
  97. return HandleManager::instance().isHandleActive(thisPtr->mCamera->_getCamera());
  98. }
  99. void ScriptSceneHandles::internal_ClearSelection(ScriptSceneHandles* thisPtr)
  100. {
  101. HandleManager::instance().clearSelection(thisPtr->mCamera->_getCamera());
  102. }
  103. }