SceneHandles.cs 4.2 KB

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