BsSceneEditorWidget.cpp 7.9 KB

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  1. #include "BsSceneEditorWidget.h"
  2. #include "BsEditorWindow.h"
  3. #include "BsGUILabel.h"
  4. #include "BsGUIButton.h"
  5. #include "BsGUIInputBox.h"
  6. #include "BsGUIScrollArea.h"
  7. #include "BsGUIArea.h"
  8. #include "BsGUILayout.h"
  9. #include "BsEditorWidgetManager.h"
  10. #include "BsRenderTexture.h"
  11. #include "BsSceneObject.h"
  12. #include "BsSceneCameraController.h"
  13. #include "BsCamera.h"
  14. #include "BsGUIRenderTexture.h"
  15. #include "BsCoreThread.h"
  16. #include "BsEditorWidgetContainer.h"
  17. #include "BsRendererManager.h"
  18. #include "BsRenderer.h"
  19. #include "BsGUIWidget.h"
  20. #include "BsSceneGrid.h"
  21. #include "BsInput.h"
  22. #include "BsGUILayoutUtility.h"
  23. #include "BsScenePicking.h"
  24. #include "BsHandleManager.h"
  25. #include "BsSelection.h"
  26. // DEBUG ONLY
  27. #include "BsTime.h"
  28. #include "BsResources.h"
  29. #include "BsPath.h"
  30. #include "BsGUITexture.h"
  31. #include "BsSpriteTexture.h"
  32. #include "BsFileSystem.h"
  33. using namespace std::placeholders;
  34. namespace BansheeEngine
  35. {
  36. SceneEditorWidget* SceneEditorWidget::Instance = nullptr;
  37. SceneEditorWidget::SceneEditorWidget(const ConstructPrivately& dummy, EditorWidgetContainer& parentContainer)
  38. :EditorWidget<SceneEditorWidget>(HString(L"SceneEditorWidget"), parentContainer), mGUIRenderTexture(nullptr),
  39. mLeftButtonPressed(false)
  40. {
  41. SceneViewLocator::_provide(this);
  42. updateRenderTexture(getWidth(), getHeight());
  43. mRenderCallback = RendererManager::instance().getActive()->onRenderViewport.connect(std::bind(&SceneEditorWidget::render, this, _1, _2));
  44. mSceneGrid = bs_new<SceneGrid>();
  45. mOnPointerMovedConn = gInput().onPointerMoved.connect(std::bind(&SceneEditorWidget::onPointerMoved, this, _1));
  46. mOnPointerPressedConn = gInput().onPointerPressed.connect(std::bind(&SceneEditorWidget::onPointerPressed, this, _1));
  47. mOnPointerReleasedConn = gInput().onPointerReleased.connect(std::bind(&SceneEditorWidget::onPointerReleased, this, _1));
  48. determineParentWindow();
  49. }
  50. SceneEditorWidget::~SceneEditorWidget()
  51. {
  52. bs_delete(mSceneGrid);
  53. mRenderCallback.disconnect();
  54. mOnPointerMovedConn.disconnect();
  55. mOnPointerPressedConn.disconnect();
  56. mOnPointerReleasedConn.disconnect();
  57. SceneViewLocator::_provide(nullptr);
  58. }
  59. void SceneEditorWidget::_update()
  60. {
  61. if (mCameraController)
  62. {
  63. mCameraController->update();
  64. }
  65. HandleManager::instance().update();
  66. //// DEBUG ONLY
  67. //if (gTime().getCurrentFrameNumber() == 100)
  68. //{
  69. // HTexture colorTex = mSceneRenderTarget->getBindableColorTexture();
  70. // gResources().save(colorTex, "C:\\SavedRenderTex.asset", true);
  71. // FileSystem::move("C:\\SavedRenderTex.asset", "C:\\SavedRenderTexNew.asset", true);
  72. // HTexture colorTexLoaded = gResources().load("C:\\SavedRenderTexNew.asset");
  73. // HSpriteTexture spriteTex = SpriteTexture::create(colorTexLoaded);
  74. // GUILayout& layout = mContent->getLayout();
  75. // layout.addElement(GUITexture::create(spriteTex));
  76. //}
  77. }
  78. bool SceneEditorWidget::toSceneViewPos(const Vector2I& screenPos, Vector2I& scenePos)
  79. {
  80. Vector2I windowPos = mParentWindow->screenToWindowPos(screenPos);
  81. Rect2I renderTextureBounds = GUILayoutUtility::calcBounds(mGUIRenderTexture);
  82. if (renderTextureBounds.contains(windowPos))
  83. {
  84. scenePos.x = windowPos.x - renderTextureBounds.x;
  85. scenePos.y = windowPos.y - renderTextureBounds.y;
  86. return true;
  87. }
  88. return false;
  89. }
  90. void SceneEditorWidget::onPointerMoved(const PointerEvent& event)
  91. {
  92. Vector2I scenePos;
  93. if (!toSceneViewPos(event.screenPos, scenePos))
  94. return;
  95. if (mLeftButtonPressed)
  96. {
  97. Ray inputRay = mCamera->screenPointToRay(scenePos);
  98. HandleManager::instance().handleInput(scenePos, inputRay, mLeftButtonPressed);
  99. }
  100. }
  101. void SceneEditorWidget::onPointerReleased(const PointerEvent& event)
  102. {
  103. if (event.button != PointerEventButton::Left)
  104. return;
  105. Vector2I scenePos;
  106. if (!toSceneViewPos(event.screenPos, scenePos))
  107. return;
  108. mLeftButtonPressed = false;
  109. Ray inputRay = mCamera->screenPointToRay(scenePos);
  110. HandleManager::instance().handleInput(scenePos, inputRay, mLeftButtonPressed);
  111. }
  112. void SceneEditorWidget::onPointerPressed(const PointerEvent& event)
  113. {
  114. if (event.button != PointerEventButton::Left)
  115. return;
  116. Vector2I scenePos;
  117. if (!toSceneViewPos(event.screenPos, scenePos))
  118. return;
  119. mLeftButtonPressed = true;
  120. Ray inputRay = mCamera->screenPointToRay(scenePos);
  121. HandleManager::instance().handleInput(scenePos, inputRay, mLeftButtonPressed);
  122. // If we didn't hit a handle, perform normal selection
  123. if (!HandleManager::instance().isHandleActive())
  124. {
  125. // TODO - Handle multi-selection (i.e. selection rectangle when dragging)
  126. HSceneObject pickedObject = ScenePicking::instance().pickClosestObject(mCamera, scenePos, Vector2I(1, 1));
  127. if (pickedObject)
  128. {
  129. if (event.control) // Append to existing selection
  130. {
  131. Vector<HSceneObject> selectedSOs = Selection::instance().getSceneObjects();
  132. auto iterFind = std::find_if(selectedSOs.begin(), selectedSOs.end(),
  133. [&](const HSceneObject& obj) { return obj == pickedObject; }
  134. );
  135. if (iterFind != selectedSOs.end())
  136. selectedSOs.push_back(pickedObject);
  137. Selection::instance().setSceneObjects(selectedSOs);
  138. }
  139. else
  140. {
  141. Vector<HSceneObject> selectedSOs = { pickedObject };
  142. Selection::instance().setSceneObjects(selectedSOs);
  143. }
  144. }
  145. }
  146. }
  147. void SceneEditorWidget::doOnResized(UINT32 width, UINT32 height)
  148. {
  149. EditorWidget::doOnResized(width, height);
  150. updateRenderTexture(width, height);
  151. }
  152. void SceneEditorWidget::doOnParentChanged()
  153. {
  154. determineParentWindow();
  155. }
  156. void SceneEditorWidget::determineParentWindow()
  157. {
  158. mParentWindow = nullptr;
  159. if (mParent == nullptr)
  160. return;
  161. GUIWidget& parentWidget = getParentWidget();
  162. RenderTargetPtr parentTarget = parentWidget.getTarget()->getTarget();
  163. if (!parentTarget->getProperties().isWindow())
  164. {
  165. BS_EXCEPT(InvalidStateException, "Scene view parent render target is not a window. This is not supported.");
  166. return;
  167. }
  168. mParentWindow = std::static_pointer_cast<RenderWindow>(parentTarget);
  169. }
  170. void SceneEditorWidget::render(const Viewport* viewport, DrawList& drawList)
  171. {
  172. if (mCamera == nullptr)
  173. return;
  174. if (mCamera->getViewport().get() != viewport)
  175. return;
  176. mSceneGrid->render(mCamera.getInternalPtr(), drawList);
  177. }
  178. void SceneEditorWidget::updateRenderTexture(UINT32 width, UINT32 height)
  179. {
  180. width = std::max(20U, width);
  181. height = std::max(20U, height);
  182. if (mSceneRenderTarget != nullptr)
  183. mSceneRenderTarget->destroy();
  184. mSceneRenderTarget = RenderTexture::create(TEX_TYPE_2D, width, height);
  185. gCoreAccessor().setPriority(mSceneRenderTarget, 1);
  186. if (mCamera == nullptr)
  187. {
  188. HSceneObject sceneCameraSO = SceneObject::create("SceneCamera");
  189. mCamera = sceneCameraSO->addComponent<Camera>(mSceneRenderTarget, 0.0f, 0.0f, 1.0f, 1.0f);
  190. sceneCameraSO->setPosition(Vector3(0, 0.5f, 1));
  191. sceneCameraSO->lookAt(Vector3(0, 0, 0));
  192. mCamera->setPriority(1);
  193. mCamera->setNearClipDistance(0.005f);
  194. mCamera->setFarClipDistance(1000.0f);
  195. mCameraController = sceneCameraSO->addComponent<SceneCameraController>();
  196. GUILayout& layout = mContent->getLayout();
  197. mGUIRenderTexture = GUIRenderTexture::create(mSceneRenderTarget);
  198. layout.addElement(mGUIRenderTexture);
  199. }
  200. else
  201. {
  202. mCamera->getViewport()->setTarget(mSceneRenderTarget);
  203. mGUIRenderTexture->setRenderTexture(mSceneRenderTarget);
  204. }
  205. // TODO - Consider only doing the resize once user stops resizing the widget in order to reduce constant
  206. // render target destroy/create cycle for every little pixel.
  207. mCamera->setAspectRatio(width / (float)height);
  208. }
  209. SceneEditorWidget* SceneEditorWidget::instance()
  210. {
  211. return Instance;
  212. }
  213. SceneEditorWidget* SceneEditorWidget::open()
  214. {
  215. return static_cast<SceneEditorWidget*>(EditorWidgetManager::instance().open(getTypeName()));
  216. }
  217. void SceneEditorWidget::close()
  218. {
  219. if (Instance != nullptr)
  220. EditorWidgetManager::instance().close(Instance);
  221. Instance = nullptr;
  222. }
  223. const String& SceneEditorWidget::getTypeName()
  224. {
  225. static String name = "SceneEditorWidget";
  226. return name;
  227. }
  228. }