BsScriptSceneHandles.cpp 4.2 KB

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  1. #include "BsScriptSceneHandles.h"
  2. #include "BsScriptCamera.h"
  3. #include "BsScriptEditorWindow.h"
  4. #include "BsCursor.h"
  5. #include "BsRenderWindow.h"
  6. #include "BsEditorWidget.h"
  7. #include "BsEditorWindow.h"
  8. #include "BsHandleManager.h"
  9. #include "BsEditorApplication.h"
  10. namespace BansheeEngine
  11. {
  12. ScriptSceneHandles::ScriptSceneHandles(MonoObject* object, EditorWidgetBase* parentWidget, const SPtr<Camera>& camera)
  13. :ScriptObject(object), mCamera(camera), mParentWidget(parentWidget)
  14. {
  15. HandleManager::instance().setSettings(gEditorApplication().getEditorSettings());
  16. }
  17. ScriptSceneHandles::~ScriptSceneHandles()
  18. {
  19. }
  20. void ScriptSceneHandles::initRuntimeData()
  21. {
  22. metaData.scriptClass->addInternalCall("Internal_Create", &ScriptSceneHandles::internal_Create);
  23. metaData.scriptClass->addInternalCall("Internal_Draw", &ScriptSceneHandles::internal_Draw);
  24. metaData.scriptClass->addInternalCall("Internal_BeginInput", &ScriptSceneHandles::internal_BeginInput);
  25. metaData.scriptClass->addInternalCall("Internal_EndInput", &ScriptSceneHandles::internal_EndInput);
  26. metaData.scriptClass->addInternalCall("Internal_UpdateInput", &ScriptSceneHandles::internal_UpdateInput);
  27. metaData.scriptClass->addInternalCall("Internal_TrySelect", &ScriptSceneHandles::internal_TrySelect);
  28. metaData.scriptClass->addInternalCall("Internal_IsActive", &ScriptSceneHandles::internal_IsActive);
  29. metaData.scriptClass->addInternalCall("Internal_ClearSelection", &ScriptSceneHandles::internal_ClearSelection);
  30. }
  31. Vector2I ScriptSceneHandles::wrapCursorToWindow() const
  32. {
  33. if (mParentWidget == nullptr)
  34. return Vector2I();
  35. RenderWindowPtr parentWindow = mParentWidget->getParentWindow()->getRenderWindow();
  36. Vector2I windowPos = parentWindow->screenToWindowPos(Cursor::instance().getScreenPosition());
  37. const RenderWindowProperties& rwProps = parentWindow->getProperties();
  38. INT32 maxWidth = std::max(0, (INT32)rwProps.getWidth() - 1);
  39. INT32 maxHeight = std::max(0, (INT32)rwProps.getHeight() - 1);
  40. Vector2I offset;
  41. if (windowPos.x <= 0)
  42. offset.x = maxWidth;
  43. else if (windowPos.x >= maxWidth)
  44. offset.x = -maxWidth;
  45. if (windowPos.y <= 0)
  46. offset.y = maxHeight;
  47. else if (windowPos.y >= maxHeight)
  48. offset.y = -maxHeight;
  49. windowPos += offset;
  50. Vector2I wrappedScreenPos = parentWindow->windowToScreenPos(windowPos);
  51. Cursor::instance().setScreenPosition(wrappedScreenPos);
  52. return offset;
  53. }
  54. void ScriptSceneHandles::internal_Create(MonoObject* managedInstance, ScriptEditorWindow* parentWindow, ScriptCamera* camera)
  55. {
  56. EditorWidgetBase* widget = nullptr;
  57. if (parentWindow != nullptr && !parentWindow->isDestroyed())
  58. widget = parentWindow->getEditorWidget();
  59. new (bs_alloc<ScriptSceneHandles>()) ScriptSceneHandles(managedInstance, widget, camera->getInternal());
  60. }
  61. void ScriptSceneHandles::internal_Draw(ScriptSceneHandles* thisPtr)
  62. {
  63. HandleManager::instance().draw(thisPtr->mCamera);
  64. }
  65. void ScriptSceneHandles::internal_BeginInput()
  66. {
  67. HandleManager::instance().beginInput();
  68. }
  69. void ScriptSceneHandles::internal_EndInput()
  70. {
  71. HandleManager::instance().endInput();
  72. }
  73. void ScriptSceneHandles::internal_UpdateInput(ScriptSceneHandles* thisPtr, Vector2I* inputPos, Vector2I* inputDelta)
  74. {
  75. // If mouse wrapped around last frame then we need to compensate for the jump amount
  76. Vector2I realDelta = *inputDelta - thisPtr->mMouseDeltaCompensate;
  77. thisPtr->mMouseDeltaCompensate = Vector2I::ZERO;
  78. if (HandleManager::instance().isHandleActive(thisPtr->mCamera))
  79. thisPtr->mMouseDeltaCompensate = thisPtr->wrapCursorToWindow();
  80. HandleManager::instance().updateInput(thisPtr->mCamera, *inputPos, realDelta);
  81. }
  82. void ScriptSceneHandles::internal_TrySelect(ScriptSceneHandles* thisPtr, Vector2I* inputPos)
  83. {
  84. HandleManager::instance().trySelect(thisPtr->mCamera, *inputPos);
  85. }
  86. bool ScriptSceneHandles::internal_IsActive(ScriptSceneHandles* thisPtr)
  87. {
  88. return HandleManager::instance().isHandleActive(thisPtr->mCamera);
  89. }
  90. void ScriptSceneHandles::internal_ClearSelection(ScriptSceneHandles* thisPtr)
  91. {
  92. HandleManager::instance().clearSelection(thisPtr->mCamera);
  93. }
  94. }