BsHandleSliderManager.cpp 3.5 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "Handles/BsHandleSliderManager.h"
  4. #include "Utility/BsBuiltinEditorResources.h"
  5. #include "Components/BsCCamera.h"
  6. #include "Handles/BsHandleSlider.h"
  7. using namespace std::placeholders;
  8. namespace bs
  9. {
  10. void HandleSliderManager::update(const SPtr<Camera>& camera, const Vector2I& inputPos, const Vector2I& inputDelta)
  11. {
  12. for (auto& slider : mSliders)
  13. {
  14. bool layerMatches = (camera->getLayers() & slider->getLayer()) != 0;
  15. if(layerMatches)
  16. slider->update(camera);
  17. }
  18. StatePerCamera& state = mStates[camera->getInternalID()];
  19. if (state.activeSlider != nullptr)
  20. {
  21. bool layerMatches = (camera->getLayers() & state.activeSlider->getLayer()) != 0;
  22. if (layerMatches)
  23. state.activeSlider->handleInput(camera, inputDelta);
  24. }
  25. else
  26. {
  27. HandleSlider* newHoverSlider = findUnderCursor(camera, inputPos);
  28. if (newHoverSlider != state.hoverSlider)
  29. {
  30. if (state.hoverSlider != nullptr)
  31. {
  32. state.hoverSlider->setInactive();
  33. state.hoverSlider = nullptr;
  34. }
  35. if (newHoverSlider != nullptr)
  36. {
  37. state.hoverSlider = newHoverSlider;
  38. state.hoverSlider->setHover();
  39. }
  40. }
  41. }
  42. }
  43. void HandleSliderManager::trySelect(const SPtr<Camera>& camera, const Vector2I& inputPos)
  44. {
  45. HandleSlider* newActiveSlider = findUnderCursor(camera, inputPos);
  46. StatePerCamera& state = mStates[camera->getInternalID()];
  47. if (state.hoverSlider != nullptr)
  48. {
  49. state.hoverSlider->setInactive();
  50. state.hoverSlider = nullptr;
  51. }
  52. if (newActiveSlider != state.activeSlider)
  53. {
  54. if (state.activeSlider != nullptr)
  55. {
  56. state.activeSlider->setInactive();
  57. state.activeSlider = nullptr;
  58. }
  59. if (newActiveSlider != nullptr)
  60. {
  61. state.activeSlider = newActiveSlider;
  62. state.activeSlider->setActive(camera, inputPos);
  63. }
  64. }
  65. }
  66. bool HandleSliderManager::isSliderActive(const SPtr<Camera>& camera) const
  67. {
  68. auto iterFind = mStates.find(camera->getInternalID());
  69. if (iterFind == mStates.end())
  70. return false;
  71. return iterFind->second.activeSlider != nullptr;
  72. }
  73. void HandleSliderManager::clearSelection(const SPtr<Camera>& camera)
  74. {
  75. StatePerCamera& state = mStates[camera->getInternalID()];
  76. if (state.activeSlider != nullptr)
  77. {
  78. state.activeSlider->setInactive();
  79. state.activeSlider = nullptr;
  80. }
  81. }
  82. HandleSlider* HandleSliderManager::findUnderCursor(const SPtr<Camera>& camera, const Vector2I& inputPos) const
  83. {
  84. Ray inputRay = camera->screenPointToRay(inputPos);
  85. float nearestT = std::numeric_limits<float>::max();
  86. HandleSlider* overSlider = nullptr;
  87. for (auto& slider : mSliders)
  88. {
  89. if (!slider->getEnabled())
  90. continue;
  91. bool layerMatches = (camera->getLayers() & slider->getLayer()) != 0;
  92. float t;
  93. if (layerMatches && slider->intersects(inputPos, inputRay, t))
  94. {
  95. if (t < nearestT)
  96. {
  97. overSlider = slider;
  98. nearestT = t;
  99. }
  100. }
  101. }
  102. return overSlider;
  103. }
  104. void HandleSliderManager::_registerSlider(HandleSlider* slider)
  105. {
  106. mSliders.insert(slider);
  107. }
  108. void HandleSliderManager::_unregisterSlider(HandleSlider* slider)
  109. {
  110. mSliders.erase(slider);
  111. for(auto& entry : mStates)
  112. {
  113. if (entry.second.activeSlider == slider)
  114. entry.second.activeSlider = nullptr;
  115. if (entry.second.hoverSlider == slider)
  116. entry.second.hoverSlider = nullptr;
  117. }
  118. }
  119. }