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- #pragma once
- #include "BsScriptEditorPrerequisites.h"
- #include "BsScriptObject.h"
- #include "BsVector2I.h"
- namespace BansheeEngine
- {
- /** Interop class between C++ & CLR for SceneHandles. */
- class BS_SCR_BED_EXPORT ScriptSceneHandles : public ScriptObject <ScriptSceneHandles>
- {
- public:
- SCRIPT_OBJ(EDITOR_ASSEMBLY, "BansheeEditor", "SceneHandles")
- private:
- ScriptSceneHandles(MonoObject* object, EditorWidgetBase* parentWidget, const SPtr<Camera>& camera);
- ~ScriptSceneHandles();
- /**
- * @brief Checks is the pointer currently within the provided window, and if it is not
- * the cursor is wrapped in such a way so that it is returned to within the window bounds.
- *
- * @return How far was the cursor moved due to wrapping. This will be (0, 0) if the cursor is within
- * window bounds initially.
- */
- Vector2I wrapCursorToWindow() const;
- EditorWidgetBase* mParentWidget;
- SPtr<Camera> mCamera;
- Vector2I mMouseDeltaCompensate;
- /************************************************************************/
- /* CLR HOOKS */
- /************************************************************************/
- static void internal_Create(MonoObject* managedInstance, ScriptEditorWindow* parentWindow, ScriptCamera* camera);
- static void internal_Draw(ScriptSceneHandles* thisPtr);
- static void internal_BeginInput();
- static void internal_EndInput();
- static void internal_UpdateInput(ScriptSceneHandles* thisPtr, Vector2I* inputPos, Vector2I* inputDelta);
- static void internal_TrySelect(ScriptSceneHandles* thisPtr, Vector2I* inputPos);
- static bool internal_IsActive(ScriptSceneHandles* thisPtr);
- static void internal_ClearSelection(ScriptSceneHandles* thisPtr);
- };
- }
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