BsScriptSceneHandles.cpp 3.7 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_UpdateInput", &ScriptSceneHandles::internal_UpdateInput);
  25. metaData.scriptClass->addInternalCall("Internal_TrySelect", &ScriptSceneHandles::internal_TrySelect);
  26. metaData.scriptClass->addInternalCall("Internal_IsActive", &ScriptSceneHandles::internal_IsActive);
  27. metaData.scriptClass->addInternalCall("Internal_ClearSelection", &ScriptSceneHandles::internal_ClearSelection);
  28. }
  29. Vector2I ScriptSceneHandles::wrapCursorToWindow() const
  30. {
  31. if (mParentWidget == nullptr)
  32. return Vector2I();
  33. RenderWindowPtr parentWindow = mParentWidget->getParentWindow()->getRenderWindow();
  34. Vector2I windowPos = parentWindow->screenToWindowPos(Cursor::instance().getScreenPosition());
  35. const RenderWindowProperties& rwProps = parentWindow->getProperties();
  36. INT32 maxWidth = std::max(0, (INT32)rwProps.getWidth() - 1);
  37. INT32 maxHeight = std::max(0, (INT32)rwProps.getHeight() - 1);
  38. Vector2I offset;
  39. if (windowPos.x <= 0)
  40. offset.x = maxWidth;
  41. else if (windowPos.x >= maxWidth)
  42. offset.x = -maxWidth;
  43. if (windowPos.y <= 0)
  44. offset.y = maxHeight;
  45. else if (windowPos.y >= maxHeight)
  46. offset.y = -maxHeight;
  47. windowPos += offset;
  48. Vector2I wrappedScreenPos = parentWindow->windowToScreenPos(windowPos);
  49. Cursor::instance().setScreenPosition(wrappedScreenPos);
  50. return offset;
  51. }
  52. void ScriptSceneHandles::internal_Create(MonoObject* managedInstance, ScriptEditorWindow* parentWindow, ScriptCamera* camera)
  53. {
  54. EditorWidgetBase* widget = nullptr;
  55. if (parentWindow != nullptr && !parentWindow->isDestroyed())
  56. widget = parentWindow->getEditorWidget();
  57. new (bs_alloc<ScriptSceneHandles>()) ScriptSceneHandles(managedInstance, widget, camera->getInternal());
  58. }
  59. void ScriptSceneHandles::internal_Draw(ScriptSceneHandles* thisPtr)
  60. {
  61. HandleManager::instance().draw(thisPtr->mCamera);
  62. }
  63. void ScriptSceneHandles::internal_UpdateInput(ScriptSceneHandles* thisPtr, Vector2I* inputPos, Vector2I* inputDelta)
  64. {
  65. // If mouse wrapped around last frame then we need to compensate for the jump amount
  66. Vector2I realDelta = *inputDelta - thisPtr->mMouseDeltaCompensate;
  67. thisPtr->mMouseDeltaCompensate = Vector2I::ZERO;
  68. if (HandleManager::instance().isHandleActive())
  69. thisPtr->mMouseDeltaCompensate = thisPtr->wrapCursorToWindow();
  70. HandleManager::instance().updateInput(thisPtr->mCamera, *inputPos, realDelta);
  71. }
  72. void ScriptSceneHandles::internal_TrySelect(ScriptSceneHandles* thisPtr, Vector2I* inputPos)
  73. {
  74. HandleManager::instance().trySelect(thisPtr->mCamera, *inputPos);
  75. }
  76. bool ScriptSceneHandles::internal_IsActive(ScriptSceneHandles* thisPtr)
  77. {
  78. return HandleManager::instance().isHandleActive();
  79. }
  80. void ScriptSceneHandles::internal_ClearSelection(ScriptSceneHandles* thisPtr)
  81. {
  82. HandleManager::instance().clearSelection();
  83. }
  84. }