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DesignViewControl.cs
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351 lines (304 loc) · 11.9 KB
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//Copyright © 2014 Sony Computer Entertainment America LLC. See License.txt.
using System;
using System.Drawing;
using System.Windows.Forms;
using System.Collections.Generic;
using Sce.Atf;
using Sce.Atf.Adaptation;
using Sce.Atf.Applications;
namespace LevelEditorCore
{
/// <summary>
/// Control for for 3d rendering.</summary>
public class DesignViewControl: ViewControl
{
/// <summary>
/// Constructor</summary>
public DesignViewControl(DesignView designView)
{
DesignView = designView;
this.Camera.SetPerspective((float)(Math.PI / 4), 1.0f, 0.1f, designView.CameraFarZ);
}
/// <summary>
/// Gets parent designview.
/// </summary>
public IDesignView DesignView
{
get;
private set;
}
/// <summary>
/// Gets a value indicating if mouse movement passed the DragThreshold in x or y</summary>
public bool DragOverThreshold
{
get { return m_dragOverThreshold; }
}
/// <summary>
/// Gets a value indicating if the user is picking</summary>
public bool IsPicking
{
get { return m_mouseDownAction == MouseDownAction.Picking; }
}
/// <summary>
/// Gets GameLoop</summary>
public IGameLoop GameLoop
{
get
{
if(m_gameLoop == null)
m_gameLoop = Globals.MEFContainer.GetExportedValue<IGameLoop>();
return m_gameLoop;
}
}
private IGameLoop m_gameLoop;
/// <summary>
/// Raises the <see cref="E:System.Windows.Forms.Control.MouseDown"></see> event.
/// </summary>
/// <param name="e">A <see cref="T:System.Windows.Forms.MouseEventArgs"></see> that contains the event data.</param>
protected override void OnMouseDown(MouseEventArgs e)
{
// reject additional mouse clicks until current is done.
if (m_mouseDownAction != MouseDownAction.None)
return;
Focus();
FirstMousePoint = CurrentMousePoint = new Point(e.X, e.Y);
m_dragOverThreshold = false;
if (DesignView.Context != null)
{
bool handled = CameraController.MouseDown(this, e);
if (handled)
{
m_mouseDownAction = MouseDownAction.ControllingCamera;
}
else if (e.Button == MouseButtons.Left)
{// either regular pick or manipulator pick.
if (DesignView.Manipulator != null && DesignView.Manipulator.Pick(this, e.Location))
{
m_mouseDownAction = MouseDownAction.Manipulating;
}
else
{
m_mouseDownAction = MouseDownAction.Picking;
}
}
}
DesignView.InvalidateViews();
base.OnMouseDown(e);
}
/// <summary>
/// Raises the <see cref="E:System.Windows.Forms.Control.MouseMove"></see> event.
/// </summary>
/// <param name="e">A <see cref="T:System.Windows.Forms.MouseEventArgs"></see> that contains the event data.</param>
protected override void OnMouseMove(MouseEventArgs e)
{
if (DesignView.Context != null)
{
Size dragBoxSize = SystemInformation.DragSize;
CurrentMousePoint = new Point(e.X, e.Y);
int dx = CurrentMousePoint.X - FirstMousePoint.X;
int dy = CurrentMousePoint.Y - FirstMousePoint.Y;
if (!m_dragOverThreshold)
{
if (Math.Abs(dx) > dragBoxSize.Width || Math.Abs(dy) > dragBoxSize.Height)
{
m_dragOverThreshold = true;
if (m_mouseDownAction == MouseDownAction.Manipulating)
DesignView.Manipulator.OnBeginDrag();
}
}
if (m_mouseDownAction == MouseDownAction.Picking)
{
Invalidate();
}
else if (m_mouseDownAction == MouseDownAction.ControllingCamera)
{
CameraController.MouseMove(this, e);
}
else if (m_mouseDownAction == MouseDownAction.Manipulating)
{
if (m_dragOverThreshold)
{
DesignView.Manipulator.OnDragging(this, e.Location);
GameLoop.Update();
GameLoop.Render();
if (m_propEditor == null)
m_propEditor = Globals.MEFContainer.GetExportedValue<PropertyEditor>();
m_propEditor.PropertyGrid.RefreshProperties();
}
}
else if (DesignView.Manipulator != null)
{
bool picked = DesignView.Manipulator.Pick(this, e.Location);
this.Cursor = picked ? Cursors.SizeAll : Cursors.Default;
DesignView.InvalidateViews();
}
else if (this.Cursor != Cursors.Default)
{
this.Cursor = Cursors.Default;
}
}
if(m_dragOverThreshold)
m_hitIndex = -1;
base.OnMouseMove(e);
}
/// <summary>
/// Raises the <see cref="E:System.Windows.Forms.Control.MouseUp"></see> event.
/// </summary>
/// <param name="e">A <see cref="T:System.Windows.Forms.MouseEventArgs"></see> that contains the event data.</param>
protected override void OnMouseUp(MouseEventArgs e)
{
if (m_mouseDownAction == MouseDownAction.Picking)
{
HandlePick(e);
}
else if (m_mouseDownAction == MouseDownAction.ControllingCamera)
{
CameraController.MouseUp(this, e);
}
else if (m_mouseDownAction == MouseDownAction.Manipulating)
{
DesignView.Manipulator.OnEndDrag(this, e.Location);
}
else if (e.Button == MouseButtons.Right)
{
IEnumerable<IContextMenuCommandProvider>
contextMenuCommandProviders = Globals.MEFContainer.GetExportedValues<IContextMenuCommandProvider>();
Point clientPoint = new Point(e.X, e.Y);
Point screenPoint = PointToScreen(clientPoint);
object target = this;
IList<object> pickList = Pick(e);
if (pickList.Count > 0)
{
Path<object> pickedObj = (Path<object>)pickList[0];
target = pickedObj.Last;
}
IEnumerable<object> commands =
contextMenuCommandProviders.GetCommands(DesignView.Context, target);
ICommandService commandService = Globals.MEFContainer.GetExportedValue<ICommandService>();
commandService.RunContextMenu(commands, screenPoint);
}
m_mouseDownAction = MouseDownAction.None;
DesignView.InvalidateViews();
base.OnMouseUp(e);
}
protected virtual void HandlePick(MouseEventArgs e)
{
SelectMode selectMode = InputScheme.GetSelectMode(Control.ModifierKeys);
ISelectionContext selection = DesignView.Context.As<ISelectionContext>();
IList<object> hits = Pick(e);
bool multiSelect = DragOverThreshold;
if (multiSelect == false && hits.Count > 0)
{
List<object> singleHit = new List<object>();
if(selectMode == SelectMode.Normal)
{
m_hitIndex++;
if (m_hitIndex >= hits.Count)
m_hitIndex = 0;
singleHit.Add(hits[m_hitIndex]);
}
else
{
singleHit.Add(hits[0]);
}
hits = singleHit;
}
switch (selectMode)
{
case SelectMode.Normal:
selection.SetRange(hits);
break;
case SelectMode.Extend:
selection.AddRange(hits);
break;
case SelectMode.Toggle:
selection.ToggleRange(hits);
break;
case SelectMode.Remove:
selection.RemoveRange(hits);
break;
default:
break;
}
}
protected virtual IList<object> Pick(MouseEventArgs e)
{
return new List<object>();
}
/// <summary>
/// Gets the starting mouse coordinates</summary>
public Point FirstMousePoint
{
protected set;
get;
}
/// <summary>
/// Gets the current mouse coordinates</summary>
public Point CurrentMousePoint
{
protected set;
get;
}
private bool m_dragOverThreshold;
private MouseDownAction m_mouseDownAction;
private int m_hitIndex = -1;
private PropertyEditor m_propEditor;
private enum MouseDownAction
{
None,
ControllingCamera,
Picking,
Manipulating,
}
}
/// <summary>
/// ControlScheme was stored in canvascontrol3d
/// which created dependecy between CameraControllers and canvascontrol3d
///
/// this is temp location to store global control scheme.
/// </summary>
public static class InputScheme
{
/// <summary>
/// Gets and sets active control scheme
/// </summary>
public static Sce.Atf.Rendering.ControlScheme ActiveControlScheme
{
get;
set;
}
public static SelectMode GetSelectMode(Keys modifiers)
{
Sce.Atf.Input.Keys modkeys = KeysInterop.ToAtf(modifiers);
if (ActiveControlScheme.ToggleSelection != Sce.Atf.Input.Keys.None
&& modkeys == ActiveControlScheme.ToggleSelection)
return SelectMode.Toggle;
if (ActiveControlScheme.AddSelection != Sce.Atf.Input.Keys.None
&& modkeys == ActiveControlScheme.AddSelection)
return SelectMode.Extend;
if (ActiveControlScheme.RemoveSelection != Sce.Atf.Input.Keys.None
&& modkeys == ActiveControlScheme.RemoveSelection)
return SelectMode.Remove;
return SelectMode.Normal;
}
}
/// <summary>
/// Enumerates the selection modes, to specify how the user is intending to modify the
/// selection set by holding down different modifier keys -- Ctrl and Shift, typically</summary>
public enum SelectMode
{
/// <summary>
/// Clear the selection, add object to selection, and make it the last selected</summary>
Normal,
/// <summary>
/// Add object to selection and make it the last selected</summary>
Extend,
/// <summary>
/// Remove object from selection</summary>
Remove,
/// <summary>
/// If object is in selection, remove it; otherwise, add it to selection
/// and make it the last selected</summary>
Toggle,
}
}