Add rubber band select to scene editor viewport for selecting multiple actors.
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@@ -7,10 +7,12 @@ using FlaxEditor.Gizmo;
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using FlaxEditor.GUI.ContextMenu;
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using FlaxEditor.SceneGraph;
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using FlaxEditor.Scripting;
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using FlaxEditor.Tools;
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using FlaxEditor.Viewport.Modes;
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using FlaxEditor.Windows;
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using FlaxEngine;
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using FlaxEngine.GUI;
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using FlaxEngine.Tools;
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using Object = FlaxEngine.Object;
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namespace FlaxEditor.Viewport
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@@ -108,6 +110,10 @@ namespace FlaxEditor.Viewport
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private readonly ViewportDebugDrawData _debugDrawData = new ViewportDebugDrawData(32);
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private EditorSpritesRenderer _editorSpritesRenderer;
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private bool _isRubberBandSpanning;
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private Float2 _cachedStartingMousePosition;
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private Rectangle _rubberBandRect;
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/// <summary>
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/// Drag and drop handlers
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/// </summary>
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@@ -287,6 +293,26 @@ namespace FlaxEditor.Viewport
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var focusDistance = Mathf.Max(selectionBounds.Radius * 2d, 100d);
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ViewPosition = selectionBounds.Center + (-ViewDirection * (focusDistance + _lockedFocusOffset));
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}
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// Dont allow rubber band selection when gizmo is controlling mouse, vertex painting mode, or cloth painting is enabled
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if (_isRubberBandSpanning && (Gizmos.Active.IsControllingMouse || Gizmos.Active is VertexPaintingGizmo || Gizmos.Active is ClothPaintingGizmo) || IsControllingMouse || IsRightMouseButtonDown)
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{
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_isRubberBandSpanning = false;
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}
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// Start rubber band selection
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if (IsLeftMouseButtonDown && !MouseDelta.IsZero && !_isRubberBandSpanning && !Gizmos.Active.IsControllingMouse && !IsControllingMouse && !IsRightMouseButtonDown)
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{
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_isRubberBandSpanning = true;
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_cachedStartingMousePosition = _viewMousePos;
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_rubberBandRect = new Rectangle(_cachedStartingMousePosition, Float2.Zero);
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}
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else if (_isRubberBandSpanning)
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{
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var size = _viewMousePos - _cachedStartingMousePosition;
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_rubberBandRect.Width = _viewMousePos.X - _cachedStartingMousePosition.X;
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_rubberBandRect.Height = _viewMousePos.Y - _cachedStartingMousePosition.Y;
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}
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}
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/// <summary>
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@@ -367,7 +393,16 @@ namespace FlaxEditor.Viewport
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{
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Gizmos[i].Draw(ref renderContext);
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}
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// Draw RubberBand for rect selection
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if (_isRubberBandSpanning)
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{
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Render2D.Begin(context, target, targetDepth);
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Render2D.FillRectangle(_rubberBandRect, Style.Current.Selection);
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Render2D.DrawRectangle(_rubberBandRect, Style.Current.SelectionBorder);
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Render2D.End();
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}
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// Draw selected objects debug shapes and visuals
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if (DrawDebugDraw && (renderContext.View.Flags & ViewFlags.DebugDraw) == ViewFlags.DebugDraw)
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{
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@@ -582,9 +617,62 @@ namespace FlaxEditor.Viewport
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// Skip if was controlling mouse or mouse is not over the area
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if (_prevInput.IsControllingMouse || !Bounds.Contains(ref _viewMousePos))
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return;
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// Select rubberbanded rect actor nodes
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if (_isRubberBandSpanning)
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{
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_isRubberBandSpanning = false;
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if (_rubberBandRect.Width < 0 || _rubberBandRect.Height < 0)
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{
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// make sure we have a well-formed rectangle i.e. size is positive and X/Y is upper left corner
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var size = _rubberBandRect.Size;
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_rubberBandRect.X = Mathf.Min(_rubberBandRect.X, _rubberBandRect.X + _rubberBandRect.Width);
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_rubberBandRect.Y = Mathf.Min(_rubberBandRect.Y, _rubberBandRect.Y + _rubberBandRect.Height);
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size.X = Mathf.Abs(size.X);
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size.Y = Mathf.Abs(size.Y);
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_rubberBandRect.Size = size;
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}
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// Try to pick something with the current gizmo
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Gizmos.Active?.Pick();
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var view = new Ray(ViewPosition, ViewDirection);
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List<SceneGraphNode> hits = new List<SceneGraphNode>();
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// Todo: expose resolution to editor settings
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var resolution = 100;
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for (int i = 0; i < resolution; i++)
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{
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for (int j = 0; j < resolution; j++)
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{
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var point = new Float2(_rubberBandRect.Left + ((_rubberBandRect.Right - _rubberBandRect.Left) / resolution) * i, _rubberBandRect.Top + ((_rubberBandRect.Bottom - _rubberBandRect.Top) / resolution) * j);
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var ray = ConvertMouseToRay(ref point);
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var hit = SceneGraphRoot.RayCast(ref ray, ref view, out _);
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if (hit != null && hit is ActorNode actorNode)
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hits.Add(hit);
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}
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}
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if (IsControlDown)
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{
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var newSelection = new List<SceneGraphNode>();
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var currentSelection = _editor.SceneEditing.Selection;
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newSelection.AddRange(currentSelection);
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foreach (var hit in hits)
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{
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if (currentSelection.Contains(hit))
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newSelection.Remove(hit);
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else
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newSelection.Add(hit);
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}
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Select(newSelection);
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}
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else
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{
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Select(hits);
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}
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}
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else
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{
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// Try to pick something with the current gizmo
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Gizmos.Active?.Pick();
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}
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// Keep focus
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Focus();
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