Fix rubberband taking over when tyring to move objects. Move rubberband out of update method.

This commit is contained in:
Chandler Cox
2025-01-26 13:45:31 -06:00
parent 4d4c046556
commit fa06a8cc16
2 changed files with 150 additions and 119 deletions

View File

@@ -42,6 +42,7 @@ namespace FlaxEditor.Gizmo
private bool _isDuplicating;
private bool _isTransforming;
private bool _isSelected;
private Vector3 _lastIntersectionPosition;
private Quaternion _rotationDelta = Quaternion.Identity;
@@ -408,7 +409,7 @@ namespace FlaxEditor.Gizmo
}
/// <inheritdoc />
public override bool IsControllingMouse => _isTransforming;
public override bool IsControllingMouse => _isTransforming || _isSelected;
/// <inheritdoc />
public override void Update(float dt)
@@ -433,6 +434,7 @@ namespace FlaxEditor.Gizmo
// Check if user is holding left mouse button and any axis is selected
if (isLeftBtnDown && _activeAxis != Axis.None)
{
_isSelected = true; // setting later is too late, need to set here for rubber band selection in GizmoViewport
switch (_activeMode)
{
case Mode.Translate:
@@ -450,6 +452,7 @@ namespace FlaxEditor.Gizmo
}
else
{
_isSelected = false;
// If nothing selected, try to select any axis
if (!isLeftBtnDown && !Owner.IsRightMouseButtonDown)
{
@@ -517,6 +520,7 @@ namespace FlaxEditor.Gizmo
// Clear cache
_accMoveDelta = Vector3.Zero;
_lastIntersectionPosition = _intersectPosition = Vector3.Zero;
_isSelected = false;
EndTransforming();
}
}

View File

@@ -111,6 +111,7 @@ namespace FlaxEditor.Viewport
private EditorSpritesRenderer _editorSpritesRenderer;
private bool _isRubberBandSpanning;
private bool _tryStartRubberBand;
private Float2 _cachedStartingMousePosition;
private Rectangle _rubberBandRect;
private Rectangle _lastRubberBandRect;
@@ -294,124 +295,6 @@ namespace FlaxEditor.Viewport
var focusDistance = Mathf.Max(selectionBounds.Radius * 2d, 100d);
ViewPosition = selectionBounds.Center + (-ViewDirection * (focusDistance + _lockedFocusOffset));
}
// Dont allow rubber band selection when gizmo is controlling mouse, vertex painting mode, or cloth painting is enabled
if (_isRubberBandSpanning && ((Gizmos.Active.IsControllingMouse || Gizmos.Active is VertexPaintingGizmo || Gizmos.Active is ClothPaintingGizmo) || IsControllingMouse || IsRightMouseButtonDown))
{
_isRubberBandSpanning = false;
}
// Start rubber band selection
if (IsLeftMouseButtonDown && (Mathf.Abs(MouseDelta.X) > 0.1f || Mathf.Abs(MouseDelta.Y) > 0.1f) && !_isRubberBandSpanning && !Gizmos.Active.IsControllingMouse && !IsControllingMouse && !IsRightMouseButtonDown)
{
_isRubberBandSpanning = true;
_cachedStartingMousePosition = _viewMousePos;
_rubberBandRect = new Rectangle(_cachedStartingMousePosition, Float2.Zero);
}
else if (_isRubberBandSpanning)
{
_rubberBandRect.Width = _viewMousePos.X - _cachedStartingMousePosition.X;
_rubberBandRect.Height = _viewMousePos.Y - _cachedStartingMousePosition.Y;
if (_lastRubberBandRect != _rubberBandRect)
{
// Select rubberbanded rect actor nodes
var adjustedRect = _rubberBandRect;
_lastRubberBandRect = _rubberBandRect;
if (adjustedRect.Width < 0 || adjustedRect.Height < 0)
{
// make sure we have a well-formed rectangle i.e. size is positive and X/Y is upper left corner
var size = adjustedRect.Size;
adjustedRect.X = Mathf.Min(adjustedRect.X, adjustedRect.X + adjustedRect.Width);
adjustedRect.Y = Mathf.Min(adjustedRect.Y, adjustedRect.Y + adjustedRect.Height);
size.X = Mathf.Abs(size.X);
size.Y = Mathf.Abs(size.Y);
adjustedRect.Size = size;
}
List<SceneGraphNode> hits = new List<SceneGraphNode>();
var allActors = Level.GetActors<Actor>(true);
foreach (var a in allActors)
{
var actorBox = a.EditorBox;
if (ViewFrustum.Contains(actorBox) == ContainmentType.Disjoint)
continue;
// Check is control and skip if canvas is 2D
if (a is UIControl control)
{
UICanvas canvas = null;
var controlParent = control.Parent;
while (controlParent != null && controlParent is not Scene)
{
if (controlParent is UICanvas uiCanvas)
{
canvas = uiCanvas;
break;
}
controlParent = controlParent.Parent;
}
if (canvas != null)
{
if (canvas.Is2D)
continue;
}
}
else if (a is UICanvas uiCanvas)
{
if (uiCanvas.Is2D)
continue;
}
// Check if all corners are in box to select it.
var corners = actorBox.GetCorners();
var containsAllCorners = true;
foreach (var c in corners)
{
Viewport.ProjectPoint(c, out var loc);
if (!adjustedRect.Contains(loc))
{
containsAllCorners = false;
break;
}
}
if (containsAllCorners)
{
hits.Add(SceneGraphRoot.Find(a));
}
}
if (IsControlDown)
{
var newSelection = new List<SceneGraphNode>();
var currentSelection = _editor.SceneEditing.Selection;
newSelection.AddRange(currentSelection);
foreach (var hit in hits)
{
if (currentSelection.Contains(hit))
newSelection.Remove(hit);
else
newSelection.Add(hit);
}
Select(newSelection);
}
else if (((WindowRootControl)Root).GetKey(KeyboardKeys.Shift))
{
var newSelection = new List<SceneGraphNode>();
var currentSelection = _editor.SceneEditing.Selection;
newSelection.AddRange(hits);
newSelection.AddRange(currentSelection);
Select(newSelection);
}
else
{
Select(hits);
}
}
}
}
/// <summary>
@@ -617,6 +500,7 @@ namespace FlaxEditor.Viewport
{
base.OnLostFocus();
_isRubberBandSpanning = false;
_tryStartRubberBand = false;
}
/// <inheritdoc />
@@ -624,6 +508,7 @@ namespace FlaxEditor.Viewport
{
base.OnMouseLeave();
_isRubberBandSpanning = false;
_tryStartRubberBand = false;
}
/// <summary>
@@ -724,12 +609,154 @@ namespace FlaxEditor.Viewport
base.OrientViewport(ref orientation);
}
/// <inheritdoc />
public override void OnMouseMove(Float2 location)
{
base.OnMouseMove(location);
// Dont allow rubber band selection when gizmo is controlling mouse, vertex painting mode, or cloth painting is enabled
if (_isRubberBandSpanning && ((Gizmos.Active.IsControllingMouse || Gizmos.Active is VertexPaintingGizmo || Gizmos.Active is ClothPaintingGizmo) || IsControllingMouse || IsRightMouseButtonDown))
{
_isRubberBandSpanning = false;
}
if (_tryStartRubberBand && (Mathf.Abs(MouseDelta.X) > 0.1f || Mathf.Abs(MouseDelta.Y) > 0.1f) && !_isRubberBandSpanning && !Gizmos.Active.IsControllingMouse && !IsControllingMouse && !IsRightMouseButtonDown)
{
_isRubberBandSpanning = true;
_cachedStartingMousePosition = _viewMousePos;
_rubberBandRect = new Rectangle(_cachedStartingMousePosition, Float2.Zero);
}
else if (_isRubberBandSpanning && !Gizmos.Active.IsControllingMouse && !IsControllingMouse && !IsRightMouseButtonDown)
{
_rubberBandRect.Width = _viewMousePos.X - _cachedStartingMousePosition.X;
_rubberBandRect.Height = _viewMousePos.Y - _cachedStartingMousePosition.Y;
if (_lastRubberBandRect != _rubberBandRect)
{
// Select rubberbanded rect actor nodes
var adjustedRect = _rubberBandRect;
_lastRubberBandRect = _rubberBandRect;
if (adjustedRect.Width < 0 || adjustedRect.Height < 0)
{
// make sure we have a well-formed rectangle i.e. size is positive and X/Y is upper left corner
var size = adjustedRect.Size;
adjustedRect.X = Mathf.Min(adjustedRect.X, adjustedRect.X + adjustedRect.Width);
adjustedRect.Y = Mathf.Min(adjustedRect.Y, adjustedRect.Y + adjustedRect.Height);
size.X = Mathf.Abs(size.X);
size.Y = Mathf.Abs(size.Y);
adjustedRect.Size = size;
}
List<SceneGraphNode> hits = new List<SceneGraphNode>();
var allActors = Level.GetActors<Actor>(true);
foreach (var a in allActors)
{
if (a.HideFlags is HideFlags.DontSelect or HideFlags.FullyHidden || a is EmptyActor)
continue;
var actorBox = a.EditorBox;
if (ViewFrustum.Contains(actorBox) == ContainmentType.Disjoint)
continue;
// Check is control and skip if canvas is 2D
if (a is UIControl control)
{
UICanvas canvas = null;
var controlParent = control.Parent;
while (controlParent != null && controlParent is not Scene)
{
if (controlParent is UICanvas uiCanvas)
{
canvas = uiCanvas;
break;
}
controlParent = controlParent.Parent;
}
if (canvas != null)
{
if (canvas.Is2D)
continue;
}
}
else if (a is UICanvas uiCanvas)
{
if (uiCanvas.Is2D)
continue;
}
// Check if all corners are in box to select it.
var corners = actorBox.GetCorners();
var containsAllCorners = true;
foreach (var c in corners)
{
Viewport.ProjectPoint(c, out var loc);
if (!adjustedRect.Contains(loc))
{
containsAllCorners = false;
break;
}
}
if (containsAllCorners)
{
hits.Add(SceneGraphRoot.Find(a));
}
}
if (IsControlDown)
{
var newSelection = new List<SceneGraphNode>();
var currentSelection = _editor.SceneEditing.Selection;
newSelection.AddRange(currentSelection);
foreach (var hit in hits)
{
if (currentSelection.Contains(hit))
newSelection.Remove(hit);
else
newSelection.Add(hit);
}
Select(newSelection);
}
else if (((WindowRootControl)Root).GetKey(KeyboardKeys.Shift))
{
var newSelection = new List<SceneGraphNode>();
var currentSelection = _editor.SceneEditing.Selection;
newSelection.AddRange(hits);
newSelection.AddRange(currentSelection);
Select(newSelection);
}
else
{
Select(hits);
}
}
}
}
/// <inheritdoc />
protected override void OnLeftMouseButtonDown()
{
base.OnLeftMouseButtonDown();
if (!_isRubberBandSpanning && !Gizmos.Active.IsControllingMouse && !IsControllingMouse && !IsRightMouseButtonDown)
{
_tryStartRubberBand = true;
}
}
/// <inheritdoc />
protected override void OnLeftMouseButtonUp()
{
// Skip if was controlling mouse or mouse is not over the area
if (_prevInput.IsControllingMouse || !Bounds.Contains(ref _viewMousePos))
return;
if (_tryStartRubberBand)
{
_tryStartRubberBand = false;
}
// Select rubberbanded rect actor nodes
if (_isRubberBandSpanning)