Files
FlaxEngine/Source/Editor/Gizmo/ViewportRubberBandSelector.cs

210 lines
7.4 KiB
C#

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
using System;
using System.Collections.Generic;
using FlaxEditor;
using FlaxEditor.Gizmo;
using FlaxEditor.SceneGraph;
using FlaxEngine.GUI;
namespace FlaxEngine.Gizmo;
/// <summary>
/// Class for adding viewport rubber band selection.
/// </summary>
public class ViewportRubberBandSelector
{
private bool _isRubberBandSpanning;
private bool _tryStartRubberBand;
private Float2 _cachedStartingMousePosition;
private Rectangle _rubberBandRect;
private Rectangle _lastRubberBandRect;
private IGizmoOwner _owner;
/// <summary>
/// Constructs a rubber band selector with a designated gizmo owner.
/// </summary>
/// <param name="owner">The gizmo owner.</param>
public ViewportRubberBandSelector(IGizmoOwner owner)
{
_owner = owner;
}
/// <summary>
/// Triggers the start of a rubber band selection.
/// </summary>
public void TryStartingRubberBandSelection()
{
if (!_isRubberBandSpanning && !_owner.Gizmos.Active.IsControllingMouse && !_owner.IsRightMouseButtonDown)
{
_tryStartRubberBand = true;
}
}
/// <summary>
/// Release the rubber band selection.
/// </summary>
/// <returns>Returns true if rubber band is currently spanning</returns>
public bool ReleaseRubberBandSelection()
{
if (_tryStartRubberBand)
{
_tryStartRubberBand = false;
}
if (_isRubberBandSpanning)
{
_isRubberBandSpanning = false;
return true;
}
return false;
}
/// <summary>
/// Tries to create a rubber band selection.
/// </summary>
/// <param name="canStart">Whether the creation can start.</param>
/// <param name="mousePosition">The current mouse position.</param>
/// <param name="viewFrustum">The view frustum.</param>
public void TryCreateRubberBand(bool canStart, Float2 mousePosition, BoundingFrustum viewFrustum)
{
if (_isRubberBandSpanning && !canStart)
{
_isRubberBandSpanning = false;
return;
}
if (_tryStartRubberBand && (Mathf.Abs(_owner.MouseDelta.X) > 0.1f || Mathf.Abs(_owner.MouseDelta.Y) > 0.1f) && canStart)
{
_isRubberBandSpanning = true;
_cachedStartingMousePosition = mousePosition;
_rubberBandRect = new Rectangle(_cachedStartingMousePosition, Float2.Zero);
_tryStartRubberBand = false;
}
else if (_isRubberBandSpanning && !_owner.Gizmos.Active.IsControllingMouse && !_owner.IsRightMouseButtonDown)
{
_rubberBandRect.Width = mousePosition.X - _cachedStartingMousePosition.X;
_rubberBandRect.Height = mousePosition.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;
}
// Get hits from graph nodes.
List<SceneGraphNode> hits = new List<SceneGraphNode>();
var nodes = _owner.SceneGraphRoot.GetAllChildActorNodes();
foreach (var node in nodes)
{
// Check for custom can select code
if (!node.CanSelectActorNodeWithSelector())
continue;
var a = node.Actor;
// Skip actor if outside of view frustum
var actorBox = a.EditorBox;
if (viewFrustum.Contains(actorBox) == ContainmentType.Disjoint)
continue;
// Get valid selection points
var points = node.GetActorSelectionPoints();
bool containsAllPoints = points.Length != 0;
foreach (var point in points)
{
_owner.Viewport.ProjectPoint(point, out var loc);
if (!adjustedRect.Contains(loc))
{
containsAllPoints = false;
break;
}
}
if (containsAllPoints)
{
if (a.HasPrefabLink)
hits.Add(_owner.SceneGraphRoot.Find(a.GetPrefabRoot()));
else
hits.Add(node);
}
}
var editor = Editor.Instance;
if (_owner.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);
}
_owner.Select(newSelection);
}
else if (Input.GetKey(KeyboardKeys.Shift))
{
var newSelection = new List<SceneGraphNode>();
var currentSelection = editor.SceneEditing.Selection;
newSelection.AddRange(hits);
newSelection.AddRange(currentSelection);
_owner.Select(newSelection);
}
else
{
_owner.Select(hits);
}
}
}
}
/// <summary>
/// Used to draw the rubber band. Begins render 2D.
/// </summary>
/// <param name="context">The GPU Context.</param>
/// <param name="target">The GPU texture target.</param>
/// <param name="targetDepth">The GPU texture target depth.</param>
public void Draw(GPUContext context, GPUTexture target, GPUTexture targetDepth)
{
// Draw RubberBand for rect selection
if (!_isRubberBandSpanning)
return;
Render2D.Begin(context, target, targetDepth);
Draw2D();
Render2D.End();
}
/// <summary>
/// Used to draw the rubber band. Use if already rendering 2D context.
/// </summary>
public void Draw2D()
{
if (!_isRubberBandSpanning)
return;
Render2D.FillRectangle(_rubberBandRect, Style.Current.Selection);
Render2D.DrawRectangle(_rubberBandRect, Style.Current.SelectionBorder);
}
/// <summary>
/// Immediately stops the rubber band.
/// </summary>
public void StopRubberBand()
{
_isRubberBandSpanning = false;
_tryStartRubberBand = false;
}
}