fyroxed_base 1.0.0-rc.2

A scene editor for Fyrox game engine
Documentation
// Copyright (c) 2019-present Dmitry Stepanov and Fyrox Engine contributors.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.

use crate::{
    fyrox::{
        core::{
            algebra::Vector2,
            pool::Handle,
            uuid::{uuid, Uuid},
            TypeUuidProvider,
        },
        gui::BuildContext,
        scene::node::Node,
    },
    interaction::{make_interaction_mode_button, InteractionMode},
    message::MessageSender,
    scene::{commands::ChangeSelectionCommand, controller::SceneController, GameScene, Selection},
    settings::Settings,
    world::selection::GraphSelection,
    Engine,
};
use fyrox::gui::border::Border;
use fyrox::gui::button::Button;
use fyrox::gui::image::Image;
use fyrox::gui::widget::WidgetMessage;

pub struct SelectInteractionMode {
    preview: Handle<Image>,
    selection_frame: Handle<Border>,
    message_sender: MessageSender,
    stack: Vec<Handle<Node>>,
    click_pos: Vector2<f32>,
}

impl SelectInteractionMode {
    pub fn new(
        preview: Handle<Image>,
        selection_frame: Handle<Border>,
        message_sender: MessageSender,
    ) -> Self {
        Self {
            preview,
            selection_frame,
            message_sender,
            stack: Vec::new(),
            click_pos: Vector2::default(),
        }
    }
}

impl TypeUuidProvider for SelectInteractionMode {
    fn type_uuid() -> Uuid {
        uuid!("bab9ce8c-d679-4c49-beb9-f5a8482e0678")
    }
}

impl InteractionMode for SelectInteractionMode {
    fn on_left_mouse_button_down(
        &mut self,
        _editor_selection: &Selection,
        _controller: &mut dyn SceneController,
        engine: &mut Engine,
        mouse_pos: Vector2<f32>,
        _frame_size: Vector2<f32>,
        _settings: &Settings,
    ) {
        self.click_pos = mouse_pos;
        engine.user_interfaces.first().send_many(
            self.selection_frame,
            [
                WidgetMessage::Visibility(true),
                WidgetMessage::DesiredPosition(mouse_pos),
                WidgetMessage::Width(0.0),
                WidgetMessage::Height(0.0),
            ],
        );
    }

    fn on_left_mouse_button_up(
        &mut self,
        editor_selection: &Selection,
        controller: &mut dyn SceneController,
        engine: &mut Engine,
        _mouse_pos: Vector2<f32>,
        frame_size: Vector2<f32>,
        _settings: &Settings,
    ) {
        let Some(game_scene) = controller.downcast_mut::<GameScene>() else {
            return;
        };

        let scene = &engine.scenes[game_scene.scene];
        let camera = &scene.graph[game_scene.camera_controller.camera];
        let preview_screen_bounds =
            engine.user_interfaces.first_mut()[self.preview].screen_bounds();
        let frame_screen_bounds =
            engine.user_interfaces.first_mut()[self.selection_frame].screen_bounds();
        let frame_relative_bounds = frame_screen_bounds.translate(-preview_screen_bounds.position);
        self.stack.clear();
        self.stack.push(scene.graph.get_root());
        let mut graph_selection = GraphSelection::default();
        while let Some(handle) = self.stack.pop() {
            let node = &scene.graph[handle];
            if handle == game_scene.editor_objects_root {
                continue;
            }
            if handle == scene.graph.get_root() {
                self.stack.extend_from_slice(node.children());
                continue;
            }

            let node_screen_bounds = node.world_bounding_box().project(
                &camera.view_projection_matrix(),
                &camera.viewport_pixels(frame_size),
            );

            if frame_relative_bounds.intersects(node_screen_bounds) {
                graph_selection.insert_or_exclude(handle);
            }

            self.stack.extend_from_slice(node.children());
        }

        let new_selection = Selection::new(graph_selection);

        if &new_selection != editor_selection {
            self.message_sender
                .do_command(ChangeSelectionCommand::new(new_selection));
        }
        engine
            .user_interfaces
            .first()
            .send(self.selection_frame, WidgetMessage::Visibility(false));
    }

    fn on_mouse_move(
        &mut self,
        _mouse_offset: Vector2<f32>,
        mouse_position: Vector2<f32>,
        _editor_selection: &Selection,
        _controller: &mut dyn SceneController,
        engine: &mut Engine,
        _frame_size: Vector2<f32>,
        _settings: &Settings,
    ) {
        let ui = &mut engine.user_interfaces.first_mut();
        let width = mouse_position.x - self.click_pos.x;
        let height = mouse_position.y - self.click_pos.y;

        let position = Vector2::new(
            if width < 0.0 {
                mouse_position.x
            } else {
                self.click_pos.x
            },
            if height < 0.0 {
                mouse_position.y
            } else {
                self.click_pos.y
            },
        );
        ui.send_many(
            self.selection_frame,
            [
                WidgetMessage::DesiredPosition(position),
                WidgetMessage::Width(width.abs()),
                WidgetMessage::Height(height.abs()),
            ],
        );
    }

    fn update(
        &mut self,
        _editor_selection: &Selection,
        _controller: &mut dyn SceneController,
        _engine: &mut Engine,
        _settings: &Settings,
    ) {
    }

    fn make_button(&mut self, ctx: &mut BuildContext, selected: bool) -> Handle<Button> {
        let select_mode_tooltip = "Select Object(s) - Shortcut: [1]\n\nSelection interaction mode \
        allows you to select an object by a single left mouse button click or multiple objects using either \
        frame selection (click and drag) or by holding Ctrl+Click";

        make_interaction_mode_button(
            ctx,
            include_bytes!("../../resources/select.png"),
            select_mode_tooltip,
            selected,
        )
    }

    fn uuid(&self) -> Uuid {
        Self::type_uuid()
    }
}