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InteractionMode

Trait InteractionMode 

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pub trait InteractionMode: InteractionModeAsAny {
Show 16 methods // Required methods 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, ); 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, ); 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, ); fn make_button( &mut self, ctx: &mut BuildContext<'_>, selected: bool, ) -> Handle<Button>; fn uuid(&self) -> Uuid; // Provided methods fn on_mouse_enter( &mut self, editor_selection: &Selection, controller: &mut dyn SceneController, engine: &mut Engine, frame_size: Vector2<f32>, settings: &Settings, ) { ... } fn on_mouse_leave( &mut self, mouse_position: Vector2<f32>, editor_selection: &Selection, controller: &mut dyn SceneController, engine: &mut Engine, frame_size: Vector2<f32>, settings: &Settings, ) { ... } fn update( &mut self, editor_selection: &Selection, controller: &mut dyn SceneController, engine: &mut Engine, settings: &Settings, ) { ... } fn activate( &mut self, controller: &dyn SceneController, engine: &mut Engine, ) { ... } fn deactivate( &mut self, controller: &dyn SceneController, engine: &mut Engine, ) { ... } fn on_key_down( &mut self, key: KeyCode, editor_selection: &Selection, controller: &mut dyn SceneController, engine: &mut Engine, ) -> bool { ... } fn on_key_up( &mut self, key: KeyCode, controller: &mut dyn SceneController, engine: &mut Engine, ) -> bool { ... } fn handle_ui_message( &mut self, message: &UiMessage, editor_selection: &Selection, controller: &mut dyn SceneController, engine: &mut Engine, ) { ... } fn on_drop(&mut self, _engine: &mut Engine) { ... } fn on_hot_key_pressed( &mut self, hotkey: &HotKey, controller: &mut dyn SceneController, engine: &mut Engine, settings: &Settings, ) -> bool { ... } fn on_hot_key_released( &mut self, hotkey: &HotKey, controller: &mut dyn SceneController, engine: &mut Engine, settings: &Settings, ) -> bool { ... }
}

Required Methods§

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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, )

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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, )

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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, )

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fn make_button( &mut self, ctx: &mut BuildContext<'_>, selected: bool, ) -> Handle<Button>

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fn uuid(&self) -> Uuid

Provided Methods§

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fn on_mouse_enter( &mut self, editor_selection: &Selection, controller: &mut dyn SceneController, engine: &mut Engine, frame_size: Vector2<f32>, settings: &Settings, )

Called when the mouse enters the scene viewer while this interaction mode is active.

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fn on_mouse_leave( &mut self, mouse_position: Vector2<f32>, editor_selection: &Selection, controller: &mut dyn SceneController, engine: &mut Engine, frame_size: Vector2<f32>, settings: &Settings, )

Called when the mouse leaves the scene viewer while this interaction mode is active.

  • mouse_position: The position of the mouse relative to the scene viewer, with (0,0) being the left-top corner.
  • editor_selection: The currently selected object in the editor.
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fn update( &mut self, editor_selection: &Selection, controller: &mut dyn SceneController, engine: &mut Engine, settings: &Settings, )

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fn activate(&mut self, controller: &dyn SceneController, engine: &mut Engine)

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fn deactivate(&mut self, controller: &dyn SceneController, engine: &mut Engine)

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fn on_key_down( &mut self, key: KeyCode, editor_selection: &Selection, controller: &mut dyn SceneController, engine: &mut Engine, ) -> bool

Should return true if the key was handled in any way, otherwise you may mess up keyboard message routing. Return false if the key is unhandled.

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fn on_key_up( &mut self, key: KeyCode, controller: &mut dyn SceneController, engine: &mut Engine, ) -> bool

Should return true if the key was handled in any way, otherwise you may mess up keyboard message routing. Return false if the key is unhandled.

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fn handle_ui_message( &mut self, message: &UiMessage, editor_selection: &Selection, controller: &mut dyn SceneController, engine: &mut Engine, )

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fn on_drop(&mut self, _engine: &mut Engine)

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fn on_hot_key_pressed( &mut self, hotkey: &HotKey, controller: &mut dyn SceneController, engine: &mut Engine, settings: &Settings, ) -> bool

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fn on_hot_key_released( &mut self, hotkey: &HotKey, controller: &mut dyn SceneController, engine: &mut Engine, settings: &Settings, ) -> bool

Implementors§