mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Removed redundant Point struct and SceneViewport improvements
- Keyboard shortcuts for Gizmo control - Improved mousepick-blocking
This commit is contained in:
@@ -31,7 +31,7 @@ namespace GlitchyEditor.EditWindows
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public void SetContext(Scene scene)
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{
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_selectedEntities.Clear();
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ClearEntitySelection();
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_scene = scene;
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}
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@@ -45,6 +45,36 @@ namespace GlitchyEditor.EditWindows
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_selectedEntities.Add();
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}*/
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/// Deselects all entities.
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public void ClearEntitySelection()
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{
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_selectedEntities.Clear();
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}
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/// Selects the given entity.
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/// @param entity The entity to select.
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/// @param clearOldSelection If true the previously selected entities will be deselected. If false, the given entity will be added to the current selection.
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public void SelectEntity(Entity entity, bool clearOldSelection = false)
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{
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if (clearOldSelection)
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ClearEntitySelection();
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_selectedEntities.Add(entity);
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}
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/// Deselects the given entity.
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/// @param entity The entity to deselect.
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public bool DeselectEntity(Entity entity)
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{
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return _selectedEntities.Remove(entity);
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}
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/// Returns whether or not the given entity is currently selected.
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public bool IsEntitySelected(Entity entity)
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{
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return _selectedEntities.Contains(entity);
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}
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protected override void InternalShow()
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{
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if(!ImGui.Begin(s_WindowTitle, &_open, .MenuBar))
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@@ -64,25 +94,24 @@ namespace GlitchyEditor.EditWindows
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if (_editor.SceneViewportWindow.SelectionChanged)
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{
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if (Input.IsKeyReleased(.Control))
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{
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_selectedEntities.Clear();
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}
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var handle = _scene.[Friend]_ecsWorld.GetCurrentVersion(EcsEntity.[Friend]CreateEntityID(_editor.SceneViewportWindow.SelectedEntityId, 0));
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if (handle case .Ok(let h))
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{
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Entity e = .(h, _scene);
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_selectedEntities.Add(e);
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SelectEntity(e, Input.IsKeyReleased(.Control));
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}
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else if (Input.IsKeyReleased(.Control))
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{
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ClearEntitySelection();
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}
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}
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ShowEntityHierarchy();
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if ((ImGui.IsMouseDown(.Left) || ImGui.IsMouseDown(.Right)) && !ImGui.IsAnyItemHovered() && !ImGui.GetIO().KeyCtrl && ImGui.IsWindowHovered(.AllowWhenBlockedByPopup))
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_selectedEntities.Clear();
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ClearEntitySelection();
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ImGui.End();
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}
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@@ -288,7 +317,7 @@ namespace GlitchyEditor.EditWindows
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if(tree.Children.Count == 0)
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flags |= .Leaf;
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bool inSelectedList = _selectedEntities.Contains(tree.Value);
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bool inSelectedList = IsEntitySelected(tree.Value);
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if(inSelectedList)
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flags |= .Selected;
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@@ -381,17 +410,12 @@ namespace GlitchyEditor.EditWindows
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{
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if (inSelectedList && !clickedRight)
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{
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_selectedEntities.Remove(tree.Value);
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DeselectEntity(tree.Value);
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inSelectedList = false;
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}
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else
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{
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if (!ImGui.GetIO().KeyCtrl && !clickedRight)
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{
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_selectedEntities.Clear();
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}
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_selectedEntities.Add(tree.Value);
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SelectEntity(tree.Value, !ImGui.GetIO().KeyCtrl && !clickedRight);
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inSelectedList = true;
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}
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}
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@@ -62,39 +62,25 @@ namespace GlitchyEditor.EditWindows
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_hasFocus = ImGui.IsWindowFocused();
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if (_hasFocus && !_editor.CurrentCamera.InUse)
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{
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if (Input.IsKeyPressing(.Q))
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_gizmoType = .TRANSLATE;
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if (Input.IsKeyPressing(.W))
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_gizmoType = .ROTATE;
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if (Input.IsKeyPressing(.E))
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_gizmoType = .SCALE;
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if (Input.IsKeyPressing(.G))
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_gizmoMode = .WORLD;
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if (Input.IsKeyPressing(.L))
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_gizmoMode = .LOCAL;
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}
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var viewportSize = ImGui.GetContentRegionAvail();
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if (_editor.CurrentCamera.[Friend]BindMouse)
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{
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var mousePos = ImGui.GetMousePos();
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var newMousePos = mousePos;
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var winPos = ImGui.GetWindowPos();
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var winSize = ImGui.GetWindowSize();
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if (mousePos.x < winPos.x)
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{
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newMousePos.x = winPos.x + winSize.x - 1;
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}
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else if (mousePos.x > winPos.x + winSize.x)
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{
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newMousePos.x = winPos.x + 1;
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}
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if (mousePos.y < winPos.y)
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{
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newMousePos.y = winPos.y + winSize.y - 1;
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}
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else if (mousePos.y > winPos.y + winSize.y)
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{
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newMousePos.y = winPos.y + 1;
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}
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if (newMousePos != mousePos)
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{
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Input.SetMousePosition(Point((int32)newMousePos.x, (int32)newMousePos.y));
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_editor.CurrentCamera.[Friend]MouseCooldown = 2;
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}
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}
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WrapMouseInViewport();
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if(_renderTarget != null)
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{
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@@ -102,18 +88,67 @@ namespace GlitchyEditor.EditWindows
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//ImGui.Image(_editor.CurrentCamera.RenderTarget.GetViewBinding(0), viewportSize);
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//ImGui.Image(_editor.CurrentScene.[Friend]_compositeTarget.GetViewBinding(0), viewportSize);
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}
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bool gizmoUsed = DrawImGuizmo(viewportSize);
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MousePicking(viewportSize, gizmoUsed);
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ImGui.End();
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if(oldViewportSize != viewportSize)
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{
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ViewportSizeChangedEvent.Invoke(this, (Vector2)viewportSize);
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viewPortChanged = true;
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oldViewportSize = viewportSize;
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}
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}
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/// Wraps the mouse, so that it always stays in the viewport.
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private void WrapMouseInViewport()
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{
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var mousePos = (Vector2)ImGui.GetMousePos();
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var winPos = (Vector2)ImGui.GetWindowPos();
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var winSize = (Vector2)ImGui.GetWindowSize();
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Vector2 newMousePos = mousePos;
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if (mousePos.X < winPos.X)
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{
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newMousePos.X = winPos.X + winSize.X - 1;
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}
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else if (mousePos.X > winPos.X + winSize.X)
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{
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newMousePos.X = winPos.X + 1;
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}
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if (mousePos.Y < winPos.Y)
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{
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newMousePos.Y = winPos.Y + winSize.Y - 1;
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}
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else if (mousePos.Y > winPos.Y + winSize.Y)
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{
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newMousePos.Y = winPos.Y + 1;
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}
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if (newMousePos != mousePos)
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{
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Input.SetMousePosition((Int2)newMousePos);
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_editor.CurrentCamera.[Friend]MouseCooldown = 2;
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}
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}
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private void MousePicking(ImGui.Vec2 viewportSize, bool gizmoUsed)
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{
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Vector2 relativeMouse = (Vector2)ImGui.GetMousePos() - (Vector2)ImGui.GetItemRectMin();
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int x = Renderer.[Friend]_gBuffer.Target.Width;
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int y = Renderer.[Friend]_gBuffer.Target.Height;
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int rtWidth = _editor.CurrentScene.[Friend]_compositeTarget.Width;
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int rtHeight = _editor.CurrentScene.[Friend]_compositeTarget.Height;
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if (!gizmoUsed && !_editor.CurrentCamera.[Friend]BindMouse && Input.IsMouseButtonPressing(.LeftButton) && relativeMouse.X >= 0 && relativeMouse.Y >= 0 &&
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if (Input.IsMouseButtonPressing(.LeftButton) &&
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ImGui.IsWindowHovered() && !gizmoUsed && !_editor.CurrentCamera.InUse &&
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relativeMouse.X >= 0 && relativeMouse.Y >= 0 &&
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relativeMouse.X < viewportSize.x && relativeMouse.Y < viewportSize.y &&
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relativeMouse.X < x && relativeMouse.Y < y)
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relativeMouse.X < rtWidth && relativeMouse.Y < rtHeight)
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{
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uint32 id = uint32.MaxValue;
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@@ -128,15 +163,6 @@ namespace GlitchyEditor.EditWindows
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{
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SelectionChanged = false;
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}
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ImGui.End();
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if(oldViewportSize != viewportSize)
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{
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ViewportSizeChangedEvent.Invoke(this, (Vector2)viewportSize);
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viewPortChanged = true;
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oldViewportSize = viewportSize;
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}
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}
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private ImGuizmo.OPERATION _gizmoType = .TRANSLATE;
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@@ -158,7 +158,7 @@ namespace GlitchyEditor
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if(_moving)
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{
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Point movement = Input.GetMouseMovement();
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Int2 movement = Input.GetMouseMovement();
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_position.X += movement.X;
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_position.Y += movement.Y;
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@@ -27,22 +27,22 @@ namespace GlitchyEngine
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public static extern bool IsMouseButtonPressed(MouseButton button);
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public static extern bool IsMouseButtonReleased(MouseButton button);
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public static extern Point GetMousePosition();
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public static extern Int2 GetMousePosition();
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public static extern int32 GetMouseX();
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public static extern int32 GetMouseY();
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// TODO: Should Input be able to set mousepos?
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public static extern void SetMousePosition(Point pos);
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public static extern void SetMousePosition(Int2 pos);
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public static extern bool WasMouseButtonPressed(MouseButton button);
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public static extern bool WasMouseButtonReleased(MouseButton button);
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public static extern Point GetLastMousePosition();
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public static extern Int2 GetLastMousePosition();
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public static extern int32 GetLastMouseX();
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public static extern int32 GetLastMouseY();
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public static extern bool IsMouseButtonPressing(MouseButton button);
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public static extern bool IsMouseButtonReleasing(MouseButton button);
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public static extern Point GetMouseMovement();
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public static extern Int2 GetMouseMovement();
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public static extern void NewFrame();
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}
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@@ -1,131 +0,0 @@
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using System;
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namespace GlitchyEngine.Math
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{
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/**
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* A 2D point represented by two 32bit integers.
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*/
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public struct Point
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{
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public int32 X, Y;
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/**
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* Creates a new instance of a @Point with both components set to zero.
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*/
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public this() => this = default;
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/**
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* Creates a new instance of a @Point with both components set to the specified value.
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* @param value The value for both components.
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*/
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public this(int32 value)
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{
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X = value;
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Y = value;
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}
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/**
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* Creates a new instance of a @Point.
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* @param x The value for the x-component.
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* @param y The value for the y-component.
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*/
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public this(int32 x, int32 y)
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{
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X = x;
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Y = y;
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}
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//
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// Unary Operators
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//
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public static Point operator +(Point value) => value;
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public static Point operator -(Point value) => .(-value.X, -value.Y);
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//
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// Binary Operators
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//
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public static Point operator +(Point left, Point right) => .(left.X + right.X, left.Y + right.Y);
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public static Point operator +(int32 left, Point right) => .(left + right.X, left + right.Y);
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public static Point operator +(Point left, int32 right) => .(left.X + right, left.Y + right);
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public static Point operator -(Point left, Point right) => .(left.X - right.X, left.Y - right.Y);
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public static Point operator -(int32 left, Point right) => .(left - right.X, left - right.Y);
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public static Point operator -(Point left, int32 right) => .(left.X - right, left.Y - right);
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public static Point operator *(Point left, Point right) => .(left.X * right.X, left.Y * right.Y);
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public static Point operator *(int32 left, Point right) => .(left * right.X, left * right.Y);
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public static Point operator *(Point left, int32 right) => .(left.X * right, left.Y * right);
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public static Point operator /(Point left, Point right) => .(left.X / right.X, left.Y / right.Y);
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public static Point operator /(int32 left, Point right) => .(left / right.X, left / right.Y);
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public static Point operator /(Point left, int32 right) => .(left.X / right, left.Y / right);
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//
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// Assignment Operators
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//
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public void operator +=(Point value) mut
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{
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X += value.X;
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Y += value.Y;
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}
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public void operator +=(int32 value) mut
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{
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X += value;
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Y += value;
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}
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public void operator -=(Point value) mut
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{
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X -= value.X;
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Y -= value.Y;
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}
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public void operator -=(int32 value) mut
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{
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X -= value;
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Y -= value;
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}
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public void operator *=(Point value) mut
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{
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X *= value.X;
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Y *= value.Y;
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}
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public void operator *=(int32 value) mut
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{
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X *= value;
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Y *= value;
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}
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public void operator /=(Point value) mut
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{
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X /= value.X;
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Y /= value.Y;
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}
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public void operator /=(int32 value) mut
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{
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X /= value;
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Y /= value;
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}
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//
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// Equality
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//
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public static bool operator ==(Point left, Point right) => left.X == right.X && left.Y == right.Y;
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public static bool operator !=(Point left, Point right) => left.X != right.X || left.Y != right.Y;
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//
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// Misc
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//
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public override void ToString(String strBuffer) => strBuffer.AppendF("X={0} Y={1}", X, Y);
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}
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}
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@@ -17,8 +17,8 @@ namespace GlitchyEngine
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struct WindowsInputState
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{
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public int8[256] KeyStates;
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public Point CursorPosition;
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public Point CursorPositionDifference;
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public Int2 CursorPosition;
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public Int2 CursorPositionDifference;
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}
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static WindowsInputState[2] IputStates;
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@@ -119,7 +119,7 @@ namespace GlitchyEngine
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return state >= 0;
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}
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public override static Point GetMousePosition() => CurrentState.CursorPosition;
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public override static Int2 GetMousePosition() => CurrentState.CursorPosition;
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public override static int32 GetMouseX() => CurrentState.CursorPosition.X;
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@@ -140,7 +140,7 @@ namespace GlitchyEngine
|
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return state >= 0;
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}
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public override static Point GetLastMousePosition() => LastState.CursorPosition;
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public override static Int2 GetLastMousePosition() => LastState.CursorPosition;
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public override static int32 GetLastMouseX() => LastState.CursorPosition.X;
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@@ -153,18 +153,18 @@ namespace GlitchyEngine
|
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|
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public override static bool IsMouseButtonReleasing(MouseButton button) => IsMouseButtonReleased(button) && WasMouseButtonPressed(button);
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public override static Point GetMouseMovement() => CurrentState.CursorPositionDifference;
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public override static Int2 GetMouseMovement() => CurrentState.CursorPositionDifference;
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public override static void SetMousePosition(Point pos) => SetCursorPos(pos.X, pos.Y);
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public override static void SetMousePosition(Int2 pos) => SetCursorPos(pos.X, pos.Y);
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//[CLink, CallingConvention(.Stdcall)]
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//static extern int16 GetKeyState(int32 keycode);
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[CLink, CallingConvention(.Stdcall)]
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static extern IntBool GetCursorPos(out Point p);
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static extern IntBool GetCursorPos(out Int2 p);
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[CLink, CallingConvention(.Stdcall)]
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static extern IntBool SetCursorPos(c_int x, c_int y);
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[CLink, CallingConvention(.Stdcall)]
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static extern IntBool ScreenToClient(HWnd hWnd, ref Point p);
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static extern IntBool ScreenToClient(HWnd hWnd, ref Int2 p);
|
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public override static void NewFrame()
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{
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@@ -66,13 +66,13 @@ namespace GlitchyEngine
|
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//
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||||
// Size
|
||||
//
|
||||
public override Point Size
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||||
public override Int2 Size
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||||
{
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||||
get => *(Point*)&_clientRect.Width;
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||||
get => *(Int2*)&_clientRect.Width;
|
||||
|
||||
set
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||||
{
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||||
*(Point*)&_clientRect.Width = value;
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||||
*(Int2*)&_clientRect.Width = value;
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ApplyRectangle();
|
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}
|
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}
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||||
@@ -102,13 +102,13 @@ namespace GlitchyEngine
|
||||
//
|
||||
// Position
|
||||
//
|
||||
public override Point Position
|
||||
public override Int2 Position
|
||||
{
|
||||
get => *(Point*)&_clientRect;
|
||||
get => *(Int2*)&_clientRect;
|
||||
|
||||
set
|
||||
{
|
||||
*(Point*)&_clientRect = value;
|
||||
*(Int2*)&_clientRect = value;
|
||||
ApplyRectangle();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -54,7 +54,7 @@ namespace GlitchyEngine
|
||||
/**
|
||||
* Gets or Sets the width and height of the window.
|
||||
*/
|
||||
public extern Point Size {get; set;}
|
||||
public extern Int2 Size {get; set;}
|
||||
/**
|
||||
* Gets or Sets the width of the window.
|
||||
*/
|
||||
@@ -67,7 +67,7 @@ namespace GlitchyEngine
|
||||
/**
|
||||
* Gets or Sets the position of the upper-left corner of the client area of the window.
|
||||
*/
|
||||
public extern Point Position {get; set;}
|
||||
public extern Int2 Position {get; set;}
|
||||
|
||||
/**
|
||||
* Gets or Sets the x-coordinate of the upper-left corner of the client area of the window.
|
||||
|
||||
@@ -34,6 +34,9 @@ namespace GlitchyEngine.World
|
||||
|
||||
public Matrix View => _view;
|
||||
|
||||
// Gets whether or not the camera is currently being moved.
|
||||
public bool InUse => BindMouse;
|
||||
|
||||
public RenderTargetGroup RenderTarget
|
||||
{
|
||||
get => _renderTarget;
|
||||
|
||||
@@ -157,7 +157,7 @@ namespace Sandbox
|
||||
|
||||
if(_moving)
|
||||
{
|
||||
Point movement = Input.GetMouseMovement();
|
||||
Int2 movement = Input.GetMouseMovement();
|
||||
|
||||
_position.X += movement.X;
|
||||
_position.Y += movement.Y;
|
||||
|
||||
Reference in New Issue
Block a user