Removed redundant Point struct and SceneViewport improvements

- Keyboard shortcuts for Gizmo control
- Improved mousepick-blocking
This commit is contained in:
Simon Lübeß
2022-06-02 12:17:57 +02:00
parent e41645e12a
commit a80018e80c
10 changed files with 136 additions and 214 deletions
+4 -4
View File
@@ -27,22 +27,22 @@ namespace GlitchyEngine
public static extern bool IsMouseButtonPressed(MouseButton button);
public static extern bool IsMouseButtonReleased(MouseButton button);
public static extern Point GetMousePosition();
public static extern Int2 GetMousePosition();
public static extern int32 GetMouseX();
public static extern int32 GetMouseY();
// TODO: Should Input be able to set mousepos?
public static extern void SetMousePosition(Point pos);
public static extern void SetMousePosition(Int2 pos);
public static extern bool WasMouseButtonPressed(MouseButton button);
public static extern bool WasMouseButtonReleased(MouseButton button);
public static extern Point GetLastMousePosition();
public static extern Int2 GetLastMousePosition();
public static extern int32 GetLastMouseX();
public static extern int32 GetLastMouseY();
public static extern bool IsMouseButtonPressing(MouseButton button);
public static extern bool IsMouseButtonReleasing(MouseButton button);
public static extern Point GetMouseMovement();
public static extern Int2 GetMouseMovement();
public static extern void NewFrame();
}
-131
View File
@@ -1,131 +0,0 @@
using System;
namespace GlitchyEngine.Math
{
/**
* A 2D point represented by two 32bit integers.
*/
public struct Point
{
public int32 X, Y;
/**
* Creates a new instance of a @Point with both components set to zero.
*/
public this() => this = default;
/**
* Creates a new instance of a @Point with both components set to the specified value.
* @param value The value for both components.
*/
public this(int32 value)
{
X = value;
Y = value;
}
/**
* Creates a new instance of a @Point.
* @param x The value for the x-component.
* @param y The value for the y-component.
*/
public this(int32 x, int32 y)
{
X = x;
Y = y;
}
//
// Unary Operators
//
public static Point operator +(Point value) => value;
public static Point operator -(Point value) => .(-value.X, -value.Y);
//
// Binary Operators
//
public static Point operator +(Point left, Point right) => .(left.X + right.X, left.Y + right.Y);
public static Point operator +(int32 left, Point right) => .(left + right.X, left + right.Y);
public static Point operator +(Point left, int32 right) => .(left.X + right, left.Y + right);
public static Point operator -(Point left, Point right) => .(left.X - right.X, left.Y - right.Y);
public static Point operator -(int32 left, Point right) => .(left - right.X, left - right.Y);
public static Point operator -(Point left, int32 right) => .(left.X - right, left.Y - right);
public static Point operator *(Point left, Point right) => .(left.X * right.X, left.Y * right.Y);
public static Point operator *(int32 left, Point right) => .(left * right.X, left * right.Y);
public static Point operator *(Point left, int32 right) => .(left.X * right, left.Y * right);
public static Point operator /(Point left, Point right) => .(left.X / right.X, left.Y / right.Y);
public static Point operator /(int32 left, Point right) => .(left / right.X, left / right.Y);
public static Point operator /(Point left, int32 right) => .(left.X / right, left.Y / right);
//
// Assignment Operators
//
public void operator +=(Point value) mut
{
X += value.X;
Y += value.Y;
}
public void operator +=(int32 value) mut
{
X += value;
Y += value;
}
public void operator -=(Point value) mut
{
X -= value.X;
Y -= value.Y;
}
public void operator -=(int32 value) mut
{
X -= value;
Y -= value;
}
public void operator *=(Point value) mut
{
X *= value.X;
Y *= value.Y;
}
public void operator *=(int32 value) mut
{
X *= value;
Y *= value;
}
public void operator /=(Point value) mut
{
X /= value.X;
Y /= value.Y;
}
public void operator /=(int32 value) mut
{
X /= value;
Y /= value;
}
//
// Equality
//
public static bool operator ==(Point left, Point right) => left.X == right.X && left.Y == right.Y;
public static bool operator !=(Point left, Point right) => left.X != right.X || left.Y != right.Y;
//
// Misc
//
public override void ToString(String strBuffer) => strBuffer.AppendF("X={0} Y={1}", X, Y);
}
}
@@ -17,8 +17,8 @@ namespace GlitchyEngine
struct WindowsInputState
{
public int8[256] KeyStates;
public Point CursorPosition;
public Point CursorPositionDifference;
public Int2 CursorPosition;
public Int2 CursorPositionDifference;
}
static WindowsInputState[2] IputStates;
@@ -119,7 +119,7 @@ namespace GlitchyEngine
return state >= 0;
}
public override static Point GetMousePosition() => CurrentState.CursorPosition;
public override static Int2 GetMousePosition() => CurrentState.CursorPosition;
public override static int32 GetMouseX() => CurrentState.CursorPosition.X;
@@ -140,7 +140,7 @@ namespace GlitchyEngine
return state >= 0;
}
public override static Point GetLastMousePosition() => LastState.CursorPosition;
public override static Int2 GetLastMousePosition() => LastState.CursorPosition;
public override static int32 GetLastMouseX() => LastState.CursorPosition.X;
@@ -153,18 +153,18 @@ namespace GlitchyEngine
public override static bool IsMouseButtonReleasing(MouseButton button) => IsMouseButtonReleased(button) && WasMouseButtonPressed(button);
public override static Point GetMouseMovement() => CurrentState.CursorPositionDifference;
public override static Int2 GetMouseMovement() => CurrentState.CursorPositionDifference;
public override static void SetMousePosition(Point pos) => SetCursorPos(pos.X, pos.Y);
public override static void SetMousePosition(Int2 pos) => SetCursorPos(pos.X, pos.Y);
//[CLink, CallingConvention(.Stdcall)]
//static extern int16 GetKeyState(int32 keycode);
[CLink, CallingConvention(.Stdcall)]
static extern IntBool GetCursorPos(out Point p);
static extern IntBool GetCursorPos(out Int2 p);
[CLink, CallingConvention(.Stdcall)]
static extern IntBool SetCursorPos(c_int x, c_int y);
[CLink, CallingConvention(.Stdcall)]
static extern IntBool ScreenToClient(HWnd hWnd, ref Point p);
static extern IntBool ScreenToClient(HWnd hWnd, ref Int2 p);
public override static void NewFrame()
{
@@ -66,13 +66,13 @@ namespace GlitchyEngine
//
// Size
//
public override Point Size
public override Int2 Size
{
get => *(Point*)&_clientRect.Width;
get => *(Int2*)&_clientRect.Width;
set
{
*(Point*)&_clientRect.Width = value;
*(Int2*)&_clientRect.Width = value;
ApplyRectangle();
}
}
@@ -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();
}
}
+2 -2
View File
@@ -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.
+3
View File
@@ -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;