Files
maszyna/editormode.h
2026-01-03 18:02:15 +01:00

88 lines
2.2 KiB
C++

/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#pragma once
#include "applicationmode.h"
#include "editormouseinput.h"
#include "editorkeyboardinput.h"
#include "Camera.h"
#include "sceneeditor.h"
#include "scenenode.h"
class editor_mode : public application_mode
{
public:
// constructors
editor_mode();
// methods
// initializes internal data structures of the mode. returns: true on success, false otherwise
bool init() override;
// mode-specific update of simulation data. returns: false on error, true otherwise
bool update() override;
// maintenance method, called when the mode is activated
void enter() override;
// maintenance method, called when the mode is deactivated
void exit() override;
// input handlers
void on_key(int Key, int Scancode, int Action, int Mods) override;
void on_cursor_pos(double Horizontal, double Vertical) override;
void on_mouse_button(int Button, int Action, int Mods) override;
void on_scroll(double const Xoffset, double const Yoffset) override
{
;
}
void on_window_resize(int w, int h) override
{
;
}
void on_event_poll() override;
bool is_command_processor() const override;
private:
// types
struct editormode_input
{
editormouse_input mouse;
editorkeyboard_input keyboard;
bool init();
void poll();
};
struct state_backup
{
TCamera camera;
bool freefly;
bool picking;
};
// methods
void update_camera(double const Deltatime);
bool mode_translation() const;
bool mode_translation_vertical() const;
bool mode_rotationY() const;
bool mode_rotationX() const;
bool mode_rotationZ() const;
bool mode_snap() const;
// members
state_backup m_statebackup; // helper, cached variables to be restored on mode exit
editormode_input m_input;
TCamera Camera;
double fTime50Hz{0.0}; // bufor czasu dla komunikacji z PoKeys
scene::basic_editor m_editor;
scene::basic_node *m_node; // currently selected scene node
bool m_takesnapshot{true}; // helper, hints whether snapshot of selected node(s) should be taken before modification
bool m_dragging = false;
glm::vec3 oldPos;
bool mouseHold{false};
};