// EMERGENT GAME TECHNOLOGIES PROPRIETARY INFORMATION // // This software is supplied under the terms of a license agreement or // nondisclosure agreement with Emergent Game Technologies and may not // be copied or disclosed except in accordance with the terms of that // agreement. // // Copyright (c) 1996-2007 Emergent Game Technologies. // All Rights Reserved. // // Emergent Game Technologies, Chapel Hill, North Carolina 27517 // http://www.emergent.net #pragma once #include "MViewInteractionMode.h" namespace Emergent{ namespace Gamebryo{ namespace SceneDesigner{ namespace StdPluginsCpp { public __gc class MSelectionInteractionMode : public MViewInteractionMode { public: MSelectionInteractionMode(); void RegisterSettings(); void OnSettingChanged(Object* pmSender, SettingChangedEventArgs* pmEventArgs); protected: static const float STANDARD_DISTANCE = 10.0f; NiPick::Record* m_pkPickRecord; float m_fDefaultDistance; NiNode* m_pkGizmo; void SetGizmoScale(NiCamera* pkCamera); private: [UICommandHandlerAttribute("SelectInteractionMode")] void SetInteractionMode(Object* pmObject, EventArgs* mArgs); [UICommandValidatorAttribute("SelectInteractionMode")] void ValidateInteractionMode(Object* pmSender, UIState* pmState); // MDisposable members. protected: virtual void Do_Dispose(bool bDisposing); // IInteractionMode members. public: __property String* get_Name(); bool Initialize(); void RenderGizmo(MRenderingContext* pmRenderingContext); void MouseDown(MouseButtonType eType, int iX, int iY); void MouseUp(MouseButtonType eType, int iX, int iY); void MouseMove(int iX, int iY); }; }}}}