/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. #ifndef CRYINCLUDE_EDITOR_INCLUDE_ITRANSFORMMANIPULATOR_H #define CRYINCLUDE_EDITOR_INCLUDE_ITRANSFORMMANIPULATOR_H #pragma once ////////////////////////////////////////////////////////////////////////// // ITransformManipulator implementation. ////////////////////////////////////////////////////////////////////////// struct ITransformManipulator { virtual Matrix34 GetTransformation(RefCoordSys coordSys, IDisplayViewport* view = nullptr) const = 0; virtual void SetTransformation(RefCoordSys coordSys, const Matrix34& tm) = 0; virtual bool HitTestManipulator(HitContext& hc) = 0; virtual bool MouseCallback(CViewport* view, EMouseEvent event, QPoint& point, int flags) = 0; virtual void SetAlwaysUseLocal(bool on) = 0; }; #endif // CRYINCLUDE_EDITOR_INCLUDE_ITRANSFORMMANIPULATOR_H