2019-12-26 14:45:42 -05:00
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// Copyright Epic Games, Inc. All Rights Reserved.
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2019-06-04 15:42:48 -04:00
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#include "InteractiveGizmo.h"
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#include "InteractiveGizmoManager.h"
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UInteractiveGizmo::UInteractiveGizmo()
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{
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// Gizmos don't get saved but this isn't necessary because they are created in the transient package...
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SetFlags(RF_Transient);
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InputBehaviors = NewObject<UInputBehaviorSet>(this, TEXT("GizmoInputBehaviors"));
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}
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void UInteractiveGizmo::Setup()
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{
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}
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void UInteractiveGizmo::Shutdown()
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{
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InputBehaviors->RemoveAll();
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}
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void UInteractiveGizmo::Render(IToolsContextRenderAPI* RenderAPI)
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{
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}
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2020-10-09 22:42:26 -04:00
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void UInteractiveGizmo::DrawHUD( FCanvas* Canvas, IToolsContextRenderAPI* RenderAPI )
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{
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}
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2019-06-04 15:42:48 -04:00
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void UInteractiveGizmo::AddInputBehavior(UInputBehavior* Behavior)
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{
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InputBehaviors->Add(Behavior);
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}
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const UInputBehaviorSet* UInteractiveGizmo::GetInputBehaviors() const
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{
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return InputBehaviors;
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}
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void UInteractiveGizmo::Tick(float DeltaTime)
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{
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}
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UInteractiveGizmoManager* UInteractiveGizmo::GetGizmoManager() const
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{
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UInteractiveGizmoManager* GizmoManager = Cast<UInteractiveGizmoManager>(GetOuter());
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check(GizmoManager != nullptr);
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return GizmoManager;
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2020-10-09 22:42:26 -04:00
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}
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