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Refactor most of FDynamicMeshSelector into FDynamicMeshSelectorBase, FDynamicMeshSelector is now a subclass. Move the DynamicMeshTransformer from cpp to FBasicDynamicMeshSelectionTransformer in header. Add FVolumeSelector and FStaticMeshSelector which are derived from FBaseDynamicMeshSelector. Add ability to filter selection queries/edits by TopologyID in FGeometrySelectionEditor. This is necesary for polygroup and polygroup-edge selections as their encoding includes an arbitrary TriangleID paired w/ the TopologyID. UGeometrySelectionManager now manages this TopologyID filtering on selection editors it creates/updates Add concept of "Tracked" selection changes to UGeometrySelectionManager, allows a single selection FChange to be constructed incrementally, eg like with a brush. Add a variant of raycast-selection-update that can be run inside a tracked change. #rb none #preflight 6388f0cf4b2f03a7d761ccef [CL 23361634 by ryan schmidt in ue5-main branch]
151 lines
3.2 KiB
C++
151 lines
3.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "InputBehaviorSet.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(InputBehaviorSet)
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UInputBehaviorSet::UInputBehaviorSet()
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{
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}
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UInputBehaviorSet::~UInputBehaviorSet()
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{
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}
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bool UInputBehaviorSet::IsEmpty() const
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{
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return Behaviors.Num() == 0;
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}
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void UInputBehaviorSet::Add(UInputBehavior* Behavior, void* Source, const FString& Group)
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{
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//if (source == null)
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// source = DefaultSource;
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FBehaviorInfo Info;
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Info.Behavior = Behavior;
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Info.Source = Source;
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Info.Group = Group;
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Behaviors.Add(Info);
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BehaviorsModified();
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}
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void UInputBehaviorSet::Add(const UInputBehaviorSet* OtherSet, void* NewSource, const FString& NewGroup)
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{
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for (const FBehaviorInfo& OtherInfo : OtherSet->Behaviors)
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{
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FBehaviorInfo Info;
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Info.Behavior = OtherInfo.Behavior;
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Info.Source = (NewSource == nullptr) ? OtherInfo.Source : NewSource;
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Info.Group = (NewGroup.IsEmpty()) ? OtherInfo.Group : NewGroup;
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Behaviors.Add(Info);
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}
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if (OtherSet->Behaviors.Num() > 0)
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{
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BehaviorsModified();
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}
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}
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bool UInputBehaviorSet::Remove(UInputBehavior* behavior)
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{
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int32 idx = Behaviors.IndexOfByPredicate(
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[behavior] (const FBehaviorInfo& b) { return b.Behavior == behavior; }
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);
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if ( idx != INDEX_NONE ) {
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Behaviors.RemoveAt(idx);
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BehaviorsModified();
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return true;
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}
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return false;
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}
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bool UInputBehaviorSet::RemoveByGroup(const FString& Group)
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{
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int RemovedCount = Behaviors.RemoveAll(
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[Group](const FBehaviorInfo& b) { return b.Group == Group; }
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);
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if (RemovedCount > 0)
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{
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BehaviorsModified();
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}
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return (RemovedCount > 0);
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}
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bool UInputBehaviorSet::RemoveBySource(void* Source)
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{
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int RemovedCount = Behaviors.RemoveAll(
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[Source](const FBehaviorInfo& b) { return b.Source == Source; }
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);
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if (RemovedCount > 0)
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{
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BehaviorsModified();
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}
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return (RemovedCount > 0);
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}
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void UInputBehaviorSet::RemoveAll()
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{
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Behaviors.Reset();
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BehaviorsModified();
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}
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void UInputBehaviorSet::CollectWantsCapture(const FInputDeviceState& input, TArray<FInputCaptureRequest>& result)
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{
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for (FBehaviorInfo& BehaviorInfo : Behaviors)
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{
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// only call WantsCapture if the Behavior supports the current input device
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if (SupportsInputType(BehaviorInfo.Behavior, input))
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{
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FInputCaptureRequest request = BehaviorInfo.Behavior->WantsCapture(input);
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if ( request.Type != EInputCaptureRequestType::Ignore )
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{
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request.Owner = BehaviorInfo.Source;
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result.Add(request);
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}
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}
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}
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}
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void UInputBehaviorSet::CollectWantsHoverCapture(const FInputDeviceState& input, TArray<FInputCaptureRequest>& result)
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{
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for (FBehaviorInfo& BehaviorInfo : Behaviors)
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{
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// only call WantsCapture if the Behavior supports the current input device
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if (BehaviorInfo.Behavior->WantsHoverEvents() && SupportsInputType(BehaviorInfo.Behavior, input))
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{
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FInputCaptureRequest request = BehaviorInfo.Behavior->WantsHoverCapture(input);
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if (request.Type != EInputCaptureRequestType::Ignore)
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{
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request.Owner = BehaviorInfo.Source;
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result.Add(request);
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}
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}
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}
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}
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void UInputBehaviorSet::BehaviorsModified()
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{
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// sort by priority
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Behaviors.StableSort();
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//send some kind of event...
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//FUtil.SafeSendAnyEvent(OnSetChanged, this);
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}
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