Files
UnrealEngineUWP/Engine/Source/Runtime/InteractiveToolsFramework/Public/BaseTools/ClickDragTool.h
Bryan sefcik b4a6e947d8 Ran IWYU on Public headers under Engine/Source/Runtime/...
Headers are updated to contain any missing #includes needed to compile and #includes are sorted.  Nothing is removed.

#ushell-cherrypick of 21065896 by bryan.sefcik
#preflight 62d4b1a5a6141b6adfb0c892
#jira

#ROBOMERGE-OWNER: Bryan.sefcik
#ROBOMERGE-AUTHOR: bryan.sefcik
#ROBOMERGE-SOURCE: CL 21150156 via CL 21151754 via CL 21154719
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
#ROBOMERGE-CONFLICT from-shelf

[CL 21181076 by Bryan sefcik in ue5-main branch]
2022-07-20 11:31:36 -04:00

89 lines
2.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "BaseBehaviors/BehaviorTargetInterfaces.h"
#include "CoreMinimal.h"
#include "InputState.h"
#include "InteractiveTool.h"
#include "InteractiveToolBuilder.h"
#include "UObject/ObjectMacros.h"
#include "UObject/UObjectGlobals.h"
#include "ClickDragTool.generated.h"
class UObject;
struct FToolBuilderState;
/**
* Builder for UClickDragTool
*/
UCLASS()
class INTERACTIVETOOLSFRAMEWORK_API UClickDragToolBuilder : public UInteractiveToolBuilder
{
GENERATED_BODY()
public:
virtual bool CanBuildTool(const FToolBuilderState& SceneState) const override;
virtual UInteractiveTool* BuildTool(const FToolBuilderState& SceneState) const override;
};
/**
* UClickDragTool is a base tool that basically just implements IClickDragBehaviorTarget,
* and on setup registers a UClickDragInputBehavior. You can subclass this Tool to
* implement basic click-drag type Tools. If you want to do more advanced things,
* like handle modifier buttons/keys, you will need to implement IClickDragBehaviorTarget yourself
*/
UCLASS()
class INTERACTIVETOOLSFRAMEWORK_API UClickDragTool : public UInteractiveTool, public IClickDragBehaviorTarget
{
GENERATED_BODY()
public:
/**
* Register default primary-button-click InputBehaviors
*/
virtual void Setup() override;
//
// IClickBehaviorTarget implementation
//
/**
* Test if target can begin click-drag interaction at this point
* @param ClickPos device position/ray at click point
* @return true if target wants to begin sequence
*/
virtual FInputRayHit CanBeginClickDragSequence(const FInputDeviceRay& PressPos) override;
/**
* Notify Target that click press ocurred
* @param ClickPos device position/ray at click point
*/
virtual void OnClickPress(const FInputDeviceRay& PressPos) override;
/**
* Notify Target that input position has changed
* @param ClickPos device position/ray at click point
*/
virtual void OnClickDrag(const FInputDeviceRay& DragPos) override;
/**
* Notify Target that click release occurred
* @param ClickPos device position/ray at click point
*/
virtual void OnClickRelease(const FInputDeviceRay& ReleasePos) override;
/**
* Notify Target that click-drag sequence has been explicitly terminated (eg by escape key)
*/
virtual void OnTerminateDragSequence() override;
};