Files
UnrealEngineUWP/Engine/Source/Runtime/InteractiveToolsFramework/Public/BaseTools/SingleClickTool.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

71 lines
2.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "BaseBehaviors/BehaviorTargetInterfaces.h"
#include "BaseBehaviors/SingleClickBehavior.h"
#include "CoreMinimal.h"
#include "InputState.h"
#include "InteractiveTool.h"
#include "InteractiveToolBuilder.h"
#include "UObject/ObjectMacros.h"
#include "UObject/UObjectGlobals.h"
#include "SingleClickTool.generated.h"
class UObject;
struct FToolBuilderState;
/**
* Builder for USingleClickTool
*/
UCLASS()
class INTERACTIVETOOLSFRAMEWORK_API USingleClickToolBuilder : public UInteractiveToolBuilder
{
GENERATED_BODY()
public:
virtual bool CanBuildTool(const FToolBuilderState& SceneState) const override;
virtual UInteractiveTool* BuildTool(const FToolBuilderState& SceneState) const override;
};
/**
* USingleClickTool is perhaps the simplest possible interactive tool. It simply
* reacts to default primary button clicks for the active device (eg left-mouse clicks).
*
* The function ::IsHitByClick() determines what is clickable by this Tool. The default is
* to return true, which means the click will activate anywhere (the Tool itself has no
* notion of Actors, Components, etc). You can override this function to, for example,
* filter out clicks that don't hit a target object, etc.
*
* The function ::OnClicked() implements the action that will occur when a click happens.
* You must override this to implement any kind of useful behavior.
*/
UCLASS()
class INTERACTIVETOOLSFRAMEWORK_API USingleClickTool : public UInteractiveTool, public IClickBehaviorTarget
{
GENERATED_BODY()
public:
/**
* Register default primary-button-click InputBehaviors
*/
virtual void Setup() override;
/**
* Test if the Target is hit at this 2D position / 3D ray
*/
virtual FInputRayHit IsHitByClick(const FInputDeviceRay& ClickPos);
/**
* Click the Target at this 2D position / 3D ray. Default behavior is to print debug string.
*/
virtual void OnClicked(const FInputDeviceRay& ClickPos);
};