Files
UnrealEngineUWP/Engine/Source/Editor/SceneDepthPickerMode/Private/EditorModeSceneDepthPicker.h
Marc Audy 11f5b21210 Merging //UE5/Release-Engine-Staging @ 13752110 to Main (//UE5/Main)
#rnx

[CL 13753156 by Marc Audy in ue5-main branch]
2020-06-23 18:40:00 -04:00

56 lines
1.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "InputCoreTypes.h"
#include "SceneDepthPickerMode.h"
#include "EdMode.h"
class FEditorViewportClient;
class FViewport;
class SWindow;
enum class ESceneDepthPickState : uint8
{
NotOverViewport,
OverViewport,
};
/**
* Editor mode used to interactively pick actors in the level editor viewports.
*/
class FEdModeSceneDepthPicker : public FEdMode
{
public:
FEdModeSceneDepthPicker();
/** Begin FEdMode interface */
virtual void Tick(FEditorViewportClient* ViewportClient, float DeltaTime) override;
virtual bool MouseEnter(FEditorViewportClient* ViewportClient, FViewport* Viewport,int32 x, int32 y) override;
virtual bool MouseLeave(FEditorViewportClient* ViewportClient, FViewport* Viewport) override;
virtual bool MouseMove(FEditorViewportClient* ViewportClient, FViewport* Viewport, int32 x, int32 y) override;
virtual bool LostFocus(FEditorViewportClient* ViewportClient, FViewport* Viewport) override;
virtual bool InputKey(FEditorViewportClient* ViewportClient, FViewport* Viewport, FKey Key, EInputEvent Event) override;
virtual bool GetCursor(EMouseCursor::Type& OutCursor) const override;
virtual bool UsesToolkits() const override;
virtual bool IsCompatibleWith(FEditorModeID OtherModeID) const override;
virtual void Initialize() override;
/** End FEdMode interface */
/** End the mode */
virtual void Exit() override;
/** Delegate used to display information about picking near the cursor */
FText GetCursorDecoratorText() const;
/** Flag for display state */
ESceneDepthPickState PickState;
/** The window that owns the decorator widget */
TSharedPtr<SWindow> CursorDecoratorWindow;
/** Delegates used to pick actors */
FOnSceneDepthLocationSelected OnSceneDepthLocationSelected;
};