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#jira UETOOL-3823 #rb lonnie.li #preflight 617b1aea5794a500014f544a #ROBOMERGE-AUTHOR: michael.balzer #ROBOMERGE-SOURCE: CL 17972239 in //UE5/Release-5.0/... via CL 17972248 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v885-17909292) #ROBOMERGE[STARSHIP]: UE5-Main [CL 17972256 by michael balzer in ue5-release-engine-test branch]
126 lines
3.7 KiB
C++
126 lines
3.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Selection/PersistentMeshSelection.h"
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#include "InteractiveToolChange.h"
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#include "PersistentMeshSelectionManager.generated.h"
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class UInteractiveToolsContext;
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class UInteractiveToolManager;
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class UPrimitiveComponent;
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class UInteractiveTool;
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class UPreviewGeometry;
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/**
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* UPersistentMeshSelectionManager manages an active Mesh Selection.
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* The assumption is that this class will be registered with the ContextStore of an InteractiveToolsContext,
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* and the various Tool implementations will get/set the selection.
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*
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*
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*
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* StoredMeshSelectionUtil.h contains various utility functions to simplify usage of this class,
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* those functions are preferable to directly using the Manager.
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*
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*/
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UCLASS()
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class MODELINGCOMPONENTS_API UPersistentMeshSelectionManager : public UObject
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{
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GENERATED_BODY()
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public:
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virtual void Initialize(TObjectPtr<UInteractiveToolsContext> ToolsContext);
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virtual void Shutdown();
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/** @return true if there is an active selection */
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virtual bool HasActiveSelection();
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/** @return the active selection */
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virtual UPersistentMeshSelection* GetActiveSelection();
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/** Set a new active selection. This is undoable, ie a FPersistentMeshSelectionChange will be emitted */
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virtual void SetNewActiveSelection(UPersistentMeshSelection* Selection);
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/** Clear the active selection. This is undoable, ie a FPersistentMeshSelectionChange will be emitted */
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virtual void ClearActiveSelection();
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protected:
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UPROPERTY()
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TObjectPtr<UInteractiveToolsContext> ParentContext;
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UPROPERTY()
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TObjectPtr<UPersistentMeshSelection> ActiveSelection;
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UPROPERTY()
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TObjectPtr<UPreviewGeometry> SelectionDisplay;
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virtual void OnSelectionModified();
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virtual void SetNewActiveSelectionInternal(UPersistentMeshSelection* Selection);
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friend class FPersistentMeshSelectionChange;
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};
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/**
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* FPersistentMeshSelectionChange stores a selection change, ie before-and-after states.
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* UPersistentMeshSelectionManager emits these changes on selection modifications.
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*/
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class MODELINGCOMPONENTS_API FPersistentMeshSelectionChange : public FToolCommandChange
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{
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public:
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FGenericMeshSelection From;
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FGenericMeshSelection To;
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virtual void Apply(UObject* Object) override;
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virtual void Revert(UObject* Object) override;
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virtual bool HasExpired(UObject* Object) const override;
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virtual FString ToString() const override;
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};
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namespace UE
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{
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namespace Geometry
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{
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//
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// The functions below are helper functions that simplify usage of a UPersistentMeshSelectionManager
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// that is registered as a ContextStoreObject in an InteractiveToolsContext
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//
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/**
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* If one does not already exist, create a new instance of UPersistentMeshSelectionManager and add it to the
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* ToolsContext's ContextObjectStore
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* @return true if the ContextObjectStore now has a UPersistentMeshSelectionManager (whether it already existed, or was created)
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*/
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MODELINGCOMPONENTS_API bool RegisterPersistentMeshSelectionManager(UInteractiveToolsContext* ToolsContext);
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/**
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* Remove any existing UPersistentMeshSelectionManager from the ToolsContext's ContextObjectStore
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* @return true if the ContextObjectStore no longer has a UPersistentMeshSelectionManager (whether it was removed, or did not exist)
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*/
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MODELINGCOMPONENTS_API bool DeregisterPersistentMeshSelectionManager(UInteractiveToolsContext* ToolsContext);
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/**
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* Find an existing UPersistentMeshSelectionManager in the ToolsContext's ContextObjectStore
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* @return SelectionManager pointer or nullptr if not found
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*/
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MODELINGCOMPONENTS_API UPersistentMeshSelectionManager* FindPersistentMeshSelectionManager(UInteractiveToolManager* ToolManager);
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}
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} |