Files
UnrealEngineUWP/Engine/Source/Runtime/InteractiveToolsFramework/Public/BaseTools/ClickDragTool.h
michael balzer 2b10993563 Move InteractiveToolsFramework and GeometryFramework out of Experimental
#jira UETOOL-3823
#rb brooke.hubert
#preflight 6109d1e9b4288d0001acb7ef

[CL 17055606 by michael balzer in ue5-main branch]
2021-08-04 13:58:55 -04:00

82 lines
2.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "InteractiveTool.h"
#include "InteractiveToolBuilder.h"
#include "BaseBehaviors/BehaviorTargetInterfaces.h"
#include "ClickDragTool.generated.h"
/**
* 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;
};