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105 lines
3.6 KiB
C++
105 lines
3.6 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/Object.h"
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#include "Misc/Change.h"
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#include "InputState.h"
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#include "InputBehaviorSet.h"
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#include "ToolContextInterfaces.h"
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#include "InputRouter.generated.h"
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/**
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* UInputRouter mediates between a higher-level input event source (eg like an FEdMode)
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* and a set of InputBehaviors that respond to those events. Sets of InputBehaviors are
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* registered, and then PostInputEvent() is called for each event.
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*
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* Internally one of the active Behaviors may "capture" the event stream.
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* Separate "Left" and "Right" captures are supported, which means that (eg)
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* an independent capture can be tracked for each VR controller.
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*
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* If the input device supports "hover", PostHoverInputEvent() will forward
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* hover events to InputBehaviors that also support it.
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*
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*/
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UCLASS(Transient)
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class INTERACTIVETOOLSFRAMEWORK_API UInputRouter : public UObject
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{
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GENERATED_BODY()
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protected:
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friend class UInteractiveToolsContext; // to call Initialize/Shutdown
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UInputRouter();
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/** Initialize the InputRouter with the necessary Context-level state. UInteractiveToolsContext calls this, you should not. */
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virtual void Initialize(IToolsContextTransactionsAPI* TransactionsAPI);
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/** Shutdown the InputRouter. Called by UInteractiveToolsContext. */
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virtual void Shutdown();
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public:
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/** Add a new behavior Source. Behaviors from this source will be added to the active behavior set. */
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virtual void RegisterSource(IInputBehaviorSource* Source);
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/** Remove Behaviors from this Source from the active set */
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virtual void DeregisterSource(IInputBehaviorSource* Source);
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/** Insert a new input event which is used to check for new captures, or forwarded to active capture */
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virtual void PostInputEvent(const FInputDeviceState& Input);
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/** Returns true if there is an active mouse capture */
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virtual bool HasActiveMouseCapture() const;
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// TODO: other capture queries
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/** Insert a new hover input event which is forwarded to all hover-enabled Behaviors */
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virtual void PostHoverInputEvent(const FInputDeviceState& Input);
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/** If this Behavior is capturing, call ForceEndCapture() to notify that we are taking capture away */
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virtual void ForceTerminateSource(IInputBehaviorSource* Source);
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/** Terminate any active captures and end all hovers */
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virtual void ForceTerminateAll();
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public:
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/** If true, then we post an Invalidation (ie redraw) request if any active InputBehavior responds to Hover events (default false) */
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UPROPERTY()
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bool bAutoInvalidateOnHover;
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/** If true, then we post an Invalidation (ie redraw) request on every captured input event (default false) */
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UPROPERTY()
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bool bAutoInvalidateOnCapture;
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protected:
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IToolsContextTransactionsAPI* TransactionsAPI;
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UPROPERTY()
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UInputBehaviorSet* ActiveInputBehaviors;
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UInputBehavior* ActiveKeyboardCapture;
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void* ActiveKeyboardCaptureOwner;
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FInputCaptureData ActiveKeyboardCaptureData;
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UInputBehavior* ActiveLeftCapture;
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void* ActiveLeftCaptureOwner;
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FInputCaptureData ActiveLeftCaptureData;
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UInputBehavior* ActiveRightCapture;
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void* ActiveRightCaptureOwner;
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FInputCaptureData ActiveRightCaptureData;
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FInputDeviceState LastHoverInput;
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virtual void PostInputEvent_Keyboard(const FInputDeviceState& Input);
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void CheckForKeyboardCaptures(const FInputDeviceState& Input);
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void HandleCapturedKeyboardInput(const FInputDeviceState& Input);
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virtual void PostInputEvent_Mouse(const FInputDeviceState& Input);
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void CheckForMouseCaptures(const FInputDeviceState& Input);
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void HandleCapturedMouseInput(const FInputDeviceState& Input);
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}; |