Files
UnrealEngineUWP/Engine/Source/Editor/Sequencer/Private/SequencerInputHandlerStack.h
ryan durand 627baf970a Updating copyright for Engine Editor.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870586 by ryan durand in Main branch]
2019-12-26 15:33:43 -05:00

129 lines
3.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Input/Reply.h"
#include "ISequencerInputHandler.h"
class SWidget;
/**
* Class responsible for handling input to multiple objects
* that reside at the same level in the widget hierarchy.
*
* The sequencer track area is one such example of a single widget
* that delegates its input handling to multiple sources (edit tool, or time slider controller).
* To alleviate the complexity of handling input for such sources,
* where each may fight for mouse capture, this class keeps track
* of which handler captured the mouse and routs input accordingly.
*
* When no mouse capture is active, handlers are called sequentially
* in the order they were added, until the event is handled.
*/
class FSequencerInputHandlerStack
{
public:
FSequencerInputHandlerStack() : CapturedIndex(INDEX_NONE) {}
/** Add a handler to the stack */
void AddHandler(ISequencerInputHandler* Handler) { Handlers.Add(Handler); }
/** Reset an existing entry in the stack to a new handler */
void SetHandlerAt(int32 Index, ISequencerInputHandler* Handler)
{
if (Handlers.IsValidIndex(Index))
{
if (Handlers[Index] != Handler)
{
CapturedIndex = INDEX_NONE;
}
Handlers[Index] = Handler;
}
}
/** Get the index of the currently captured handler, or INDEX_NONE */
int32 GetCapturedIndex() const { return CapturedIndex; }
/** Handle a mouse down */
FReply HandleMouseButtonDown(SWidget& OwnerWidget, const FGeometry& MyGeometry, const FPointerEvent& MouseEvent)
{
return ProcessEvent(&ISequencerInputHandler::OnMouseButtonDown, OwnerWidget, MyGeometry, MouseEvent);
}
/** Handle a mouse up */
FReply HandleMouseButtonUp(SWidget& OwnerWidget, const FGeometry& MyGeometry, const FPointerEvent& MouseEvent)
{
return ProcessEvent(&ISequencerInputHandler::OnMouseButtonUp, OwnerWidget, MyGeometry, MouseEvent);
}
/** Handle a mouse move */
FReply HandleMouseMove(SWidget& OwnerWidget, const FGeometry& MyGeometry, const FPointerEvent& MouseEvent)
{
return ProcessEvent(&ISequencerInputHandler::OnMouseMove, OwnerWidget, MyGeometry, MouseEvent);
}
/** Handle a mouse wheel */
FReply HandleMouseWheel(SWidget& OwnerWidget, const FGeometry& MyGeometry, const FPointerEvent& MouseEvent)
{
return ProcessEvent(&ISequencerInputHandler::OnMouseWheel, OwnerWidget, MyGeometry, MouseEvent);
}
private:
typedef FReply(ISequencerInputHandler::*InputHandlerFunction)(SWidget&, const FGeometry&, const FPointerEvent&);
FReply ProcessEvent(InputHandlerFunction Function, SWidget& OwnerWidget, const FGeometry& MyGeometry, const FPointerEvent& MouseEvent)
{
FReply Reply = FReply::Unhandled();
// Give the captured index priority over everything
if (CapturedIndex != INDEX_NONE && Handlers[CapturedIndex])
{
Reply = (Handlers[CapturedIndex]->*Function)(OwnerWidget, MyGeometry, MouseEvent);
if (Reply.IsEventHandled())
{
return ProcessReply(Reply, CapturedIndex);
}
}
for (int32 Index = 0; Index < Handlers.Num(); ++Index)
{
if (!Handlers[Index] || CapturedIndex == Index)
{
continue;
}
Reply = (Handlers[Index]->*Function)(OwnerWidget, MyGeometry, MouseEvent);
if (Reply.IsEventHandled())
{
return ProcessReply(Reply, Index);
}
}
return Reply;
}
const FReply& ProcessReply(const FReply& Reply, int32 ThisIndex)
{
if (Reply.GetMouseCaptor().IsValid())
{
CapturedIndex = ThisIndex;
}
else if (Reply.ShouldReleaseMouse())
{
CapturedIndex = INDEX_NONE;
}
return Reply;
}
/** Index of the handler that currently has the mouse captured */
int32 CapturedIndex;
/** Array o9f input handlers */
TArray<ISequencerInputHandler*> Handlers;
};