Files
UnrealEngineUWP/Engine/Source/Runtime/InteractiveToolsFramework/Public/InteractionMechanic.h
Bryan sefcik b4a6e947d8 Ran IWYU on Public headers under Engine/Source/Runtime/...
Headers are updated to contain any missing #includes needed to compile and #includes are sorted.  Nothing is removed.

#ushell-cherrypick of 21065896 by bryan.sefcik
#preflight 62d4b1a5a6141b6adfb0c892
#jira

#ROBOMERGE-OWNER: Bryan.sefcik
#ROBOMERGE-AUTHOR: bryan.sefcik
#ROBOMERGE-SOURCE: CL 21150156 via CL 21151754 via CL 21154719
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
#ROBOMERGE-CONFLICT from-shelf

[CL 21181076 by Bryan sefcik in ue5-main branch]
2022-07-20 11:31:36 -04:00

72 lines
2.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "InputBehaviorSet.h"
#include "InteractiveTool.h"
#include "ToolContextInterfaces.h"
#include "UObject/Object.h"
#include "UObject/ObjectMacros.h"
#include "UObject/UObjectGlobals.h"
#include "UObject/WeakObjectPtrTemplates.h"
#include "InteractionMechanic.generated.h"
class IToolsContextRenderAPI;
class UInteractiveTool;
class UInteractiveToolPropertySet;
/**
* A UInteractionMechanic implements a "user interaction". This is generally a subset of an InteractiveTool,
* for example an interaction to draw a polygon could be used in many tools, but requires handling input events
* and converting them to click points on a plane, handling various cases like closing a loop, undo/redo of points, etc.
* Ideally all these aspects should be able to be wrapped up in an UInteractionMechanic that multiple Tools can use.
*
* (This class is still a work in progress)
*/
UCLASS(Transient)
class INTERACTIVETOOLSFRAMEWORK_API UInteractionMechanic : public UObject
{
GENERATED_BODY()
public:
UInteractionMechanic();
/**
* Called to initialize the InteractionMechanic
*/
virtual void Setup(UInteractiveTool* ParentTool);
/**
* Called to clean up the InteractionMechanic
*/
virtual void Shutdown();
/**
* Allow the Mechanic to do any custom drawing (ie via PDI/RHI)
* @param RenderAPI Abstraction that provides access to Rendering in the current ToolsContext
*/
virtual void Render(IToolsContextRenderAPI* RenderAPI);
/**
* ALlow the Mechanic to Tick
*/
virtual void Tick(float DeltaTime);
protected:
TWeakObjectPtr<UInteractiveTool> ParentTool;
UInteractiveTool* GetParentTool() const;
/**
* Add a PropertySet object for this Mechanic to parent Tool
* @param PropertySet Property Set object to add
*/
virtual void AddToolPropertySource(UInteractiveToolPropertySet* PropertySet);
/** Enable/Disable a PropertySet object for the parent tool. */
virtual bool SetToolPropertySourceEnabled(UInteractiveToolPropertySet* PropertySet, bool bEnabled);
};