You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
39 lines
1.7 KiB
C++
39 lines
1.7 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
|
|
|
|
#pragma once
|
|
|
|
#include "ComponentVisualizer.h"
|
|
|
|
struct FViewportClick;
|
|
|
|
/** Class that managed active component visualizer and routes input to it */
|
|
class UNREALED_API FComponentVisualizerManager
|
|
{
|
|
public:
|
|
FComponentVisualizerManager() {}
|
|
virtual ~FComponentVisualizerManager() {}
|
|
|
|
|
|
/** Activate a component visualizer given a clicked proxy */
|
|
bool HandleProxyForComponentVis(FLevelEditorViewportClient* InViewportClient, HHitProxy *HitProxy, const FViewportClick &Click);
|
|
/** Clear active component visualizer */
|
|
void ClearActiveComponentVis();
|
|
|
|
/** Handle a click on the specified level editor viewport client */
|
|
bool HandleClick(FLevelEditorViewportClient* InViewportClient, HHitProxy *HitProxy, const FViewportClick &Click);
|
|
/** Pass key input to active visualizer */
|
|
bool HandleInputKey(FEditorViewportClient* InViewportClient, FViewport* Viewport, FKey Key, EInputEvent Event) const;
|
|
/** Pass delta input to active visualizer */
|
|
bool HandleInputDelta(FEditorViewportClient* InViewportClient, FViewport* InViewport, FVector& InDrag, FRotator& InRot, FVector& InScale) const;
|
|
/** Get widget location from active visualizer */
|
|
bool GetWidgetLocation(const FEditorViewportClient* InViewportClient, FVector& OutLocation) const;
|
|
/** Get custom widget coordinate system from active visualizer */
|
|
bool GetCustomInputCoordinateSystem(const FEditorViewportClient* InViewportClient, FMatrix& OutMatrix) const;
|
|
|
|
/** Generate context menu for the component visualizer */
|
|
TSharedPtr<SWidget> GenerateContextMenuForComponentVis() const;
|
|
|
|
private:
|
|
/** Currently 'active' visualizer that we should pass input to etc */
|
|
TWeakPtr<class FComponentVisualizer> EditedVisualizerPtr;
|
|
}; |