123 lines
2.5 KiB
C++
123 lines
2.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "BaseGizmos/GizmoInterfaces.h"
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#include "CoreMinimal.h"
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#include "Delegates/Delegate.h"
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#include "Misc/AssertionMacros.h"
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#include "UObject/Object.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/UObjectGlobals.h"
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#include "ParameterSourcesFloat.generated.h"
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/**
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* FGizmoVec2ParameterChange represents a change in the value of an IGizmoFloatParameterSource.
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* IGizmoFloatParameterSource implementations use this to track changes and emit delta information.
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*/
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USTRUCT()
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struct FGizmoFloatParameterChange
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{
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GENERATED_BODY()
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UPROPERTY()
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float InitialValue = 0;
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UPROPERTY()
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float CurrentValue = 0;
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float GetChangeDelta() const
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{
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return CurrentValue - InitialValue;
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}
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explicit FGizmoFloatParameterChange(float StartValue = 0)
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{
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InitialValue = CurrentValue = StartValue;
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}
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};
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/**
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* UGizmoBaseFloatParameterSource is a base implementation of IGizmoFloatParameterSource,
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* which is not functional but adds an OnParameterChanged delegate for further subclasses.
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*/
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UCLASS(MinimalAPI)
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class UGizmoBaseFloatParameterSource : public UObject, public IGizmoFloatParameterSource
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{
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GENERATED_BODY()
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public:
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virtual float GetParameter() const
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{
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check(false); // this is an abstract base class
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return 0.0f;
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}
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virtual void SetParameter(float NewValue)
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{
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check(false); // this is an abstract base class
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}
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virtual void BeginModify()
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{
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}
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virtual void EndModify()
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{
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}
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public:
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DECLARE_MULTICAST_DELEGATE_TwoParams(FOnGizmoFloatParameterSourceChanged, IGizmoFloatParameterSource*, FGizmoFloatParameterChange);
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FOnGizmoFloatParameterSourceChanged OnParameterChanged;
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};
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/**
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* UGizmoLocalFloatParameterSource is an implementation of IGizmoFloatParameterSource
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* (by way of UGizmoBaseFloatParameterSource) which locally stores the relevant Parameter
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* and emits update events via the OnParameterChanged delegate.
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*/
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UCLASS(MinimalAPI)
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class UGizmoLocalFloatParameterSource : public UGizmoBaseFloatParameterSource
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{
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GENERATED_BODY()
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public:
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virtual float GetParameter() const override
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{
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return Value;
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}
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virtual void SetParameter(float NewValue) override
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{
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Value = NewValue;
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LastChange.CurrentValue = NewValue;
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OnParameterChanged.Broadcast(this, LastChange);
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}
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virtual void BeginModify()
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{
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LastChange = FGizmoFloatParameterChange(Value);
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}
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virtual void EndModify()
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{
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}
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public:
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UPROPERTY()
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float Value = 0.0f;
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UPROPERTY()
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FGizmoFloatParameterChange LastChange;
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};
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