52 lines
1.9 KiB
C++
52 lines
1.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "BaseBehaviors/BehaviorTargetInterfaces.h" // IClickBehaviorTarget, IHoverBehaviorTarget
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#include "InteractiveGizmo.h"
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#include "SimpleSingleClickGizmo.generated.h"
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class IGizmoClickTarget;
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class UPrimitiveComponent;
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class USingleClickInputBehavior;
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/**
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* Simple gizmo that triggers an OnClicked callback when it is clicked.
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*/
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UCLASS(MinimalAPI)
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class USimpleSingleClickGizmo : public UInteractiveGizmo, public IClickBehaviorTarget, public IHoverBehaviorTarget
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{
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GENERATED_BODY()
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public:
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INTERACTIVETOOLSFRAMEWORK_API bool InitializeWithComponent(UPrimitiveComponent* ComponentIn);
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// UInteractiveGizmo
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INTERACTIVETOOLSFRAMEWORK_API virtual void Setup() override;
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// IClickBehaviorTarget
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INTERACTIVETOOLSFRAMEWORK_API virtual FInputRayHit IsHitByClick(const FInputDeviceRay& ClickPos) override;
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INTERACTIVETOOLSFRAMEWORK_API virtual void OnClicked(const FInputDeviceRay& ClickPos) override;
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// IHoverBehaviorTarget
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INTERACTIVETOOLSFRAMEWORK_API virtual FInputRayHit BeginHoverSequenceHitTest(const FInputDeviceRay& PressPos) override;
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INTERACTIVETOOLSFRAMEWORK_API virtual void OnBeginHover(const FInputDeviceRay& DevicePos) override;
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INTERACTIVETOOLSFRAMEWORK_API virtual bool OnUpdateHover(const FInputDeviceRay& DevicePos) override;
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INTERACTIVETOOLSFRAMEWORK_API virtual void OnEndHover() override;
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public:
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DECLARE_MULTICAST_DELEGATE_TwoParams(FOnClick, USimpleSingleClickGizmo&, const FInputDeviceRay&);
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FOnClick OnClick;
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/** The HitTarget provides a hit-test against some 3D element (presumably a visual widget) that controls when interaction can start */
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UPROPERTY()
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TScriptInterface<IGizmoClickTarget> HitTarget;
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/** The mouse click behavior of the gizmo is accessible so that it can be modified to use different mouse keys. */
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UPROPERTY()
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TObjectPtr<USingleClickInputBehavior> ClickBehavior;
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}; |