// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "LevelEditorViewport.h" #include "EditorDragTools.h" class FCanvas; class UModel; /** * Draws a box in the current viewport and when the mouse button is released, * it selects/unselects everything inside of it. */ class FDragTool_ActorBoxSelect : public FDragTool { public: UNREALED_API explicit FDragTool_ActorBoxSelect( FLevelEditorViewportClient* InLevelViewportClient ) : FDragTool(InLevelViewportClient->GetModeTools()) , LevelViewportClient( InLevelViewportClient ) , EditorViewportClient( InLevelViewportClient) {} UNREALED_API explicit FDragTool_ActorBoxSelect( FEditorViewportClient* InEditorViewportClient ) : FDragTool(InEditorViewportClient->GetModeTools()) , LevelViewportClient( nullptr) , EditorViewportClient( InEditorViewportClient ) {} /** * Starts a mouse drag behavior. The start location is snapped to the editor constraints if bUseSnapping is true. * * @param InViewportClient The viewport client in which the drag event occurred. * @param InStart Where the mouse was when the drag started. */ UNREALED_API virtual void StartDrag(FEditorViewportClient* InViewportClient, const FVector& InStart, const FVector2D& InStartScreen) override; /* Updates the drag tool's end location with the specified delta. The end location is * snapped to the editor constraints if bUseSnapping is true. * * @param InDelta A delta of mouse movement. */ UNREALED_API virtual void AddDelta(const FVector& InDelta) override; /** * Ends a mouse drag behavior (the user has let go of the mouse button). */ UNREALED_API virtual void EndDrag() override; UNREALED_API virtual void Render(const FSceneView* View, FCanvas* Canvas) override; private: /** * Calculates a box to check actors against * * @param OutBox The created box. */ void CalculateBox( FBox& OutBox ); /** * Returns true if the provided BSP node intersects with the provided frustum * * @param InModel The model containing BSP nodes to check * @param NodeIndex The index to a BSP node in the model. This node is used for the bounds check. * @param InFrustum The frustum to check against. * @param bUseStrictSelection true if the node must be entirely within the frustum */ bool IntersectsBox( const UModel& InModel, int32 NodeIndex, const FBox& InBox, bool bUseStrictSelection ) const; /** Adds a hover effect to the passed in actor */ void AddHoverEffect( AActor& InActor ); /** Adds a hover effect to the passed in bsp surface */ void AddHoverEffect( UModel& InModel, int32 SurfIndex ); /** Removes a hover effect from the passed in actor */ void RemoveHoverEffect( AActor& InActor ); /** Removes a hover effect from the passed in bsp surface */ void RemoveHoverEffect( UModel& InModel, int32 SurfIndex ); /** List of BSP models to check for selection */ TArray ModelsToCheck; FLevelEditorViewportClient* LevelViewportClient; FEditorViewportClient* EditorViewportClient; };