// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "InputCoreTypes.h" #include "UObject/GCObject.h" #include "UnrealWidgetFwd.h" #include "EditorComponents.h" #include "EngineGlobals.h" #include "EditorModeRegistry.h" #include "Tools/UEdMode.h" #include "Templates/SharedPointer.h" #include "Tools/LegacyEdModeWidgetHelpers.h" class FCanvas; class FEditorModeTools; class FEditorViewportClient; class FModeTool; class FModeToolkit; class FPrimitiveDrawInterface; class FSceneView; class FViewport; class UTexture2D; struct FConvexVolume; struct FViewportClick; enum EModeTools : int8; class FEditorViewportClient; class HHitProxy; struct FViewportClick; class FModeTool; class FEditorViewportClient; struct FViewportClick; struct FGizmoState; /** * Base class for all editor modes. */ class FEdMode : public TSharedFromThis, public FGCObject, public FEditorCommonDrawHelper, public FLegacyEdModeWidgetHelper { public: /** Friends so it can access mode's internals on construction */ friend class FEditorModeRegistry; UNREALED_API FEdMode(); UNREALED_API virtual ~FEdMode(); virtual void Initialize() {} UNREALED_API virtual bool MouseEnter( FEditorViewportClient* ViewportClient,FViewport* Viewport,int32 x, int32 y ); UNREALED_API virtual bool MouseLeave( FEditorViewportClient* ViewportClient,FViewport* Viewport ); UNREALED_API virtual bool MouseMove(FEditorViewportClient* ViewportClient,FViewport* Viewport,int32 x, int32 y); UNREALED_API virtual bool ReceivedFocus(FEditorViewportClient* ViewportClient,FViewport* Viewport); UNREALED_API virtual bool LostFocus(FEditorViewportClient* ViewportClient,FViewport* Viewport); /** * Called when the mouse is moved while a window input capture is in effect * * @param InViewportClient Level editor viewport client that captured the mouse input * @param InViewport Viewport that captured the mouse input * @param InMouseX New mouse cursor X coordinate * @param InMouseY New mouse cursor Y coordinate * * @return true if input was handled */ UNREALED_API virtual bool CapturedMouseMove( FEditorViewportClient* InViewportClient, FViewport* InViewport, int32 InMouseX, int32 InMouseY ); /** Process all captured mouse moves that occurred during the current frame */ virtual bool ProcessCapturedMouseMoves( FEditorViewportClient* InViewportClient, FViewport* InViewport, const TArrayView& CapturedMouseMoves ) { return false; } UNREALED_API virtual bool InputKey(FEditorViewportClient* ViewportClient,FViewport* Viewport,FKey Key,EInputEvent Event); UNREALED_API virtual bool InputAxis(FEditorViewportClient* InViewportClient,FViewport* Viewport,int32 ControllerId,FKey Key,float Delta,float DeltaTime); UNREALED_API virtual bool InputDelta(FEditorViewportClient* InViewportClient,FViewport* InViewport,FVector& InDrag,FRotator& InRot,FVector& InScale); UNREALED_API virtual bool StartTracking(FEditorViewportClient* InViewportClient, FViewport* InViewport); UNREALED_API virtual bool EndTracking(FEditorViewportClient* InViewportClient, FViewport* InViewport); // Added for handling EDIT Command... virtual EEditAction::Type GetActionEditDuplicate() { return EEditAction::Skip; } virtual EEditAction::Type GetActionEditDelete() { return EEditAction::Skip; } virtual EEditAction::Type GetActionEditCut() { return EEditAction::Skip; } virtual EEditAction::Type GetActionEditCopy() { return EEditAction::Skip; } virtual EEditAction::Type GetActionEditPaste() { return EEditAction::Skip; } virtual bool ProcessEditDuplicate() { return false; } virtual bool ProcessEditDelete() { return false; } virtual bool ProcessEditCut() { return false; } virtual bool ProcessEditCopy() { return false; } virtual bool ProcessEditPaste() { return false; } virtual bool BeginTransform(const FGizmoState& InState) { return false; } virtual bool EndTransform(const FGizmoState& InState) { return false; } UNREALED_API virtual void Tick(FEditorViewportClient* ViewportClient,float DeltaTime); virtual bool IsCompatibleWith(FEditorModeID OtherModeID) const { return false; } virtual void ActorMoveNotify() {} virtual void ActorsDuplicatedNotify(TArray& PreDuplicateSelection, TArray& PostDuplicateSelection, bool bOffsetLocations) {} virtual void ActorPropChangeNotify() {} virtual void MapChangeNotify() {} /** If the Edmode is handling its own mouse deltas, it can disable the MouseDeltaTacker */ virtual bool DisallowMouseDeltaTracking() const { return false; } /** * Lets each mode/tool specify a pivot point around which the camera should orbit * @param OutPivot The custom pivot point returned by the mode/tool * @return true if a custom pivot point was specified, false otherwise. */ virtual bool GetPivotForOrbit(FVector& OutPivot) const { return false; } /** * Get a cursor to override the default with, if any. * @return true if the cursor was overridden. */ virtual bool GetCursor(EMouseCursor::Type& OutCursor) const { return false; } /** Get override cursor visibility settings */ virtual bool GetOverrideCursorVisibility(bool& bWantsOverride, bool& bHardwareCursorVisible, bool bSoftwareCursorVisible) const { return false; } /** Called before mouse movement is converted to drag/rot */ virtual bool PreConvertMouseMovement(FEditorViewportClient* InViewportClient) { return false; } /** Called after mouse movement is converted to drag/rot */ virtual bool PostConvertMouseMovement(FEditorViewportClient* InViewportClient) { return false;} virtual bool ShouldDrawBrushWireframe( AActor* InActor ) const { return true; } /** If Rotation Snap should be enabled for this mode*/ UNREALED_API virtual bool IsSnapRotationEnabled(); /** If this mode should override the snap rotation * @param Rotation The Rotation Override * * @return True if you have overridden the value */ virtual bool SnapRotatorToGridOverride(FRotator& Rotation){ return false; }; virtual void UpdateInternalData() {} virtual void AddReferencedObjects( FReferenceCollector& Collector ) override {} virtual FString GetReferencerName() const override { return TEXT("FEdMode"); } UNREALED_API virtual void Enter(); UNREALED_API virtual void Exit(); UNREALED_API virtual UTexture2D* GetVertexTexture(); /** * Lets each tool determine if it wants to use the editor widget or not. If the tool doesn't want to use it, * it will be fed raw mouse delta information (not snapped or altered in any way). */ UNREALED_API virtual bool UsesTransformWidget() const override; UNREALED_API virtual bool UsesTransformWidget(UE::Widget::EWidgetMode CheckMode) const override; UNREALED_API virtual bool UsesPropertyWidgets() const override; virtual void PostUndo() {} /** * Check to see if this EdMode wants to disallow AutoSave * @return true if AutoSave can be applied right now */ virtual bool CanAutoSave() const { return true; } /** * Lets each mode/tool handle box selection in its own way. * * @param InBox The selection box to use, in worldspace coordinates. * @return true if something was selected/deselected, false otherwise. */ UNREALED_API virtual bool BoxSelect( FBox& InBox, bool InSelect = true ); /** * Lets each mode/tool handle frustum selection in its own way. * * @param InFrustum The selection box to use, in worldspace coordinates. * @return true if something was selected/deselected, false otherwise. */ UNREALED_API virtual bool FrustumSelect( const FConvexVolume& InFrustum, FEditorViewportClient* InViewportClient, bool InSelect = true ); UNREALED_API virtual void SelectNone(); virtual void SelectionChanged() {} UNREALED_API virtual bool HandleClick(FEditorViewportClient* InViewportClient, HHitProxy* HitProxy, const FViewportClick& Click); /** * Allows an editor mode to override the bounding box used to focus the viewport on a selection * * @param Actor The selected actor that is being considered for focus * @param PrimitiveComponent The component in the actor being considered for focus * @param InOutBox The box that should be computed for the actor and component * @return bool true if the mode overrides the box and populated InOutBox, false if it did not populate InOutBox */ virtual bool ComputeBoundingBoxForViewportFocus(AActor* Actor, UPrimitiveComponent* PrimitiveComponent, FBox& InOutBox) const { return false; } /** Handling SelectActor */ virtual bool Select( AActor* InActor, bool bInSelected ) { return 0; } /** Check to see if an actor can be selected in this mode - no side effects */ virtual bool IsSelectionAllowed( AActor* InActor, bool bInSelection ) const { return true; } /** Returns the editor mode identifier. */ FEditorModeID GetID() const { return Info.ID; } /** Returns the editor mode information. */ const FEditorModeInfo& GetModeInfo() const { return Info; } // Tools UNREALED_API void SetCurrentTool( EModeTools InID ); UNREALED_API void SetCurrentTool( FModeTool* InModeTool ); UNREALED_API FModeTool* FindTool( EModeTools InID ); const TArray& GetTools() const { return Tools; } virtual void CurrentToolChanged() {} /** Returns the current tool. */ //@{ FModeTool* GetCurrentTool() { return CurrentTool; } const FModeTool* GetCurrentTool() const { return CurrentTool; } //@} /** @name Rendering */ //@{ /** Draws translucent polygons on brushes and volumes. */ UNREALED_API virtual void Render(const FSceneView* View,FViewport* Viewport,FPrimitiveDrawInterface* PDI); //void DrawGridSection(int32 ViewportLocX,int32 ViewportGridY,FVector* A,FVector* B,float* AX,float* BX,int32 Axis,int32 AlphaCase,FSceneView* View,FPrimitiveDrawInterface* PDI); /** Overlays the editor hud (brushes, drag tools, static mesh vertices, etc*. */ UNREALED_API virtual void DrawHUD(FEditorViewportClient* ViewportClient,FViewport* Viewport,const FSceneView* View,FCanvas* Canvas); //@} /** * Called when attempting to duplicate the selected actors by alt+dragging, * return true to prevent normal duplication. */ virtual bool HandleDragDuplicate() { return false; } /** True if this mode uses a toolkit mode (eventually they all should) */ UNREALED_API virtual bool UsesToolkits() const; /** Gets the toolkit created by this mode */ TSharedPtr GetToolkit() { return Toolkit; } /** Returns the world this toolkit is editing */ UNREALED_API UWorld* GetWorld() const; /** Returns the owning mode manager for this mode */ UNREALED_API class FEditorModeTools* GetModeManager() const; /** * Called when the editor mode should rebuild its toolbar * * @param ToolbarBuilder The builder which should be used to add toolbar widgets */ virtual void BuildModeToolbar(class FToolBarBuilder& ToolbarBuilder) {} using FLegacyEdModeWidgetHelper::MD_MakeEditWidget; using FLegacyEdModeWidgetHelper::MD_ValidateWidgetUsing; using FLegacyEdModeWidgetHelper::CanCreateWidgetForStructure; using FLegacyEdModeWidgetHelper::CanCreateWidgetForProperty; using FLegacyEdModeWidgetHelper::ShouldCreateWidgetForProperty; using FPropertyWidgetInfo = FLegacyEdModeWidgetHelper::FPropertyWidgetInfo; public: /** Request that this mode be deleted at the next convenient opportunity (FEditorModeTools::Tick) */ UNREALED_API void RequestDeletion(); private: /** Called whenever a mode type is unregistered */ UNREALED_API void OnModeUnregistered(FEditorModeID ModeID); protected: /** Optional array of tools for this mode. */ TArray Tools; /** The tool that is currently active within this mode. */ FModeTool* CurrentTool; /** Information pertaining to this mode. Assigned by FEditorModeRegistry. */ FEditorModeInfo Info; /** Editor Mode Toolkit that is associated with this toolkit mode */ TSharedPtr Toolkit; };