// Copyright Epic Games, Inc. All Rights Reserved. #include "InteractiveGizmo.h" #include "InteractiveGizmoManager.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(InteractiveGizmo) UInteractiveGizmo::UInteractiveGizmo() { // Gizmos don't get saved but this isn't necessary because they are created in the transient package... SetFlags(RF_Transient); InputBehaviors = NewObject(this, TEXT("GizmoInputBehaviors")); } void UInteractiveGizmo::Setup() { } void UInteractiveGizmo::Shutdown() { InputBehaviors->RemoveAll(); } void UInteractiveGizmo::Render(IToolsContextRenderAPI* RenderAPI) { } void UInteractiveGizmo::DrawHUD( FCanvas* Canvas, IToolsContextRenderAPI* RenderAPI ) { } void UInteractiveGizmo::AddInputBehavior(UInputBehavior* Behavior) { InputBehaviors->Add(Behavior); } const UInputBehaviorSet* UInteractiveGizmo::GetInputBehaviors() const { return InputBehaviors; } void UInteractiveGizmo::Tick(float DeltaTime) { } UInteractiveGizmoManager* UInteractiveGizmo::GetGizmoManager() const { UInteractiveGizmoManager* GizmoManager = Cast(GetOuter()); ensure(GizmoManager != nullptr); return GizmoManager; }