77 lines
2.2 KiB
C++
77 lines
2.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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class FCanvas;
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class FEditorModeTools;
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class FEditorViewportClient;
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class FPrimitiveDrawInterface;
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class FSceneView;
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/**
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* The base class that all drag tools inherit from.
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* The drag tools implement special behaviors for the user clicking and dragging in a viewport.
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*/
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class FDragTool
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{
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public:
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UNREALED_API FDragTool(FEditorModeTools* InModeTools);
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virtual ~FDragTool() {}
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/**
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* Updates the drag tool's end location with the specified delta. The end location is
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* snapped to the editor constraints if bUseSnapping is true.
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*
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* @param InDelta A delta of mouse movement.
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*/
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UNREALED_API virtual void AddDelta( const FVector& InDelta );
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/**
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* Starts a mouse drag behavior. The start location is snapped to the editor constraints if bUseSnapping is true.
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*
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* @param InViewportClient The viewport client in which the drag event occurred.
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* @param InStart Where the mouse was when the drag started.
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*/
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UNREALED_API virtual void StartDrag(FEditorViewportClient* InViewportClient, const FVector& InStartWorld, const FVector2D& InStartScreen);
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/**
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* Ends a mouse drag behavior (the user has let go of the mouse button).
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*/
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UNREALED_API virtual void EndDrag();
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virtual void Render3D(const FSceneView* View,FPrimitiveDrawInterface* PDI) {}
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virtual void Render(const FSceneView* View,FCanvas* Canvas) {}
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/**
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* Rendering stub for 2D viewport drag tools.
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*/
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virtual void Render( FCanvas* Canvas ) {}
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/** @return true if we are dragging */
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bool IsDragging() const { return bIsDragging; }
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/** Does this drag tool need to have the mouse movement converted to the viewport orientation? */
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bool bConvertDelta;
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protected:
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FEditorModeTools* ModeTools;
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/** The start/end location of the current drag. */
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FVector Start, End, EndWk;
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/** If true, the drag tool wants to be passed grid snapped values. */
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bool bUseSnapping;
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/** These flags store the state of various buttons that were pressed when the drag was started. */
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bool bAltDown;
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bool bShiftDown;
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bool bControlDown;
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bool bLeftMouseButtonDown;
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bool bRightMouseButtonDown;
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bool bMiddleMouseButtonDown;
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/** True if we are dragging */
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bool bIsDragging;
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};
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