57 lines
1.8 KiB
C++
57 lines
1.8 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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#include "GameFramework/Actor.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/ObjectPtr.h"
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#include "UObject/UObjectGlobals.h"
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#include "ViewportInteractableInterface.h"
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#include "Manipulator.generated.h"
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class UActorComponent;
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class UObject;
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class USceneComponent;
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class UViewportInteractor;
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struct FHitResult;
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UCLASS()
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class COMPONENTVISUALIZERS_API AManipulator : public AActor, public IViewportInteractableInterface
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{
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GENERATED_BODY()
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public:
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AManipulator();
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// Begin AActor
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virtual void PostEditMove(bool bFinished) override;
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virtual bool IsEditorOnly() const final;
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// End AActor
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// Begin IViewportInteractableInterface
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virtual void OnPressed(UViewportInteractor* Interactor, const FHitResult& InHitResult, bool& bOutResultedInDrag) override;
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virtual void OnHover(UViewportInteractor* Interactor) override;
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virtual void OnHoverEnter(UViewportInteractor* Interactor, const FHitResult& InHitResult) override;
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virtual void OnHoverLeave(UViewportInteractor* Interactor, const UActorComponent* NewComponent) override;
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virtual void OnDragRelease(UViewportInteractor* Interactor) override;
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virtual class UViewportDragOperationComponent* GetDragOperationComponent() override { return nullptr; }
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virtual bool CanBeSelected() override { return true; };
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// End IViewportInteractableInterface
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/** Set the component that should be moved when the manipulator was moved. */
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void SetAssociatedComponent(USceneComponent* SceneComponent);
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private:
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/** The component to transform when this manipulator was moved. */
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UPROPERTY()
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TObjectPtr<USceneComponent> AssociatedComponent;
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/** Visual representation of this manipulator. */
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UPROPERTY()
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TObjectPtr<class UStaticMeshComponent> StaticMeshComponent;
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}; |