129 lines
4.1 KiB
C++
129 lines
4.1 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 "Modules/ModuleInterface.h"
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#include "Modules/ModuleManager.h"
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#include "Templates/SubclassOf.h"
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class AActor;
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DECLARE_MULTICAST_DELEGATE(FOnVREditingModeEnter);
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DECLARE_MULTICAST_DELEGATE(FOnVREditingModeExit);
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/**
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* The public interface to this module
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*/
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class IVREditorModule : public IModuleInterface
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{
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public:
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/** @return a multicast delegate which is executed when VR mode starts. */
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virtual FOnVREditingModeEnter& OnVREditingModeEnter() = 0;
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/** @return a multicast delegate which is executed when VR mode stops. */
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virtual FOnVREditingModeExit& OnVREditingModeExit() = 0;
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/**
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* Singleton-like access to this module's interface. This is just for convenience!
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* Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
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*
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* @return Returns singleton instance, loading the module on demand if needed
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*/
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static inline IVREditorModule& Get()
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{
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return FModuleManager::LoadModuleChecked< IVREditorModule >( "VREditor" );
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}
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/**
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* Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.
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*
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* @return True if the module is loaded and ready to use
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*/
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static inline bool IsAvailable()
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{
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return FModuleManager::Get().IsModuleLoaded( "VREditor" );
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}
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/**
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* Checks whether or not editor VR features are enabled
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*
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* @return True if VR mode is on
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*/
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virtual bool IsVREditorEnabled() const = 0;
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/**
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* Checks to see whether its possible to use VR mode in this session. Basically, this makes sure that you
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* have the appropriate hardware connected
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*
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* @return True if EnableVREditor() can be used to activate VR mode
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*/
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virtual bool IsVREditorAvailable() const = 0;
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/**
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* Checks to see if the VR Mode button should be active or grayed out (such as during SIE)
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*
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* @return True if button should be active
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*/
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virtual bool IsVREditorButtonActive() const = 0;
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/**
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* Enables or disables editor VR features. Calling this to active VR will turn on the HMD and setup
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* the editor UI for VR interaction.
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*
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* @param bEnable True to enable VR, or false to turn it off
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* @param bForceWithoutHMD If set to true, will enter VR mode without switching to HMD/stereo. This can be useful for testing.
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*/
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virtual void EnableVREditor( const bool bEnable, const bool bForceWithoutHMD = false ) = 0;
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/**
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* Check if the VR Editor is currently running
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*
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* @return True if the VREditor is currently running
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*/
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// This is slated for deprecation in the next changelist (with accompanying cleanups in external code).
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//UE_DEPRECATED(5.1, "Test whether GetVRModeBase returns nullptr instead. This only returns true in the case of UVREditorMode.")
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virtual bool IsVREditorModeActive() = 0;
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/**
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* Get the current VREditor running
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*
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* @return The current VREditor running
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*/
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// This is slated for deprecation in the next changelist (with accompanying cleanups in external code).
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//UE_DEPRECATED(5.1, "Use GetVRModeBase instead.")
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virtual class UVREditorMode* GetVRMode() = 0;
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/** @return The active UVREditorModeBase */
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virtual class UVREditorModeBase* GetVRModeBase() = 0;
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/**
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* Update the actor preview (for example, the view from a camera attached to a pawn) in VR mode
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*
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* @param The new actor preview widget
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*/
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virtual void UpdateActorPreview(TSharedRef<class SWidget> InWidget, int32 Index, AActor *Actor = nullptr, bool bIsDetached = false) = 0;
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/**
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* Update any external UMG UI spawned from the radial menu
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*
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* @param The new widget
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* @param The label to use for the UI
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*/
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virtual void UpdateExternalUMGUI(const struct FVREditorFloatingUICreationContext& CreationContext) = 0;
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/**
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* Update any external Slate UI spawned from the radial menu
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*
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* @param The new widget
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* @param The label to use for the UI
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*/
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virtual void UpdateExternalSlateUI(TSharedRef<SWidget> InSlateWidget, FName Name, FVector2D InSize = FVector2D::ZeroVector) = 0;
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/** Gets the radial menu extender. This can be used to add your own menu items to the VR radial menu */
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virtual TSharedPtr<class FExtender> GetRadialMenuExtender() = 0;
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};
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