Files
UnrealEngine/Engine/Source/Runtime/InteractiveToolsFramework/Public/BaseTools/ClickDragTool.h
2025-05-18 13:04:45 +08:00

89 lines
2.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "BaseBehaviors/BehaviorTargetInterfaces.h"
#include "CoreMinimal.h"
#include "InputState.h"
#include "InteractiveTool.h"
#include "InteractiveToolBuilder.h"
#include "UObject/ObjectMacros.h"
#include "UObject/UObjectGlobals.h"
#include "ClickDragTool.generated.h"
class UObject;
struct FToolBuilderState;
/**
* Builder for UClickDragTool
*/
UCLASS(MinimalAPI)
class UClickDragToolBuilder : public UInteractiveToolBuilder
{
GENERATED_BODY()
public:
INTERACTIVETOOLSFRAMEWORK_API virtual bool CanBuildTool(const FToolBuilderState& SceneState) const override;
INTERACTIVETOOLSFRAMEWORK_API virtual UInteractiveTool* BuildTool(const FToolBuilderState& SceneState) const override;
};
/**
* UClickDragTool is a base tool that basically just implements IClickDragBehaviorTarget,
* and on setup registers a UClickDragInputBehavior. You can subclass this Tool to
* implement basic click-drag type Tools. If you want to do more advanced things,
* like handle modifier buttons/keys, you will need to implement IClickDragBehaviorTarget yourself
*/
UCLASS(MinimalAPI)
class UClickDragTool : public UInteractiveTool, public IClickDragBehaviorTarget
{
GENERATED_BODY()
public:
/**
* Register default primary-button-click InputBehaviors
*/
INTERACTIVETOOLSFRAMEWORK_API virtual void Setup() override;
//
// IClickBehaviorTarget implementation
//
/**
* Test if target can begin click-drag interaction at this point
* @param ClickPos device position/ray at click point
* @return true if target wants to begin sequence
*/
INTERACTIVETOOLSFRAMEWORK_API virtual FInputRayHit CanBeginClickDragSequence(const FInputDeviceRay& PressPos) override;
/**
* Notify Target that click press ocurred
* @param ClickPos device position/ray at click point
*/
INTERACTIVETOOLSFRAMEWORK_API virtual void OnClickPress(const FInputDeviceRay& PressPos) override;
/**
* Notify Target that input position has changed
* @param ClickPos device position/ray at click point
*/
INTERACTIVETOOLSFRAMEWORK_API virtual void OnClickDrag(const FInputDeviceRay& DragPos) override;
/**
* Notify Target that click release occurred
* @param ClickPos device position/ray at click point
*/
INTERACTIVETOOLSFRAMEWORK_API virtual void OnClickRelease(const FInputDeviceRay& ReleasePos) override;
/**
* Notify Target that click-drag sequence has been explicitly terminated (eg by escape key)
*/
INTERACTIVETOOLSFRAMEWORK_API virtual void OnTerminateDragSequence() override;
};