122 lines
3.1 KiB
C++
122 lines
3.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Containers/Array.h"
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#include "Containers/UnrealString.h"
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#include "CoreMinimal.h"
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#include "GenericPlatform/GenericApplication.h"
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#include "HAL/Platform.h"
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#include "InputCoreTypes.h"
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#include "Internationalization/Text.h"
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#include "Templates/Function.h"
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class UClass;
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class UInteractiveTool;
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/**
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* Standard Actions that can be shared across multiple Tools.
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* The enum values are used as FInteractiveToolAction.ActionID.
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* If you need to define your own values, start at BaseClientDefinedActionID
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*/
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enum class EStandardToolActions
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{
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IncreaseBrushSize = 100,
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DecreaseBrushSize = 101,
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ToggleWireframe = 102,
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BaseClientDefinedActionID = 10000
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};
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/**
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* FInteractiveToolAction is returned by a UInteractiveTool to represent
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* an "Action" the Tool can execute.
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*/
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struct FInteractiveToolAction
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{
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/** Which type of UInteractiveTool this Action can be applied to*/
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const UClass* ClassType;
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/** Identifier for this Action */
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int32 ActionID;
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/** Internal name for this Action */
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FString ActionName;
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/** Short name for this Action */
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FText ShortName;
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/** Descriptive name for this Action */
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FText Description;
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/** Suggested modifier keys for this Action */
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EModifierKey::Type DefaultModifiers;
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/** Suggested keybinding for this Action. */
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FKey DefaultKey;
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/** Call this function to execute the Action */
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TFunction<void()> OnAction;
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FInteractiveToolAction()
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{
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ClassType = nullptr;
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ActionID = 0;
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}
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FInteractiveToolAction(const UClass* ClassTypeIn, int32 ActionIDIn,
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const FString& ActionNameIn, const FText& ShortNameIn, const FText& DescriptionIn,
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EModifierKey::Type DefaultModifiersIn, const FKey& DefaultKeyIn )
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{
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ClassType = ClassTypeIn;
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ActionID = ActionIDIn;
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ActionName = ActionNameIn;
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ShortName = ShortNameIn;
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Description = DescriptionIn;
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DefaultModifiers = DefaultModifiersIn;
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DefaultKey = DefaultKeyIn;
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}
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};
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/**
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* FInteractiveToolActionSet maintains a list of FInteractiveToolAction.
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* Each UInteractiveTool contains an instance of this class.
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*/
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class FInteractiveToolActionSet
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{
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public:
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/**
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* Register an Action with the ActionSet. This function is intended to be called by
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* UInteractiveTool::RegisterActions() implementations
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*/
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INTERACTIVETOOLSFRAMEWORK_API void RegisterAction(UInteractiveTool* Tool, int32 ActionID,
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const FString& ActionName, const FText& ShortUIName, const FText& DescriptionText,
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EModifierKey::Type Modifiers, const FKey& ShortcutKey,
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TFunction<void()> ActionFunction );
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/**
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* Find an existing Action by ID
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* @return located Action, or nullptr if not found
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*/
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INTERACTIVETOOLSFRAMEWORK_API const FInteractiveToolAction* FindActionByID(int32 ActionID) const;
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/**
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* Return the internal list of registered Actions by adding to the OutActions array
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*/
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INTERACTIVETOOLSFRAMEWORK_API void CollectActions(TArray<FInteractiveToolAction>& OutActions) const;
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/**
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* Execute the action identified by ActionID
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*/
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INTERACTIVETOOLSFRAMEWORK_API void ExecuteAction(int32 ActionID) const;
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protected:
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TArray<FInteractiveToolAction> Actions;
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};
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