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

122 lines
3.1 KiB
C++

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