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6.93 kB
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| class SWidget; | |
| class UIndicatorDescriptor; | |
| class ULyraIndicatorManagerComponent; | |
| class UUserWidget; | |
| struct FFrame; | |
| struct FSceneViewProjectionData; | |
| struct FIndicatorProjection | |
| { | |
| bool Project(const UIndicatorDescriptor& IndicatorDescriptor, const FSceneViewProjectionData& InProjectionData, const FVector2f& ScreenSize, FVector& ScreenPositionWithDepth); | |
| }; | |
| UENUM(BlueprintType) | |
| enum class EActorCanvasProjectionMode : uint8 | |
| { | |
| ComponentPoint, | |
| ComponentBoundingBox, | |
| ComponentScreenBoundingBox, | |
| ActorBoundingBox, | |
| ActorScreenBoundingBox | |
| }; | |
| /** | |
| * Describes and controls an active indicator. It is highly recommended that your widget implements | |
| * IActorIndicatorWidget so that it can 'bind' to the associated data. | |
| */ | |
| UCLASS(MinimalAPI, BlueprintType) | |
| class UIndicatorDescriptor : public UObject | |
| { | |
| GENERATED_BODY() | |
| public: | |
| UIndicatorDescriptor() { } | |
| public: | |
| UFUNCTION(BlueprintCallable) | |
| UObject* GetDataObject() const { return DataObject; } | |
| UFUNCTION(BlueprintCallable) | |
| void SetDataObject(UObject* InDataObject) { DataObject = InDataObject; } | |
| UFUNCTION(BlueprintCallable) | |
| USceneComponent* GetSceneComponent() const { return Component; } | |
| UFUNCTION(BlueprintCallable) | |
| void SetSceneComponent(USceneComponent* InComponent) { Component = InComponent; } | |
| UFUNCTION(BlueprintCallable) | |
| FName GetComponentSocketName() const { return ComponentSocketName; } | |
| UFUNCTION(BlueprintCallable) | |
| void SetComponentSocketName(FName SocketName) { ComponentSocketName = SocketName; } | |
| UFUNCTION(BlueprintCallable) | |
| TSoftClassPtr<UUserWidget> GetIndicatorClass() const { return IndicatorWidgetClass; } | |
| UFUNCTION(BlueprintCallable) | |
| void SetIndicatorClass(TSoftClassPtr<UUserWidget> InIndicatorWidgetClass) | |
| { | |
| IndicatorWidgetClass = InIndicatorWidgetClass; | |
| } | |
| public: | |
| // TODO Organize this better. | |
| TWeakObjectPtr<UUserWidget> IndicatorWidget; | |
| public: | |
| UFUNCTION(BlueprintCallable) | |
| void SetAutoRemoveWhenIndicatorComponentIsNull(bool CanAutomaticallyRemove) | |
| { | |
| bAutoRemoveWhenIndicatorComponentIsNull = CanAutomaticallyRemove; | |
| } | |
| UFUNCTION(BlueprintCallable) | |
| bool GetAutoRemoveWhenIndicatorComponentIsNull() const { return bAutoRemoveWhenIndicatorComponentIsNull; } | |
| bool CanAutomaticallyRemove() const | |
| { | |
| return bAutoRemoveWhenIndicatorComponentIsNull && !IsValid(GetSceneComponent()); | |
| } | |
| public: | |
| // Layout Properties | |
| //======================= | |
| UFUNCTION(BlueprintCallable) | |
| bool GetIsVisible() const { return IsValid(GetSceneComponent()) && bVisible; } | |
| UFUNCTION(BlueprintCallable) | |
| void SetDesiredVisibility(bool InVisible) | |
| { | |
| bVisible = InVisible; | |
| } | |
| UFUNCTION(BlueprintCallable) | |
| EActorCanvasProjectionMode GetProjectionMode() const { return ProjectionMode; } | |
| UFUNCTION(BlueprintCallable) | |
| void SetProjectionMode(EActorCanvasProjectionMode InProjectionMode) | |
| { | |
| ProjectionMode = InProjectionMode; | |
| } | |
| // Horizontal alignment to the point in space to place the indicator at. | |
| UFUNCTION(BlueprintCallable) | |
| EHorizontalAlignment GetHAlign() const { return HAlignment; } | |
| UFUNCTION(BlueprintCallable) | |
| void SetHAlign(EHorizontalAlignment InHAlignment) | |
| { | |
| HAlignment = InHAlignment; | |
| } | |
| // Vertical alignment to the point in space to place the indicator at. | |
| UFUNCTION(BlueprintCallable) | |
| EVerticalAlignment GetVAlign() const { return VAlignment; } | |
| UFUNCTION(BlueprintCallable) | |
| void SetVAlign(EVerticalAlignment InVAlignment) | |
| { | |
| VAlignment = InVAlignment; | |
| } | |
| // Clamp the indicator to the edge of the screen? | |
| UFUNCTION(BlueprintCallable) | |
| bool GetClampToScreen() const { return bClampToScreen; } | |
| UFUNCTION(BlueprintCallable) | |
| void SetClampToScreen(bool bValue) | |
| { | |
| bClampToScreen = bValue; | |
| } | |
| // Show the arrow if clamping to the edge of the screen? | |
| UFUNCTION(BlueprintCallable) | |
| bool GetShowClampToScreenArrow() const { return bShowClampToScreenArrow; } | |
| UFUNCTION(BlueprintCallable) | |
| void SetShowClampToScreenArrow(bool bValue) | |
| { | |
| bShowClampToScreenArrow = bValue; | |
| } | |
| // The position offset for the indicator in world space. | |
| UFUNCTION(BlueprintCallable) | |
| FVector GetWorldPositionOffset() const { return WorldPositionOffset; } | |
| UFUNCTION(BlueprintCallable) | |
| void SetWorldPositionOffset(FVector Offset) | |
| { | |
| WorldPositionOffset = Offset; | |
| } | |
| // The position offset for the indicator in screen space. | |
| UFUNCTION(BlueprintCallable) | |
| FVector2D GetScreenSpaceOffset() const { return ScreenSpaceOffset; } | |
| UFUNCTION(BlueprintCallable) | |
| void SetScreenSpaceOffset(FVector2D Offset) | |
| { | |
| ScreenSpaceOffset = Offset; | |
| } | |
| UFUNCTION(BlueprintCallable) | |
| FVector GetBoundingBoxAnchor() const { return BoundingBoxAnchor; } | |
| UFUNCTION(BlueprintCallable) | |
| void SetBoundingBoxAnchor(FVector InBoundingBoxAnchor) | |
| { | |
| BoundingBoxAnchor = InBoundingBoxAnchor; | |
| } | |
| public: | |
| // Sorting Properties | |
| //======================= | |
| // Allows sorting the indicators (after they are sorted by depth), to allow some group of indicators | |
| // to always be in front of others. | |
| UFUNCTION(BlueprintCallable) | |
| int32 GetPriority() const { return Priority; } | |
| UFUNCTION(BlueprintCallable) | |
| void SetPriority(int32 InPriority) | |
| { | |
| Priority = InPriority; | |
| } | |
| public: | |
| ULyraIndicatorManagerComponent* GetIndicatorManagerComponent() { return ManagerPtr.Get(); } | |
| UE_API void SetIndicatorManagerComponent(ULyraIndicatorManagerComponent* InManager); | |
| UFUNCTION(BlueprintCallable) | |
| UE_API void UnregisterIndicator(); | |
| private: | |
| UPROPERTY() | |
| bool bVisible = true; | |
| UPROPERTY() | |
| bool bClampToScreen = false; | |
| UPROPERTY() | |
| bool bShowClampToScreenArrow = false; | |
| UPROPERTY() | |
| bool bOverrideScreenPosition = false; | |
| UPROPERTY() | |
| bool bAutoRemoveWhenIndicatorComponentIsNull = false; | |
| UPROPERTY() | |
| EActorCanvasProjectionMode ProjectionMode = EActorCanvasProjectionMode::ComponentPoint; | |
| UPROPERTY() | |
| TEnumAsByte<EHorizontalAlignment> HAlignment = HAlign_Center; | |
| UPROPERTY() | |
| TEnumAsByte<EVerticalAlignment> VAlignment = VAlign_Center; | |
| UPROPERTY() | |
| int32 Priority = 0; | |
| UPROPERTY() | |
| FVector BoundingBoxAnchor = FVector(0.5, 0.5, 0.5); | |
| UPROPERTY() | |
| FVector2D ScreenSpaceOffset = FVector2D(0, 0); | |
| UPROPERTY() | |
| FVector WorldPositionOffset = FVector(0, 0, 0); | |
| private: | |
| friend class SActorCanvas; | |
| UPROPERTY() | |
| TObjectPtr<UObject> DataObject; | |
| UPROPERTY() | |
| TObjectPtr<USceneComponent> Component; | |
| UPROPERTY() | |
| FName ComponentSocketName = NAME_None; | |
| UPROPERTY() | |
| TSoftClassPtr<UUserWidget> IndicatorWidgetClass; | |
| UPROPERTY() | |
| TWeakObjectPtr<ULyraIndicatorManagerComponent> ManagerPtr; | |
| TWeakPtr<SWidget> Content; | |
| TWeakPtr<SWidget> CanvasHost; | |
| }; | |