/** Handle a click on the specified editor viewport client */
bool FComponentVisualizerManager::HandleClick(FEditorViewportClient* InViewportClient, HHitProxy* HitProxy, const FViewportClick& Click)
{
	bool bHandled = HandleProxyForComponentVis(InViewportClient, HitProxy, Click);
	if (bHandled && Click.GetKey() == EKeys::RightMouseButton)
	{
		TSharedPtr<SWidget> MenuWidget = GenerateContextMenuForComponentVis();
		if (MenuWidget.IsValid())
		{
			TSharedPtr<SEditorViewport> ViewportWidget = InViewportClient->GetEditorViewportWidget();
			if (ViewportWidget.IsValid())
			{
				FSlateApplication::Get().PushMenu(
					ViewportWidget.ToSharedRef(),
					FWidgetPath(),
					MenuWidget.ToSharedRef(),
					FSlateApplication::Get().GetCursorPos(),
					FPopupTransitionEffect(FPopupTransitionEffect::ContextMenu));

				return true;
			}
		}
	}

	return false;
}
bool FSplineComponentVisualizer::VisProxyHandleClick(FLevelEditorViewportClient* InViewportClient, HComponentVisProxy* VisProxy, const FViewportClick& Click)
{
	if(VisProxy && VisProxy->Component.IsValid())
	{
		const USplineComponent* SplineComp = CastChecked<const USplineComponent>(VisProxy->Component.Get());

		SplineCompPropName = GetComponentPropertyName(SplineComp);
		if(SplineCompPropName.IsValid())
		{
			AActor* OldSplineOwningActor = SplineOwningActor.Get();
			SplineOwningActor = SplineComp->GetOwner();

			if (OldSplineOwningActor != SplineOwningActor)
			{
				// Reset selection state if we are selecting a different actor to the one previously selected
				ChangeSelectionState(INDEX_NONE, false);
				SelectedSegmentIndex = INDEX_NONE;
				SelectedTangentHandle = INDEX_NONE;
				SelectedTangentHandleType = ESelectedTangentHandle::None;
			}

			if (VisProxy->IsA(HSplineKeyProxy::StaticGetType()))
			{
				// Control point clicked

				HSplineKeyProxy* KeyProxy = (HSplineKeyProxy*)VisProxy;

				// Modify the selection state, unless right-clicking on an already selected key
				if (Click.GetKey() != EKeys::RightMouseButton || !SelectedKeys.Contains(KeyProxy->KeyIndex))
				{
					ChangeSelectionState(KeyProxy->KeyIndex, InViewportClient->IsCtrlPressed());
				}
				SelectedSegmentIndex = INDEX_NONE;
				SelectedTangentHandle = INDEX_NONE;
				SelectedTangentHandleType = ESelectedTangentHandle::None;

				if (LastKeyIndexSelected == INDEX_NONE)
				{
					SplineOwningActor = nullptr;
					return false;
				}

				CachedRotation = SplineComp->GetQuaternionAtSplinePoint(LastKeyIndexSelected, ESplineCoordinateSpace::World);

				return true;
			}
			else if (VisProxy->IsA(HSplineSegmentProxy::StaticGetType()))
			{
				// Spline segment clicked

				// Divide segment into subsegments and test each subsegment against ray representing click position and camera direction.
				// Closest encounter with the spline determines the spline position.
				const int32 NumSubdivisions = 16;

				HSplineSegmentProxy* SegmentProxy = (HSplineSegmentProxy*)VisProxy;
				ChangeSelectionState(SegmentProxy->SegmentIndex, InViewportClient->IsCtrlPressed());
				SelectedSegmentIndex = SegmentProxy->SegmentIndex;
				SelectedTangentHandle = INDEX_NONE;
				SelectedTangentHandleType = ESelectedTangentHandle::None;

				if (LastKeyIndexSelected == INDEX_NONE)
				{
					SplineOwningActor = nullptr;
					return false;
				}

				CachedRotation = SplineComp->GetQuaternionAtSplinePoint(LastKeyIndexSelected, ESplineCoordinateSpace::World);

				float SubsegmentStartKey = static_cast<float>(SelectedSegmentIndex);
				FVector SubsegmentStart = SplineComp->GetLocationAtSplineInputKey(SubsegmentStartKey, ESplineCoordinateSpace::World);

				float ClosestDistance = TNumericLimits<float>::Max();
				FVector BestLocation = SubsegmentStart;

				for (int32 Step = 1; Step < NumSubdivisions; Step++)
				{
					const float SubsegmentEndKey = SelectedSegmentIndex + Step / static_cast<float>(NumSubdivisions);
					const FVector SubsegmentEnd = SplineComp->GetLocationAtSplineInputKey(SubsegmentEndKey, ESplineCoordinateSpace::World);

					FVector SplineClosest;
					FVector RayClosest;
					FMath::SegmentDistToSegmentSafe(SubsegmentStart, SubsegmentEnd, Click.GetOrigin(), Click.GetOrigin() + Click.GetDirection() * 50000.0f, SplineClosest, RayClosest);

					const float Distance = FVector::DistSquared(SplineClosest, RayClosest);
					if (Distance < ClosestDistance)
					{
						ClosestDistance = Distance;
						BestLocation = SplineClosest;
					}

					SubsegmentStartKey = SubsegmentEndKey;
					SubsegmentStart = SubsegmentEnd;
				}

				SelectedSplinePosition = BestLocation;

				return true;
			}
			else if (VisProxy->IsA(HSplineTangentHandleProxy::StaticGetType()))
			{
				// Tangent handle clicked

				HSplineTangentHandleProxy* KeyProxy = (HSplineTangentHandleProxy*)VisProxy;

				// Note: don't change key selection when a tangent handle is clicked
				SelectedSegmentIndex = INDEX_NONE;
				SelectedTangentHandle = KeyProxy->KeyIndex;
				SelectedTangentHandleType = KeyProxy->bArriveTangent ? ESelectedTangentHandle::Arrive : ESelectedTangentHandle::Leave;

				CachedRotation = SplineComp->GetQuaternionAtSplinePoint(SelectedTangentHandle, ESplineCoordinateSpace::World);

				return true;
			}
		}
		else
		{
			SplineOwningActor = nullptr;
		}
	}

	return false;
}
Beispiel #3
0
bool FPlacementMode::HandleClick(FEditorViewportClient* InViewportClient, HHitProxy *HitProxy, const FViewportClick &Click )
{
	bool Handled = false;

	if ( IsCurrentlyPlacing() )
	{
		if ( Click.GetKey() == EKeys::LeftMouseButton )
		{
			TArray< UObject* > Assets;
			for (int Index = 0; Index < AssetsToPlace.Num(); Index++)
			{
				if ( AssetsToPlace[Index].IsValid() )
				{
					Assets.Add( AssetsToPlace[Index].Get() );
				}
			}

			TArray<AActor*> OutNewActors;
			const bool bCreateDropPreview = false;
			const bool SelectActor = false;
			const FViewport* const Viewport = Click.GetViewportClient()->Viewport;

			bool AllAssetsCanBeDropped = true;
			// Determine if we can drop the assets
			for ( auto AssetIt = Assets.CreateConstIterator(); AssetIt; ++AssetIt )
			{
				UObject* Asset = *AssetIt;
				FDropQuery DropResult = InViewportClient->CanDropObjectsAtCoordinates( Viewport->GetMouseX(), Viewport->GetMouseY(), FAssetData( Asset ) );
				if ( !DropResult.bCanDrop )
				{
					// At least one of the assets can't be dropped.
					InViewportClient->DestroyDropPreviewActors();
					AllAssetsCanBeDropped = false;
					CreatedPreviewActors = false;
				}
			}

			if ( AllAssetsCanBeDropped )
			{
				if ( !Click.IsControlDown() )
				{
					ClearAssetsToPlace();
					IPlacementModeModule::Get().BroadcastStoppedPlacing( true );
					InViewportClient->SetRequiredCursorOverride( true, EMouseCursor::GrabHand );
				}

				InViewportClient->DropObjectsAtCoordinates( Viewport->GetMouseX(), Viewport->GetMouseY(), Assets, OutNewActors, false, bCreateDropPreview, SelectActor, PlacementFactory.Get() );

				for (int Index = 0; Index < OutNewActors.Num(); Index++)
				{
					if ( OutNewActors[Index] != NULL )
					{
						PlacedActorsThisTrackingSession = true;
						PlacedActors.Add( OutNewActors[Index] );
					}
				}

				if ( !Click.IsControlDown() )
				{
					SelectPlacedActors();
					ClearAssetsToPlace();
				}

				Handled = true;
			}
		}
		else
		{
			InViewportClient->DestroyDropPreviewActors();
			CreatedPreviewActors = false;
			StopPlacing();
		}
	}

	if ( !Handled )
	{
		Handled = FEdMode::HandleClick(InViewportClient, HitProxy, Click);
	}

	return Handled;
}