// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Input/Reply.h" #include "Math/Vector2D.h" #include "UI/LyraSimulatedInputWidget.h" #include "UObject/UObjectGlobals.h" #include "LyraJoystickWidget.generated.h" class UImage; class UObject; struct FGeometry; struct FPointerEvent; /** * A UMG wrapper for the lyra virtual joystick. * * This will calculate a 2D vector clamped between -1 and 1 * to input as a key value to the player, simulating a gamepad analog stick. * * This is intended for use with and Enhanced Input player. */ UCLASS(meta=( DisplayName="Lyra Joystick" )) class LYRAGAME_API ULyraJoystickWidget : public ULyraSimulatedInputWidget { GENERATED_BODY() public: ULyraJoystickWidget(const FObjectInitializer& ObjectInitializer); //~ Begin UUserWidget virtual FReply NativeOnTouchStarted(const FGeometry& InGeometry, const FPointerEvent& InGestureEvent) override; virtual FReply NativeOnTouchMoved(const FGeometry& InGeometry, const FPointerEvent& InGestureEvent) override; virtual FReply NativeOnTouchEnded(const FGeometry& InGeometry, const FPointerEvent& InGestureEvent) override; virtual void NativeOnMouseLeave(const FPointerEvent& InMouseEvent) override; virtual void NativeTick(const FGeometry& MyGeometry, float InDeltaTime) override; //~ End UUserWidget interface protected: /** * Calculate the delta position of the current touch from the origin. * * Input the associated gamepad key on the player * * Move the foreground joystick image in association with the given input to give the appearance that it * is moving along with the player's finger */ void HandleTouchDelta(const FGeometry& InGeometry, const FPointerEvent& InGestureEvent); /** Flush any player input that has been injected and disable the use of this analog stick. */ void StopInputSimulation(); /** How far can the inner image of the joystick be moved? */ UPROPERTY(BlueprintReadOnly, EditAnywhere) float StickRange = 50.0f; /** Image to be used as the background of the joystick */ UPROPERTY(BlueprintReadWrite, meta = (BindWidget)) TObjectPtr JoystickBackground; /** Image to be used as the foreground of the joystick */ UPROPERTY(BlueprintReadWrite, meta = (BindWidget)) TObjectPtr JoystickForeground; /** Should we negate the Y-axis value of the joystick? This is common for "movement" sticks */ UPROPERTY(BlueprintReadWrite, EditAnywhere) bool bNegateYAxis = false; /** The origin of the touch. Set on NativeOnTouchStarted */ UPROPERTY(Transient) FVector2D TouchOrigin = FVector2D::ZeroVector; UPROPERTY(Transient) FVector2D StickVector = FVector2D::ZeroVector; };