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