RealtimeStyleTransferRuntime/Source/LyraGame/UI/LyraJoystickWidget.h

74 lines
2.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UI/LyraSimulatedInputWidget.h"
#include "LyraJoystickWidget.generated.h"
class UImage;
/**
* 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))
UImage* JoystickBackground;
/** Image to be used as the foreground of the joystick */
UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
UImage* 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;
};