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o3de/Gems/LyShine/Code/Source/UiDraggableComponent.h

165 lines
6.1 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
#include <LyShine/Bus/UiDraggableBus.h>
#include <LyShine/UiComponentTypes.h>
#include "UiInteractableComponent.h"
////////////////////////////////////////////////////////////////////////////////////////////////////
class UiDraggableComponent
: public UiInteractableComponent
, public UiDraggableBus::Handler
{
public: // types
//! These are the visual states
enum
{
StateDragNormal = UiInteractableStatesInterface::NumStates,
StateDragValid,
StateDragInvalid
};
public: // member functions
AZ_COMPONENT(UiDraggableComponent, LyShine::UiDraggableComponentUuid, UiInteractableComponent);
UiDraggableComponent();
~UiDraggableComponent() override;
// UiInteractableInterface
bool HandlePressed(AZ::Vector2 point, bool& shouldStayActive) override;
bool HandleReleased(AZ::Vector2 point) override;
bool HandleEnterPressed(bool& shouldStayActive) override;
bool HandleKeyInputBegan(const AzFramework::InputChannel::Snapshot& inputSnapshot, AzFramework::ModifierKeyMask activeModifierKeys) override;
void InputPositionUpdate(AZ::Vector2 point) override;
bool DoesSupportDragHandOff(AZ::Vector2 startPoint) override;
bool OfferDragHandOff(AZ::EntityId currentActiveInteractable, AZ::Vector2 startPoint, AZ::Vector2 currentPoint, float dragThreshold) override;
void LostActiveStatus() override;
// ~UiInteractableInterface
// UiDraggableInterface
DragState GetDragState() override;
void SetDragState(DragState dragState) override;
void RedoDrag(AZ::Vector2 point) override;
void SetAsProxy(AZ::EntityId originalDraggableId, AZ::Vector2 point) override;
void ProxyDragEnd(AZ::Vector2 point) override;
bool IsProxy() override;
AZ::EntityId GetOriginalFromProxy() override;
bool GetCanDropOnAnyCanvas() override;
void SetCanDropOnAnyCanvas(bool anyCanvas) override;
// ~UiDraggableInterface
protected: // member functions
// AZ::Component
void Activate() override;
void Deactivate() override;
// ~AZ::Component
// UiInteractableInterface
UiInteractableStatesInterface::State ComputeInteractableState() override;
// ~UiInteractableInterface
void OnDragNormalStateActionsChanged();
void OnDragValidStateActionsChanged();
void OnDragInvalidStateActionsChanged();
protected: // static member functions
static void GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided)
{
provided.push_back(AZ_CRC("UiInteractableService", 0x1d474c98));
provided.push_back(AZ_CRC("UiNavigationService"));
provided.push_back(AZ_CRC("UiStateActionsService"));
}
static void GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible)
{
incompatible.push_back(AZ_CRC("UiInteractableService", 0x1d474c98));
incompatible.push_back(AZ_CRC("UiNavigationService"));
incompatible.push_back(AZ_CRC("UiStateActionsService"));
}
static void GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required)
{
required.push_back(AZ_CRC("UiElementService", 0x3dca7ad4));
required.push_back(AZ_CRC("UiTransformService", 0x3a838e34));
}
static void Reflect(AZ::ReflectContext* context);
private: // member functions
AZ_DISABLE_COPY_MOVE(UiDraggableComponent);
//! Look for an interactable drop target at the given point
AZ::EntityId GetDropTargetUnderDraggable(AZ::Vector2 point, bool ignoreInteractables);
//! Used to detect when we have started a drag
bool CheckForDragOrHandOffToParent(AZ::EntityId currentActiveInteractable, AZ::Vector2 startPoint, AZ::Vector2 currentPoint, float childDragThreshold, bool& handOffDone);
//! Common code for each frame of drag operation
void DoDrag(AZ::Vector2 viewportPoint, bool ignoreInteractables);
//! Common code for the end of a drag
void EndDragOperation(AZ::Vector2 viewportPoint, bool ignoreInteractables);
//! Find the drop target elements that we can navigate to
void FindNavigableDropTargetElements(AZ::EntityId ignoreElement, LyShine::EntityArray& result);
//! Find the closest drop target to the draggable (used for keyboard navigation)
AZ::EntityId FindClosestNavigableDropTarget();
private: // static member functions
//! Perform a recursive search for a valid drop target in all canvases
static AZ::EntityId FindDropTargetOrInteractableOnAllCanvases(
AZ::Vector2 point, AZ::EntityId ignoreElement, bool ignoreInteractables);
//! Perform a recursive search for a valid drop target in the given canvas
static AZ::EntityId FindDropTargetOrInteractableOnCanvas(AZ::EntityId canvasEntityId,
AZ::Vector2 point, AZ::EntityId ignoreElement, bool ignoreInteractables);
//! Perform a recursive search for a valid drop target
static AZ::EntityId FindDropTargetOrInteractableUnderCursor(AZ::EntityId element,
AZ::Vector2 point, AZ::EntityId ignoreElement, bool ignoreInteractables);
private: // persistent data
//! Dragging state action properties - allow visual states to be defined
StateActions m_dragNormalStateActions;
StateActions m_dragValidStateActions;
StateActions m_dragInvalidStateActions;
private: // data
//! True when a drag has started
bool m_isDragging = false;
//! True when interactable can be manipulated by key input
bool m_isActive = false;
//! This tracks the drop target that the draggable is hovering over (if any)
AZ::EntityId m_hoverDropTarget;
//! The drag state indicates the state that we want to communicate to the user about the drag
DragState m_dragState = DragState::Normal;
//! For a proxy draggable this stores the ID of the draggable that it is a proxy for
AZ::EntityId m_isProxyFor;
//! If true this draggable will search for drop targets on any canvas
bool m_canDropOnAnyCanvas = false;
};