// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "LevelEditorViewport.h" #include "EditorDragTools.h" class FCanvas; class UModel; /** * Draws a box in the current viewport and when the mouse button is released, * it selects/unselects everything inside of it. */ class FDragTool_ActorBoxSelect: public FDragTool { public: explicit FDragTool_ActorBoxSelect(FLevelEditorViewportClient* InLevelViewportClient) : FDragTool(InLevelViewportClient->GetModeTools()), LevelViewportClient(InLevelViewportClient) {} /** * Starts a mouse drag behavior. The start location is snapped to the editor constraints if bUseSnapping is true. * * @param InViewportClient The viewport client in which the drag event occurred. * @param InStart Where the mouse was when the drag started. */ virtual void StartDrag(FEditorViewportClient* InViewportClient, const FVector& InStart, const FVector2D& InStartScreen) override; /* Updates the drag tool's end location with the specified delta. The end location is * snapped to the editor constraints if bUseSnapping is true. * * @param InDelta A delta of mouse movement. */ virtual void AddDelta(const FVector& InDelta) override; /** * Ends a mouse drag behavior (the user has let go of the mouse button). */ virtual void EndDrag() override; virtual void Render(const FSceneView* View, FCanvas* Canvas) override; private: /** * Calculates a box to check actors against * * @param OutBox The created box. */ void CalculateBox(FBox& OutBox); /** * Returns true if the passed in Actor intersects with the provided box * * @param InActor The actor to check * @param InBox The box to check against * @param bUseStrictSelection true if the actor must be entirely within the frustum */ bool IntersectsBox(AActor& InActor, const FBox& InBox, bool bUseStrictSelection); /** * Returns true if the provided BSP node intersects with the provided frustum * * @param InModel The model containing BSP nodes to check * @param NodeIndex The index to a BSP node in the model. This node is used for the bounds check. * @param InFrustum The frustum to check against. * @param bUseStrictSelection true if the node must be entirely within the frustum */ bool IntersectsBox(const UModel& InModel, int32 NodeIndex, const FBox& InBox, bool bUseStrictSelection) const; /** Adds a hover effect to the passed in actor */ void AddHoverEffect(AActor& InActor); /** Adds a hover effect to the passed in bsp surface */ void AddHoverEffect(UModel& InModel, int32 SurfIndex); /** Removes a hover effect from the passed in actor */ void RemoveHoverEffect(AActor& InActor); /** Removes a hover effect from the passed in bsp surface */ void RemoveHoverEffect(UModel& InModel, int32 SurfIndex); /** List of BSP models to check for selection */ TArray ModelsToCheck; FLevelEditorViewportClient* LevelViewportClient; };