Open 3D Engine LyShine Gem API Reference
24.09
O3DE is an open-source, fully-featured, high-fidelity, modular 3D engine for building games and simulations, available to every industry.
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Inherits AZ::Component, UiInteractableBus::Handler, UiCanvasUpdateNotificationBus::Handler, UiElementNotificationBus::Handler, and UiInteractableActionsBus::Handler.
Inherited by UiButtonComponent, UiCheckboxComponent, UiDraggableComponent, UiDropdownComponent, UiMarkupButtonComponent, UiRadioButtonComponent, UiScrollBarComponent, UiScrollBoxComponent, UiSliderComponent, and UiTextInputComponent.
Public Member Functions | |
AZ_RTTI (UiInteractableComponent, "{A42EB486-1C89-434C-AD22-A3FC6CEEC46F}", AZ::Component) | |
bool | CanHandleEvent (AZ::Vector2 point) override |
bool | HandlePressed (AZ::Vector2 point, bool &shouldStayActive) override |
bool | HandleReleased (AZ::Vector2 point) override |
bool | HandleMultiTouchPressed (AZ::Vector2 point, int multiTouchIndex) override |
bool | HandleMultiTouchReleased (AZ::Vector2 point, int multiTouchIndex) override |
bool | HandleEnterPressed (bool &shouldStayActive) override |
bool | HandleEnterReleased () override |
void | InputPositionUpdate (AZ::Vector2 point) override |
void | MultiTouchPositionUpdate (AZ::Vector2 point, int multiTouchIndex) override |
void | LostActiveStatus () override |
void | HandleHoverStart () override |
void | HandleHoverEnd () override |
void | HandleReceivedHoverByNavigatingFromDescendant (AZ::EntityId descendantEntityId) override |
bool | IsPressed () override |
bool | IsHandlingEvents () override |
void | SetIsHandlingEvents (bool isHandlingEvents) override |
bool | IsHandlingMultiTouchEvents () override |
void | SetIsHandlingMultiTouchEvents (bool isHandlingMultiTouchEvents) override |
bool | GetIsAutoActivationEnabled () override |
void | SetIsAutoActivationEnabled (bool isEnabled) override |
void | Update (float deltaTime) override |
void | OnUiElementFixup (AZ::EntityId canvasEntityId, AZ::EntityId parentEntityId) override |
void | OnUiElementAndAncestorsEnabledChanged (bool areElementAndAncestorsEnabled) override |
const LyShine::ActionName & | GetHoverStartActionName () override |
void | SetHoverStartActionName (const LyShine::ActionName &actionName) override |
const LyShine::ActionName & | GetHoverEndActionName () override |
void | SetHoverEndActionName (const LyShine::ActionName &actionName) override |
const LyShine::ActionName & | GetPressedActionName () override |
void | SetPressedActionName (const LyShine::ActionName &actionName) override |
const LyShine::ActionName & | GetReleasedActionName () override |
void | SetReleasedActionName (const LyShine::ActionName &actionName) override |
const LyShine::ActionName & | GetOutsideReleasedActionName () const override |
void | SetOutsideReleasedActionName (const LyShine::ActionName &actionName) override |
OnActionCallback | GetHoverStartActionCallback () override |
void | SetHoverStartActionCallback (OnActionCallback onActionCallback) override |
OnActionCallback | GetHoverEndActionCallback () override |
void | SetHoverEndActionCallback (OnActionCallback onActionCallback) override |
OnActionCallback | GetPressedActionCallback () override |
void | SetPressedActionCallback (OnActionCallback onActionCallback) override |
OnActionCallback | GetReleasedActionCallback () override |
void | SetReleasedActionCallback (OnActionCallback onActionCallback) override |
Static Public Member Functions | |
static void | Reflect (AZ::ReflectContext *context) |
Protected Types | |
using | StateActions = AZStd::vector< UiInteractableStateAction * > |
Protected Member Functions | |
void | Init () override |
void | Activate () override |
void | Deactivate () override |
virtual UiInteractableStatesInterface::State | ComputeInteractableState () |
Compute the current Interactable state based on internal state flags. | |
void | OnHoverStateActionsChanged () |
void | OnPressedStateActionsChanged () |
void | OnDisabledStateActionsChanged () |
void | TriggerHoverStartAction () |
void | TriggerHoverEndAction () |
void | TriggerPressedAction () |
void | TriggerReleasedAction (bool releasedOutside=false) |
void | TriggerReceivedHoverByNavigatingFromDescendantAction (AZ::EntityId descendantEntityId) |
virtual bool | IsAutoActivationSupported () |
Protected Attributes | |
StateActions | m_hoverStateActions |
Selected/Hover state properties. | |
StateActions | m_pressedStateActions |
Pressed state properties. | |
StateActions | m_disabledStateActions |
Disabled state properties. | |
LyShine::ActionName | m_hoverStartActionName |
Action triggered on hover start. | |
LyShine::ActionName | m_hoverEndActionName |
Action triggered on hover end. | |
LyShine::ActionName | m_pressedActionName |
Action triggered on pressed. | |
LyShine::ActionName | m_releasedActionName |
Action triggered on release. | |
LyShine::ActionName | m_outsideReleasedActionName |
Action triggered on release outside. | |
bool | m_isAutoActivationEnabled |
bool | m_isHandlingEvents |
True if this interactable is accepting input (i.e. not in disabled state) | |
bool | m_isHandlingMultiTouchEvents |
True if this interactable is handling multi-touch input events. | |
bool | m_isHover |
True if this interactable is being hovered (can be true at the same time as m_isPressed) | |
bool | m_isPressed |
True if the interactable is in the pressed state (which can be true while dragging) | |
AZ::Vector2 | m_pressedPoint |
the viewport position at which the press event occured (only valid if m_isPressed is true) | |
int | m_pressedMultiTouchIndex |
the multitouch position at which the press event occured (only valid if m_isPressed is true) | |
UiInteractableStatesInterface::State | m_state |
The current interactable state. This is stored so that we can detect state changes. | |
OnActionCallback | m_hoverStartActionCallback |
Callback triggered on hover start. | |
OnActionCallback | m_hoverEndActionCallback |
Callback triggered on hover end. | |
OnActionCallback | m_pressedActionCallback |
Callback triggered on pressed. | |
OnActionCallback | m_releasedActionCallback |
Callback triggered on release. | |
UiStateActionManager | m_stateActionManager |
UiNavigationSettings | m_navigationSettings |
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protected |
If true, the interactable automatically becomes active when navigated to via gamepad/keyboard. Otherwise, a key press is needed to put the interactable in an active state