Touch Interface Designer 2025.2
Create touch interface with a visual editor and manage all mobile inputs like gestures
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TouchInterfaceLibrary.h
Go to the documentation of this file.
1// Copyright Lost in Game Studio. All Rights Reserved.
2
3#pragma once
4
5#include "CoreMinimal.h"
7#include "Kismet/BlueprintFunctionLibrary.h"
8#include "Framework/Text/TextLayout.h"
9#include "TouchInterfaceLibrary.generated.h"
10
12class UTextLayer;
13class UWidgetLayer;
15class UFlipbookLayer;
17
18struct FVisualLayer;
19
23UCLASS()
24class TOUCHINTERFACE_API UTouchInterfaceLibrary : public UBlueprintFunctionLibrary
25{
26 GENERATED_BODY()
27
28
35 UFUNCTION(Category="Touch Interface Library|Visual Layer", BlueprintCallable, BlueprintPure)
36 static FVisualLayer MakeBackgroundTextureLayer(const FName LayerName, UTexture2D* Texture, const bool bPressed, const bool bReleased);
37
46 UFUNCTION(Category="Touch Interface Library|Visual Layer", BlueprintCallable, BlueprintPure)
47 static FVisualLayer MakeBackgroundTextureLayerWithSize(const FName LayerName, UTexture2D* Texture, const FVector2D Size, const bool bPressed, const bool bReleased);
48
56 UFUNCTION(Category="Touch Interface Library|Visual Layer", BlueprintCallable, BlueprintPure)
57 static FVisualLayer MakeBackgroundMaterialLayer(const FName LayerName, UMaterialInterface* Material, const bool bPressed, const bool bReleased);
58
67 UFUNCTION(Category="Touch Interface Library|Visual Layer", BlueprintCallable, BlueprintPure)
68 static FVisualLayer MakeBackgroundMaterialLayerWithSize(const FName LayerName, UMaterialInterface* Material, const FVector2D Size, const bool bPressed, const bool bReleased);
69
78 UFUNCTION(Category="Touch Interface Library|Visual Layer", BlueprintCallable, BlueprintPure)
79 static FVisualLayer MakeThumbTextureLayer(const FName LayerName, UTexture2D* Texture, const FVector2D& Size, const bool bPressed, const bool bReleased);
80
89 UFUNCTION(Category="Touch Interface Library|Visual Layer", BlueprintCallable, BlueprintPure)
90 static FVisualLayer MakeThumbMaterialLayer(const FName LayerName, UMaterialInterface* Material, const FVector2D Size, const bool bPressed, const bool bReleased);
91
92 UFUNCTION(Category="Touch Interface Library|Visual Layer", BlueprintCallable)
93 static FVisualLayer& SetLayerColor(UPARAM(ref) FVisualLayer& Layer, const FLinearColor Color);
94
95 UFUNCTION(Category="Touch Interface Library|Visual Layer", BlueprintCallable)
96 static FVisualLayer& SetLayerOffset(UPARAM(ref) FVisualLayer& Layer, const FVector2D Offset);
97
98 UFUNCTION(Category="Touch Interface Library|Visual Layer", BlueprintCallable)
99 static FVisualLayer& SetLayerRotation(UPARAM(ref) FVisualLayer& Layer, const float Rotation);
100
101 static FVisualLayer MakeVisualLayer(const FName LayerName, UObject* Asset, const FVector2D Size, const int32 LayerType);
102
103 UFUNCTION(Category="Touch Interface Library|Decorator", BlueprintCallable)
104 static UComponentDecorator* MakeBackgroundLayer(ULayoutComponent* ComponentDecorator, const FName LayerName, FSlateBrush Brush, bool bUseBrushSize, FVector2D Offset, float Rotation, EDrawType DrawType, int32 ZOrder, const bool bAddToDecorator);
105
106 UFUNCTION(Category="Touch Interface Library|Decorator", BlueprintCallable)
107 static UBlurLayer* MakeBlurLayer(ULayoutComponent* ComponentDecorator, const FName LayerName,bool bEnableBackgroundBlur, float BlurStrength, int32 BlurRadius, FVector4 CornerRadius, const bool bAddToDecorator);
108
109 UFUNCTION(Category="Touch Interface Library|Decorator", BlueprintCallable)
110 static UFlipbookLayer* MakeFlipbookLayer(ULayoutComponent* ComponentDecorator, const FName LayerName, UTexture2D* Flipbook, FVector2D Grid, float Speed, float AnimationPhase, bool bAutoAnimate, const bool bAddToDecorator);
111
112 UFUNCTION(Category="Touch Interface Library|Decorator", BlueprintCallable)
113 static UProgressBarLayer* MakeLinearProgressBarLayer(ULayoutComponent* ComponentDecorator, const FName LayerName, float Percent, EProgressFillStyle FillStyle, EProgressFillType FillType, FSlateBrush FillBrush, const bool bAddToDecorator);
114
115 UFUNCTION(Category="Touch Interface Library|Decorator", BlueprintCallable)
116 static UProgressBarLayer* MakeCircularProgressBarLayer(ULayoutComponent* ComponentDecorator, const FName LayerName, float Percent, EProgressFillStyle FillStyle, EProgressFillType FillType, float StartAngle, float EndAngle, float Radius, float Thickness, const bool bAddToDecorator);
117
118 UFUNCTION(Category="Touch Interface Library|Decorator", BlueprintCallable)
119 static UTextLayer* MakeTextLayer(ULayoutComponent* ComponentDecorator, const FName LayerName, FText Text, FMargin Margin, TEnumAsByte<ETextJustify::Type> Justification, FSlateFontInfo Font, FSlateColor Color, const bool bAddToDecorator);
120
121 UFUNCTION(Category="Touch Interface Library|Decorator", BlueprintCallable)
122 static UWidgetLayer* MakeWidgetLayer(ULayoutComponent* ComponentDecorator, const FName LayerName, TSubclassOf<UUserWidget> UserWidgetClass, TEnumAsByte<EHorizontalAlignment> HorizontalAlignment, TEnumAsByte<EVerticalAlignment> VerticalAlignment, const bool bAddToDecorator);
123
124 static FName CheckDecoratorLayerName(ULayoutComponent* ComponentDecorator, const FName LayerName);
125};
EDrawType
Definition ComponentDecorator.h:20
EProgressFillStyle
Definition ProgressBarLayer.h:30
@ Material
Definition ProgressBarLayer.h:40
EProgressFillType
Definition ProgressBarLayer.h:14
Definition BlurLayer.h:12
Definition ComponentDecorator.h:36
Definition FlipbookLayer.h:15
Definition LayoutComponent.h:94
Definition ProgressBarLayer.h:48
Definition TextLayer.h:14
Definition TouchInterfaceLibrary.h:25
Definition WidgetLayer.h:11
Definition VirtualControlSetup.h:62
BlueprintReadWrite FVector2D Offset
Definition VirtualControlSetup.h:77
BlueprintReadWrite float Rotation
Definition VirtualControlSetup.h:81
BlueprintReadWrite uint8 bUseBrushSize
Definition VirtualControlSetup.h:71