Touch Interface Designer 2025.2
Create touch interface with a visual editor and manage all mobile inputs like gestures
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UTouchInterfaceLayout Class Reference

#include <TouchInterfaceLayout.h>

Inheritance diagram for UTouchInterfaceLayout:
Collaboration diagram for UTouchInterfaceLayout:

Public Member Functions

TSharedPtr< STouchInterfaceGetLayoutWidget () const
void SetLayoutWidget (TSharedRef< STouchInterface > InLayoutWidget)
virtual void ApplyLayout (TSharedRef< STouchInterface > TouchInterface)
virtual BlueprintCallable void ShowLayout ()
virtual BlueprintCallable void HideLayout ()
virtual BlueprintCallable bool IsVisible ()
BlueprintPure float GetActiveOpacity () const
BlueprintCallable void SetActiveOpacity (const float Opacity)
BlueprintPure float GetInactiveOpacity () const
BlueprintCallable void SetInactiveOpacity (const float Opacity)
virtual BlueprintPure float GetLayoutScale () const
virtual BlueprintCallable void SetLayoutScale (const float NewScale)
BlueprintCallable void ResetToDefault ()
BlueprintCallable void Rebuild ()
virtual BlueprintCallable ULayoutGroupComponentAddGroup (const FName DesiredName, const FVector2D Position)
virtual BlueprintCallable ULayoutComponentAddTouchInput (const FName DesiredName, const FVector2D Position, FVector2D Size, const TSubclassOf< UComponentLogic > LogicClass, UComponentLogic *&OutLogic)
virtual BlueprintCallable ULayoutComponentAddTouchInputInGroup (const FName DesiredName, const FVector2D Offset, FVector2D Size, TSubclassOf< UComponentLogic > LogicClass, const FName GroupName, UComponentLogic *&OutLogic)
virtual BlueprintCallable void RemoveComponent (class ULayoutComponent *Component)
virtual BlueprintCallable void RemoveComponentByName (const FName ComponentName)
virtual BlueprintCallable void ShowComponent (const FName Name)
virtual BlueprintCallable void HideComponent (const FName Name)
virtual BlueprintCallable void ShowComponentByNames (const TArray< FName > Names)
virtual BlueprintCallable void HideComponentByNames (const TArray< FName > Names)
virtual BlueprintCallable void ShowAllComponents ()
virtual BlueprintCallable void HideAllComponents ()
virtual BlueprintCallable void ShowAllExcept (const FName Name)
virtual BlueprintCallable void HideAllExcept (const FName Name)
virtual BlueprintCallable void ShowAllExceptNamedOnes (const TArray< FName > Names)
virtual BlueprintCallable void HideAllExceptNamedOnes (const TArray< FName > Names)
virtual BlueprintCallable bool ContainComponent (const ULayoutComponent *Component, const bool bRecursively=false)
virtual BlueprintCallable bool ContainComponentByName (const FName ComponentName, const bool bRecursively=false)
virtual BlueprintCallable bool GetComponentByNames (TArray< ULayoutComponent * > &Components, const TArray< FName > Names, const bool bRecursively=false)
virtual BlueprintCallable bool GetAllComponents (TArray< ULayoutComponent * > &Components, const bool bRecursively=false)
virtual BlueprintCallable ULayoutComponentGetComponentByName (const FName Name, const bool bRecursively=false) const
virtual BlueprintCallable bool GetComponentsByLogicClass (TSubclassOf< UComponentLogic > LogicClass, TArray< ULayoutComponent * > &Components, const bool bRecursively=false)
BlueprintPure int32 GetIndexOfComponent (ULayoutComponent *Component)
virtual BlueprintCallable bool GetAllComponentName (TArray< FName > &Names, const bool bRecursively=false)

Public Attributes

 Category ="Layout|Visibility"
 BlueprintCallable
TArray< TObjectPtr< ULayoutComponent > > Children
 EditAnywhere
BlueprintReadOnly uint8 bFade:1
 BlueprintReadOnly
 meta
EditAnywhere uint8 bRetainRender:1
EditAnywhere uint8 bAllScreenGesture:1
EditAnywhere uint8 bAllScreenShapeDrawing:1
EditAnywhere TSubclassOf< UVirtualShapeDrawerShapeDrawerClass
EditAnywhere uint8 bAllowOpacityModification:1
EditAnywhere uint8 bAllowRetainerWidgetModification:1

Member Function Documentation

◆ AddGroup()

ULayoutGroupComponent * UTouchInterfaceLayout::AddGroup ( const FName DesiredName,
const FVector2D Position )
virtual

◆ AddTouchInput()

ULayoutComponent * UTouchInterfaceLayout::AddTouchInput ( const FName DesiredName,
const FVector2D Position,
FVector2D Size,
const TSubclassOf< UComponentLogic > LogicClass,
UComponentLogic *& OutLogic )
virtual

◆ AddTouchInputInGroup()

ULayoutComponent * UTouchInterfaceLayout::AddTouchInputInGroup ( const FName DesiredName,
const FVector2D Offset,
FVector2D Size,
TSubclassOf< UComponentLogic > LogicClass,
const FName GroupName,
UComponentLogic *& OutLogic )
virtual

◆ ApplyLayout()

void UTouchInterfaceLayout::ApplyLayout ( TSharedRef< STouchInterface > TouchInterface)
virtual

◆ ContainComponent()

bool UTouchInterfaceLayout::ContainComponent ( const ULayoutComponent * Component,
const bool bRecursively = false )
virtual

◆ ContainComponentByName()

bool UTouchInterfaceLayout::ContainComponentByName ( const FName ComponentName,
const bool bRecursively = false )
virtual

◆ GetActiveOpacity()

BlueprintPure float UTouchInterfaceLayout::GetActiveOpacity ( ) const
inline

◆ GetAllComponentName()

bool UTouchInterfaceLayout::GetAllComponentName ( TArray< FName > & Names,
const bool bRecursively = false )
virtual

◆ GetAllComponents()

bool UTouchInterfaceLayout::GetAllComponents ( TArray< ULayoutComponent * > & Components,
const bool bRecursively = false )
virtual

◆ GetComponentByName()

ULayoutComponent * UTouchInterfaceLayout::GetComponentByName ( const FName Name,
const bool bRecursively = false ) const
virtual

◆ GetComponentByNames()

bool UTouchInterfaceLayout::GetComponentByNames ( TArray< ULayoutComponent * > & Components,
const TArray< FName > Names,
const bool bRecursively = false )
virtual

◆ GetComponentsByLogicClass()

bool UTouchInterfaceLayout::GetComponentsByLogicClass ( TSubclassOf< UComponentLogic > LogicClass,
TArray< ULayoutComponent * > & Components,
const bool bRecursively = false )
virtual

◆ GetInactiveOpacity()

BlueprintPure float UTouchInterfaceLayout::GetInactiveOpacity ( ) const
inline

◆ GetIndexOfComponent()

int32 UTouchInterfaceLayout::GetIndexOfComponent ( ULayoutComponent * Component)

◆ GetLayoutScale()

virtual BlueprintPure float UTouchInterfaceLayout::GetLayoutScale ( ) const
inlinevirtual

◆ GetLayoutWidget()

TSharedPtr< STouchInterface > UTouchInterfaceLayout::GetLayoutWidget ( ) const

◆ HideAllComponents()

void UTouchInterfaceLayout::HideAllComponents ( )
virtual

◆ HideAllExcept()

void UTouchInterfaceLayout::HideAllExcept ( const FName Name)
virtual

◆ HideAllExceptNamedOnes()

void UTouchInterfaceLayout::HideAllExceptNamedOnes ( const TArray< FName > Names)
virtual

◆ HideComponent()

void UTouchInterfaceLayout::HideComponent ( const FName Name)
virtual

◆ HideComponentByNames()

void UTouchInterfaceLayout::HideComponentByNames ( const TArray< FName > Names)
virtual

◆ HideLayout()

void UTouchInterfaceLayout::HideLayout ( )
virtual

◆ IsVisible()

bool UTouchInterfaceLayout::IsVisible ( )
virtual

◆ Rebuild()

void UTouchInterfaceLayout::Rebuild ( )

◆ RemoveComponent()

void UTouchInterfaceLayout::RemoveComponent ( class ULayoutComponent * Component)
virtual

◆ RemoveComponentByName()

void UTouchInterfaceLayout::RemoveComponentByName ( const FName ComponentName)
virtual

◆ ResetToDefault()

void UTouchInterfaceLayout::ResetToDefault ( )

◆ SetActiveOpacity()

BlueprintCallable void UTouchInterfaceLayout::SetActiveOpacity ( const float Opacity)
inline

◆ SetInactiveOpacity()

BlueprintCallable void UTouchInterfaceLayout::SetInactiveOpacity ( const float Opacity)
inline

◆ SetLayoutScale()

void UTouchInterfaceLayout::SetLayoutScale ( const float NewScale)
virtual

◆ SetLayoutWidget()

void UTouchInterfaceLayout::SetLayoutWidget ( TSharedRef< STouchInterface > InLayoutWidget)

◆ ShowAllComponents()

void UTouchInterfaceLayout::ShowAllComponents ( )
virtual

◆ ShowAllExcept()

void UTouchInterfaceLayout::ShowAllExcept ( const FName Name)
virtual

◆ ShowAllExceptNamedOnes()

void UTouchInterfaceLayout::ShowAllExceptNamedOnes ( const TArray< FName > Names)
virtual

◆ ShowComponent()

void UTouchInterfaceLayout::ShowComponent ( const FName Name)
virtual

◆ ShowComponentByNames()

void UTouchInterfaceLayout::ShowComponentByNames ( const TArray< FName > Names)
virtual

◆ ShowLayout()

void UTouchInterfaceLayout::ShowLayout ( )
virtual

Member Data Documentation

◆ bAllowOpacityModification

EditAnywhere uint8 UTouchInterfaceLayout::bAllowOpacityModification

◆ bAllowRetainerWidgetModification

EditAnywhere uint8 UTouchInterfaceLayout::bAllowRetainerWidgetModification

◆ bAllScreenGesture

EditAnywhere uint8 UTouchInterfaceLayout::bAllScreenGesture

◆ bAllScreenShapeDrawing

EditAnywhere uint8 UTouchInterfaceLayout::bAllScreenShapeDrawing

◆ bFade

BlueprintReadOnly uint8 UTouchInterfaceLayout::bFade

◆ BlueprintCallable

UTouchInterfaceLayout::BlueprintCallable

◆ BlueprintReadOnly

UTouchInterfaceLayout::BlueprintReadOnly

◆ bRetainRender

EditAnywhere uint8 UTouchInterfaceLayout::bRetainRender

◆ Category

UTouchInterfaceLayout::Category ="Layout|Visibility"

Add group component to layout

Parameters
DesiredNameName of component. Can be modified if name is not available.
PositionPosition of component in layout

Add touch input to layout

Parameters
DesiredNameName of component. Can be modified if name is not available.
PositionPosition of component in layout
SizeSize of component
LogicClassLogic used for this component

Add touch input to group. The group must exist in the layout.

Parameters
DesiredNameName of component. Can be modified if name is not available.
OffsetPosition of component in group
SizeSize of component
LogicClassLogic used for this input
GroupNameName of group

Return true if layout contain the component.

Parameters
Componentlayout component to search in layout
bRecursivelyCheck in group

Return true if layout contain the component.

Parameters
ComponentNamename of layout component to search in layout
bRecursivelyCheck in group

Return all components contained in layout that have the searched names

Parameters
ComponentsArray of all components in layout
NamesNames of component to get
bRecursivelyInclude Children of existing group
Returns
True if there is at least one component in layout

Return true if there is at least one component in layout

Parameters
ComponentsArray of all components in layout
bRecursivelyInclude Children of existing group

Returns the component with the searched name

Parameters
NameName of component searched
bRecursivelySearch in group

Returns true if the component is found

Parameters
LogicClassLogic class searched
ComponentsArray of all components that have searched logic class
bRecursivelySearch in group

Returns true if there is at least one pressed component

Parameters
ComponentsArray of all components that is currently pressed
bRecursivelySearch in group

Returns true if there is at least one component in layout

Parameters
NamesArray of component names
bRecursivelyInclude children of existing group

Opacity (0.0 - 1.0) of all components If Fade is enabled, opacity of all components while touch interface is active

How long after going inactive will all components reset/recenter themselves 0.0 will disable this feature and all components are reset immediately when the touch interface is deactivated

How long after the creation of the touch interface the inputs are activated 0.0 will disable this feature and the user can interact with the touch interface immediately

Delay on startup before components are drawn 0.016 is the minimum value to avoid geometry errors on low-end devices

Enable or disable retainer widget. Warning! If enabled, blur layer cannot be rendered.

The Phase this widget will draw on. If the Phase is 0, and the PhaseCount is 1, the widget will be drawn fresh every frame. If the Phase were 0, and the PhaseCount were 2, this retainer would draw a fresh frame every other frame. So in a 60Hz game, the UI would render at 30Hz.

The PhaseCount controls how many phases are possible know what to modulus the current frame count by to determine if this is the current frame to draw the widget on.

The effect to optionally apply to the render target. We will set the texture sampler based on the name set in the @TextureParameter property. If you want to adjust transparency of the final image, make sure you set Blend Mode to AlphaComposite (Pre-Multiplied Alpha) and make sure to multiply the alpha you're apply across the surface to the color and the alpha of the render target, otherwise you won't see the expected color.

Whether or not gesture is detected on all screen surface If it's disabled, you'll need to use a component with Free Touch logic that detects gestures.

◆ Children

TArray<TObjectPtr<ULayoutComponent> > UTouchInterfaceLayout::Children

TODO: Instanced

◆ EditAnywhere

UTouchInterfaceLayout::EditAnywhere

◆ meta

UTouchInterfaceLayout::meta
Initial value:
=(ClampMin=0.0f, ClampMax=1.0f, UIMin=0.0f, UIMax=1.0f))
float ActiveOpacity

◆ ShapeDrawerClass

EditAnywhere TSubclassOf<UVirtualShapeDrawer> UTouchInterfaceLayout::ShapeDrawerClass

The documentation for this class was generated from the following files:
  • D:/MEGA/TouchProject/TouchProjectNext/Plugins/TouchInterfaceDesigner/Source/TouchInterface/Public/TouchInterface/TouchInterfaceLayout.h
  • D:/MEGA/TouchProject/TouchProjectNext/Plugins/TouchInterfaceDesigner/Source/TouchInterface/Private/TouchInterface/TouchInterfaceLayout.cpp