/****************************************************************************** * Copyright 2017- Tobii Technology AB. All rights reserved. * * @author Temaran | Fredrik Lindh | fredrik.lindh@tobii.com | https://github.com/Temaran ******************************************************************************/ #pragma once #include "CoreMinimal.h" #include "Components/ActorComponent.h" #include "TobiiAimAtGazeComponent.generated.h" UCLASS(BlueprintType, Blueprintable, meta = (BlueprintSpawnableComponent)) class TOBIIINTERACTIONS_API UTobiiAimAtGazeComponent : public UActorComponent { GENERATED_BODY() public: UTobiiAimAtGazeComponent(); public: //This controls how the filters in FocusFilterList are used. If this is true, only focusables with a layer that is in the FocusFilterList will be considered. If this is false, the FocusFilterList will act like a black list, excluding any focusables whos layer can be found in the array. UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gaze Focus Management") bool bIsWhiteList; //These are the filters that will determine what focus data you will receive. The behavior of the filters are controlled by bIsWhiteList. UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gaze Focus Management") TArray FocusLayerFilters; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Aim@gaze") bool bAllowRetarget; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Aim@gaze") float AimSpeed; public: //Use this to test if the user has turned aim@gaze on and it is available. UFUNCTION(BlueprintPure, Category = "Aim@gaze") bool AimAtGazeAvailable(); //Trigger an aim@gaze UFUNCTION(BlueprintCallable, Category = "Aim@gaze") void AimAtGaze(); //Call this every frame you want to continually track the aim@gaze target UFUNCTION(BlueprintCallable, Category = "Aim@gaze") void ContinuousAimAtGaze(); /************************************************************************/ /* UActorComponent */ /************************************************************************/ public: virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override; private: TWeakObjectPtr CurrentFocusComponent; FVector CurrentAimTarget; bool bIsGazeAiming; };