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UnrealEngineUWP/Engine/Source/Runtime/InteractiveToolsFramework/Private/InputBehavior.cpp

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// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "InputBehavior.h"
bool operator<(const FInputCaptureRequest& l, const FInputCaptureRequest& r)
{
if (l.Source->GetPriority() == r.Source->GetPriority())
{
return l.HitDepth < r.HitDepth;
}
else
{
return l.Source->GetPriority() < r.Source->GetPriority();
}
}
UInputBehavior::UInputBehavior()
{
DefaultPriority = FInputCapturePriority(100);
}
FInputCapturePriority UInputBehavior::GetPriority()
{
return DefaultPriority;
}
void UInputBehavior::SetDefaultPriority(const FInputCapturePriority& Priority)
{
DefaultPriority = Priority;
}
EInputDevices UInputBehavior::GetSupportedDevices()
{
return EInputDevices::Mouse;
}
FInputCaptureRequest UInputBehavior::WantsCapture(const FInputDeviceState& input)
{
return FInputCaptureRequest::Ignore();
}
FInputCaptureUpdate UInputBehavior::BeginCapture(const FInputDeviceState& input, EInputCaptureSide eSide)
{
return FInputCaptureUpdate::Ignore();
}
FInputCaptureUpdate UInputBehavior::UpdateCapture(const FInputDeviceState& input, const FInputCaptureData& data)
{
return FInputCaptureUpdate::End();
}
void UInputBehavior::ForceEndCapture(const FInputCaptureData& data)
{
return;
}
bool UInputBehavior::WantsHoverEvents()
{
return false;
}
void UInputBehavior::UpdateHover(const FInputDeviceState& input)
{
return;
}
void UInputBehavior::EndHover(const FInputDeviceState& input)
{
return;
}