You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
Refactor to unify keyboard and controller input and focus.
Native controller navigation support. [CL 2345039 by Chris Gagnon in Main branch]
This commit is contained in:
@@ -267,7 +267,7 @@ private:
|
||||
}
|
||||
|
||||
// kind of a hack, but we need to maintain keyboard focus otherwise we wont get our keypress to 'pick'
|
||||
FSlateApplication::Get().SetKeyboardFocus(SharedThis(this), EKeyboardFocusCause::SetDirectly);
|
||||
FSlateApplication::Get().SetKeyboardFocus(SharedThis(this), EFocusCause::SetDirectly);
|
||||
if(ParentWindow.IsValid())
|
||||
{
|
||||
// also kind of a hack, but this is the only way at the moment to get a 'cursor decorator' without using the drag-drop code path
|
||||
@@ -280,11 +280,11 @@ private:
|
||||
return FText::Format(LOCTEXT("TootipHint", "{0} (Esc to pick)"), FText::FromName(PickedWidgetName));
|
||||
}
|
||||
|
||||
virtual FReply OnKeyDown(const FGeometry& MyGeometry, const FKeyboardEvent& InKeyboardEvent) override
|
||||
virtual FReply OnKeyDown(const FGeometry& MyGeometry, const FKeyEvent& InKeyEvent) override
|
||||
{
|
||||
if(InKeyboardEvent.GetKey() == EKeys::Escape)
|
||||
if(InKeyEvent.GetKey() == EKeys::Escape)
|
||||
{
|
||||
if( InKeyboardEvent.IsLeftControlDown() == false )
|
||||
if( InKeyEvent.IsLeftControlDown() == false )
|
||||
{
|
||||
// We cant set a parameter if this isn't valid !
|
||||
check(PickPropertyHandle.IsValid());
|
||||
|
||||
Reference in New Issue
Block a user