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Added ability to check if input is allowed.
[REVIEW] [at]daren.cheng, [at]vincent.gauthier #ROBOMERGE-AUTHOR: saad.nader #ROBOMERGE-SOURCE: CL 19673608 via CL 19674174 via CL 19674269 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v938-19570697) [CL 19676109 by saad nader in ue5-main branch]
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+14
-1
@@ -127,4 +127,17 @@ void UCommonUISubsystemBase::SetInputAllowed(bool bEnabled, const FName& Reason,
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InputSubsystem->SetInputTypeFilter(ECommonInputType::Gamepad, Reason, !bEnabled);
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InputSubsystem->SetInputTypeFilter(ECommonInputType::Touch, Reason, !bEnabled);
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}
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}
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}
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bool UCommonUISubsystemBase::IsInputAllowed(const ULocalPlayer* LocalPlayer) const
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{
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if (UCommonInputSubsystem* InputSubSystem = UCommonInputSubsystem::Get(LocalPlayer))
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{
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const bool bKeyboardAndMouseFiltered = InputSubSystem->GetInputTypeFilter(ECommonInputType::MouseAndKeyboard);
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const bool bGamepadFiltered = InputSubSystem->GetInputTypeFilter(ECommonInputType::Gamepad);
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const bool bTouchFiltered = InputSubSystem->GetInputTypeFilter(ECommonInputType::Touch);
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return !bKeyboardAndMouseFiltered || !bGamepadFiltered || !bTouchFiltered;
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}
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return true;
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}
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@@ -26,8 +26,6 @@ public:
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/** set the analytic provider for the CommonUI Widgets to use */
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void SetAnalyticProvider(const TSharedPtr<IAnalyticsProviderET>& AnalyticProvider);
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public:
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// Gets Action Button Icon for current gamepad
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UFUNCTION(BlueprintCallable, Category = CommonUISubsystem)
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FSlateBrush GetInputActionButtonIcon(const FDataTableRowHandle& InputActionRowHandle, ECommonInputType InputType, const FName& GamepadName) const;
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@@ -40,8 +38,8 @@ public:
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//CommonUI.PanelPushed
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void FireEvent_PanelPushed(const FString& PanelName) const;
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public:
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virtual void SetInputAllowed(bool bEnabled, const FName& Reason, const ULocalPlayer& LocalPlayer);
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virtual bool IsInputAllowed(const ULocalPlayer* LocalPlayer) const;
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private:
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