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57 lines
2.4 KiB
C++
57 lines
2.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "VCamInputTypes.h"
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#include "Framework/Application/IInputProcessor.h"
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class FVCamInputProcessor : public IInputProcessor
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{
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public:
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// Input Processor Interface
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/** Input Tick */
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virtual void Tick(const float DeltaTime, FSlateApplication& SlateApp, TSharedRef<ICursor> Cursor) override;
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/** Key down input */
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virtual bool HandleKeyDownEvent(FSlateApplication& SlateApp, const FKeyEvent& InKeyEvent) override;
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/** Key up input */
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virtual bool HandleKeyUpEvent(FSlateApplication& SlateApp, const FKeyEvent& InKeyEvent) override;
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/** Analog axis input */
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virtual bool HandleAnalogInputEvent(FSlateApplication& SlateApp, const FAnalogInputEvent& InAnalogInputEvent) override;
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/** Mouse movement input */
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virtual bool HandleMouseMoveEvent(FSlateApplication& SlateApp, const FPointerEvent& MouseEvent) override;
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/** Mouse button press */
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virtual bool HandleMouseButtonDownEvent( FSlateApplication& SlateApp, const FPointerEvent& MouseEvent) override;
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/** Mouse button release */
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virtual bool HandleMouseButtonUpEvent( FSlateApplication& SlateApp, const FPointerEvent& MouseEvent) override;
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/** Mouse button double clicked. */
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virtual bool HandleMouseButtonDoubleClickEvent(FSlateApplication& SlateApp, const FPointerEvent& MouseEvent) override;
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/** Mouse wheel input */
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virtual bool HandleMouseWheelOrGestureEvent(FSlateApplication& SlateApp, const FPointerEvent& InWheelEvent, const FPointerEvent* InGestureEvent) override;
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/** Called when a motion-driven device has new input */
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virtual bool HandleMotionDetectedEvent(FSlateApplication& SlateApp, const FMotionEvent& MotionEvent) override;
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// End Input Processor Interface
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TInputDelegateStore<FKeyInputDelegate> KeyDownDelegateStore;
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TInputDelegateStore<FKeyInputDelegate> KeyUpDelegateStore;
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TInputDelegateStore<FAnalogInputDelegate> AnalogDelegateStore;
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TInputDelegateStore<FPointerInputDelegate> MouseMoveDelegateStore;
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TInputDelegateStore<FPointerInputDelegate> MouseButtonDownDelegateStore;
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TInputDelegateStore<FPointerInputDelegate> MouseButtonUpDelegateStore;
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TInputDelegateStore<FPointerInputDelegate> MouseButtonDoubleClickDelegateStore;
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TInputDelegateStore<FPointerInputDelegate> MouseWheelDelegateStore;
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TInputDelegateStore<FMotionInputEvent> MotionDelegateStore;
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bool bShouldConsumeGamepadInput = false;
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}; |