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65 lines
2.0 KiB
C++
65 lines
2.0 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 "Subsystems/EngineSubsystem.h"
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#include "VCamInputTypes.h"
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#include "VCamInputSubsystem.generated.h"
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DECLARE_LOG_CATEGORY_EXTERN(LogVCamInput, Log, All);
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class FVCamInputProcessor;
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// Currently only used for the placeholder Editor Input System
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// This subsystem will be removed once the new input system is ready
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UCLASS()
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class VCAMINPUT_API UVCamInputSubsystem : public UEngineSubsystem
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{
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GENERATED_BODY()
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public:
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UVCamInputSubsystem();
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~UVCamInputSubsystem();
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// By default the editor will use gamepads to control the editor camera
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// Setting this to true will prevent this
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UFUNCTION(BlueprintCallable, Category="Input")
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void SetShouldConsumeGamepadInput(const bool bInShouldConsumeGamepadInput);
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UFUNCTION(BlueprintPure, Category="Input")
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bool GetShouldConsumeGamepadInput() const;
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UFUNCTION(BlueprintCallable, Category="Input")
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void BindKeyDownEvent(const FKey Key, FKeyInputDelegate Delegate);
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UFUNCTION(BlueprintCallable, Category="Input")
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void BindKeyUpEvent(const FKey Key, FKeyInputDelegate Delegate);
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UFUNCTION(BlueprintCallable, Category="Input")
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void BindAnalogEvent(const FKey Key, FAnalogInputDelegate Delegate);
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UFUNCTION(BlueprintCallable, Category="Input")
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void BindMouseMoveEvent(FPointerInputDelegate Delegate);
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UFUNCTION(BlueprintCallable, Category="Input")
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void BindMouseButtonDownEvent(const FKey Key, FPointerInputDelegate Delegate);
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UFUNCTION(BlueprintCallable, Category="Input")
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void BindMouseButtonUpEvent(const FKey Key, FPointerInputDelegate Delegate);
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UFUNCTION(BlueprintCallable, Category="Input")
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void BindMouseDoubleClickEvent(const FKey Key, FPointerInputDelegate Delegate);
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UFUNCTION(BlueprintCallable, Category="Input")
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void BindMouseWheelEvent(FPointerInputDelegate Delegate);
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private:
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// Whether the input processor was successfully registered
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bool bIsRegisterd = false;
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TSharedPtr<FVCamInputProcessor> InputProcessor;
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};
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