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34 lines
1.3 KiB
C++
34 lines
1.3 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 "GenericPlatform/ICursor.h"
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#include "Framework/Application/IInputProcessor.h"
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class FSlateApplication;
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class FViewportWorldInteractionManager;
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struct FAnalogInputEvent;
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struct FKeyEvent;
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struct FPointerEvent;
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class FViewportInteractionInputProcessor : public IInputProcessor
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{
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public:
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FViewportInteractionInputProcessor(class UViewportWorldInteraction* InWorldInteraction);
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virtual ~FViewportInteractionInputProcessor ();
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//~ IInputProcess overrides
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virtual void Tick( const float DeltaTime, FSlateApplication& SlateApp, TSharedRef<ICursor> Cursor ) override;
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virtual bool HandleKeyDownEvent( FSlateApplication& SlateApp, const FKeyEvent& InKeyEvent ) override;
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virtual bool HandleKeyUpEvent( FSlateApplication& SlateApp, const FKeyEvent& InKeyEvent ) override;
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virtual bool HandleAnalogInputEvent( FSlateApplication& SlateApp, const FAnalogInputEvent& InAnalogInputEvent ) override;
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virtual bool HandleMouseMoveEvent( FSlateApplication& SlateApp, const FPointerEvent& MouseEvent ) override;
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virtual const TCHAR* GetDebugName() const override { return TEXT("ViewportInteraction"); }
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private:
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/** The WorldInteraction that will receive the input */
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class UViewportWorldInteraction* WorldInteraction;
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};
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