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75 lines
2.4 KiB
C++
75 lines
2.4 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "K2Node.h"
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#include "K2Node_InputKey.generated.h"
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UCLASS(MinimalAPI)
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class UK2Node_InputKey : public UK2Node
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{
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GENERATED_UCLASS_BODY()
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// The key that is bound
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UPROPERTY(EditAnywhere, Category="Input")
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FKey InputKey;
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// Prevents actors with lower priority from handling this input
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UPROPERTY(EditAnywhere, Category="Input")
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uint32 bConsumeInput:1;
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// Should the binding execute even when the game is paused
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UPROPERTY(EditAnywhere, Category="Input")
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uint32 bExecuteWhenPaused:1;
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// Should any bindings to this event in parent classes be removed
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UPROPERTY(EditAnywhere, Category="Input")
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uint32 bOverrideParentBinding:1;
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// Does this binding requires the control key to be held
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UPROPERTY(EditAnywhere, Category="Modifier")
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uint32 bControl:1;
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// Does this binding requires the alt key to be held
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UPROPERTY(EditAnywhere, Category="Modifier")
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uint32 bAlt:1;
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// Does this binding requires the shift key to be held
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UPROPERTY(EditAnywhere, Category="Modifier")
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uint32 bShift:1;
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// Begin UObject interface
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virtual void PostLoad() OVERRIDE;
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// End UObject interface
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// Begin UK2Node interface.
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virtual bool ShouldShowNodeProperties() const OVERRIDE { return true; }
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virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const OVERRIDE;
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virtual void ExpandNode(FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) OVERRIDE;
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// End UK2Node interface
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// Begin UEdGraphNode interface.
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virtual void AllocateDefaultPins() OVERRIDE;
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virtual FLinearColor GetNodeTitleColor() const OVERRIDE;
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const OVERRIDE;
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virtual FString GetNodeNativeTitle(ENodeTitleType::Type TitleType) const OVERRIDE;
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virtual FString GetTooltip() const OVERRIDE;
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virtual FName GetPaletteIcon(FLinearColor& OutColor) const OVERRIDE;
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// End UEdGraphNode interface.
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BLUEPRINTGRAPH_API FText GetModifierText() const;
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BLUEPRINTGRAPH_API FName GetModifierName() const;
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BLUEPRINTGRAPH_API FText GetKeyText() const;
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/** Get the 'pressed' input pin */
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BLUEPRINTGRAPH_API UEdGraphPin* GetPressedPin() const;
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/** Get the 'released' input pin */
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BLUEPRINTGRAPH_API UEdGraphPin* GetReleasedPin() const;
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private:
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void CreateInputKeyEvent(FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph, UEdGraphPin* InputKeyPin, const EInputEvent KeyEvent);
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}; |