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| // Copyright Epic Games, Inc. All Rights Reserved. | |
| ULyraSimulatedInputWidget::ULyraSimulatedInputWidget(const FObjectInitializer& ObjectInitializer) | |
| : Super(ObjectInitializer) | |
| { | |
| SetConsumePointerInput(true); | |
| } | |
| const FText ULyraSimulatedInputWidget::GetPaletteCategory() | |
| { | |
| return LOCTEXT("PalleteCategory", "Input"); | |
| } | |
| void ULyraSimulatedInputWidget::NativeConstruct() | |
| { | |
| // Find initial key, then listen for any changes to control mappings | |
| QueryKeyToSimulate(); | |
| if (UEnhancedInputLocalPlayerSubsystem* System = GetEnhancedInputSubsystem()) | |
| { | |
| System->ControlMappingsRebuiltDelegate.AddUniqueDynamic(this, &ULyraSimulatedInputWidget::OnControlMappingsRebuilt); | |
| } | |
| Super::NativeConstruct(); | |
| } | |
| void ULyraSimulatedInputWidget::NativeDestruct() | |
| { | |
| if (UEnhancedInputLocalPlayerSubsystem* System = GetEnhancedInputSubsystem()) | |
| { | |
| System->ControlMappingsRebuiltDelegate.RemoveAll(this); | |
| } | |
| Super::NativeDestruct(); | |
| } | |
| FReply ULyraSimulatedInputWidget::NativeOnTouchEnded(const FGeometry& InGeometry, const FPointerEvent& InGestureEvent) | |
| { | |
| FlushSimulatedInput(); | |
| return Super::NativeOnTouchEnded(InGeometry, InGestureEvent); | |
| } | |
| UEnhancedInputLocalPlayerSubsystem* ULyraSimulatedInputWidget::GetEnhancedInputSubsystem() const | |
| { | |
| if (APlayerController* PC = GetOwningPlayer()) | |
| { | |
| if (ULocalPlayer* LP = GetOwningLocalPlayer()) | |
| { | |
| return LP->GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(); | |
| } | |
| } | |
| return nullptr; | |
| } | |
| UEnhancedPlayerInput* ULyraSimulatedInputWidget::GetPlayerInput() const | |
| { | |
| if (UEnhancedInputLocalPlayerSubsystem* System = GetEnhancedInputSubsystem()) | |
| { | |
| return System->GetPlayerInput(); | |
| } | |
| return nullptr; | |
| } | |
| void ULyraSimulatedInputWidget::InputKeyValue(const FVector& Value) | |
| { | |
| const APlayerController* PC = GetOwningPlayer(); | |
| const FPlatformUserId UserId = PC ? PC->GetPlatformUserId() : PLATFORMUSERID_NONE; | |
| // If we have an associated input action then we can use it | |
| if (AssociatedAction) | |
| { | |
| if (UEnhancedInputLocalPlayerSubsystem* System = GetEnhancedInputSubsystem()) | |
| { | |
| // We don't want to apply any modifiers or triggers to this action, but they are required for the function signature | |
| TArray<UInputModifier*> Modifiers; | |
| TArray<UInputTrigger*> Triggers; | |
| System->InjectInputVectorForAction(AssociatedAction, Value, Modifiers, Triggers); | |
| } | |
| } | |
| // In case there is no associated input action, we can attempt to simulate input on the fallback key | |
| else if (UEnhancedPlayerInput* Input = GetPlayerInput()) | |
| { | |
| const FInputDeviceId DeviceToSimulate = IPlatformInputDeviceMapper::Get().GetPrimaryInputDeviceForUser(UserId); | |
| if(KeyToSimulate.IsValid()) | |
| { | |
| const float DeltaTime = GetWorld()->GetDeltaSeconds(); | |
| auto SimulateKeyPress = [Input, DeltaTime, DeviceToSimulate](const FKey& KeyToSim, const float Value, const EInputEvent Event) | |
| { | |
| FInputKeyEventArgs Args = FInputKeyEventArgs::CreateSimulated( | |
| KeyToSim, | |
| Event, | |
| Value, | |
| KeyToSim.IsAnalog() ? 1 : 0, | |
| DeviceToSimulate); | |
| Args.DeltaTime = DeltaTime; | |
| Input->InputKey(Args); | |
| }; | |
| // For keys which are the "root" of the key pair (such as Mouse2D | |
| // being made up of the MouseX and MouseY keys) we should call InputKey for each key in the pair, | |
| // not the paired key itself. This is so that the events accumulate correctly in | |
| // the key state map of UPlayerInput. All input events | |
| // from the message handler and viewport client work this way, so when we simulate key inputs, we should | |
| // do so as well. | |
| if (const EKeys::FPairedKeyDetails* PairDetails = EKeys::GetPairedKeyDetails(KeyToSimulate)) | |
| { | |
| SimulateKeyPress(PairDetails->XKeyDetails->GetKey(), Value.X, IE_Axis); | |
| SimulateKeyPress(PairDetails->YKeyDetails->GetKey(), Value.Y, IE_Axis); | |
| } | |
| else | |
| { | |
| SimulateKeyPress(KeyToSimulate, Value.X, IE_Pressed); | |
| } | |
| } | |
| } | |
| else | |
| { | |
| UE_LOG(LogLyra, Error, TEXT("'%s' is attempting to simulate input but has no player input!"), *GetNameSafe(this)); | |
| } | |
| } | |
| void ULyraSimulatedInputWidget::InputKeyValue2D(const FVector2D& Value) | |
| { | |
| InputKeyValue(FVector(Value.X, Value.Y, 0.0)); | |
| } | |
| void ULyraSimulatedInputWidget::FlushSimulatedInput() | |
| { | |
| if (UEnhancedPlayerInput* Input = GetPlayerInput()) | |
| { | |
| Input->FlushPressedKeys(); | |
| } | |
| } | |
| void ULyraSimulatedInputWidget::QueryKeyToSimulate() | |
| { | |
| if (UEnhancedInputLocalPlayerSubsystem* System = GetEnhancedInputSubsystem()) | |
| { | |
| TArray<FKey> Keys = System->QueryKeysMappedToAction(AssociatedAction); | |
| if(!Keys.IsEmpty() && Keys[0].IsValid()) | |
| { | |
| KeyToSimulate = Keys[0]; | |
| } | |
| else | |
| { | |
| KeyToSimulate = FallbackBindingKey; | |
| } | |
| } | |
| } | |
| void ULyraSimulatedInputWidget::OnControlMappingsRebuilt() | |
| { | |
| QueryKeyToSimulate(); | |
| } | |