Download LyraStarterGame/Source/LyraGame/UI/LyraSimulatedInputWidget.h from Alexhas2/unitysamples: direct link, hf CLI and curl.
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3.35 kB
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| class UEnhancedInputLocalPlayerSubsystem; | |
| class UInputAction; | |
| class UCommonHardwareVisibilityBorder; | |
| class UEnhancedPlayerInput; | |
| /** | |
| * A UMG widget with base functionality to inject input (keys or input actions) | |
| * to the enhanced input subsystem. | |
| */ | |
| UCLASS(MinimalAPI, meta=( DisplayName="Lyra Simulated Input Widget" )) | |
| class ULyraSimulatedInputWidget : public UCommonUserWidget | |
| { | |
| GENERATED_BODY() | |
| public: | |
| UE_API ULyraSimulatedInputWidget(const FObjectInitializer& ObjectInitializer); | |
| //~ Begin UWidget | |
| UE_API virtual const FText GetPaletteCategory() override; | |
| //~ End UWidget interface | |
| //~ Begin UUserWidget | |
| UE_API virtual void NativeConstruct() override; | |
| UE_API virtual void NativeDestruct() override; | |
| UE_API virtual FReply NativeOnTouchEnded(const FGeometry& InGeometry, const FPointerEvent& InGestureEvent) override; | |
| //~ End UUserWidget interface | |
| /** Get the enhanced input subsystem based on the owning local player of this widget. Will return null if there is no owning player */ | |
| UFUNCTION(BlueprintCallable) | |
| UE_API UEnhancedInputLocalPlayerSubsystem* GetEnhancedInputSubsystem() const; | |
| /** Get the current player input from the current input subsystem */ | |
| UE_API UEnhancedPlayerInput* GetPlayerInput() const; | |
| /** */ | |
| UFUNCTION(BlueprintCallable) | |
| const UInputAction* GetAssociatedAction() const { return AssociatedAction; } | |
| /** Returns the current key that will be used to input any values. */ | |
| UFUNCTION(BlueprintCallable) | |
| FKey GetSimulatedKey() const { return KeyToSimulate; } | |
| /** | |
| * Injects the given vector as an input to the current simulated key. | |
| * This calls "InputKey" on the current player. | |
| */ | |
| UFUNCTION(BlueprintCallable) | |
| UE_API void InputKeyValue(const FVector& Value); | |
| /** | |
| * Injects the given vector as an input to the current simulated key. | |
| * This calls "InputKey" on the current player. | |
| */ | |
| UFUNCTION(BlueprintCallable) | |
| UE_API void InputKeyValue2D(const FVector2D& Value); | |
| UFUNCTION(BlueprintCallable) | |
| UE_API void FlushSimulatedInput(); | |
| protected: | |
| /** Set the KeyToSimulate based on a query from enhanced input about what keys are mapped to the associated action */ | |
| UE_API void QueryKeyToSimulate(); | |
| /** Called whenever control mappings change, so we have a chance to adapt our own keys */ | |
| UFUNCTION() | |
| UE_API void OnControlMappingsRebuilt(); | |
| /** The common visibility border will allow you to specify UI for only specific platforms if desired */ | |
| UPROPERTY(BlueprintReadWrite, meta = (BindWidget)) | |
| TObjectPtr<UCommonHardwareVisibilityBorder> CommonVisibilityBorder = nullptr; | |
| /** The associated input action that we should simulate input for */ | |
| UPROPERTY(EditAnywhere, BlueprintReadOnly) | |
| TObjectPtr<const UInputAction> AssociatedAction = nullptr; | |
| /** The Key to simulate input for in the case where none are currently bound to the associated action */ | |
| UPROPERTY(BlueprintReadOnly, EditAnywhere) | |
| FKey FallbackBindingKey = EKeys::Gamepad_Right2D; | |
| /** The key that should be input via InputKey on the player input */ | |
| FKey KeyToSimulate; | |
| }; | |