Finish implementing IsKeyUsedByPlayerController
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@@ -4,7 +4,8 @@
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#include "CoreMinimal.h"
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#include "Kismet/KismetSystemLibrary.h"
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#include "Input/Events.h"
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#include "CommonTypes.h"
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#include "UtilityLibrary.generated.h"
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class UEnhancedInputLocalPlayerSubsystem;
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@@ -132,13 +133,21 @@ public:
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UFUNCTION(BlueprintPure, Category="Widget")
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static void GetPositionOfGridPanelMiddleCell(UGridPanel *GridPanel, FVector2D &UpperLeftXY, FVector2D &LowerRightXY);
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// Create a mapping context that maps all keyboard keys to a single input action.
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// Check if a given key is used by the mapping context.
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//
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// This mapping context is usually meant to be used in conjunction with a
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// hand-crafted mapping context, to act as a catch-all that catches all
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// keys that aren't mapped in the hand-crafted mapping.
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//
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UFUNCTION(BlueprintCallable, Category="Input", meta=(WorldContext="WorldContextObject"))
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static void MapAllKeyboardKeysToOneInputAction(UInputMappingContext *IMC, UInputAction *Action);
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UFUNCTION(BlueprintCallable, Category = "Input", meta = (ExpandEnumAsExecs="ReturnValue"))
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static ElxUsedOrNotUsed IsKeyUsedByMappingContext(const FKeyEvent &KeyEvent, const UInputMappingContext *MappingContext);
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// Check if a given key is used by the player controller.
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//
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// If you pass in a null pointer for the player controller, then this
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// function will use the first player controller by default.
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//
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// If 'Include Escape and FKeys' is checked, then the escape key
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// and the function keys are also considered to be 'used' by the
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// player controller. It is generally a good idea to treat these
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// keys as reserved for play-in-editor.
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//
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UFUNCTION(BlueprintCallable, Category = "Input", meta = (WorldContext="Context", ExpandEnumAsExecs="ReturnValue", IncludeEscapeAndFkeys="true"))
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static ElxUsedOrNotUsed IsKeyUsedByPlayerController(const FKeyEvent &KeyEvent, bool IncludeEscapeAndFkeys, const APlayerController *PlayerController, const UObject *Context);
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};
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