More work on managing input events
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@@ -4,7 +4,7 @@
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//
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// Custom input event dispatching system. Uses Unreal's
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// built-in input modes (GameOnly / UIOnly) with an
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// enhanced input component for character mode hotkeys.
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// enhanced input component for GameOnly mode hotkeys.
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//
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////////////////////////////////////////////////////////////
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@@ -22,12 +22,12 @@
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// A widget's declaration of interest in input events.
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//
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// Widget: The widget that wants to receive events.
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// TakeControl: If true, activating this request puts
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// the system into Widget Mode.
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// UseUIOnly: If true, activating this request puts
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// the system into UIOnly mode.
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// ShowPointer: If true, the mouse pointer should be
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// visible when this widget has control.
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// Hotkeys: Keys that go to this widget when the
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// player is in Character mode.
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// player is in GameOnly mode.
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//
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////////////////////////////////////////////////////////////
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@@ -37,8 +37,8 @@ struct FlxEventRequest
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GENERATED_BODY()
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FlxEventRequest() = default;
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FlxEventRequest(UUserWidget *InWidget, bool InTakeControl, bool InShowPointer, const TArray<FKey> &InHotkeys)
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: Widget(InWidget), TakeControl(InTakeControl), ShowPointer(InShowPointer), Hotkeys(InHotkeys) {}
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FlxEventRequest(UUserWidget *InWidget, bool InUseUIOnly, bool InShowPointer, const TArray<FKey> &InHotkeys)
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: Widget(InWidget), UseUIOnly(InUseUIOnly), ShowPointer(InShowPointer), Hotkeys(InHotkeys) {}
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bool operator == (const FlxEventRequest &Other) const;
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@@ -46,7 +46,7 @@ struct FlxEventRequest
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UUserWidget* Widget = nullptr;
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UPROPERTY(BlueprintReadWrite)
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bool TakeControl = false;
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bool UseUIOnly = false;
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UPROPERTY(BlueprintReadWrite)
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bool ShowPointer = false;
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