More work on managing input events

This commit is contained in:
2026-04-16 00:13:48 -04:00
parent 8a3d200247
commit 26399a6a15
20 changed files with 66 additions and 33 deletions

View File

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