Much work on input mode switching
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@@ -3,6 +3,7 @@
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#include "CoreMinimal.h"
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#include "Engine/HitResult.h"
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#include "GameFramework/PlayerController.h"
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#include "InputEvents.h"
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#include "PlayerControllerBase.generated.h"
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UCLASS(BlueprintType, Blueprintable)
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@@ -36,16 +37,35 @@ public:
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// Called by GameMode each tick.
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void UpdateLookAt();
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// Called by GameMode each tick. GCs dead requests and will
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// eventually reconcile focus, pointer, and capture state.
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void UpdateInputMode();
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// Input stack overrides: unsorted, append-on-push.
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virtual void PushInputComponent(UInputComponent* InInputComponent) override;
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virtual bool PopInputComponent(UInputComponent* InInputComponent) override;
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virtual void BuildInputStack(TArray<UInputComponent*>& InputStack) override;
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// Read UUserWidget::InputComponent via reflection. The field is
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// protected and has no public accessor; this reaches through the
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// FProperty so we always see the current value without caching it.
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static class UInputComponent* GetWidgetInputComponent(class UUserWidget *Widget);
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// Blueprint-facing entry point. Looks like a method on UUserWidget
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// (thanks to DefaultToSelf + HideSelfPin): the widget self-binds,
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// we find its owning PlayerController, and register the request.
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UFUNCTION(BlueprintCallable, Category = "Luprex|Input Mode",
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meta = (DefaultToSelf = "Widget", HideSelfPin = "true"))
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static void WidgetRequestInputMode(class UUserWidget *Widget, bool ShowPointer, bool BlockInput, class UWidget *Focus);
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// Get the player controller, cast to AlxPlayerControllerBase.
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static AlxPlayerControllerBase *FromContext(const UObject *Context);
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UPROPERTY()
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FHitResult CurrentLookAt;
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UPROPERTY()
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FlxInputModeRequests InputModeRequests;
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bool MustCallLookAtChanged = false;
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};
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