Initial work on prompt widget

This commit is contained in:
2026-05-04 02:14:14 -04:00
parent ae0defbad9
commit 97b5a3c593
10 changed files with 324 additions and 84 deletions

View File

@@ -1,11 +1,14 @@
#pragma once
#include "CoreMinimal.h"
#include "Common.h"
#include "Engine/HitResult.h"
#include "GameFramework/PlayerController.h"
#include "UObject/ObjectKey.h"
#include "PlayerControllerBase.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FlxInputModeChanged, ElxInputMode, NewMode);
class UlxRootCanvasPanel;
class UWidget;
@@ -40,6 +43,12 @@ public:
// Called by GameMode each tick.
void UpdateLookAt();
UFUNCTION(BlueprintPure, meta = (WorldContext = "Context"), Category = "Luprex|Input Mode")
static ElxInputMode GetInputMode(const UObject *Context);
UPROPERTY(BlueprintAssignable, Category = "Luprex|Input Mode")
FlxInputModeChanged OnInputModeChanged;
// Called by GameMode each tick. GCs dead requests and will
// eventually reconcile focus, pointer, and capture state.
void UpdateInputMode();
@@ -88,4 +97,7 @@ public:
UlxRootCanvasPanel *RootCanvas = nullptr;
bool MustCallLookAtChanged = false;
UPROPERTY()
ElxInputMode CurrentInputMode = ElxInputMode::KeyboardMouse;
};