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