Final design of 'If Key is Reserved' routine

This commit is contained in:
2025-05-27 17:49:18 -04:00
parent 23194ac0e5
commit c4479b4d59
6 changed files with 18 additions and 81 deletions

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

View File

@@ -212,10 +212,8 @@ void UlxUtilityLibrary::GetPositionOfGridPanelMiddleCell(UGridPanel *GridPanel,
}
}
ElxUsedOrNotUsed UlxUtilityLibrary::IsKeyUsedByMappingContext(const FKeyEvent &KeyEvent, const UInputMappingContext *MappingContext)
ElxUsedOrNotUsed UlxUtilityLibrary::IsKeyUsedByMappingContext(const FKey &Key, const UInputMappingContext *MappingContext)
{
FKey Key = KeyEvent.GetKey();
if (!MappingContext)
{
return ElxUsedOrNotUsed::NotUsed;
@@ -223,69 +221,9 @@ ElxUsedOrNotUsed UlxUtilityLibrary::IsKeyUsedByMappingContext(const FKeyEvent &K
for (const FEnhancedActionKeyMapping& Mapping : MappingContext->GetMappings())
{
if (Mapping.Key == Key)
{
return ElxUsedOrNotUsed::Used;
}
if (Mapping.Key == Key) return ElxUsedOrNotUsed::Used;
}
return ElxUsedOrNotUsed::NotUsed;
}
class UEnhancedPlayerInputExposed : public UEnhancedPlayerInput
{
public:
const TArray<FEnhancedActionKeyMapping>& GetEnhancedActionMappings() const { return UEnhancedPlayerInput::GetEnhancedActionMappings(); }
};
ElxUsedOrNotUsed UlxUtilityLibrary::IsKeyUsedByPlayerController(const FKeyEvent &KeyEvent, bool IncludeEscapeAndFkeys, const APlayerController *PlayerController, const UObject *Context)
{
if (PlayerController == nullptr) PlayerController = Context->GetWorld()->GetFirstPlayerController();
FKey Key = KeyEvent.GetKey();
UEnhancedPlayerInput *PlayerInput = Cast<UEnhancedPlayerInput>(PlayerController->PlayerInput);
if (PlayerInput == nullptr)
{
return ElxUsedOrNotUsed::NotUsed;
}
UEnhancedPlayerInputExposed *Exposed = static_cast<UEnhancedPlayerInputExposed *>(PlayerInput);
for (const FInputActionKeyMapping& ActionMapping : Exposed->ActionMappings)
{
if (ActionMapping.Key == Key)
{
return ElxUsedOrNotUsed::Used; // Found a match in legacy Action Mappings.
}
}
for (const FInputAxisKeyMapping& AxisMapping : Exposed->AxisMappings)
{
if (AxisMapping.Key == Key)
{
return ElxUsedOrNotUsed::Used; // Found a match in legacy Axis Mappings.
}
}
for (const FEnhancedActionKeyMapping& Mapping : Exposed->GetEnhancedActionMappings())
{
if (Mapping.Key == Key)
{
return ElxUsedOrNotUsed::Used; // Found a match in the active, flattened mappings.
}
}
if (IncludeEscapeAndFkeys)
{
if (Key == EKeys::Escape ||
Key == EKeys::F1 || Key == EKeys::F2 || Key == EKeys::F3 ||
Key == EKeys::F4 || Key == EKeys::F5 || Key == EKeys::F6 ||
Key == EKeys::F7 || Key == EKeys::F8 || Key == EKeys::F9 ||
Key == EKeys::F10 || Key == EKeys::F11 || Key == EKeys::F12)
{
return ElxUsedOrNotUsed::Used;
}
}
return ElxUsedOrNotUsed::NotUsed;
}

View File

@@ -133,21 +133,11 @@ public:
UFUNCTION(BlueprintPure, Category="Widget")
static void GetPositionOfGridPanelMiddleCell(UGridPanel *GridPanel, FVector2D &UpperLeftXY, FVector2D &LowerRightXY);
// Check if a given key is used by the mapping context.
// Check if a given key is used by the specified mapping context.
//
// This is true if the key is mapped to anything at all within
// the specified mapping context.
//
UFUNCTION(BlueprintCallable, Category = "Input", meta = (ExpandEnumAsExecs="ReturnValue"))
static ElxUsedOrNotUsed IsKeyUsedByMappingContext(const FKeyEvent &KeyEvent, const UInputMappingContext *MappingContext);
// Check if a given key is used by the player controller.
//
// If you pass in a null pointer for the player controller, then this
// function will use the first player controller by default.
//
// If 'Include Escape and FKeys' is checked, then the escape key
// and the function keys are also considered to be 'used' by the
// player controller. It is generally a good idea to treat these
// keys as reserved for play-in-editor.
//
UFUNCTION(BlueprintCallable, Category = "Input", meta = (WorldContext="Context", ExpandEnumAsExecs="ReturnValue", IncludeEscapeAndFkeys="true"))
static ElxUsedOrNotUsed IsKeyUsedByPlayerController(const FKeyEvent &KeyEvent, bool IncludeEscapeAndFkeys, const APlayerController *PlayerController, const UObject *Context);
static ElxUsedOrNotUsed IsKeyUsedByMappingContext(const FKey &Key, const UInputMappingContext *MappingContext);
};