Esempio n. 1
0
FReply FSceneViewport::OnAnalogValueChanged(const FGeometry& MyGeometry, const FAnalogInputEvent& InAnalogInputEvent)
{
	// Start a new reply state
	CurrentReplyState = FReply::Handled();

	FKey Key = InAnalogInputEvent.GetKey();
	KeyStateMap.Add(Key, true);

	if (ViewportClient)
	{
		// Switch to the viewport clients world before processing input
		FScopedConditionalWorldSwitcher WorldSwitcher(ViewportClient);

		if (!ViewportClient->InputAxis(this, InAnalogInputEvent.GetUserIndex(), Key, Key == EKeys::Gamepad_RightY ? -InAnalogInputEvent.GetAnalogValue() : InAnalogInputEvent.GetAnalogValue(), FApp::GetDeltaTime(), 1, Key.IsGamepadKey()))
		{
			CurrentReplyState = FReply::Unhandled();
		}
	}

	return CurrentReplyState;
}
float UKismetInputLibrary::GetAnalogValue(const FAnalogInputEvent& Input)
{
	return Input.GetAnalogValue();
}