コード例 #1
0
FReply FSceneViewport::OnMouseButtonDown( const FGeometry& InGeometry, const FPointerEvent& InMouseEvent )
{
	// Start a new reply state
	// Prevent throttling when interacting with the viewport so we can move around in it
	CurrentReplyState = FReply::Handled().PreventThrottling();

	KeyStateMap.Add(InMouseEvent.GetEffectingButton(), true);
	UpdateModifierKeys( InMouseEvent );
	UpdateCachedMousePos( InGeometry, InMouseEvent );
	UpdateCachedGeometry(InGeometry);

	// Switch to the viewport clients world before processing input
	FScopedConditionalWorldSwitcher WorldSwitcher( ViewportClient );
	if( ViewportClient && GetSizeXY() != FIntPoint::ZeroValue )
	{
		// If we're obtaining focus, we have to copy the modifier key states prior to processing this mouse button event, as this is the only point at which the mouse down
		// event is processed when focus initially changes and the modifier keys need to be in-place to detect any unique drag-like events.
		if ( !HasFocus() )
		{
			FModifierKeysState KeysState = FSlateApplication::Get().GetModifierKeys();
			ApplyModifierKeys( KeysState );
		}

		// Process the mouse event
		if( !ViewportClient->InputKey( this, 0, InMouseEvent.GetEffectingButton(), IE_Pressed ) )
		{
			CurrentReplyState = FReply::Unhandled(); 
		}

		if (ViewportClient->CaptureMouseOnClick() != EMouseCaptureMode::NoCapture && !ViewportClient->IgnoreInput())
		{
			TSharedRef<SViewport> ViewportWidgetRef = ViewportWidget.Pin().ToSharedRef();

			// Mouse down should focus viewport for keyboard input
			CurrentReplyState.SetKeyboardFocus(ViewportWidgetRef, EKeyboardFocusCause::Mouse);
			
			UWorld* World = ViewportClient->GetWorld();
			if (World && World->IsGameWorld() && World->GetFirstPlayerController())
			{
				CurrentReplyState.CaptureMouse(ViewportWidgetRef);
				CurrentReplyState.LockMouseToWidget(ViewportWidgetRef);

				bool bShouldShowMouseCursor = World->GetFirstPlayerController()->ShouldShowMouseCursor();
				if (ViewportClient->HideCursorDuringCapture() && bShouldShowMouseCursor)
				{
					bCursorHiddenDueToCapture = true;
				}
				if (bCursorHiddenDueToCapture || !bShouldShowMouseCursor)
				{
					CurrentReplyState.UseHighPrecisionMouseMovement(ViewportWidgetRef);
				}
			}
			else
			{
				CurrentReplyState.UseHighPrecisionMouseMovement(ViewportWidgetRef);
			}
		}
	}
	
	// Re-set prevent throttling here as it can get reset when inside of InputKey()
	CurrentReplyState.PreventThrottling();

	return CurrentReplyState;
}
コード例 #2
0
FReply FSceneViewport::OnMouseButtonDown( const FGeometry& InGeometry, const FPointerEvent& InMouseEvent )
{
	// Start a new reply state
	// Prevent throttling when interacting with the viewport so we can move around in it
	CurrentReplyState = FReply::Handled().PreventThrottling();

	KeyStateMap.Add(InMouseEvent.GetEffectingButton(), true);
	UpdateModifierKeys( InMouseEvent );
	UpdateCachedMousePos( InGeometry, InMouseEvent );
	UpdateCachedGeometry(InGeometry);

	// Switch to the viewport clients world before processing input
	FScopedConditionalWorldSwitcher WorldSwitcher( ViewportClient );
	if( ViewportClient && GetSizeXY() != FIntPoint::ZeroValue )
	{
		// If we're obtaining focus, we have to copy the modifier key states prior to processing this mouse button event, as this is the only point at which the mouse down
		// event is processed when focus initially changes and the modifier keys need to be in-place to detect any unique drag-like events.
		if ( !HasFocus() )
		{
			FModifierKeysState KeysState = FSlateApplication::Get().GetModifierKeys();
			ApplyModifierKeys( KeysState );
		}

		const bool bAnyMenuWasVisible = FSlateApplication::Get().AnyMenusVisible();

		// Process the mouse event
		if (!ViewportClient->InputKey(this, InMouseEvent.GetUserIndex(), InMouseEvent.GetEffectingButton(), IE_Pressed))
		{
			CurrentReplyState = FReply::Unhandled(); 
		}

		// a new menu was opened if there was previously not a menu visible but now there is
		const bool bNewMenuWasOpened = !bAnyMenuWasVisible && FSlateApplication::Get().AnyMenusVisible();

		if (!ViewportClient->IgnoreInput() &&
			!bNewMenuWasOpened && // We should not focus the viewport if a menu was opened as it would close the menu
			( ViewportClient->CaptureMouseOnClick() == EMouseCaptureMode::CapturePermanently ||
			  ViewportClient->CaptureMouseOnClick() == EMouseCaptureMode::CaptureDuringMouseDown ||
			  ( ViewportClient->CaptureMouseOnClick() == EMouseCaptureMode::CaptureDuringRightMouseDown && InMouseEvent.GetEffectingButton() == EKeys::RightMouseButton ) ) )
		{
			TSharedRef<SViewport> ViewportWidgetRef = ViewportWidget.Pin().ToSharedRef();

			// Mouse down should focus viewport for user input
			CurrentReplyState.SetUserFocus(ViewportWidgetRef, EFocusCause::SetDirectly, true);
			
			UWorld* World = ViewportClient->GetWorld();
			if (World && World->IsGameWorld() && World->GetFirstPlayerController())
			{
				CurrentReplyState.CaptureMouse(ViewportWidgetRef);
				CurrentReplyState.LockMouseToWidget(ViewportWidgetRef);

				bool bShouldShowMouseCursor = World->GetFirstPlayerController()->ShouldShowMouseCursor();
				if (ViewportClient->HideCursorDuringCapture() && bShouldShowMouseCursor)
				{
					bCursorHiddenDueToCapture = true;
					MousePosBeforeHiddenDueToCapture = FIntPoint( InMouseEvent.GetScreenSpacePosition().X, InMouseEvent.GetScreenSpacePosition().Y );
				}
				if (bCursorHiddenDueToCapture || !bShouldShowMouseCursor)
				{
					CurrentReplyState.UseHighPrecisionMouseMovement(ViewportWidgetRef);
				}
			}
			else
			{
				CurrentReplyState.UseHighPrecisionMouseMovement(ViewportWidgetRef);
			}
		}
	}
	
	// Re-set prevent throttling here as it can get reset when inside of InputKey()
	CurrentReplyState.PreventThrottling();

	return CurrentReplyState;
}