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; }
FReply FSceneViewport::OnKeyUp( const FGeometry& InGeometry, const FKeyEvent& InKeyEvent ) { // Start a new reply state CurrentReplyState = FReply::Handled(); FKey Key = InKeyEvent.GetKey(); KeyStateMap.Add( Key, false ); if( ViewportClient && GetSizeXY() != FIntPoint::ZeroValue ) { // Switch to the viewport clients world before processing input FScopedConditionalWorldSwitcher WorldSwitcher( ViewportClient ); if (!ViewportClient->InputKey(this, InKeyEvent.GetUserIndex(), Key, IE_Released, 1.0f, Key.IsGamepadKey())) { CurrentReplyState = FReply::Unhandled(); } } return CurrentReplyState; }
bool UKismetInputLibrary::Key_IsKeyboardKey(const FKey& Key) { return Key.IsBindableInBlueprints() && (Key.IsGamepadKey() == false && Key.IsMouseButton() == false); }
FReply FSceneViewport::OnKeyDown( const FGeometry& InGeometry, const FKeyEvent& InKeyEvent ) { // Start a new reply state CurrentReplyState = FReply::Handled(); FKey Key = InKeyEvent.GetKey(); KeyStateMap.Add( Key, true ); //@todo Slate Viewports: FWindowsViewport checks for Alt+Enter or F11 and toggles fullscreen. Unknown if fullscreen via this method will be needed for slate viewports. if( ViewportClient && GetSizeXY() != FIntPoint::ZeroValue ) { // Switch to the viewport clients world before processing input FScopedConditionalWorldSwitcher WorldSwitcher( ViewportClient ); if (!ViewportClient->InputKey(this, InKeyEvent.GetUserIndex(), Key, InKeyEvent.IsRepeat() ? IE_Repeat : IE_Pressed, 1.0f, Key.IsGamepadKey())) { CurrentReplyState = FReply::Unhandled(); } } return CurrentReplyState; }
bool UKismetInputLibrary::Key_IsGamepadKey(const FKey& Key) { return Key.IsGamepadKey(); }