77 lines
3.1 KiB
Ucode
77 lines
3.1 KiB
Ucode
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/**
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* Responsible for routing input events from the GameViewportClient to the
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* appropriate player.
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*
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class PlayerManagerInteraction extends Interaction
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within GameViewportClient
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native(inherit);
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cpptext
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{
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/* === UInteraction interface === */
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/**
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* Routes an input key event to the player's interactions array
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*
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* @param Viewport - The viewport which the key event is from.
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* @param ControllerId - The controller which the key event is from.
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* @param Key - The name of the key which an event occured for.
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* @param Event - The type of event which occured.
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* @param AmountDepressed - For analog keys, the depression percent.
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* @param bGamepad - input came from gamepad (ie xbox controller)
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*
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* @return True to consume the key event, false to pass it on.
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*/
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virtual UBOOL InputKey(INT ControllerId,FName Key,EInputEvent Event,FLOAT AmountDepressed=1.f,UBOOL bGamepad=FALSE);
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/**
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* Routes an axis input event to the player's interactions array.
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*
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* @param Viewport - The viewport which the axis movement is from.
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* @param ControllerId - The controller which the axis movement is from.
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* @param Key - The name of the axis which moved.
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* @param Delta - The axis movement delta.
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* @param DeltaTime - The time since the last axis update.
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*
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* @return True to consume the axis movement, false to pass it on.
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*/
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virtual UBOOL InputAxis(INT ControllerId,FName Key,FLOAT Delta,FLOAT DeltaTime, UBOOL bGamepad=FALSE);
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/**
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* Routes a character input to the player's Interaction array.
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*
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* @param Viewport - The viewport which the axis movement is from.
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* @param ControllerId - The controller which the axis movement is from.
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* @param Character - The character.
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*
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* @return True to consume the character, false to pass it on.
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*/
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virtual UBOOL InputChar(INT ControllerId,TCHAR Character);
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/**
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* Process a touchpad touch input event received from the viewport.
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*
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* @param ControllerId - The controller which the key event is from.
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* @param Handle - Identifier unique to this touch event
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* @param TouchLocation - Screen position of the touch
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* @param DeviceTimestamp - Timestamp of the event
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* @param TouchpadIndex - For devices with multiple touchpads, this is the index of which one
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* @return True to consume the key event, false to pass it on.
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*/
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virtual UBOOL InputTouch(INT ControllerId, UINT Handle, ETouchType Type, FVector2D TouchLocation, DOUBLE DeviceTimestamp, UINT TouchpadIndex=0);
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/**
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* Process a motion event received from the viewport.
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*
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* @param ControllerId - The controller which the key event is from.
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* @param Tilt The current orientation of the device
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* @param RotationRate How fast the tilt is changing
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* @param Gravity Describes the current gravity of the device
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* @param Acceleration Describes the acceleration of the device
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* @return True to consume the motion event, false to pass it on.
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*/
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virtual UBOOL InputMotion(INT ControllerId, const FVector& Tilt, const FVector& RotationRate, const FVector& Gravity, const FVector& Acceleration);
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}
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