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KF2-Dev-Scripts/Engine/Classes/Input.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// Input
// Object that maps key events to key bindings
// Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
//=============================================================================
class Input extends Interaction
native(UserInterface)
config(Input)
transient;
struct native KeyBind
{
var config name Name;
var config string Command;
var config bool Control,
Shift,
Alt;
/** if true, the bind will not be activated if the corresponding key is held down */
var config bool bIgnoreCtrl, bIgnoreShift, bIgnoreAlt;
structcpptext
{
FKeyBind()
: Name()
, Control(FALSE), Shift(FALSE), Alt(FALSE)
, bIgnoreCtrl(FALSE), bIgnoreShift(FALSE), bIgnoreAlt(FALSE)
{}
}
};
var config array<KeyBind> Bindings;
/** list of keys which this interaction handled a pressed event for */
var protectedwrite array<name> PressedKeys;
var const int CurrentControllerId;
var const EInputEvent CurrentEvent;
var const float CurrentDelta;
var const float CurrentDeltaTime;
var native const Map{FName,void*} NameToPtr;
var native const init array<pointer> AxisArray{FLOAT};
/** A cached list of input kisment events, this greatly reduces overhead on each button press */
var const array<SeqEvent_Input> CachedInputEvents;
var const array<SeqEvent_AnalogInput> CachedAnalogInputEvents;
var const array<SeqEvent_TouchInput> CachedTouchInputEvents;
struct native TouchTracker
{
/** Handle of this touch event */
var int Handle;
/** Handle of this touch event */
var int TouchpadIndex;
/** Handle of this touch event */
var Vector2D Location;
/** Current event type, used during Tick to decice what to do */
var EInputEvent EventType;
/** If TRUE, a Kismet node was determined to trap all input for this touch, so InputTouch will return TRUE if this is set */
var bool bTrapInput;
};
var const array<TouchTracker> CurrentTouches;
cpptext
{
// UInteraction interface.
virtual UBOOL InputKey(INT ControllerId, FName Key, enum EInputEvent Event, FLOAT AmountDepressed = 1.f, UBOOL bGamepad = FALSE );
virtual UBOOL InputAxis(INT ControllerId, FName Key, FLOAT Delta, FLOAT DeltaTime, UBOOL bGamepad=FALSE);
virtual void Tick(FLOAT DeltaTime);
UBOOL IsPressed( FName InKey ) const;
UBOOL IsCtrlPressed() const;
UBOOL IsShiftPressed() const;
UBOOL IsAltPressed() const;
// UInput interface.
virtual UBOOL Exec(const TCHAR* Cmd,FOutputDevice& Ar);
/**
* Clears the PressedKeys array. Should be called when another interaction which swallows some (but perhaps not all) input is activated.
*/
virtual void FlushPressedKeys()
{
PressedKeys.Empty();
}
// Protected.
BYTE* FindButtonName(const TCHAR* ButtonName);
FLOAT* FindAxisName(const TCHAR* ButtonName);
/**
* Returns the Name of a bind using the bind's Command as the key
* StartBind Index is where the search will start from and where the index result will be stored
* -- If you don't where to start your search from (as the list will search backwards), set the StartBindIndex to -1 before passing it in
*/
//@zombie_ps4_begin - Adding support for getting gamepad bind
FString GetBindNameFromCommand(const FString& KeyCommand, INT* StartBindIndex = NULL, UBOOL bForGamepad = FALSE ) const;
//@zombie_ps4_end
void ExecInputCommands(const TCHAR* Cmd,class FOutputDevice& Ar);
virtual void UpdateAxisValue( FLOAT* Axis, FLOAT Delta );
/**
* Processes any kismet events looking for this input
*
* @return TRUE if the input was absorbed - the caller MUST NOT CONTINUE processing this input if TRUE is returned
*/
UBOOL ProcessInputKismetEvents(INT ControllerId, FName InputName, EInputEvent Event);
UBOOL ProcessAnalogKismetEvents(INT ControllerId, FName InputName, const FLOAT* FloatValue, const FVector* VectorValue);
UBOOL ProcessTouchKismetEvents(INT ControllerId, INT TouchIndex, EInputEvent Event);
}
/**
* Resets this input object, flushing all pressed keys and clearing all player 'input' variables.
*/
native function ResetInput();
native function string GetBind(const out Name Key);
exec function SetBind(const out name BindName, string Command)
{
local KeyBind NewBind;
local int BindIndex;
if ( Left(Command,1) == "\"" && Right(Command,1) == "\"" )
{
Command = Mid(Command, 1, Len(Command) - 2);
}
for(BindIndex = Bindings.Length-1;BindIndex >= 0;BindIndex--)
{
if(Bindings[BindIndex].Name == BindName)
{
Bindings[BindIndex].Command = Command;
// `log("Binding '"@BindName@"' found, setting command '"@Command@"'");
SaveConfig();
return;
}
}
// `log("Binding '"@BindName@"' NOT found, adding new binding with command '"@Command@"'");
NewBind.Name = BindName;
NewBind.Command = Command;
Bindings[Bindings.Length] = NewBind;
SaveConfig();
}