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

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*
* Event mapped to touch input.
*/
class SeqEvent_TouchInput extends SequenceEvent
native(Sequence);
cpptext
{
UBOOL RegisterEvent();
/**
* Trigger the event as needed. If this returns TRUE, and bTrapInput is TRUE, then the caller should
* stop processing the input.
*/
UBOOL CheckInputActivate(INT PlayerIndex, INT TouchIndex, INT TouchpadIndex, EInputEvent Action, const FVector2D& Location);
}
/** Should the input be eaten by the event, or allowed to propagate to gameplay? */
var() bool bTrapInput;
/** -1 for any player, or an index of a specific player to restrict to */
var() int AllowedPlayerIndex;
/** -1 for any player, or an index of a specific player to restrict to */
var() int AllowedTouchIndex;
/** -1 for any player, or an index of a specific player to restrict to */
var() int AllowedTouchpadIndex;
defaultproperties
{
ObjName="Touch Input"
ObjCategory="Input"
bTrapInput=TRUE
VariableLinks(1)=(LinkDesc="Touch X",ExpectedType=class'SeqVar_Float')
VariableLinks(2)=(LinkDesc="Touch Y",ExpectedType=class'SeqVar_Float')
VariableLinks(3)=(LinkDesc="Touch Index",ExpectedType=class'SeqVar_Int')
VariableLinks(4)=(LinkDesc="Touchpad Index",ExpectedType=class'SeqVar_Int')
OutputLinks(0)=(LinkDesc="Pressed")
OutputLinks(1)=(LinkDesc="Repeated")
OutputLinks(2)=(LinkDesc="Released")
AllowedPlayerIndex = -1;
AllowedTouchIndex = 0;
AllowedTouchpadIndex = 0;
MaxTriggerCount=0
ReTriggerDelay=0.0
}