177 lines
7.8 KiB
Ucode
177 lines
7.8 KiB
Ucode
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/**
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* This datastore provides aliases for input keys. These aliases allow gameplay code to be decoupled from actual input key
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* names (which can change based on platform or language) by storing the association between a gameplay concept or event
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* (such as "Jump") with the name of the input key which should trigger that event (such as LeftMouseButton) in a way that
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* can be easily customized for different platforms and/or languages, without the need to touch gameplay code.
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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 UIDataStore_InputAlias extends UIDataStore_StringBase
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native(inherit)
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config(Input);
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/**
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* Stores an input key name (and optional modifier keys) and a button icon markup string.
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*/
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struct native UIInputKeyData
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{
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/**
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* The name of the actual input key (LeftMouseButton) and optional modifiers (Ctrl, Alt, Shift).
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*/
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var config RawInputKeyEventData InputKeyData;
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/**
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* A string containing data store markup for this key's graph from an icon font. Can refer to the button icon
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* directly (such as <Fonts:GamepadKeyFont>X<Fonts:/>), or cases where the button itself might be different in another
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* language (e.g. Circle and Square are swapped on PS3 in Japan) can refer to a localized string containing the button
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* markup (i.e. <Strings:UILocFile.ButtonIcons.CircleButton>).
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*/
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var config string ButtonFontMarkupString;
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};
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/**
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* Defines a single input alias (i.e. Accept) along with the raw input keys for each platform which should activate that alias.
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*/
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struct native UIDataStoreInputAlias
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{
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/**
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* The name of the alias which will be referenced by the game (i.e. Accept, Cancel, ShiftUp, etc.).
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*/
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var config name AliasName;
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/**
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* Input keys associated with this alias, per platform.
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*/
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var config UIInputKeyData PlatformInputKeys[EInputPlatformType.IPT_MAX];
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};
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/*
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TODO
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- do we need to provide access to the owning player (to determine whether they're using a gamepad or not) or should this
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be handled elsewhere.
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*/
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/**
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* Defines the list of supported aliases and their associated input keys.
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*/
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var protected{protected} config array<UIDataStoreInputAlias> InputAliases;
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/**
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* Mapping of input alias name => index into the InputAliases array for the UIDataStoreInputAlias associated with that
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* input alias. Provides a way to quickly access the input key data for an input alias without linear searching.
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* Generated when the data store is registered.
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*/
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var protected{protected} const transient native map{FName,INT} InputAliasLookupMap;
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cpptext
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{
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/* === UUIDataStore_InputAlias interface === */
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/**
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* Populates the InputAliasLookupMap based on the elements of the InputAliases array.
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*/
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void InitializeLookupMap();
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/**
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* @return the platform that should be used (by default) when retrieving data associated with input aliases
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*/
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EInputPlatformType GetDefaultPlatform() const;
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/* === UUIDataStore interface === */
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/**
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* Hook for performing any initialization required for this data store.
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*
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* This version builds the InputAliasLookupMap based on the elements in the InputAliases array.
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*/
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virtual void InitializeDataStore();
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protected:
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}
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/**
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* Retrieves the button icon font markup string for an input alias
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*
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* @param DesiredAlias the name of the alias (i.e. Accept) to get the markup string for
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* @param OverridePlatform specifies which platform's markup string is desired; if not specified, uses the current
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* platform, taking into account whether the player is using a gamepad (PC) or a keyboard (console).
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*
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* @return the markup string for the button icon associated with the alias.
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*/
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native final function string GetAliasFontMarkup( name DesiredAlias, optional EInputPlatformType OverridePlatform=IPT_MAX ) const;
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/**
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* Retrieves the button icon font markup string for an input alias
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*
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* @param AliasIndex the index [into the InputAliases array] for the alias to get the markup string for.
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* @param OverridePlatform specifies which platform's markup string is desired; if not specified, uses the current
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* platform, taking into account whether the player is using a gamepad (PC) or a keyboard (console).
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*
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* @return the markup string for the button icon associated with the alias.
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*/
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native final function string GetAliasFontMarkupByIndex( int AliasIndex, optional EInputPlatformType OverridePlatform=IPT_MAX ) const;
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/**
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* Retrieves the associated input key name for an input alias
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*
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* @param AliasIndex the index [into the InputAliases array] for the alias to get the input key for.
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* @param OverridePlatform specifies which platform's input key is desired; if not specified, uses the current
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* platform, taking into account whether the player is using a gamepad (PC) or a keyboard (console).
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*
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* @return the name of the input key (i.e. LeftMouseButton) which triggers the alias.
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*/
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native final function name GetAliasInputKeyName( name DesiredAlias, optional EInputPlatformType OverridePlatform=IPT_MAX ) const;
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/**
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* Retrieves the associated input key name for an input alias
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*
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* @param AliasIndex the index [into the InputAliases array] for the alias to get the input key for.
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* @param OverridePlatform specifies which platform's markup string is desired; if not specified, uses the current
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* platform, taking into account whether the player is using a gamepad (PC) or a keyboard (console).
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*
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* @return the name of the input key (i.e. LeftMouseButton) which triggers the alias.
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*/
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native final function name GetAliasInputKeyNameByIndex( int AliasIndex, optional EInputPlatformType OverridePlatform=IPT_MAX ) const;
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/**
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* Retrieves both the input key name and modifier keys for an input alias
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*
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* @param DesiredAlias the name of the alias (i.e. Accept) to get the input key data for
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* @param OverridePlatform specifies which platform's markup string is desired; if not specified, uses the current
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* platform, taking into account whether the player is using a gamepad (PC) or a keyboard (console).
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*
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* @return the struct containing the input key name and modifier keys associated with the alias.
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*/
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native final function bool GetAliasInputKeyData( out RawInputKeyEventData out_InputKeyData, name DesiredAlias, optional EInputPlatformType OverridePlatform=IPT_MAX ) const;
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/**
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* Retrieves both the input key name and modifier keys for an input alias
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*
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* @param AliasIndex the index [into the InputAliases array] for the alias to get the input key data for.
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* @param OverridePlatform specifies which platform's markup string is desired; if not specified, uses the current
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* platform, taking into account whether the player is using a gamepad (PC) or a keyboard (console).
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*
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* @return the struct containing the input key name and modifier keys associated with the alias.
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*/
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native final function bool GetAliasInputKeyDataByIndex( out RawInputKeyEventData out_InputKeyData, int AliasIndex, optional EInputPlatformType OverridePlatform=IPT_MAX ) const;
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/**
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* Finds the location [in the InputAliases array] for an input alias.
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*
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* @param DesiredAlias the name of the alias (i.e. Accept) to find
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*
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* @return the index into the InputAliases array for the alias, or INDEX_NONE if it doesn't exist.
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*/
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native final function int FindInputAliasIndex( name DesiredAlias ) const;
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/**
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* Determines whether an input alias is supported on a particular platform.
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*
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* @param DesiredAlias the name of the alias (i.e. Accept) to check
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* @param DesiredPlatform the platform to check for an input key
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*
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* @return TRUE if the alias has a corresponding input key for the specified platform.
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*/
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native final function bool HasAliasMappingForPlatform( name DesiredAlias, EInputPlatformType DesiredPlatform ) const;
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DefaultProperties
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{
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Tag=ButtonCallouts
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}
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