45 lines
1.5 KiB
Ucode
45 lines
1.5 KiB
Ucode
|
//-----------------------------------------------------------
|
||
|
// * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
|
||
|
//-----------------------------------------------------------
|
||
|
class MobileDebugCameraInput extends MobilePlayerInput;
|
||
|
|
||
|
/**
|
||
|
* Process an input key event routed through unrealscript from another object. This method is assigned as the value for the
|
||
|
* OnRecievedNativeInputKey delegate so that native input events are routed to this unrealscript function.
|
||
|
*
|
||
|
* @param ControllerId the controller that generated this input key event
|
||
|
* @param Key the name of the key which an event occured for (KEY_Up, KEY_Down, etc.)
|
||
|
* @param EventType the type of event which occured (pressed, released, etc.)
|
||
|
* @param AmountDepressed for analog keys, the depression percent.
|
||
|
*
|
||
|
* @return true to consume the key event, false to pass it on.
|
||
|
*/
|
||
|
function bool InputKey( int ControllerId, name Key, EInputEvent Event, float AmountDepressed = 1.f, bool bGamepad = FALSE )
|
||
|
{
|
||
|
local PlayerController PC;
|
||
|
local MobileDebugCameraController DCC;
|
||
|
|
||
|
foreach WorldInfo.AllControllers(class'PlayerController', PC)
|
||
|
{
|
||
|
if ( PC.bIsPlayer && PC.IsLocalPlayerController() )
|
||
|
{
|
||
|
DCC = MobileDebugCameraController(PC);
|
||
|
if( DCC!=none && DCC.OriginalControllerRef==none )
|
||
|
{
|
||
|
//dcc are disabled, so we are looking for normal player controller
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
return DCC.NativeInputKey( ControllerId, Key, Event, AmountDepressed, bGamepad );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
defaultproperties
|
||
|
{
|
||
|
OnReceivedNativeInputKey=InputKey
|
||
|
}
|