/** * 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 }