/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class SeqEvent_MobileSwipe extends SeqEvent_MobileRawInput native; cpptext { /** * Handle a touch event coming from the device. * * @param Originator is a reference to the PC that caused the input * @param Handle the id of the touch * @param Type What type of event is this * @param TouchpadIndex The touchpad this touch came from * @param TouchLocation Where the touch occurred * @param DeviceTimestamp Input event timestamp from the device */ void InputTouch(APlayerController* Originator, UINT Handle, UINT TouchpadIndex, BYTE Type, FVector2D TouchLocation, DOUBLE DeviceTimestamp); } /** How much tolerance should we give the weak axis in order to consider it a swipe */ var (swipe) float Tolerance; /** How far does the touch need to travel in order to be consider a swipe */ var (swipe) float MinDistance; var vector2D InitialTouch; /** A list of actors that were passed over when the swipe occured */ var (Results) array TouchedActors; /** How far should this object track out to hit something */ var(mobile) float TraceDistance; defaultproperties { ObjName="Mobile Simple Swipes" ObjCategory="Input" MaxTriggerCount=0 TraceDistance=20480 Tolerance=100.0 MinDistance=5.0 OutputLinks.Empty OutputLinks(0)=(LinkDesc="Swipe Left") OutputLinks(1)=(LinkDesc="Swipe Right") OutputLinks(2)=(LinkDesc="Swipe Up") OutputLinks(3)=(LinkDesc="Swipe Down") VariableLinks.Empty VariableLinks(0)=(ExpectedType=class'SeqVar_ObjectList',LinkDesc="Touched Actors List",bWriteable=true) }