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