File size: 4,068 Bytes
b315adb | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 | // Copyright Epic Games, Inc. All Rights Reserved.
#include "Widgets/Misc/GameSettingPressAnyKey.h"
#include "Framework/Application/IInputProcessor.h"
#include "Framework/Application/SlateApplication.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(GameSettingPressAnyKey)
class ICursor;
class FSettingsPressAnyKeyInputPreProcessor : public IInputProcessor
{
public:
FSettingsPressAnyKeyInputPreProcessor()
{
}
virtual void Tick(const float DeltaTime, FSlateApplication& SlateApp, TSharedRef<ICursor> Cursor) override { }
virtual bool HandleKeyUpEvent(FSlateApplication& SlateApp, const FKeyEvent& InKeyEvent) override
{
HandleKey(InKeyEvent.GetKey());
return true;
}
virtual bool HandleKeyDownEvent(FSlateApplication& SlateApp, const FKeyEvent& InKeyEvent) override
{
return true;
}
virtual bool HandleMouseButtonDoubleClickEvent(FSlateApplication& SlateApp, const FPointerEvent& MouseEvent) override
{
HandleKey(MouseEvent.GetEffectingButton());
return true;
}
virtual bool HandleMouseButtonDownEvent(FSlateApplication& SlateApp, const FPointerEvent& MouseEvent) override
{
return true;
}
virtual bool HandleMouseButtonUpEvent(FSlateApplication& SlateApp, const FPointerEvent& MouseEvent) override
{
HandleKey(MouseEvent.GetEffectingButton());
return true;
}
virtual bool HandleMouseWheelOrGestureEvent(FSlateApplication& SlateApp, const FPointerEvent& InWheelEvent, const FPointerEvent* InGestureEvent) override
{
if (InWheelEvent.GetWheelDelta() != 0)
{
const FKey Key = InWheelEvent.GetWheelDelta() < 0 ? EKeys::MouseScrollDown : EKeys::MouseScrollUp;
HandleKey(Key);
}
return true;
}
DECLARE_MULTICAST_DELEGATE(FSettingsPressAnyKeyInputPreProcessorCanceled);
FSettingsPressAnyKeyInputPreProcessorCanceled OnKeySelectionCanceled;
DECLARE_MULTICAST_DELEGATE_OneParam(FSettingsPressAnyKeyInputPreProcessorKeySelected, FKey);
FSettingsPressAnyKeyInputPreProcessorKeySelected OnKeySelected;
private:
void HandleKey(const FKey& Key)
{
// Cancel this process if it's Escape, Touch, or a gamepad key.
if (Key == EKeys::LeftCommand || Key == EKeys::RightCommand)
{
// Ignore
}
else if (Key == EKeys::Escape || Key.IsTouch() || Key.IsGamepadKey())
{
OnKeySelectionCanceled.Broadcast();
}
else
{
OnKeySelected.Broadcast(Key);
}
}
};
UGameSettingPressAnyKey::UGameSettingPressAnyKey(const FObjectInitializer& Initializer)
: Super(Initializer)
{
}
void UGameSettingPressAnyKey::NativeOnActivated()
{
Super::NativeOnActivated();
bKeySelected = false;
InputProcessor = MakeShared<FSettingsPressAnyKeyInputPreProcessor>();
InputProcessor->OnKeySelected.AddUObject(this, &ThisClass::HandleKeySelected);
InputProcessor->OnKeySelectionCanceled.AddUObject(this, &ThisClass::HandleKeySelectionCanceled);
FSlateApplication::Get().RegisterInputPreProcessor(InputProcessor, 0);
}
void UGameSettingPressAnyKey::NativeOnDeactivated()
{
Super::NativeOnDeactivated();
if (FSlateApplication::IsInitialized())
{
FSlateApplication::Get().UnregisterInputPreProcessor(InputProcessor);
}
}
void UGameSettingPressAnyKey::HandleKeySelected(FKey InKey)
{
if (!bKeySelected)
{
bKeySelected = true;
Dismiss([this, InKey]() {
OnKeySelected.Broadcast(InKey);
});
}
}
void UGameSettingPressAnyKey::HandleKeySelectionCanceled()
{
if (!bKeySelected)
{
bKeySelected = true;
Dismiss([this]() {
OnKeySelectionCanceled.Broadcast();
});
}
}
void UGameSettingPressAnyKey::Dismiss(TFunction<void()> PostDismissCallback)
{
// We delay a tick so that we're done processing input.
FTSTicker::GetCoreTicker().AddTicker(FTickerDelegate::CreateWeakLambda(this, [this, PostDismissCallback](float DeltaTime)
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_UGameSettingPressAnyKey_Dismiss);
FSlateApplication::Get().UnregisterInputPreProcessor(InputProcessor);
DeactivateWidget();
PostDismissCallback();
return false;
}));
}
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