| // Copyright Epic Games, Inc. All Rights Reserved. | |
| struct FUIInputConfig; | |
| UENUM(BlueprintType) | |
| enum class ELyraWidgetInputMode : uint8 | |
| { | |
| Default, | |
| GameAndMenu, | |
| Game, | |
| Menu | |
| }; | |
| // An activatable widget that automatically drives the desired input config when activated | |
| UCLASS(Abstract, Blueprintable) | |
| class ULyraActivatableWidget : public UCommonActivatableWidget | |
| { | |
| GENERATED_BODY() | |
| public: | |
| ULyraActivatableWidget(const FObjectInitializer& ObjectInitializer); | |
| public: | |
| //~UCommonActivatableWidget interface | |
| virtual TOptional<FUIInputConfig> GetDesiredInputConfig() const override; | |
| //~End of UCommonActivatableWidget interface | |
| virtual void ValidateCompiledWidgetTree(const UWidgetTree& BlueprintWidgetTree, class IWidgetCompilerLog& CompileLog) const override; | |
| protected: | |
| /** The desired input mode to use while this UI is activated, for example do you want key presses to still reach the game/player controller? */ | |
| UPROPERTY(EditDefaultsOnly, Category = Input) | |
| ELyraWidgetInputMode InputConfig = ELyraWidgetInputMode::Default; | |
| /** The desired mouse behavior when the game gets input. */ | |
| UPROPERTY(EditDefaultsOnly, Category = Input) | |
| EMouseCaptureMode GameMouseCaptureMode = EMouseCaptureMode::CapturePermanently; | |
| }; | |