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https://github.com/sinbad/StevesUEHelpers.git
synced 2025-02-23 09:35:25 +00:00
Add the option to detect last axis move separately to input mode
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@ -36,6 +36,7 @@ void UStevesGameSubsystem::CreateInputDetector()
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InputDetector->OnInputModeChanged.BindUObject(this, &UStevesGameSubsystem::OnInputDetectorModeChanged);
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InputDetector->OnButtonInputModeChanged.BindUObject(this, &UStevesGameSubsystem::OnButtonInputDetectorModeChanged);
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InputDetector->OnAxisInputModeChanged.BindUObject(this, &UStevesGameSubsystem::OnAxisInputDetectorModeChanged);
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}
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}
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@ -130,6 +131,13 @@ void UStevesGameSubsystem::OnButtonInputDetectorModeChanged(int PlayerIndex, EIn
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OnButtonInputModeChanged.Broadcast(PlayerIndex, NewMode);
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}
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void UStevesGameSubsystem::OnAxisInputDetectorModeChanged(int PlayerIndex, EInputMode NewMode)
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{
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// This is specifically for button changes; if this is a different main input mode it will also be registered in OnInputDetectorModeChanged
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// Just relay this one
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OnAxisInputModeChanged.Broadcast(PlayerIndex, NewMode);
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}
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FFocusSystem* UStevesGameSubsystem::GetFocusSystem()
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{
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return &FocusSystem;
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@ -295,6 +303,7 @@ UStevesGameSubsystem::FInputModeDetector::FInputModeDetector()
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// 4 local players should be plenty usually (will expand if necessary)
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LastInputModeByPlayer.Init(DefaultInputMode, 4);
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LastButtonPressByPlayer.Init(DefaultButtonInputMode, 4);
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LastAxisMoveByPlayer.Init(DefaultAxisInputMode, 4);
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}
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bool UStevesGameSubsystem::FInputModeDetector::HandleKeyDownEvent(FSlateApplication& SlateApp, const FKeyEvent& InKeyEvent)
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@ -378,6 +387,15 @@ EInputMode UStevesGameSubsystem::FInputModeDetector::GetLastButtonInputMode(int
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return DefaultButtonInputMode;
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}
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EInputMode UStevesGameSubsystem::FInputModeDetector::GetLastAxisInputMode(int PlayerIndex)
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{
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if (PlayerIndex >= 0 && PlayerIndex < LastAxisMoveByPlayer.Num())
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return LastAxisMoveByPlayer[PlayerIndex];
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// Assume default if never told
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return DefaultAxisInputMode;
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}
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void UStevesGameSubsystem::FInputModeDetector::ProcessKeyOrButton(int PlayerIndex, FKey Key)
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{
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if (Key.IsGamepadKey())
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@ -420,6 +438,7 @@ bool UStevesGameSubsystem::FInputModeDetector::IsAGamepadButton(const FKey& Key)
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void UStevesGameSubsystem::FInputModeDetector::SetMode(int PlayerIndex, EInputMode NewMode, bool bIsButton)
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{
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bool bButtonChanged = false;
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bool bAxisChanged = false;
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bool bMainChanged = false;
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if (bIsButton)
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@ -434,6 +453,19 @@ void UStevesGameSubsystem::FInputModeDetector::SetMode(int PlayerIndex, EInputMo
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bButtonChanged = true;
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}
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}
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else
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{
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if (NewMode != EInputMode::Unknown && NewMode != GetLastAxisInputMode(PlayerIndex))
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{
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if (PlayerIndex >= LastAxisMoveByPlayer.Num())
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LastAxisMoveByPlayer.SetNum(PlayerIndex + 1);
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LastAxisMoveByPlayer[PlayerIndex] = NewMode;
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bAxisChanged = true;
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}
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}
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// Whether it's a button or not it can affect the main input mode
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if (NewMode != EInputMode::Unknown && NewMode != GetLastInputMode(PlayerIndex))
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{
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@ -452,6 +484,12 @@ void UStevesGameSubsystem::FInputModeDetector::SetMode(int PlayerIndex, EInputMo
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OnButtonInputModeChanged.ExecuteIfBound(PlayerIndex, NewMode);
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//UE_LOG(LogStevesUEHelpers, Display, TEXT("Button mode for player %d changed: %s"), PlayerIndex, *UEnum::GetValueAsString(NewMode));
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}
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if (bAxisChanged)
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{
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// ReSharper disable once CppExpressionWithoutSideEffects
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OnAxisInputModeChanged.ExecuteIfBound(PlayerIndex, NewMode);
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//UE_LOG(LogStevesUEHelpers, Display, TEXT("Axis mode for player %d changed: %s"), PlayerIndex, *UEnum::GetValueAsString(NewMode));
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}
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if (bMainChanged)
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{
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// ReSharper disable once CppExpressionWithoutSideEffects
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@ -65,9 +65,11 @@ protected:
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protected:
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TArray<EInputMode> LastInputModeByPlayer;
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TArray<EInputMode> LastButtonPressByPlayer;
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TArray<EInputMode> LastAxisMoveByPlayer;
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const EInputMode DefaultInputMode = EInputMode::Mouse;
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const EInputMode DefaultButtonInputMode = EInputMode::Keyboard;
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const EInputMode DefaultAxisInputMode = EInputMode::Mouse;
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const float MouseMoveThreshold = 1;
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const float GamepadAxisThreshold = 0.2;
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@ -80,6 +82,8 @@ protected:
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FInternalInputModeChanged OnInputModeChanged;
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/// Event raised when button input mode changes only
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FInternalInputModeChanged OnButtonInputModeChanged;
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/// Event raised when axis input mode changes only
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FInternalInputModeChanged OnAxisInputModeChanged;
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FInputModeDetector();
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@ -96,6 +100,8 @@ protected:
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EInputMode GetLastInputMode(int PlayerIndex = 0);
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/// Get the last input mode from button inputs (ignores axis changes, good for detecting if keyboard or mouse buttons are being used)
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EInputMode GetLastButtonInputMode(int PlayerIndex = 0);
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/// Get the last input mode from axis movement (ignores button presses, good for detecting if keyboard or mouse axes are being used for motion)
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EInputMode GetLastAxisInputMode(int PlayerIndex = 0);
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// Needed but unused
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virtual void Tick(const float DeltaTime, FSlateApplication& SlateApp, TSharedRef<ICursor> Cursor) override {}
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@ -131,6 +137,7 @@ protected:
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// Called by detector
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void OnInputDetectorModeChanged(int PlayerIndex, EInputMode NewMode);
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void OnButtonInputDetectorModeChanged(int PlayerIndex, EInputMode NewMode);
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void OnAxisInputDetectorModeChanged(int PlayerIndex, EInputMode NewMode);
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TSoftObjectPtr<UDataTable> GetGamepadImages(int PlayerIndex, const UUiTheme* Theme);
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@ -148,6 +155,12 @@ public:
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UPROPERTY(BlueprintAssignable)
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FOnInputModeChanged OnButtonInputModeChanged;
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/// Event raised when the last axis input changed between gamepad / keyboard / mouse
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/// This can happen at a different time to OnInputModeChanged, e.g. if that was triggered by a button press, but the
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/// last axis moved was still mouse, you'd get this event later
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UPROPERTY(BlueprintAssignable)
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FOnInputModeChanged OnAxisInputModeChanged;
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/// Event raised when the game window's foreground status changes
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UPROPERTY(BlueprintAssignable)
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FOnWindowForegroundChanged OnWindowForegroundChanged;
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