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67 lines
2.4 KiB
Markdown
67 lines
2.4 KiB
Markdown
# InputImage
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InputImage is a subclass of Image which can be told to display an image of
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a keyboard key, mouse button, gamepad stick / button, etc. It can also look
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up the key currently assigned as input for an associated Action or Axis, changing
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dynamically based on what the current input method is (mouse, keyboard, gamepad).
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Here's an example of the icons changing as the player moves a gamepad stick or
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touches keyboard/mouse:
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
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InputImage requires a [UiTheme](UiTheme.md) to operate, which links to the images it needs.
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## Properties
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### Binding Type
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* "Enhanced Input Action" to specify an [Enhanced Input](https://docs.unrealengine.com/5.1/en-US/enhanced-input-in-unreal-engine/) action
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* "Action" if the image should display the current mapping for a legacy input action
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* "Axis" to look up a legacy input axis
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* "Key" to manually specify a key (which can be gamepad or mouse too)
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### Enhanced Input Action
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Pick an Enhanced Input action from the asset browser interface.
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> Note: at the time of writing, **Enhanced Input** exposes *no* events for us to
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> be notified of mapping changes. Therefore, if you have persistent UI up which
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> might be affected by a mapping change, you must call
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> `UStevesGameSubsystem::NotifyEnhancedInputMappingsChanged()` after you have
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> made changes to mappings. You don't have to do it the first time if you add
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> mappings in `BeginPlay`.
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### Action or Axis Name
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The name of the input action or axis that should be looked up to determine the
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key that we'll need an image for.
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You can leave this blank if you set Binding Type to "Key".
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### Device Preference
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When using an Action or Axis Name, which device to prefer to show the image for
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where there are multiple mappings. The default is "Auto", which means:
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1. Gamepad, if the last used device was gamepad
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2. If an Action (button/key), prefer Keyboard over Mouse buttons
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3. If an Axis, prefer Mouse over Keyboard
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### Key
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If you don't want the InputImage to look up an action, but want to manually specify
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an input action, then drop down this list and pick a key (which can be a gamepad
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button, mouse axis etc as well as a keybaord key) and the InputImage will display
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that.
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### Custom Theme
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This is an optional link to a [UiTheme](UiTheme.md) you want to use for this
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InputImage. If blank, the default UiTheme is used.
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## See Also
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* [Rich Text Input Decorator](RichTextInputDecorator.md) |