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Commit 21a99799 authored by Sebastian Pape's avatar Sebastian Pape
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Merge branch 'feature/rename_buttons' into 'develop'

Feature/rename buttons

See merge request VR-Group/ndisplayinput!3
parents 823949a7 4c50eeb5
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2 merge requests!4Develop,!3Feature/rename buttons
...@@ -11,20 +11,22 @@ ...@@ -11,20 +11,22 @@
#define LOCTEXT_NAMESPACE "DisplayClusterInput" #define LOCTEXT_NAMESPACE "DisplayClusterInput"
FDisplayClusterInputDevice::FDisplayClusterInputDevice(const TSharedRef<FGenericApplicationMessageHandler>& InMessageHandler) : MessageHandler(InMessageHandler) FDisplayClusterInputDevice::FDisplayClusterInputDevice(
const TSharedRef<FGenericApplicationMessageHandler>& InMessageHandler) : MessageHandler(InMessageHandler)
{ {
AxisIndices = TArray<const FKey*> AxisIndices = TArray<const FKey*>
{ {
&FDisplayClusterKeys::Axis0, &FDisplayClusterKeys::Axis0,
&FDisplayClusterKeys::Axis1 &FDisplayClusterKeys::Axis1
}; };
//Reordered to match the 4.22 behavior
ButtonIndices = TArray<const FKey*> ButtonIndices = TArray<const FKey*>
{ {
&FDisplayClusterKeys::Button0, &FDisplayClusterKeys::Button0,
&FDisplayClusterKeys::Button1,
&FDisplayClusterKeys::Button2,
&FDisplayClusterKeys::Button3,
&FDisplayClusterKeys::Button4, &FDisplayClusterKeys::Button4,
&FDisplayClusterKeys::Button3,
&FDisplayClusterKeys::Button2,
&FDisplayClusterKeys::Button1,
&FDisplayClusterKeys::Button5, &FDisplayClusterKeys::Button5,
&FDisplayClusterKeys::Button6, &FDisplayClusterKeys::Button6,
&FDisplayClusterKeys::Button7, &FDisplayClusterKeys::Button7,
...@@ -32,35 +34,47 @@ FDisplayClusterInputDevice::FDisplayClusterInputDevice(const TSharedRef<FGeneric ...@@ -32,35 +34,47 @@ FDisplayClusterInputDevice::FDisplayClusterInputDevice(const TSharedRef<FGeneric
&FDisplayClusterKeys::Button9 &FDisplayClusterKeys::Button9
}; };
} }
FDisplayClusterInputDevice::~FDisplayClusterInputDevice() FDisplayClusterInputDevice::~FDisplayClusterInputDevice()
{ {
} }
void FDisplayClusterInputDevice::PreInit() void FDisplayClusterInputDevice::PreInit()
{ {
EKeys::AddMenuCategoryDisplayInfo("DisplayCluster", LOCTEXT("DisplayClusterSubCategory", "Display Cluster"), TEXT("GraphEditor.PadEvent_16x")); EKeys::AddMenuCategoryDisplayInfo("DisplayCluster", LOCTEXT("DisplayClusterSubCategory", "Display Cluster"),
TEXT("GraphEditor.PadEvent_16x"));
EKeys::AddKey(FKeyDetails(FDisplayClusterKeys::Button0, LOCTEXT("nDisplayButton0", "nDisplay Button 0"), FKeyDetails::GamepadKey, "DisplayCluster"));
EKeys::AddKey(FKeyDetails(FDisplayClusterKeys::Button1, LOCTEXT("nDisplayButton1", "nDisplay Button 1"), FKeyDetails::GamepadKey, "DisplayCluster")); EKeys::AddKey(FKeyDetails(FDisplayClusterKeys::Button0, LOCTEXT("nDisplayButton0", "nDisplay Button 0"),
EKeys::AddKey(FKeyDetails(FDisplayClusterKeys::Button2, LOCTEXT("nDisplayButton2", "nDisplay Button 2"), FKeyDetails::GamepadKey, "DisplayCluster")); FKeyDetails::GamepadKey, "DisplayCluster"));
EKeys::AddKey(FKeyDetails(FDisplayClusterKeys::Button3, LOCTEXT("nDisplayButton3", "nDisplay Button 3"), FKeyDetails::GamepadKey, "DisplayCluster")); EKeys::AddKey(FKeyDetails(FDisplayClusterKeys::Button1, LOCTEXT("nDisplayButton1", "nDisplay Button 1"),
EKeys::AddKey(FKeyDetails(FDisplayClusterKeys::Button4, LOCTEXT("nDisplayButton4", "nDisplay Button 4"), FKeyDetails::GamepadKey, "DisplayCluster")); FKeyDetails::GamepadKey, "DisplayCluster"));
EKeys::AddKey(FKeyDetails(FDisplayClusterKeys::Button5, LOCTEXT("nDisplayButton5", "nDisplay Button 5"), FKeyDetails::GamepadKey, "DisplayCluster")); EKeys::AddKey(FKeyDetails(FDisplayClusterKeys::Button2, LOCTEXT("nDisplayButton2", "nDisplay Button 2"),
EKeys::AddKey(FKeyDetails(FDisplayClusterKeys::Button6, LOCTEXT("nDisplayButton6", "nDisplay Button 6"), FKeyDetails::GamepadKey, "DisplayCluster")); FKeyDetails::GamepadKey, "DisplayCluster"));
EKeys::AddKey(FKeyDetails(FDisplayClusterKeys::Button7, LOCTEXT("nDisplayButton7", "nDisplay Button 7"), FKeyDetails::GamepadKey, "DisplayCluster")); EKeys::AddKey(FKeyDetails(FDisplayClusterKeys::Button3, LOCTEXT("nDisplayButton3", "nDisplay Button 3"),
EKeys::AddKey(FKeyDetails(FDisplayClusterKeys::Button8, LOCTEXT("nDisplayButton8", "nDisplay Button 8"), FKeyDetails::GamepadKey, "DisplayCluster")); FKeyDetails::GamepadKey, "DisplayCluster"));
EKeys::AddKey(FKeyDetails(FDisplayClusterKeys::Button9, LOCTEXT("nDisplayButton9", "nDisplay Button 9"), FKeyDetails::GamepadKey, "DisplayCluster")); EKeys::AddKey(FKeyDetails(FDisplayClusterKeys::Button4, LOCTEXT("nDisplayButton4", "nDisplay Button 4"),
FKeyDetails::GamepadKey, "DisplayCluster"));
EKeys::AddKey(FKeyDetails(FDisplayClusterKeys::Axis0 , LOCTEXT("nDisplayAxis0" , "nDisplay Axis 0" ), FKeyDetails::FloatAxis , "DisplayCluster")); EKeys::AddKey(FKeyDetails(FDisplayClusterKeys::Button5, LOCTEXT("nDisplayButton5", "nDisplay Button 5"),
EKeys::AddKey(FKeyDetails(FDisplayClusterKeys::Axis1 , LOCTEXT("nDisplayAxis1" , "nDisplay Axis 1" ), FKeyDetails::FloatAxis , "DisplayCluster")); FKeyDetails::GamepadKey, "DisplayCluster"));
EKeys::AddKey(FKeyDetails(FDisplayClusterKeys::Button6, LOCTEXT("nDisplayButton6", "nDisplay Button 6"),
FKeyDetails::GamepadKey, "DisplayCluster"));
EKeys::AddKey(FKeyDetails(FDisplayClusterKeys::Button7, LOCTEXT("nDisplayButton7", "nDisplay Button 7"),
FKeyDetails::GamepadKey, "DisplayCluster"));
EKeys::AddKey(FKeyDetails(FDisplayClusterKeys::Button8, LOCTEXT("nDisplayButton8", "nDisplay Button 8"),
FKeyDetails::GamepadKey, "DisplayCluster"));
EKeys::AddKey(FKeyDetails(FDisplayClusterKeys::Button9, LOCTEXT("nDisplayButton9", "nDisplay Button 9"),
FKeyDetails::GamepadKey, "DisplayCluster"));
EKeys::AddKey(FKeyDetails(FDisplayClusterKeys::Axis0, LOCTEXT("nDisplayAxis0", "nDisplay Axis 0"),
FKeyDetails::FloatAxis, "DisplayCluster"));
EKeys::AddKey(FKeyDetails(FDisplayClusterKeys::Axis1, LOCTEXT("nDisplayAxis1", "nDisplay Axis 1"),
FKeyDetails::FloatAxis, "DisplayCluster"));
FInputAxisConfigEntry AxisX, AxisY; FInputAxisConfigEntry AxisX, AxisY;
AxisX.AxisKeyName = FDisplayClusterKeys::Axis0.GetFName(); AxisX.AxisKeyName = FDisplayClusterKeys::Axis0.GetFName();
AxisX.AxisProperties = FInputAxisProperties(); AxisX.AxisProperties = FInputAxisProperties();
AxisY.AxisKeyName = FDisplayClusterKeys::Axis1.GetFName(); AxisY.AxisKeyName = FDisplayClusterKeys::Axis1.GetFName();
AxisY.AxisProperties = FInputAxisProperties(); AxisY.AxisProperties = FInputAxisProperties();
AxisX.AxisProperties.bInvert = true;
UInputSettings::GetInputSettings()->AxisConfig.Add(AxisX); UInputSettings::GetInputSettings()->AxisConfig.Add(AxisX);
UInputSettings::GetInputSettings()->AxisConfig.Add(AxisY); UInputSettings::GetInputSettings()->AxisConfig.Add(AxisY);
} }
...@@ -69,6 +83,7 @@ bool FDisplayClusterInputDevice::Exec (UWorld* InWorld, const TCH ...@@ -69,6 +83,7 @@ bool FDisplayClusterInputDevice::Exec (UWorld* InWorld, const TCH
{ {
return false; return false;
} }
void FDisplayClusterInputDevice::SendControllerEvents() void FDisplayClusterInputDevice::SendControllerEvents()
{ {
if (!IDisplayCluster::IsAvailable()) return; if (!IDisplayCluster::IsAvailable()) return;
...@@ -101,18 +116,23 @@ void FDisplayClusterInputDevice::SendControllerEvents() ...@@ -101,18 +116,23 @@ void FDisplayClusterInputDevice::SendControllerEvents()
} }
} }
} }
void FDisplayClusterInputDevice::SetChannelValue(int32 ControllerId, FForceFeedbackChannelType ChannelType, float Value) void FDisplayClusterInputDevice::SetChannelValue(int32 ControllerId, FForceFeedbackChannelType ChannelType, float Value)
{ {
// Intentionally empty (no haptic support). // Intentionally empty (no haptic support).
} }
void FDisplayClusterInputDevice::SetChannelValues(int32 ControllerId, const FForceFeedbackValues& Values) void FDisplayClusterInputDevice::SetChannelValues(int32 ControllerId, const FForceFeedbackValues& Values)
{ {
// Intentionally empty (no haptic support). // Intentionally empty (no haptic support).
} }
void FDisplayClusterInputDevice::SetMessageHandler (const TSharedRef<FGenericApplicationMessageHandler>& InMessageHandler)
void FDisplayClusterInputDevice::SetMessageHandler(
const TSharedRef<FGenericApplicationMessageHandler>& InMessageHandler)
{ {
MessageHandler = InMessageHandler; MessageHandler = InMessageHandler;
} }
void FDisplayClusterInputDevice::Tick(float DeltaTime) void FDisplayClusterInputDevice::Tick(float DeltaTime)
{ {
// Intentionally empty (everything is handled in SendControllerEvents above). // Intentionally empty (everything is handled in SendControllerEvents above).
......
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