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Commit 39eed323 authored by Sebastian Pape's avatar Sebastian Pape
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Reformat

parent 22965fa3
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2 merge requests!4Develop,!3Feature/rename buttons
......@@ -11,7 +11,8 @@
#define LOCTEXT_NAMESPACE "DisplayClusterInput"
FDisplayClusterInputDevice::FDisplayClusterInputDevice(const TSharedRef<FGenericApplicationMessageHandler>& InMessageHandler) : MessageHandler(InMessageHandler)
FDisplayClusterInputDevice::FDisplayClusterInputDevice(
const TSharedRef<FGenericApplicationMessageHandler>& InMessageHandler) : MessageHandler(InMessageHandler)
{
AxisIndices = TArray<const FKey*>
{
......@@ -32,35 +33,47 @@ FDisplayClusterInputDevice::FDisplayClusterInputDevice(const TSharedRef<FGeneric
&FDisplayClusterKeys::Button9
};
}
FDisplayClusterInputDevice::~FDisplayClusterInputDevice()
{
}
void FDisplayClusterInputDevice::PreInit()
{
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::Button2, LOCTEXT("nDisplayButton2", "nDisplay Button 2"), FKeyDetails::GamepadKey, "DisplayCluster"));
EKeys::AddKey(FKeyDetails(FDisplayClusterKeys::Button3, LOCTEXT("nDisplayButton3", "nDisplay Button 3"), FKeyDetails::GamepadKey, "DisplayCluster"));
EKeys::AddKey(FKeyDetails(FDisplayClusterKeys::Button4, LOCTEXT("nDisplayButton4", "nDisplay Button 4"), FKeyDetails::GamepadKey, "DisplayCluster"));
EKeys::AddKey(FKeyDetails(FDisplayClusterKeys::Button5, LOCTEXT("nDisplayButton5", "nDisplay Button 5"), 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"));
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::Button2, LOCTEXT("nDisplayButton2", "nDisplay Button 2"),
FKeyDetails::GamepadKey, "DisplayCluster"));
EKeys::AddKey(FKeyDetails(FDisplayClusterKeys::Button3, LOCTEXT("nDisplayButton3", "nDisplay Button 3"),
FKeyDetails::GamepadKey, "DisplayCluster"));
EKeys::AddKey(FKeyDetails(FDisplayClusterKeys::Button4, LOCTEXT("nDisplayButton4", "nDisplay Button 4"),
FKeyDetails::GamepadKey, "DisplayCluster"));
EKeys::AddKey(FKeyDetails(FDisplayClusterKeys::Button5, LOCTEXT("nDisplayButton5", "nDisplay Button 5"),
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;
AxisX.AxisKeyName = FDisplayClusterKeys::Axis0.GetFName();
AxisX.AxisProperties = FInputAxisProperties();
AxisY.AxisKeyName = FDisplayClusterKeys::Axis1.GetFName();
AxisY.AxisProperties = FInputAxisProperties();
AxisX.AxisProperties.bInvert = true;
UInputSettings::GetInputSettings()->AxisConfig.Add(AxisX);
UInputSettings::GetInputSettings()->AxisConfig.Add(AxisY);
}
......@@ -69,6 +82,7 @@ bool FDisplayClusterInputDevice::Exec (UWorld* InWorld, const TCH
{
return false;
}
void FDisplayClusterInputDevice::SendControllerEvents()
{
if (!IDisplayCluster::IsAvailable()) return;
......@@ -101,18 +115,23 @@ void FDisplayClusterInputDevice::SendControllerEvents()
}
}
}
void FDisplayClusterInputDevice::SetChannelValue(int32 ControllerId, FForceFeedbackChannelType ChannelType, float Value)
{
// Intentionally empty (no haptic support).
}
void FDisplayClusterInputDevice::SetChannelValues(int32 ControllerId, const FForceFeedbackValues& Values)
{
// Intentionally empty (no haptic support).
}
void FDisplayClusterInputDevice::SetMessageHandler (const TSharedRef<FGenericApplicationMessageHandler>& InMessageHandler)
void FDisplayClusterInputDevice::SetMessageHandler(
const TSharedRef<FGenericApplicationMessageHandler>& InMessageHandler)
{
MessageHandler = InMessageHandler;
}
void FDisplayClusterInputDevice::Tick(float DeltaTime)
{
// Intentionally empty (everything is handled in SendControllerEvents above).
......
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