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Commit 823949a7 authored by Sebastian Pape's avatar Sebastian Pape
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Merge branch 'feature/rename_buttons' into 'develop'

Renamed the buttons to follow the 4.22 conventions. #31

See merge request VR-Group/ndisplayinput!1
parents e113b5ff 69210ac2
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2 merge requests!2Develop,!1Renamed the buttons to follow the 4.22 conventions. #31
......@@ -15,21 +15,21 @@ FDisplayClusterInputDevice::FDisplayClusterInputDevice(const TSharedRef<FGeneric
{
AxisIndices = TArray<const FKey*>
{
&FDisplayClusterKeys::AxisX,
&FDisplayClusterKeys::AxisY
&FDisplayClusterKeys::Axis0,
&FDisplayClusterKeys::Axis1
};
ButtonIndices = TArray<const FKey*>
{
&FDisplayClusterKeys::Trigger,
&FDisplayClusterKeys::Action1,
&FDisplayClusterKeys::Action2,
&FDisplayClusterKeys::Action3,
&FDisplayClusterKeys::Action4,
&FDisplayClusterKeys::Action5,
&FDisplayClusterKeys::Action6,
&FDisplayClusterKeys::Action7,
&FDisplayClusterKeys::Action8,
&FDisplayClusterKeys::Action9
&FDisplayClusterKeys::Button0,
&FDisplayClusterKeys::Button1,
&FDisplayClusterKeys::Button2,
&FDisplayClusterKeys::Button3,
&FDisplayClusterKeys::Button4,
&FDisplayClusterKeys::Button5,
&FDisplayClusterKeys::Button6,
&FDisplayClusterKeys::Button7,
&FDisplayClusterKeys::Button8,
&FDisplayClusterKeys::Button9
};
}
FDisplayClusterInputDevice::~FDisplayClusterInputDevice()
......@@ -41,24 +41,24 @@ void FDisplayClusterInputDevice::PreInit ()
{
EKeys::AddMenuCategoryDisplayInfo("DisplayCluster", LOCTEXT("DisplayClusterSubCategory", "Display Cluster"), TEXT("GraphEditor.PadEvent_16x"));
EKeys::AddKey(FKeyDetails(FDisplayClusterKeys::Trigger, LOCTEXT("DisplayClusterTrigger", "Display Cluster Trigger" ), FKeyDetails::GamepadKey, "DisplayCluster"));
EKeys::AddKey(FKeyDetails(FDisplayClusterKeys::Action1, LOCTEXT("DisplayClusterAction1", "Display Cluster Action 1"), FKeyDetails::GamepadKey, "DisplayCluster"));
EKeys::AddKey(FKeyDetails(FDisplayClusterKeys::Action2, LOCTEXT("DisplayClusterAction2", "Display Cluster Action 2"), FKeyDetails::GamepadKey, "DisplayCluster"));
EKeys::AddKey(FKeyDetails(FDisplayClusterKeys::Action3, LOCTEXT("DisplayClusterAction3", "Display Cluster Action 3"), FKeyDetails::GamepadKey, "DisplayCluster"));
EKeys::AddKey(FKeyDetails(FDisplayClusterKeys::Action4, LOCTEXT("DisplayClusterAction4", "Display Cluster Action 4"), FKeyDetails::GamepadKey, "DisplayCluster"));
EKeys::AddKey(FKeyDetails(FDisplayClusterKeys::Action5, LOCTEXT("DisplayClusterAction5", "Display Cluster Action 5"), FKeyDetails::GamepadKey, "DisplayCluster"));
EKeys::AddKey(FKeyDetails(FDisplayClusterKeys::Action6, LOCTEXT("DisplayClusterAction6", "Display Cluster Action 6"), FKeyDetails::GamepadKey, "DisplayCluster"));
EKeys::AddKey(FKeyDetails(FDisplayClusterKeys::Action7, LOCTEXT("DisplayClusterAction7", "Display Cluster Action 7"), FKeyDetails::GamepadKey, "DisplayCluster"));
EKeys::AddKey(FKeyDetails(FDisplayClusterKeys::Action8, LOCTEXT("DisplayClusterAction8", "Display Cluster Action 8"), FKeyDetails::GamepadKey, "DisplayCluster"));
EKeys::AddKey(FKeyDetails(FDisplayClusterKeys::Action9, LOCTEXT("DisplayClusterAction9", "Display Cluster Action 9"), FKeyDetails::GamepadKey, "DisplayCluster"));
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::AxisX , LOCTEXT("DisplayClusterAxisX" , "Display Cluster X Axis" ), FKeyDetails::FloatAxis , "DisplayCluster"));
EKeys::AddKey(FKeyDetails(FDisplayClusterKeys::AxisY , LOCTEXT("DisplayClusterAxisY" , "Display Cluster Y Axis" ), FKeyDetails::FloatAxis , "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::AxisX.GetFName();
AxisX.AxisKeyName = FDisplayClusterKeys::Axis0.GetFName();
AxisX.AxisProperties = FInputAxisProperties();
AxisY.AxisKeyName = FDisplayClusterKeys::AxisY.GetFName();
AxisY.AxisKeyName = FDisplayClusterKeys::Axis1.GetFName();
AxisY.AxisProperties = FInputAxisProperties();
AxisX.AxisProperties.bInvert = true;
UInputSettings::GetInputSettings()->AxisConfig.Add(AxisX);
......
#include "DisplayClusterKeys.h"
const FKey FDisplayClusterKeys::Trigger("DisplayClusterTrigger");
const FKey FDisplayClusterKeys::Action1("DisplayClusterAction1");
const FKey FDisplayClusterKeys::Action2("DisplayClusterAction2");
const FKey FDisplayClusterKeys::Action3("DisplayClusterAction3");
const FKey FDisplayClusterKeys::Action4("DisplayClusterAction4");
const FKey FDisplayClusterKeys::Action5("DisplayClusterAction5");
const FKey FDisplayClusterKeys::Action6("DisplayClusterAction6");
const FKey FDisplayClusterKeys::Action7("DisplayClusterAction7");
const FKey FDisplayClusterKeys::Action8("DisplayClusterAction8");
const FKey FDisplayClusterKeys::Action9("DisplayClusterAction9");
const FKey FDisplayClusterKeys::Button0("nDisplay Button 0");
const FKey FDisplayClusterKeys::Button1("nDisplay Button 1");
const FKey FDisplayClusterKeys::Button2("nDisplay Button 2");
const FKey FDisplayClusterKeys::Button3("nDisplay Button 3");
const FKey FDisplayClusterKeys::Button4("nDisplay Button 4");
const FKey FDisplayClusterKeys::Button5("nDisplay Button 5");
const FKey FDisplayClusterKeys::Button6("nDisplay Button 6");
const FKey FDisplayClusterKeys::Button7("nDisplay Button 7");
const FKey FDisplayClusterKeys::Button8("nDisplay Button 8");
const FKey FDisplayClusterKeys::Button9("nDisplay Button 9");
const FKey FDisplayClusterKeys::AxisX ("DisplayClusterAxisX" );
const FKey FDisplayClusterKeys::AxisY ("DisplayClusterAxisY" );
const FKey FDisplayClusterKeys::Axis0 ("nDisplay Axis 0" );
const FKey FDisplayClusterKeys::Axis1 ("nDisplay Axis 1" );
......@@ -4,17 +4,17 @@
struct FDisplayClusterKeys
{
static const FKey Trigger;
static const FKey Action1;
static const FKey Action2;
static const FKey Action3;
static const FKey Action4;
static const FKey Action5;
static const FKey Action6;
static const FKey Action7;
static const FKey Action8;
static const FKey Action9;
static const FKey Button0;
static const FKey Button1;
static const FKey Button2;
static const FKey Button3;
static const FKey Button4;
static const FKey Button5;
static const FKey Button6;
static const FKey Button7;
static const FKey Button8;
static const FKey Button9;
static const FKey AxisX ;
static const FKey AxisY ;
static const FKey Axis0 ;
static const FKey Axis1 ;
};
\ No newline at end of file
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