Skip to content
Snippets Groups Projects

Develop

Merged Jan Delember requested to merge develop into master
3 files
+ 59
48
Compare changes
  • Side-by-side
  • Inline

Files

@@ -3,6 +3,8 @@
#include "CoreMinimal.h"
#include "Features/IModularFeatures.h"
#include "Input/IDisplayClusterInputManager.h"
#include "GameFramework/PlayerInput.h"
#include "GameFramework/InputSettings.h"
#include "IDisplayCluster.h"
#include "DisplayClusterKeys.h"
@@ -13,21 +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()
@@ -39,19 +41,28 @@ 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::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);
}
bool FDisplayClusterInputDevice::Exec (UWorld* InWorld, const TCHAR* Cmd, FOutputDevice& Ar)
Loading