| IInputProcessor | ||||
| TSharedFromThis
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Header |
/Engine/Plugins/Experimental/CommonUI/Source/CommonUI/Public/Input/CommonAnalogCursor.h |
Include |
#include "Input/CommonAnalogCursor.h" |
class FCommonAnalogCursor : public FAnalogCursor
Analog cursor preprocessor that tastefully hijacks things a bit to support controller navigation by moving a hidden cursor around based on focus.
Introduces a separate focus-driven mode of operation, wherein the cursor is made invisible and automatically updated to be centered over whatever widget is currently focused (except the game viewport - we completely hide it then)
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FCommonAnalogCursor ( |
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CanReleaseMouseCapture() |
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ClampPositionToViewport ( |
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TSharedRef< ... |
CreateAnalogCursor ( |
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DetermineScrollOrientation ( |
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UGameViewpor... |
GetViewportClient() |
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HideCursor() |
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Initialize() |
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IsGameViewportInFocusPathWithoutCapture() |
A ridiculous function name, but we have this exact question in a few places. |
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IsInViewport ( |
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SetCursorMovementStick ( |
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SetNormalizedCursorPosition ( |
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ShouldHandleRightAnalog ( |
Name | Description | ||
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GetOwnerUserIndex() |
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IsRelevantInput ( |
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IsRelevantInput ( |
Name | Description | ||
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HandleAnalogInputEvent ( |
Analog axis input |
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HandleKeyDownEvent ( |
Key down input |
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HandleKeyUpEvent ( |
Key up input |
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HandleMouseButtonDownEvent ( |
Mouse button press |
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HandleMouseButtonUpEvent ( |
Mouse button release |
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Tick ( |
Name |
Description |
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EShoulderButtonFlags |
We'll also need a CommonNavigationConfig that respects the stick assignment as well so it also maps to nav mode EAnalogStick CursorMovementStick = EAnalogStick::Left; |