Files
UnrealEvent/Aeon-740/SDK/CommonInput_functions.cpp
2024-10-18 01:01:36 +01:00

216 lines
6.5 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: CommonInput
#include "Basic.hpp"
#include "CommonInput_classes.hpp"
#include "CommonInput_parameters.hpp"
namespace SDK
{
// DelegateFunction CommonInput.CommonInputSubsystem.InputMethodChangedDelegate__DelegateSignature
// (MulticastDelegate, Public, Delegate)
// Parameters:
// ECommonInputType bNewInputType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UCommonInputSubsystem::InputMethodChangedDelegate__DelegateSignature(ECommonInputType bNewInputType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CommonInputSubsystem", "InputMethodChangedDelegate__DelegateSignature");
Params::CommonInputSubsystem_InputMethodChangedDelegate__DelegateSignature Parms{};
Parms.bNewInputType = bNewInputType;
UObject::ProcessEvent(Func, &Parms);
}
// Function CommonInput.CommonInputSubsystem.SetCurrentInputType
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ECommonInputType NewInputType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UCommonInputSubsystem::SetCurrentInputType(ECommonInputType NewInputType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CommonInputSubsystem", "SetCurrentInputType");
Params::CommonInputSubsystem_SetCurrentInputType Parms{};
Parms.NewInputType = NewInputType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function CommonInput.CommonInputSubsystem.SetGamepadInputType
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ECommonGamepadType InGamepadInputType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UCommonInputSubsystem::SetGamepadInputType(ECommonGamepadType InGamepadInputType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CommonInputSubsystem", "SetGamepadInputType");
Params::CommonInputSubsystem_SetGamepadInputType Parms{};
Parms.InGamepadInputType = InGamepadInputType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function CommonInput.CommonInputSubsystem.GetCurrentGamepadType
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// ECommonGamepadType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ECommonGamepadType UCommonInputSubsystem::GetCurrentGamepadType() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CommonInputSubsystem", "GetCurrentGamepadType");
Params::CommonInputSubsystem_GetCurrentGamepadType Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function CommonInput.CommonInputSubsystem.GetCurrentInputType
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// ECommonInputType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ECommonInputType UCommonInputSubsystem::GetCurrentInputType() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CommonInputSubsystem", "GetCurrentInputType");
Params::CommonInputSubsystem_GetCurrentInputType Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function CommonInput.CommonInputSubsystem.GetDefaultInputType
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// ECommonInputType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ECommonInputType UCommonInputSubsystem::GetDefaultInputType() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CommonInputSubsystem", "GetDefaultInputType");
Params::CommonInputSubsystem_GetDefaultInputType Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function CommonInput.CommonInputSubsystem.IsUsingPointerInput
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UCommonInputSubsystem::IsUsingPointerInput() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CommonInputSubsystem", "IsUsingPointerInput");
Params::CommonInputSubsystem_IsUsingPointerInput Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function CommonInput.CommonInputSubsystem.ShouldShowInputKeys
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UCommonInputSubsystem::ShouldShowInputKeys() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("CommonInputSubsystem", "ShouldShowInputKeys");
Params::CommonInputSubsystem_ShouldShowInputKeys Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
}