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https://github.com/ApfelTeeSaft/UnrealEvent.git
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58 lines
2.1 KiB
C++
58 lines
2.1 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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//CROSS-MODULE INCLUDE V2: -ModuleName=Engine -ObjectName=GameInstanceSubsystem -FallbackName=GameInstanceSubsystem
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#include "ECommonGamepadType.h"
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#include "ECommonInputType.h"
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#include "CommonInputSubsystem.generated.h"
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UCLASS(Blueprintable)
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class COMMONINPUT_API UCommonInputSubsystem : public UGameInstanceSubsystem {
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GENERATED_BODY()
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public:
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FInputMethodChangedDelegate, ECommonInputType, bNewInputType);
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FInputMethodChangedDelegate OnInputMethodChanged;
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private:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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ECommonInputType LastInputType;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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ECommonInputType CurrentInputType;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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ECommonGamepadType GamepadInputType;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TMap<FName, ECommonInputType> CurrentInputLocks;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bIsGamepadSimulatedClick;
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public:
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UCommonInputSubsystem();
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool ShouldShowInputKeys() const;
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UFUNCTION(BlueprintCallable)
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void SetGamepadInputType(ECommonGamepadType InGamepadInputType);
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UFUNCTION(BlueprintCallable)
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void SetCurrentInputType(ECommonInputType NewInputType);
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool IsUsingPointerInput() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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ECommonInputType GetDefaultInputType() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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ECommonInputType GetCurrentInputType() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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ECommonGamepadType GetCurrentGamepadType() const;
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};
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