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C++ FKey类代码示例

本文整理汇总了C++中FKey的典型用法代码示例。如果您正苦于以下问题:C++ FKey类的具体用法?C++ FKey怎么用?C++ FKey使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了FKey类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: FKey

bool UDozerGameViewportClient::InputKey(FViewport* Viewport,
	int32 ControllerId,
	FKey Key,
	EInputEvent Event,
	float AmountDepressed,
	bool bGamepad){

	Super::InputKey(Viewport, ControllerId, Key, Event, AmountDepressed, bGamepad);

	if (ControllerId == 0){

		if (Key.GetDisplayName().ToString().Equals(TEXT("Up"))){
			Super::InputKey(Viewport, 1, FKey("W"), Event, AmountDepressed, bGamepad);
		}
		else if (Key.GetDisplayName().ToString().Equals(TEXT("Down"))){
			Super::InputKey(Viewport, 1, FKey("S"), Event, AmountDepressed, bGamepad);
		}
		else if (Key.GetDisplayName().ToString().Equals(TEXT("Left"))){
			Super::InputKey(Viewport, 1, FKey("A"), Event, AmountDepressed, bGamepad);
		}
		else if (Key.GetDisplayName().ToString().Equals(TEXT("Right"))){
			Super::InputKey(Viewport, 1, FKey("D"), Event, AmountDepressed, bGamepad);
		}
	}

	return true;
}
开发者ID:artur-kink,项目名称:tojam9,代码行数:27,代码来源:DozerGameViewportClient.cpp

示例2: OnKeyDown

FReply FSceneViewport::OnKeyDown( const FGeometry& InGeometry, const FKeyEvent& InKeyEvent )
{
	// Start a new reply state
	CurrentReplyState = FReply::Handled(); 

	FKey Key = InKeyEvent.GetKey();
	KeyStateMap.Add( Key, true );

	//@todo Slate Viewports: FWindowsViewport checks for Alt+Enter or F11 and toggles fullscreen.  Unknown if fullscreen via this method will be needed for slate viewports. 
	if( ViewportClient && GetSizeXY() != FIntPoint::ZeroValue  )
	{
		// Switch to the viewport clients world before processing input
		FScopedConditionalWorldSwitcher WorldSwitcher( ViewportClient );

		if (!ViewportClient->InputKey(this, InKeyEvent.GetUserIndex(), Key, InKeyEvent.IsRepeat() ? IE_Repeat : IE_Pressed, 1.0f, Key.IsGamepadKey()))
		{
			CurrentReplyState = FReply::Unhandled();
		}
	}
	return CurrentReplyState;
}
开发者ID:frobro98,项目名称:UnrealSource,代码行数:21,代码来源:SceneViewport.cpp

示例3: OnKeyUp

FReply FSceneViewport::OnKeyUp( const FGeometry& InGeometry, const FKeyEvent& InKeyEvent )
{
	// Start a new reply state
	CurrentReplyState = FReply::Handled(); 

	FKey Key = InKeyEvent.GetKey();
	KeyStateMap.Add( Key, false );
	
	if( ViewportClient && GetSizeXY() != FIntPoint::ZeroValue  )
	{
		// Switch to the viewport clients world before processing input
		FScopedConditionalWorldSwitcher WorldSwitcher( ViewportClient );

		if (!ViewportClient->InputKey(this, InKeyEvent.GetUserIndex(), Key, IE_Released, 1.0f, Key.IsGamepadKey()))
		{
			CurrentReplyState = FReply::Unhandled();
		}
	}

	return CurrentReplyState;
}
开发者ID:frobro98,项目名称:UnrealSource,代码行数:21,代码来源:SceneViewport.cpp

示例4: OnAnalogValueChanged

FReply FSceneViewport::OnAnalogValueChanged(const FGeometry& MyGeometry, const FAnalogInputEvent& InAnalogInputEvent)
{
	// Start a new reply state
	CurrentReplyState = FReply::Handled();

	FKey Key = InAnalogInputEvent.GetKey();
	KeyStateMap.Add(Key, true);

	if (ViewportClient)
	{
		// Switch to the viewport clients world before processing input
		FScopedConditionalWorldSwitcher WorldSwitcher(ViewportClient);

		if (!ViewportClient->InputAxis(this, InAnalogInputEvent.GetUserIndex(), Key, Key == EKeys::Gamepad_RightY ? -InAnalogInputEvent.GetAnalogValue() : InAnalogInputEvent.GetAnalogValue(), FApp::GetDeltaTime(), 1, Key.IsGamepadKey()))
		{
			CurrentReplyState = FReply::Unhandled();
		}
	}

	return CurrentReplyState;
}
开发者ID:frobro98,项目名称:UnrealSource,代码行数:21,代码来源:SceneViewport.cpp

示例5: InputKey

bool UBomberManViewportClient::InputKey(FViewport * Viewport, int32 ControllerId, FKey Key, EInputEvent EventType, float AmountDepressed, bool bGamepad)
{
	if (IgnoreInput() || bGamepad || Key.IsMouseButton())
	{
		return Super::InputKey(Viewport, ControllerId, Key, EventType, AmountDepressed, bGamepad);
	}
	else
	{
		// Propagate keyboard events to all players
		UEngine* const Engine = GetOuterUEngine();
		int32 const NumPlayers = Engine ? Engine->GetNumGamePlayers(this) : 0;
		bool bRetVal = false;

		for (int32 i = 0; i < NumPlayers; i++)
		{
			bRetVal = Super::InputKey(Viewport, i, Key, EventType, AmountDepressed, bGamepad) || bRetVal;
		}

		return bRetVal;
	}
}
开发者ID:PlatoManchi,项目名称:BomberMan,代码行数:21,代码来源:BomberManViewportClient.cpp

示例6: InputAxis

bool UBomberManViewportClient::InputAxis(FViewport* Viewport, int32 ControllerId, FKey Key, float Delta, float DeltaTime, int32 NumSamples, bool bGamepad)
{
	if (IgnoreInput() || bGamepad || Key.IsMouseButton())
	{
		return Super::InputAxis(Viewport, ControllerId, Key, Delta, DeltaTime, NumSamples, bGamepad);
	}
	else
	{
		// Propagate axis events to all players
		UEngine* const Engine = GetOuterUEngine();
		int32 const NumPlayers = Engine ? Engine->GetNumGamePlayers(this) : 0;
		bool bRetVal = false;

		for (int32 i = 0; i < NumPlayers; i++)
		{
			bRetVal = Super::InputAxis(Viewport, i, Key, Delta, DeltaTime, NumSamples, bGamepad) || bRetVal;
		}

		return bRetVal;
	}
}
开发者ID:PlatoManchi,项目名称:BomberMan,代码行数:21,代码来源:BomberManViewportClient.cpp

示例7: FKey

void SFlareKeyBind::SetKey(FKey NewKey, bool bCanReset, bool bNotify)
{
	if (Key.IsValid())
	{
		FKey CurrentKey = *Key;
		if (NewKey == *Key && bCanReset)
		{
			NewKey = FKey();
		}

		*Key = NewKey;
		KeyText->SetText(NewKey == FKey() ? FString() : NewKey.ToString());
		bWaitingForKey = false;

		FSlateApplication::Get().GetPlatformApplication().Get()->Cursor->Show(true);
		FSlateApplication::Get().ClearKeyboardFocus(EKeyboardFocusCause::SetDirectly);

		if (bNotify)
		{
			OnKeyBindingChanged.ExecuteIfBound( CurrentKey , NewKey );
		}
	}
}
开发者ID:Helical-Games,项目名称:HeliumRain,代码行数:23,代码来源:FlareKeyBind.cpp

示例8: Key_GetDisplayName

FText UKismetInputLibrary::Key_GetDisplayName(const FKey& Key)
{
	return Key.GetDisplayName();
}
开发者ID:WasPedro,项目名称:UnrealEngine4.11-HairWorks,代码行数:4,代码来源:KismetInputLibrary.cpp

示例9: Key_IsModifierKey

bool UKismetInputLibrary::Key_IsModifierKey(const FKey& Key)
{
	return Key.IsModifierKey();
}
开发者ID:WasPedro,项目名称:UnrealEngine4.11-HairWorks,代码行数:4,代码来源:KismetInputLibrary.cpp

示例10: PopulateCefKeyEvent

void FCEFWebBrowserWindow::PopulateCefKeyEvent(const FKeyEvent& InKeyEvent, CefKeyEvent& OutKeyEvent)
{
#if PLATFORM_MAC
	OutKeyEvent.native_key_code = InKeyEvent.GetKeyCode();

	FKey Key = InKeyEvent.GetKey();
	if (Key == EKeys::BackSpace)
	{
		OutKeyEvent.unmodified_character = kBackspaceCharCode;
	}
	else if (Key == EKeys::Tab)
	{
		OutKeyEvent.unmodified_character = kTabCharCode;
	}
	else if (Key == EKeys::Enter)
	{
		OutKeyEvent.unmodified_character = kReturnCharCode;
	}
	else if (Key == EKeys::Pause)
	{
		OutKeyEvent.unmodified_character = NSPauseFunctionKey;
	}
	else if (Key == EKeys::Escape)
	{
		OutKeyEvent.unmodified_character = kEscapeCharCode;
	}
	else if (Key == EKeys::PageUp)
	{
		OutKeyEvent.unmodified_character = NSPageUpFunctionKey;
	}
	else if (Key == EKeys::PageDown)
	{
		OutKeyEvent.unmodified_character = NSPageDownFunctionKey;
	}
	else if (Key == EKeys::End)
	{
		OutKeyEvent.unmodified_character = NSEndFunctionKey;
	}
	else if (Key == EKeys::Home)
	{
		OutKeyEvent.unmodified_character = NSHomeFunctionKey;
	}
	else if (Key == EKeys::Left)
	{
		OutKeyEvent.unmodified_character = NSLeftArrowFunctionKey;
	}
	else if (Key == EKeys::Up)
	{
		OutKeyEvent.unmodified_character = NSUpArrowFunctionKey;
	}
	else if (Key == EKeys::Right)
	{
		OutKeyEvent.unmodified_character = NSRightArrowFunctionKey;
	}
	else if (Key == EKeys::Down)
	{
		OutKeyEvent.unmodified_character = NSDownArrowFunctionKey;
	}
	else if (Key == EKeys::Insert)
	{
		OutKeyEvent.unmodified_character = NSInsertFunctionKey;
	}
	else if (Key == EKeys::Delete)
	{
		OutKeyEvent.unmodified_character = kDeleteCharCode;
	}
	else if (Key == EKeys::F1)
	{
		OutKeyEvent.unmodified_character = NSF1FunctionKey;
	}
	else if (Key == EKeys::F2)
	{
		OutKeyEvent.unmodified_character = NSF2FunctionKey;
	}
	else if (Key == EKeys::F3)
	{
		OutKeyEvent.unmodified_character = NSF3FunctionKey;
	}
	else if (Key == EKeys::F4)
	{
		OutKeyEvent.unmodified_character = NSF4FunctionKey;
	}
	else if (Key == EKeys::F5)
	{
		OutKeyEvent.unmodified_character = NSF5FunctionKey;
	}
	else if (Key == EKeys::F6)
	{
		OutKeyEvent.unmodified_character = NSF6FunctionKey;
	}
	else if (Key == EKeys::F7)
	{
		OutKeyEvent.unmodified_character = NSF7FunctionKey;
	}
	else if (Key == EKeys::F8)
	{
		OutKeyEvent.unmodified_character = NSF8FunctionKey;
	}
	else if (Key == EKeys::F9)
	{
//.........这里部分代码省略.........
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:101,代码来源:CEFWebBrowserWindow.cpp

示例11: Key_IsMouseButton

bool UKismetInputLibrary::Key_IsMouseButton(const FKey& Key)
{
	return Key.IsMouseButton();
}
开发者ID:WasPedro,项目名称:UnrealEngine4.11-HairWorks,代码行数:4,代码来源:KismetInputLibrary.cpp

示例12: Key_IsGamepadKey

bool UKismetInputLibrary::Key_IsGamepadKey(const FKey& Key)
{
	return Key.IsGamepadKey();
}
开发者ID:WasPedro,项目名称:UnrealEngine4.11-HairWorks,代码行数:4,代码来源:KismetInputLibrary.cpp

示例13: EventButtonReleased

void FDirectInputJoystick::EventButtonReleased(const TSharedPtr<FGenericApplicationMessageHandler>& MessageHandler, EDirectInputPadKeyNames ePadName, FKey DIKey)
{
	if(!IsRelease(ePadName-DIGamePad_Button1)) return;

	MessageHandler->OnControllerButtonReleased(DIKey.GetFName(), GetPlayerIndex(), false);
}
开发者ID:katze7514,项目名称:UEDirectInputPadPlugin,代码行数:6,代码来源:DirectInputJoystick.cpp

示例14: GetVectorAxisValue

FVector UInputComponent::GetVectorAxisValue( const FKey AxisKey ) const
{
	FVector AxisValue;
	bool bFound = false;

	for (const FInputVectorAxisBinding& AxisBinding : VectorAxisBindings)
	{
		if (AxisBinding.AxisKey == AxisKey)
		{
			AxisValue = AxisBinding.AxisValue;
			bFound = true;
			break;
		}
	}

	if (!bFound)
	{
		UE_LOG(LogPlayerController, Warning, TEXT("Request for value of vector axis key '%s' returning 0 as it is not bound on this input component."), *AxisKey.ToString());
	}

	return AxisValue;
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:22,代码来源:InputComponent.cpp

示例15: EventAnalog

void FDirectInputJoystick::EventAnalog(const TSharedPtr<FGenericApplicationMessageHandler>& MessageHandler, float Analog, EDirectInputPadKeyNames ePadName, FKey DIKey)
{
	MessageHandler->OnControllerAnalog(DIKey.GetFName(), GetPlayerIndex(), Analog);
}
开发者ID:katze7514,项目名称:UEDirectInputPadPlugin,代码行数:4,代码来源:DirectInputJoystick.cpp


注:本文中的FKey类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。