本文整理汇总了C++中FKey::IsMouseButton方法的典型用法代码示例。如果您正苦于以下问题:C++ FKey::IsMouseButton方法的具体用法?C++ FKey::IsMouseButton怎么用?C++ FKey::IsMouseButton使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类FKey
的用法示例。
在下文中一共展示了FKey::IsMouseButton方法的4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: 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;
}
}
示例2: 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;
}
}
示例3: Key_IsKeyboardKey
bool UKismetInputLibrary::Key_IsKeyboardKey(const FKey& Key)
{
return Key.IsBindableInBlueprints() && (Key.IsGamepadKey() == false && Key.IsMouseButton() == false);
}
示例4: Key_IsMouseButton
bool UKismetInputLibrary::Key_IsMouseButton(const FKey& Key)
{
return Key.IsMouseButton();
}