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C++ FKeyEvent::GetKey方法代码示例

本文整理汇总了C++中FKeyEvent::GetKey方法的典型用法代码示例。如果您正苦于以下问题:C++ FKeyEvent::GetKey方法的具体用法?C++ FKeyEvent::GetKey怎么用?C++ FKeyEvent::GetKey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FKeyEvent的用法示例。


在下文中一共展示了FKeyEvent::GetKey方法的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: OnKeyDown

FReply SButton::OnKeyDown( const FGeometry& MyGeometry, const FKeyEvent& InKeyEvent )
{
	FReply Reply = FReply::Unhandled();
	if (IsEnabled() && (InKeyEvent.GetKey() == EKeys::Enter || InKeyEvent.GetKey() == EKeys::SpaceBar || InKeyEvent.GetKey() == EKeys::Gamepad_FaceButton_Bottom))
	{
		Press();

		if (PressMethod == EButtonPressMethod::ButtonPress)
		{
			//execute our "OnClicked" delegate, and get the reply
			Reply = OnClicked.IsBound() ? OnClicked.Execute() : FReply::Handled();

			//You should ALWAYS handle the OnClicked event.
			ensure(Reply.IsEventHandled() == true);
		}
		else
		{
			Reply = FReply::Handled();
		}
	}
	else
	{
		Reply = SBorder::OnKeyDown(MyGeometry, InKeyEvent);
	}

	//return the constructed reply
	return Reply;
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:28,代码来源:SButton.cpp

示例2: OnKeyDown

FReply SAssetPicker::OnKeyDown(const FGeometry& MyGeometry, const FKeyEvent& InKeyEvent)
{
	// Up and down move thru the filtered list
	int32 SelectionDelta = 0;

	if (InKeyEvent.GetKey() == EKeys::Up)
	{
		SelectionDelta = -1;
	}
	else if (InKeyEvent.GetKey() == EKeys::Down)
	{
		SelectionDelta = +1;
	}
	else if (InKeyEvent.GetKey() == EKeys::Enter)
	{
		TArray<FAssetData> SelectionSet = AssetViewPtr->GetSelectedAssets();
		HandleAssetsActivated(SelectionSet, EAssetTypeActivationMethod::Opened);

		return FReply::Handled();
	}

	if (SelectionDelta != 0)
	{
		AssetViewPtr->AdjustActiveSelection(SelectionDelta);

		return FReply::Handled();
	}

	if (Commands->ProcessCommandBindings(InKeyEvent))
	{
		return FReply::Handled();
	}

	return FReply::Unhandled();
}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:35,代码来源:SAssetPicker.cpp

示例3: OnKeyDown

FReply SSuperSearchBox::OnKeyDown( const FGeometry& MyGeometry, const FKeyEvent& KeyEvent )
{
	if(SuggestionBox->IsOpen() && Suggestions.Num())
	{
		if(KeyEvent.GetKey() == EKeys::Up || KeyEvent.GetKey() == EKeys::Down)
		{
			if(KeyEvent.GetKey() == EKeys::Up)
			{
				//if we're at the top swing around
				if(SelectedSuggestion == 1)
				{
					SelectedSuggestion = Suggestions.Num() - 1;
				}
				else
				{
					// got one up
					--SelectedSuggestion;

					//make sure we're not selecting category
					if (Suggestions[SelectedSuggestion]->bCategory)
					{
						//we know that category is never shown empty so above us will be fine
						--SelectedSuggestion;
					}
				}
			}

			if(KeyEvent.GetKey() == EKeys::Down)
			{
				if(SelectedSuggestion < Suggestions.Num() - 1)
				{
					// go one down, possibly from edit control to top
					++SelectedSuggestion;

					//make sure we're not selecting category
					if (Suggestions[SelectedSuggestion]->bCategory)
					{
						//we know that category is never shown empty so below us will be fine
						++SelectedSuggestion;
					}
				}
				else
				{
					// back to edit control
					SelectedSuggestion = 1;
				}
			}

			MarkActiveSuggestion();

			return FReply::Handled();
		}
	}
	
	return FReply::Unhandled();
}
开发者ID:frobro98,项目名称:UnrealSource,代码行数:56,代码来源:SSuperSearch.cpp

示例4: OnKeyDown

FReply SMultiBoxWidget::OnKeyDown( const FGeometry& MyGeometry, const FKeyEvent& KeyEvent )
{
	SCompoundWidget::OnKeyDown(MyGeometry, KeyEvent);

	// allow use of up and down keys to transfer focus/hover state
	if(KeyEvent.GetKey() == EKeys::Up || KeyEvent.GetKey() == EKeys::Down)
	{
		return FocusNextWidget(EUINavigation::Next);
	}

	return FReply::Unhandled();
}
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:12,代码来源:MultiBox.cpp

示例5: HandleKeyDown

FReply SAssetSearchBox::HandleKeyDown( const FGeometry& MyGeometry, const FKeyEvent& InKeyEvent )
{
    if ( SuggestionBox->IsOpen() && (InKeyEvent.GetKey() == EKeys::Up || InKeyEvent.GetKey() == EKeys::Down) )
    {
        const bool bSelectingUp = InKeyEvent.GetKey() == EKeys::Up;
        TSharedPtr<FString> SelectedSuggestion = GetSelectedSuggestion();

        if ( SelectedSuggestion.IsValid() )
        {
            // Find the selection index and select the previous or next one
            int32 TargetIdx = INDEX_NONE;
            for ( int32 SuggestionIdx = 0; SuggestionIdx < Suggestions.Num(); ++SuggestionIdx )
            {
                if ( Suggestions[SuggestionIdx] == SelectedSuggestion )
                {
                    if ( bSelectingUp )
                    {
                        TargetIdx = SuggestionIdx - 1;
                    }
                    else
                    {
                        TargetIdx = SuggestionIdx + 1;
                    }
                    break;
                }
            }

            if ( Suggestions.IsValidIndex(TargetIdx) )
            {
                SuggestionListView->SetSelection( Suggestions[TargetIdx] );
                SuggestionListView->RequestScrollIntoView( Suggestions[TargetIdx] );
            }
        }
        else if ( !bSelectingUp && Suggestions.Num() > 0 )
        {
            // Nothing selected and pressed down, select the first item
            SuggestionListView->SetSelection( Suggestions[0] );
        }

        return FReply::Handled();
    }

    if (OnKeyDownHandler.IsBound())
    {
        return OnKeyDownHandler.Execute(MyGeometry, InKeyEvent);
    }

    return FReply::Unhandled();
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:49,代码来源:SAssetSearchBox.cpp

示例6: GetCefKeyboardModifiers

int32 FCEFWebBrowserWindow::GetCefKeyboardModifiers(const FKeyEvent& KeyEvent)
{
	int32 Modifiers = GetCefInputModifiers(KeyEvent);

	const FKey Key = KeyEvent.GetKey();
	if (Key == EKeys::LeftAlt ||
		Key == EKeys::LeftCommand ||
		Key == EKeys::LeftControl ||
		Key == EKeys::LeftShift)
	{
		Modifiers |= EVENTFLAG_IS_LEFT;
	}
	if (Key == EKeys::RightAlt ||
		Key == EKeys::RightCommand ||
		Key == EKeys::RightControl ||
		Key == EKeys::RightShift)
	{
		Modifiers |= EVENTFLAG_IS_RIGHT;
	}
	if (Key == EKeys::NumPadZero ||
		Key == EKeys::NumPadOne ||
		Key == EKeys::NumPadTwo ||
		Key == EKeys::NumPadThree ||
		Key == EKeys::NumPadFour ||
		Key == EKeys::NumPadFive ||
		Key == EKeys::NumPadSix ||
		Key == EKeys::NumPadSeven ||
		Key == EKeys::NumPadEight ||
		Key == EKeys::NumPadNine)
	{
		Modifiers |= EVENTFLAG_IS_KEY_PAD;
	}

	return Modifiers;
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:35,代码来源:CEFWebBrowserWindow.cpp

示例7: OnKeyDown

FReply SWidget::OnKeyDown( const FGeometry& MyGeometry, const FKeyEvent& InKeyEvent )
{
	if (SupportsKeyboardFocus())
	{
		EUINavigation Direction = FSlateApplicationBase::Get().GetNavigationDirectionFromKey( InKeyEvent );
		// It's the left stick return a navigation request of the correct direction
		if ( Direction != EUINavigation::Invalid )
		{
			return FReply::Handled().SetNavigation( Direction );
		}
		else if ( InKeyEvent.GetKey() == EKeys::Tab )
		{
			//@TODO: Really these uses of input should be at a lower priority, only occurring if nothing else handled them
			// For now this code prevents consuming them when some modifiers are held down, allowing some limited binding
			const bool bAllowEatingKeyEvents = !InKeyEvent.IsControlDown() && !InKeyEvent.IsAltDown() && !InKeyEvent.IsCommandDown();

			if (bAllowEatingKeyEvents)
			{
				EUINavigation MoveDirection = (InKeyEvent.IsShiftDown())
					? EUINavigation::Previous
					: EUINavigation::Next;
				return FReply::Handled().SetNavigation(MoveDirection);
			}
		}
	}
	return FReply::Unhandled();
}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:27,代码来源:SWidget.cpp

示例8: OnKeyDown

FReply FFaceFXComboChoiceWidget::OnKeyDown(const FGeometry& Geometry, const FKeyEvent& KeyboardEvent)
{
	if(KeyboardEvent.GetKey() == EKeys::Escape)
	{
		return HandleButtonClicked(EAppReturnType::Cancel);
	}
	return FReply::Unhandled();
}
开发者ID:MatrIsCool,项目名称:FaceFX-UE4,代码行数:8,代码来源:FaceFXComboChoiceWidget.cpp

示例9: OnKeyDown

		virtual FReply OnKeyDown( const FGeometry& MyGeometry, const FKeyEvent& InKeyEvent ) override
		{
			if (OnKeyDownDelegate.IsBound())
			{
				return OnKeyDownDelegate.Execute(InKeyEvent.GetKey());
			}

			return FReply::Unhandled();
		}
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:9,代码来源:MenuStack.cpp

示例10: OnKeyDown

FReply SFlareKeyBind::OnKeyDown(const FGeometry& MyGeometry, const FKeyEvent& InKeyEvent)
{
	if (bWaitingForKey)
	{
		SetKey(InKeyEvent.GetKey());
		return FReply::Handled();
	}
	return FReply::Unhandled();
}
开发者ID:Helical-Games,项目名称:HeliumRain,代码行数:9,代码来源:FlareKeyBind.cpp

示例11: OnKeyDown

FReply SInlineEditableTextBlock::OnKeyDown( const FGeometry& MyGeometry, const FKeyEvent& InKeyEvent )
{
	if(InKeyEvent.GetKey() == EKeys::F2)
	{
		EnterEditingMode();
		return FReply::Handled();
	}
	return FReply::Unhandled();
}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:9,代码来源:SInlineEditableTextBlock.cpp

示例12: OnKeyDown

FReply SPropertyComboBox::OnKeyDown( const FGeometry& MyGeometry, const FKeyEvent& InKeyEvent )
{
	const FKey Key = InKeyEvent.GetKey();

	if(Key == EKeys::Up)
	{
		const int32 SelectionIndex = ComboItemList.Find( GetSelectedItem() );
		if ( SelectionIndex >= 1 )
		{
			if (RestrictedList.Num() > 0)
			{
				// find & select the previous unrestricted item
				for(int32 TestIndex = SelectionIndex - 1; TestIndex >= 0; TestIndex--)
				{
					if(!RestrictedList[TestIndex])
					{
						SComboBox< TSharedPtr<FString> >::SetSelectedItem(ComboItemList[TestIndex]);
						break;
					}
				}
			}
			else
			{
				SComboBox< TSharedPtr<FString> >::SetSelectedItem(ComboItemList[SelectionIndex - 1]);
			}
		}

		return FReply::Handled();
	}
	else if(Key == EKeys::Down)
	{
		const int32 SelectionIndex = ComboItemList.Find( GetSelectedItem() );
		if ( SelectionIndex < ComboItemList.Num() - 1 )
		{
			if (RestrictedList.Num() > 0)
			{
				// find & select the next unrestricted item
				for(int32 TestIndex = SelectionIndex + 1; TestIndex < RestrictedList.Num() && TestIndex < ComboItemList.Num(); TestIndex++)
				{
					if(!RestrictedList[TestIndex])
					{
						SComboBox< TSharedPtr<FString> >::SetSelectedItem(ComboItemList[TestIndex]);
						break;
					}
				}
			}
			else
			{
				SComboBox< TSharedPtr<FString> >::SetSelectedItem(ComboItemList[SelectionIndex + 1]);
			}
		}

		return FReply::Handled();
	}

	return SComboBox< TSharedPtr<FString> >::OnKeyDown( MyGeometry, InKeyEvent );
}
开发者ID:Codermay,项目名称:Unreal4,代码行数:57,代码来源:SPropertyComboBox.cpp

示例13: OnKeyDown

	virtual FReply OnKeyDown(const FGeometry& MyGeometry, const FKeyEvent& InKeyEvent) override
	{
		const FKey Key = InKeyEvent.GetKey();
		if (Key == EKeys::Enter)
		{
			MenuOwner->HandleLoginUIClosed(TSharedPtr<const FUniqueNetId>(), 0);
		}
		else if (!MenuOwner->GetControlsLocked() && Key == EKeys::Gamepad_FaceButton_Bottom)
		{
			bool bSkipToMainMenu = true;

			{
				const auto OnlineSub = IOnlineSubsystem::Get();
				if (OnlineSub)
				{
					const auto IdentityInterface = OnlineSub->GetIdentityInterface();
					if (IdentityInterface.IsValid())
					{
						TSharedPtr<GenericApplication> GenericApplication = FSlateApplication::Get().GetPlatformApplication();
						const bool bIsLicensed = GenericApplication->ApplicationLicenseValid();

						const auto LoginStatus = IdentityInterface->GetLoginStatus(InKeyEvent.GetUserIndex());
						if (LoginStatus == ELoginStatus::NotLoggedIn || !bIsLicensed)
						{
							// Show the account picker.
							const auto ExternalUI = OnlineSub->GetExternalUIInterface();
							if (ExternalUI.IsValid())
							{
								ExternalUI->ShowLoginUI(InKeyEvent.GetUserIndex(), false, IOnlineExternalUI::FOnLoginUIClosedDelegate::CreateSP(MenuOwner, &FShooterWelcomeMenu::HandleLoginUIClosed));
								bSkipToMainMenu = false;
							}
						}
					}
				}
			}

			if (bSkipToMainMenu)
			{
				const auto OnlineSub = IOnlineSubsystem::Get();
				if (OnlineSub)
				{
					const auto IdentityInterface = OnlineSub->GetIdentityInterface();
					if (IdentityInterface.IsValid())
					{
						TSharedPtr<const FUniqueNetId> UserId = IdentityInterface->GetUniquePlayerId(InKeyEvent.GetUserIndex());
						// If we couldn't show the external login UI for any reason, or if the user is
						// already logged in, just advance to the main menu immediately.
						MenuOwner->HandleLoginUIClosed(UserId, InKeyEvent.GetUserIndex());
					}
				}
			}

			return FReply::Handled();
		}

		return FReply::Unhandled();
	}
开发者ID:t-p-tan,项目名称:CS4350-Die-Another-Day,代码行数:57,代码来源:ShooterWelcomeMenu.cpp

示例14: OnKeyDown

	/** Used to intercept Escape key presses, then interprets them as cancel */
	virtual FReply OnKeyDown( const FGeometry& MyGeometry, const FKeyEvent& InKeyEvent )
	{
		// Pressing escape returns as if the user canceled
		if ( InKeyEvent.GetKey() == EKeys::Escape )
		{
			return OnButtonClick(FDlgDeltaTransform::Cancel);
		}

		return FReply::Unhandled();
	}
开发者ID:Codermay,项目名称:Unreal4,代码行数:11,代码来源:DlgDeltaTransform.cpp

示例15: HandleFilterBoxKeyDown

FReply SSequencerLabelEditor::HandleFilterBoxKeyDown(const FGeometry& /*Geometry*/, const FKeyEvent& KeyEvent)
{
	if (KeyEvent.GetKey() == EKeys::Enter)
	{
		CreateLabelFromFilterText();
		return FReply::Handled();
	}

	return FReply::Unhandled();
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:10,代码来源:SSequencerLabelEditor.cpp


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