本文整理汇总了C++中FKeyEvent::IsCommandDown方法的典型用法代码示例。如果您正苦于以下问题:C++ FKeyEvent::IsCommandDown方法的具体用法?C++ FKeyEvent::IsCommandDown怎么用?C++ FKeyEvent::IsCommandDown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FKeyEvent
的用法示例。
在下文中一共展示了FKeyEvent::IsCommandDown方法的2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:
FValorActionInputBinding UInputBlueprintLibrary::K2_GetInputAction(const FKeyEvent& KeyEvent)
{
FValorActionInputBinding Binding;
Binding.Key = KeyEvent.GetKey();
Binding.KeyAsString = Binding.Key.GetDisplayName().ToString();
Binding.bAlt = KeyEvent.IsAltDown();
Binding.bCtrl = KeyEvent.IsControlDown();
Binding.bShift = KeyEvent.IsShiftDown();
Binding.bCmd = KeyEvent.IsCommandDown();
return Binding;
}
示例2: 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();
}