Input Component core functionality done
parent
8313c57825
commit
780062a8ed
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@ -3,11 +3,13 @@
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#include "Input/VRInputConfig.h"
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#include "Logging.h"
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UInputAction* UVRInputConfig::FindNativeInputActionForTag(const FGameplayTag& InTag, bool bLogNotFound) const
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{
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if (!InTag.IsValid()) return nullptr;
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for (const FVRTagInputAction& Action : NativeInputActions)
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for (const FVRTagInputBinding& Action : NativeInputActions)
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{
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if (!Action.IsValid()) continue;
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@ -19,7 +21,8 @@ UInputAction* UVRInputConfig::FindNativeInputActionForTag(const FGameplayTag& In
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if (bLogNotFound)
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{
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// TODO: Add logging for VRGAS
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UE_LOG(VRGAS_Log, Error, TEXT("Could not find Native Action for Tag %s on InputConfig %s"),
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*InTag.ToString(), *GetNameSafe(this))
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}
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return nullptr;
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@ -28,7 +31,7 @@ UInputAction* UVRInputConfig::FindAbilityInputActionForTag(const FGameplayTag& I
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{
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if (!InTag.IsValid()) return nullptr;
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for (const FVRTagInputAction& Action : AbilityInputActions)
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for (const FVRTagInputBinding& Action : AbilityInputActions)
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{
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if (!Action.IsValid() && Action.InputTag.IsValid())
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{
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@ -0,0 +1,3 @@
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#include "Logging.h"
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DEFINE_LOG_CATEGORY(VRGAS_Log)
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@ -0,0 +1,5 @@
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#pragma once
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#include "CoreMinimal.h"
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DECLARE_LOG_CATEGORY_EXTERN(VRGAS_Log, Log, All)
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@ -4,6 +4,7 @@
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#include "CoreMinimal.h"
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#include "EnhancedInputComponent.h"
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#include "VRInputConfig.h"
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#include "VRInputComponent.generated.h"
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@ -12,4 +13,36 @@ class VRGAS_API UVRInputComponent : public UEnhancedInputComponent
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{
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GENERATED_BODY()
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template <class UserClass, typename FuncType>
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void BindNativeActions(const UVRInputConfig* InputConfig, const FGameplayTag& InputTag, ETriggerEvent TriggerEvent,
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UserClass* Object,FuncType Func, bool bLogNotFound = true);
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template <class UserClass, typename PressedFuncType, typename ReleasedFuncType>
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void BindAbilityActions(const UVRInputConfig* InputConfig, UserClass* Object, PressedFuncType PressedFunc, ReleasedFuncType ReleasedFunc);
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};
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template <class UserClass, typename FuncType>
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void UVRInputComponent::BindNativeActions(const UVRInputConfig* InputConfig, const FGameplayTag& InputTag, ETriggerEvent TriggerEvent,
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UserClass* Object,FuncType Func, const bool bLogNotFound)
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{
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check(InputConfig)
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if (UInputAction* Action = InputConfig->FindNativeInputActionForTag(InputTag, bLogNotFound))
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{
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BindAction(Action, TriggerEvent, Object, Func);
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}
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}
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template <class UserClass, typename PressedFuncType, typename ReleasedFuncType>
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void UVRInputComponent::BindAbilityActions(const UVRInputConfig* InputConfig, UserClass* Object, PressedFuncType PressedFunc, ReleasedFuncType ReleasedFunc);
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{
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check(InputConfig)
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for (const FVRTagInputBinding& Binding : InputConfig->AbilityInputActions)
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{
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if (Binding.IsValid())
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{
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if (PressedFunc) BindAction(Binding.InputAction, ETriggerEvent::Started, Object, PressedFunc, Binding.InputTag);
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if (ReleasedFunc) BindAction(Binding.InputAction, ETriggerEvent::Completed, Object, ReleasedFunc, Binding.InputTag);
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}
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}
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}
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@ -11,7 +11,7 @@
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class UInputAction;
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USTRUCT(BlueprintType)
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struct FVRTagInputAction
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struct FVRTagInputBinding
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{
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GENERATED_BODY()
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@ -26,6 +26,7 @@ struct FVRTagInputAction
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return InputTag.IsValid() && InputAction != nullptr;
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}
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};
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/**
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*
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*/
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@ -36,10 +37,10 @@ class VRGAS_API UVRInputConfig : public UDataAsset
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public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Meta = (TitleProperty = "InputAction"))
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TArray<FVRTagInputAction> NativeInputActions;
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TArray<FVRTagInputBinding> NativeInputActions;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Meta = (TitleProperty = "InputAction"))
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TArray<FVRTagInputAction> AbilityInputActions;
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TArray<FVRTagInputBinding> AbilityInputActions;
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UFUNCTION(BlueprintCallable, Category = "Input")
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UInputAction* FindNativeInputActionForTag(const FGameplayTag& InTag, bool bLogNotFound = true) const;
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