// Copyright Epic Games, Inc. All Rights Reserved. #include "InputBehavior.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(InputBehavior) bool operator<(const FInputCaptureRequest& l, const FInputCaptureRequest& r) { if (l.Source->GetPriority() == r.Source->GetPriority()) { return l.HitDepth < r.HitDepth; } else { return l.Source->GetPriority() < r.Source->GetPriority(); } } UInputBehavior::UInputBehavior() { DefaultPriority = FInputCapturePriority(100); } FInputCapturePriority UInputBehavior::GetPriority() { return DefaultPriority; } void UInputBehavior::SetDefaultPriority(const FInputCapturePriority& Priority) { DefaultPriority = Priority; } EInputDevices UInputBehavior::GetSupportedDevices() { return EInputDevices::Mouse; } FInputCaptureRequest UInputBehavior::WantsCapture(const FInputDeviceState& input) { return FInputCaptureRequest::Ignore(); } FInputCaptureUpdate UInputBehavior::BeginCapture(const FInputDeviceState& input, EInputCaptureSide eSide) { return FInputCaptureUpdate::Ignore(); } FInputCaptureUpdate UInputBehavior::UpdateCapture(const FInputDeviceState& input, const FInputCaptureData& data) { return FInputCaptureUpdate::End(); } void UInputBehavior::ForceEndCapture(const FInputCaptureData& data) { return; } bool UInputBehavior::WantsHoverEvents() { return false; } FInputCaptureRequest UInputBehavior::WantsHoverCapture(const FInputDeviceState& input) { return FInputCaptureRequest::Ignore(); } FInputCaptureUpdate UInputBehavior::BeginHoverCapture(const FInputDeviceState& input, EInputCaptureSide eSide) { return FInputCaptureUpdate::Ignore(); } FInputCaptureUpdate UInputBehavior::UpdateHoverCapture(const FInputDeviceState& input) { return FInputCaptureUpdate::End(); } void UInputBehavior::EndHoverCapture() { return; } bool UInputBehavior::WantsForceEndCapture() { return false; }