54 lines
880 B
C++
54 lines
880 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/**
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* This class handles hotkey binding management for the editor.
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*/
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/Object.h"
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#include "InputCoreTypes.h"
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#include "UnrealEdKeyBindings.generated.h"
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/** An editor hotkey binding to a parameterless exec. */
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USTRUCT()
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struct FEditorKeyBinding
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{
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GENERATED_USTRUCT_BODY()
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UPROPERTY()
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uint32 bCtrlDown:1;
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UPROPERTY()
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uint32 bAltDown:1;
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UPROPERTY()
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uint32 bShiftDown:1;
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UPROPERTY()
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FKey Key;
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UPROPERTY()
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FName CommandName;
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FEditorKeyBinding()
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: bCtrlDown(false)
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, bAltDown(false)
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, bShiftDown(false)
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{}
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};
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UCLASS(Config=EditorKeyBindings)
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class UUnrealEdKeyBindings : public UObject
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{
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GENERATED_UCLASS_BODY()
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/** Array of keybindings */
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UPROPERTY(config)
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TArray<struct FEditorKeyBinding> KeyBindings;
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};
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