Files
UnrealEngine/Engine/Source/Runtime/InteractiveToolsFramework/Private/InputBehavior.cpp
2025-05-18 13:04:45 +08:00

96 lines
1.8 KiB
C++

// 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;
}