32 lines
873 B
C++
32 lines
873 B
C++
// Copyright Sam Bonifacio. All Rights Reserved.
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#pragma once
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#include "UI/ActionMapping.h"
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class FInputMappingUtils
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{
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public:
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// Checks if the given Player Controller is valid for input mapping purposes (is a local player)
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static bool IsValidPlayer(APlayerController* PlayerController, bool bLogError = false, const FString& ErrorContext = FString());
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};
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inline FString ToString(FInputActionKeyMapping Mapping)
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{
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return FString::Printf(TEXT("ActionName: %s, Key: %s, bShift: %i, bCtrl: %i, bAlt: %i, bCmd: %i"),
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*Mapping.ActionName.ToString(),
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*Mapping.Key.ToString(),
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(int32)Mapping.bShift,
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(int32)Mapping.bCtrl,
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(int32)Mapping.bAlt,
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(int32)Mapping.bCmd);
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}
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inline FString ToString(FInputAxisKeyMapping Mapping)
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{
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return FString::Printf(TEXT("AxisName: %s, Key: %s, Scale: %f"),
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*Mapping.AxisName.ToString(),
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*Mapping.Key.ToString(),
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Mapping.Scale);
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}
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