53 lines
1.4 KiB
C++
53 lines
1.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/PlayerController.h"
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#include "MyProjectPlayerController.generated.h"
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class UInputMappingContext;
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class UUserWidget;
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/**
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* Basic PlayerController class for a third person game
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* Manages input mappings
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*/
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UCLASS(abstract)
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class AMyProjectPlayerController : public APlayerController
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{
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GENERATED_BODY()
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protected:
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/** Input Mapping Contexts */
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UPROPERTY(EditAnywhere, Category ="Input|Input Mappings")
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TArray<UInputMappingContext*> DefaultMappingContexts;
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/** Input Mapping Contexts */
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UPROPERTY(EditAnywhere, Category="Input|Input Mappings")
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TArray<UInputMappingContext*> MobileExcludedMappingContexts;
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/** Mobile controls widget to spawn */
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UPROPERTY(EditAnywhere, Category="Input|Touch Controls")
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TSubclassOf<UUserWidget> MobileControlsWidgetClass;
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/** Pointer to the mobile controls widget */
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UPROPERTY()
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TObjectPtr<UUserWidget> MobileControlsWidget;
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/** If true, the player will use UMG touch controls even if not playing on mobile platforms */
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UPROPERTY(EditAnywhere, Config, Category = "Input|Touch Controls")
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bool bForceTouchControls = false;
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/** Gameplay initialization */
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virtual void BeginPlay() override;
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/** Input mapping context setup */
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virtual void SetupInputComponent() override;
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/** Returns true if the player should use UMG touch controls */
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bool ShouldUseTouchControls() const;
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};
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