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Engine.Input


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//=============================================================================
// Input
// Object that maps key events to key bindings
// Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
//=============================================================================

class Input extends Interaction
	native(UserInterface)
	config(Input)
    transient;

struct native KeyBind
{
	var config name		Name;
	var config string	Command;
	var config bool		Control,
						Shift,
						Alt;
structcpptext
{
	FKeyBind()
	: Name()
	, Control(0)
	, Shift(0)
	, Alt(0)
	{}
}
};

var config array<KeyBind>				Bindings;

/** list of keys which this interaction handled a pressed event for */
var const array<name>					PressedKeys;

var const EInputEvent					CurrentEvent;
var const float							CurrentDelta;
var const float							CurrentDeltaTime;

var native const Map{FName,void*}		NameToPtr;
var native const init array<pointer>	AxisArray{FLOAT};

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/**
 * Resets this input object, flushing all pressed keys and clearing all player 'input' variables.
 */
native function ResetInput();

native function string GetBind(Name Key);

exec function SetBind(name BindName,string Command)
{
	local KeyBind	NewBind;
	local int		BindIndex;

	for(BindIndex = Bindings.Length-1;BindIndex >= 0;BindIndex--)
		if(Bindings[BindIndex].Name == BindName)
		{
			Bindings[BindIndex].Command = Command;
			SaveConfig();
			return;
		}

	NewBind.Name = BindName;
	NewBind.Command = Command;
	Bindings[Bindings.Length] = NewBind;
	SaveConfig();
}

defaultproperties
{
   Name="Default__Input"
   ObjectArchetype=Interaction'Engine.Default__Interaction'
}

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Class file time: tr 31-1-2018 17:18:10.000 - Creation time: sk 18-3-2018 10:01:08.631 - Created with UnCodeX