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/** * This specialized UIEvent responds to input key events generated by the system. Unlike other event classes, this event * class executes different actions depending on the input key that caused the event to be activated. * * Widgets must contain a UIEvent_ProcessInput in their list of implemented events in order to process input events. * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UIEvent_ProcessInput extends UIEvent native(inherit) DependsOn(UIRoot) transient; /** * Contains the list of input keys which are currently active, along with the optional UIActions that should be * activated when the input event is received. Initialized when the owning widget is initialized, and updated * as UIStates add and remove input keys so that actions here always represent the set of actions the widget can * currently respond to. * * Input key events that are handled natively will typically not have an associated UIAction. For those that do, the * native code will be executed first, then the UIAction will be activated. */ var native transient MultiMap_Mirror ActionMap{TMultiMap<FName,FInputKeyAction>}; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) /** * Determines whether this class should be displayed in the list of available ops in the UI's kismet editor. * * @param TargetObject the widget that this SequenceObject would be attached to. * * @return TRUE if this sequence object should be available for use in the UI kismet editor */ event bool IsValidUISequenceObject( optional UIScreenObject TargetObject ) { return false; } defaultproperties { Description="Executes actions in response to an input event, such as a keypress or mouse movement" bShouldRegisterEvent=False bPropagateEvent=False ObjName="Handle Input" Name="Default__UIEvent_ProcessInput" ObjectArchetype=UIEvent'Engine.Default__UIEvent' } |
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