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InputBPLib.h
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1// Fill out your copyright notice in the Description page of Project Settings.
2
3#pragma once
4
5#include "CoreMinimal.h"
6#include "Data/BaseData.h"
7#include "Kismet/BlueprintFunctionLibrary.h"
8#include "InputBPLib.generated.h"
9
10class UInputAction;
11class UInputMappingContext;
15UCLASS()
16class BASEHELPERS_API UInputBPLib : public UBlueprintFunctionLibrary
17{
18 GENERATED_BODY()
19public:
20 UFUNCTION(BlueprintPure, BlueprintCallable, Category = "Input")
21 static UDataTable* GetKeyboardInputDataTable();
22 UFUNCTION(BlueprintPure, BlueprintCallable, Category = "Input")
23 static UDataTable* GetXboxInputDataTable();
24 UFUNCTION(BlueprintPure, BlueprintCallable, Category = "Input")
25 static UDataTable* GetPlayStationInputDataTable();
26
27
29 UFUNCTION(BlueprintPure, BlueprintCallable, Category = "Input", meta=(WorldContext="WorldContextObject"))
30 static UInputMappingContext* GetInputMapping(const UObject* WorldContextObject);
31
32
34 UFUNCTION(BlueprintPure, BlueprintCallable, Category = "Input", meta=(WorldContext="WorldContextObject"))
35 static FString GetAssignedKeyName(const UObject* WorldContextObject, const UInputAction* InputAction, const int32 Num = 0);
36
38 UFUNCTION(BlueprintPure, BlueprintCallable, Category = "Input", meta=(WorldContext="WorldContextObject"))
39 static FString GetInputKeyName(const UObject* WorldContextObject, const FString& InputActionName, const EGameControllerType Controller = EGameControllerType::Keyboard);
40 UFUNCTION(BlueprintPure, BlueprintCallable, Category = "Input", meta=(WorldContext="WorldContextObject"))
41 static FSlateBrush GetInputKeyIcon(const UObject* WorldContextObject, const FString& InputActionName, const EGameControllerType Controller = EGameControllerType::Keyboard);
42
43
44 static FInputIcon* GetKeyboardKey(const FString& Input);
45 static FString GetKeyboardKeyName(const FString& Input);
46 static FSlateBrush GetKeyboardKeyIcon(const FString& Input);
47
48
49 static FInputIcon* GetXboxKey(const FString& Input);
50 static FString GetXboxKeyName(const FString& Input);
51 static FSlateBrush GetXboxKeyIcon(const FString& Input);
52
53 static FInputIcon* GetPlayStationKey(const FString& Input);
54
55 static FString GetPlayStationKeyName(const FString& Input);
56 static FSlateBrush GetPlayStationKeyIcon(const FString& Input);
57
58};
EGameControllerType
Definition BaseData.h:97
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
Definition InputBPLib.h:17
Definition BaseData.h:670