コード例 #1
0
/// <summary>Setup an input mode that allows only the UI to respond to user input.</summary>
        public static void SetInputMode_UIOnlyEx(APlayerController Target, UWidget InWidgetToFocus, EMouseLockMode InMouseLockMode = EMouseLockMode.DoNotLock)
        {
            SetInputMode_UIOnlyEx(IntPtr.Zero, Target, InWidgetToFocus, (int)InMouseLockMode);
        }
コード例 #2
0
            internal static unsafe void Invoke(PlayerController PlayerController, Widget InWidgetToFocus, EMouseLockMode InMouseLockMode)
            {
                long *p = stackalloc long[] { 0L, 0L, 0L, 0L };
                byte *b = (byte *)p;

                *((IntPtr *)(b + 0)) = PlayerController;
                *((IntPtr *)(b + 8)) = InWidgetToFocus;
                *(b + 16)            = (byte)InMouseLockMode;
                Main.GetProcessEvent(WidgetBlueprintLibrary.DefaultObject, SetInputMode_UIOnlyEx_ptr, new IntPtr(p));;
            }
        }
コード例 #3
0
/// <summary>Setup an input mode that allows only the UI to respond to user input, and if the UI doesn't handle it player input / player controller gets a chance.</summary>
        public static void SetInputMode_GameAndUIEx(APlayerController Target, UWidget InWidgetToFocus, EMouseLockMode InMouseLockMode = EMouseLockMode.DoNotLock, bool bHideCursorDuringCapture = true)
        {
            SetInputMode_GameAndUIEx(IntPtr.Zero, Target, InWidgetToFocus, (int)InMouseLockMode, bHideCursorDuringCapture?1:0);
        }