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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
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#include "GIPS_InputProcessor.h"
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#include "EnhancedInputComponent.h"
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#include "GIPS_InputChecker.h"
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#include "GIPS_InputFunctionLibrary.h"
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UGIPS_InputProcessor::UGIPS_InputProcessor()
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{
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}
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bool UGIPS_InputProcessor::CanHandleInput(UGIPS_InputSystemComponent* IC, const FInputActionInstance& ActionData, FGameplayTag InputTag, ETriggerEvent TriggerEvent) const
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{
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return CheckCanHandleInput(IC, ActionData, InputTag, TriggerEvent);
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}
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void UGIPS_InputProcessor::HandleInput(UGIPS_InputSystemComponent* IC, const FInputActionInstance& ActionData, FGameplayTag InputTag, ETriggerEvent TriggerEvent) const
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{
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switch (TriggerEvent)
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{
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case ETriggerEvent::Triggered:
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return HandleInputTriggered(IC, ActionData, InputTag);
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case ETriggerEvent::Started:
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return HandleInputStarted(IC, ActionData, InputTag);
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case ETriggerEvent::Ongoing:
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return HandleInputOngoing(IC, ActionData, InputTag);
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case ETriggerEvent::Canceled:
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return HandleInputCanceled(IC, ActionData, InputTag);
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case ETriggerEvent::Completed:
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return HandleInputCompleted(IC, ActionData, InputTag);
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default:
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return;
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}
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}
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FInputActionValue UGIPS_InputProcessor::GetInputActionValue(const FInputActionInstance& ActionData) const
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{
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const FInputActionValue Value = ActionData.GetValue();
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return Value;
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}
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bool UGIPS_InputProcessor::CheckCanHandleInput_Implementation(UGIPS_InputSystemComponent* IC, const FInputActionInstance& ActionData, FGameplayTag InputTag, ETriggerEvent TriggerEvent) const
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{
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return true;
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}
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FString UGIPS_InputProcessor::GetEditorFriendlyName_Implementation() const
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{
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return TEXT("");
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}
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void UGIPS_InputProcessor::HandleInputCanceled_Implementation(UGIPS_InputSystemComponent* IC, const FInputActionInstance& ActionData, FGameplayTag InputTag) const
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{
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}
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void UGIPS_InputProcessor::HandleInputCompleted_Implementation(UGIPS_InputSystemComponent* IC, const FInputActionInstance& ActionData, FGameplayTag InputTag) const
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{
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}
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void UGIPS_InputProcessor::HandleInputOngoing_Implementation(UGIPS_InputSystemComponent* IC, const FInputActionInstance& ActionData, FGameplayTag InputTag) const
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{
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}
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void UGIPS_InputProcessor::HandleInputStarted_Implementation(UGIPS_InputSystemComponent* IC, const FInputActionInstance& ActionData, FGameplayTag InputTag) const
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{
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}
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void UGIPS_InputProcessor::HandleInputTriggered_Implementation(UGIPS_InputSystemComponent* IC, const FInputActionInstance& ActionData, FGameplayTag InputTag) const
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{
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}
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#if WITH_EDITOR
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#include "UObject/ObjectSaveContext.h"
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FString UGIPS_InputProcessor::NativeGetEditorFriendlyName() const
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{
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FString BPOverride = GetEditorFriendlyName();
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return FString::Format(TEXT("Input:{0} {1}"), {UGIPS_InputFunctionLibrary::GetLastTagNameString(InputTags),BPOverride});
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}
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void UGIPS_InputProcessor::PreSave(FObjectPreSaveContext SaveContext)
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{
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EditorFriendlyName = NativeGetEditorFriendlyName();
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UObject::PreSave(SaveContext);
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}
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#endif
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