RealtimeStyleTransferRuntime/Source/LyraGame/UI/LyraGameViewportClient.cpp

31 lines
1.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "LyraGameViewportClient.h"
#include "CommonUISettings.h"
#include "GameplayTagContainer.h"
#include "ICommonUIModule.h"
#include "NativeGameplayTags.h"
#include "UObject/NameTypes.h"
class UGameInstance;
namespace GameViewportTags
{
UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_Platform_Trait_Input_HardwareCursor, "Platform.Trait.Input.HardwareCursor");
}
ULyraGameViewportClient::ULyraGameViewportClient()
: Super(FObjectInitializer::Get())
{
}
void ULyraGameViewportClient::Init(struct FWorldContext& WorldContext, UGameInstance* OwningGameInstance, bool bCreateNewAudioDevice)
{
Super::Init(WorldContext, OwningGameInstance, bCreateNewAudioDevice);
// We have software cursors set up in our project settings for console/mobile use, but on desktop we're fine with
// the standard hardware cursors
const bool UseHardwareCursor = ICommonUIModule::GetSettings().GetPlatformTraits().HasTag(GameViewportTags::TAG_Platform_Trait_Input_HardwareCursor);
SetUseSoftwareCursorWidgets(!UseHardwareCursor);
}