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