lyra_game_ue/Source/LyraGame/UI/LyraGameViewportClient.cpp

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2025-03-20 11:06:26 +01:00
// Copyright Epic Games, Inc. All Rights Reserved.
#include "LyraGameViewportClient.h"
#include "CommonUISettings.h"
#include "ICommonUIModule.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraGameViewportClient)
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);
}