Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Learning C++ by creating games with UE4

You're reading from   Learning C++ by creating games with UE4 Learn C++ programming with a fun, real-world application that allows you to create your own games!

Arrow left icon
Product type Paperback
Published in Feb 2015
Publisher
ISBN-13 9781784396572
Length 342 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
William Sherif William Sherif
Author Profile Icon William Sherif
William Sherif
Arrow right icon
View More author details
Toc

Table of Contents (14) Chapters Close

Preface 1. Coding with C++ FREE CHAPTER 2. Variables and Memory 3. If, Else, and Switch 4. Looping 5. Functions and Macros 6. Objects, Classes, and Inheritance 7. Dynamic Memory Allocation 8. Actors and Pawns 9. Templates and Commonly Used Containers 10. Inventory System and Pickup Items 11. Monsters 12. Spell Book Index

Attaching right mouse click to cast spell

The right mouse click will have to go through quite a few function calls before calling the avatar's CastSpell method. The call graph would look something like the following screenshot:

Attaching right mouse click to cast spell

A few things happen between right click and spell cast. They are as follows:

  • As we saw before, all user mouse and keyboard interactions are routed through the Avatar object. When the Avatar object detects a right-click, it will pass the click event to HUD through AAvatar::MouseRightClicked().
  • Recall from Chapter 10, Inventory System and Pickup Items where we used a struct Widget class to keep track of the items the player had picked up. struct Widget only had three members:
    struct Widget
    {
      Icon icon;
      FVector2D pos, size;
      ///.. and some member functions
    };

    We will need to add an extra property for struct Widget class to remember the spell it casts.

    The HUD will determine if the click event was inside Widget in AMyHUD::MouseRightClicked().

  • If the click was on...
lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image