// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "GenericPlatform/GenericApplicationMessageHandler.h" struct FForceFeedbackValues; enum class FForceFeedbackChannelType; /** * Input device interface. * Useful for plugins/modules to support custom external input devices. */ class IInputDevice { public: /** Tick the interface (e.g. check for new controllers) */ virtual void Tick( float DeltaTime ) = 0; /** Poll for controller state and send events if needed */ virtual void SendControllerEvents() = 0; /** Set which MessageHandler will get the events from SendControllerEvents. */ virtual void SetMessageHandler( const TSharedRef< FGenericApplicationMessageHandler >& InMessageHandler ) = 0; /** Exec handler to allow console commands to be passed through for debugging */ virtual bool Exec( UWorld* InWorld, const TCHAR* Cmd, FOutputDevice& Ar ) = 0; /** * IForceFeedbackSystem pass through functions */ virtual void SetChannelValue (int32 ControllerId, FForceFeedbackChannelType ChannelType, float Value) = 0; virtual void SetChannelValues (int32 ControllerId, const FForceFeedbackValues &values) = 0; /** If this device supports a haptic interface, implement this, and inherit the IHapticDevice interface */ virtual class IHapticDevice* GetHapticDevice() { return nullptr; } virtual bool IsGamepadAttached() const { return false; } };