Files
UnrealEngineUWP/Engine/Plugins/Runtime/WindowsMixedReality/Source/WindowsMixedRealityHandTracking/Public/IWindowsMixedRealityHandTrackingPlugin.h
Marcus Wassmer 3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00

69 lines
2.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Modules/ModuleManager.h"
#include "IInputDeviceModule.h"
#include "WindowsMixedRealityHandTrackingTypes.h"
enum class EControllerHand : uint8;
/**
* The public interface to this module. In most cases, this interface is only public to sibling modules
* within this plugin.
*/
class IWindowsMixedRealityHandTrackingModule :
public IInputDeviceModule
{
public:
/**
* Singleton-like access to this module's interface. This is just for convenience!
* Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
*
* @return Returns singleton instance, loading the module on demand if needed
*/
static inline IWindowsMixedRealityHandTrackingModule& Get()
{
return FModuleManager::LoadModuleChecked<IWindowsMixedRealityHandTrackingModule>("WindowsMixedRealityHandTracking");
}
/**
* Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.
*
* @return True if the module is loaded and ready to use
*/
static inline bool IsAvailable()
{
return FModuleManager::Get().IsModuleLoaded("WindowsMixedRealityHandTracking");
}
/**
* Returns the Input Device associated with this InputDeviceModule.
*
* @return Shared pointer to the Input Device.
*/
virtual TSharedPtr<IInputDevice> GetInputDevice() = 0;
/**
* Returns the LiveLinkSource associated with this WindowsMixedRealityHandTrackingPlugin.
*
* @return Shared pointer to the Input Device.
*/
virtual TSharedPtr<class ILiveLinkSource> GetLiveLinkSource() = 0;
/**
* Checks if the LiveLinkSource as been created.
*
* @return True if the LiveLinkSource has been created with GetLiveLinkSource or AddLiveLinkSource
*/
virtual bool IsLiveLinkSourceValid() const = 0;
virtual void AddLiveLinkSource() = 0;
virtual void RemoveLiveLinkSource() = 0;
virtual bool GetHandJointTransform(EControllerHand Hand, EWMRHandKeypoint Keypoint, FTransform& Transform, float& OutRadius) = 0;
};