Files
UnrealEngineUWP/Engine/Source/Runtime/InputDevice/Public/IInputDevice.h
Ben Marsh 20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00

49 lines
1.4 KiB
C++

// 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;
}
};