Files
UnrealEngineUWP/Engine/Source/ThirdParty/OSVRClientKit/include/osvr/ClientKit/ClientKit.h
Matthew Griffin f180dff107 Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main
#lockdown Nick.Penwarden

(Will update with full description tomorrow)

[CL 2984534 by Matthew Griffin in Main branch]
2016-05-19 19:35:35 -04:00

49 lines
1.6 KiB
C++

/** @file
@brief Header
@date 2014
@author
Sensics, Inc.
<http://sensics.com/osvr>
*/
// Copyright 2014 Sensics, Inc.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#ifndef INCLUDED_ClientKit_h_GUID_DD0155F5_61A4_4A76_8C2E_D9614C7A9EBD
#define INCLUDED_ClientKit_h_GUID_DD0155F5_61A4_4A76_8C2E_D9614C7A9EBD
#include <osvr/ClientKit/Context.h>
#include <osvr/ClientKit/Interface.h>
namespace osvr {
/** @brief Contains C++ header-only wrappers for the ClientKit C API.
@ingroup ClientKit
Use of these wrappers is optional: they duplicate functionality found in the
C API as they are implemented in headers on top of the C API. However, they
also provide a much cleaner, low-boilerplate interface for the most common
operations.
Some functionality may not be "wrapped" in a C++ API, however, it is
always possible to extract the C entities being wrapped and use them with
the C API in those cases.
*/
namespace clientkit {} // namespace clientkit
} // namespace osvr
#endif // INCLUDED_ClientKit_h_GUID_DD0155F5_61A4_4A76_8C2E_D9614C7A9EBD