Files
UnrealEngineUWP/Engine/Source/ThirdParty/OSVRClientKit/include/osvr/Common/ClientInterfaceFactory.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

55 lines
1.7 KiB
C++

/** @file
@brief Header
@date 2015
@author
Sensics, Inc.
<http://sensics.com/osvr>
*/
// Copyright 2015 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_ClientInterfaceFactory_h_GUID_B5A11486_6B0F_4284_D9E9_4A15C409742D
#define INCLUDED_ClientInterfaceFactory_h_GUID_B5A11486_6B0F_4284_D9E9_4A15C409742D
// Internal Includes
#include <osvr/Common/ClientInterfacePtr.h>
#include <osvr/Common/ClientContext_fwd.h>
#include <osvr/Common/Export.h>
// Library/third-party includes
// - none
// Standard includes
#include <functional>
namespace osvr {
namespace common {
/// @brief A factory function type taking the client context and path, and
/// returning a ClientInterfacePtr. The ClientContext will handle
/// notifying its internals about the new interface before returning it.
using ClientInterfaceFactory =
std::function<ClientInterfacePtr(ClientContext &, const char[])>;
/// @brief Returns a client interface factory suitable for standard client
/// use.
ClientInterfaceFactory getStandardClientInterfaceFactory();
} // namespace common
} // namespace osvr
#endif // INCLUDED_ClientInterfaceFactory_h_GUID_B5A11486_6B0F_4284_D9E9_4A15C409742D