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

50 lines
1.5 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_PathNode_h_GUID_0A160656_BCAF_4C96_EF3F_5209470644B0
#define INCLUDED_PathNode_h_GUID_0A160656_BCAF_4C96_EF3F_5209470644B0
// Internal Includes
#include <osvr/Common/Export.h>
#include <osvr/Common/PathNode_fwd.h>
#include <osvr/Common/PathElementTypes.h> ///< @todo can we split out this include? I don't think all consumers of this header need it.
#include <osvr/Util/TreeNode.h>
// Library/third-party includes
// - none
// Standard includes
#include <string>
namespace osvr {
namespace common {
/// @brief Gets the absolute path for the given node.
///
/// @ingroup Routing
OSVR_COMMON_EXPORT std::string getFullPath(PathNode const &node);
} // namespace common
} // namespace osvr
#endif // INCLUDED_PathNode_h_GUID_0A160656_BCAF_4C96_EF3F_5209470644B0